Re-implement random evolution handling and mark unfinished moves
parent
db31f961ad
commit
f5f9eb576f
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@ -89,7 +89,7 @@ export class Arena {
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return this.randomSpecies(waveIndex, level, (attempt || 0) + 1);
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return this.randomSpecies(waveIndex, level, (attempt || 0) + 1);
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}
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}
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const newSpeciesId = ret.getSpeciesForLevel(level);
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const newSpeciesId = ret.getSpeciesForLevel(level, true);
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if (newSpeciesId !== ret.speciesId) {
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if (newSpeciesId !== ret.speciesId) {
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console.log('Replaced', Species[ret.speciesId], 'with', Species[newSpeciesId]);
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console.log('Replaced', Species[ret.speciesId], 'with', Species[newSpeciesId]);
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ret = getPokemonSpecies(newSpeciesId);
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ret = getPokemonSpecies(newSpeciesId);
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@ -5,7 +5,7 @@ import { EncounterPhase, SummonPhase, CommandPhase, NextEncounterPhase, NewBiome
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import Pokemon, { PlayerPokemon, EnemyPokemon } from './pokemon';
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import Pokemon, { PlayerPokemon, EnemyPokemon } from './pokemon';
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import PokemonSpecies, { allSpecies, getPokemonSpecies } from './data/pokemon-species';
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import PokemonSpecies, { allSpecies, getPokemonSpecies } from './data/pokemon-species';
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import * as Utils from './utils';
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import * as Utils from './utils';
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import { Modifier, ModifierBar, ConsumablePokemonModifier, ConsumableModifier, PartyShareModifier, PokemonHpRestoreModifier, HealingBoosterModifier, PersistentModifier, PokemonHeldItemModifier, ConsumablePokemonMoveModifier, ModifierPredicate } from './modifier/modifier';
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import { Modifier, ModifierBar, ConsumablePokemonModifier, ConsumableModifier, PartyShareModifier, PokemonHpRestoreModifier, HealingBoosterModifier, PersistentModifier, PokemonHeldItemModifier, ModifierPredicate } from './modifier/modifier';
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import { PokeballType } from './data/pokeball';
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import { PokeballType } from './data/pokeball';
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import { Species } from './data/species';
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import { Species } from './data/species';
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import { initAutoPlay } from './system/auto-play';
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import { initAutoPlay } from './system/auto-play';
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374
src/data/move.ts
374
src/data/move.ts
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@ -1545,7 +1545,7 @@ export const allMoves = [
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new AttackMove(Moves.DOUBLE_SLAP, "Double Slap", Type.NORMAL, MoveCategory.PHYSICAL, 15, 85, 10, -1, "Hits 2-5 times in one turn.", -1, 0, 1, new MultiHitAttr()),
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new AttackMove(Moves.DOUBLE_SLAP, "Double Slap", Type.NORMAL, MoveCategory.PHYSICAL, 15, 85, 10, -1, "Hits 2-5 times in one turn.", -1, 0, 1, new MultiHitAttr()),
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new AttackMove(Moves.COMET_PUNCH, "Comet Punch", Type.NORMAL, MoveCategory.PHYSICAL, 18, 85, 15, -1, "Hits 2-5 times in one turn.", -1, 0, 1, new MultiHitAttr()),
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new AttackMove(Moves.COMET_PUNCH, "Comet Punch", Type.NORMAL, MoveCategory.PHYSICAL, 18, 85, 15, -1, "Hits 2-5 times in one turn.", -1, 0, 1, new MultiHitAttr()),
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new AttackMove(Moves.MEGA_PUNCH, "Mega Punch", Type.NORMAL, MoveCategory.PHYSICAL, 80, 85, 20, -1, "", -1, 0, 1),
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new AttackMove(Moves.MEGA_PUNCH, "Mega Punch", Type.NORMAL, MoveCategory.PHYSICAL, 80, 85, 20, -1, "", -1, 0, 1),
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new AttackMove(Moves.PAY_DAY, "Pay Day", Type.NORMAL, MoveCategory.PHYSICAL, 40, 100, 20, -1, "Money is earned after the battle.", -1, 0, 1),
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new AttackMove(Moves.PAY_DAY, "Pay Day (N)", Type.NORMAL, MoveCategory.PHYSICAL, 40, 100, 20, -1, "Money is earned after the battle.", -1, 0, 1),
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new AttackMove(Moves.FIRE_PUNCH, "Fire Punch", Type.FIRE, MoveCategory.PHYSICAL, 75, 100, 15, 67, "May burn opponent.", 10, 0, 1, new StatusEffectAttr(StatusEffect.BURN)),
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new AttackMove(Moves.FIRE_PUNCH, "Fire Punch", Type.FIRE, MoveCategory.PHYSICAL, 75, 100, 15, 67, "May burn opponent.", 10, 0, 1, new StatusEffectAttr(StatusEffect.BURN)),
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new AttackMove(Moves.ICE_PUNCH, "Ice Punch", Type.ICE, MoveCategory.PHYSICAL, 75, 100, 15, 69, "May freeze opponent.", 10, 0, 1, new StatusEffectAttr(StatusEffect.FREEZE)),
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new AttackMove(Moves.ICE_PUNCH, "Ice Punch", Type.ICE, MoveCategory.PHYSICAL, 75, 100, 15, 69, "May freeze opponent.", 10, 0, 1, new StatusEffectAttr(StatusEffect.FREEZE)),
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new AttackMove(Moves.THUNDER_PUNCH, "Thunder Punch", Type.ELECTRIC, MoveCategory.PHYSICAL, 75, 100, 15, 68, "May paralyze opponent.", 10, 0, 1, new StatusEffectAttr(StatusEffect.PARALYSIS)),
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new AttackMove(Moves.THUNDER_PUNCH, "Thunder Punch", Type.ELECTRIC, MoveCategory.PHYSICAL, 75, 100, 15, 68, "May paralyze opponent.", 10, 0, 1, new StatusEffectAttr(StatusEffect.PARALYSIS)),
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@ -1559,16 +1559,17 @@ export const allMoves = [
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new AttackMove(Moves.GUST, "Gust", Type.FLYING, MoveCategory.SPECIAL, 40, 100, 35, -1, "Hits Pokémon using Fly/Bounce/Sky Drop with double power.", -1, 0, 1,
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new AttackMove(Moves.GUST, "Gust", Type.FLYING, MoveCategory.SPECIAL, 40, 100, 35, -1, "Hits Pokémon using Fly/Bounce/Sky Drop with double power.", -1, 0, 1,
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new HitsTagAttr(BattlerTagType.FLYING, true)),
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new HitsTagAttr(BattlerTagType.FLYING, true)),
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new AttackMove(Moves.WING_ATTACK, "Wing Attack", Type.FLYING, MoveCategory.PHYSICAL, 60, 100, 35, -1, "", -1, 0, 1),
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new AttackMove(Moves.WING_ATTACK, "Wing Attack", Type.FLYING, MoveCategory.PHYSICAL, 60, 100, 35, -1, "", -1, 0, 1),
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new StatusMove(Moves.WHIRLWIND, "Whirlwind", Type.NORMAL, -1, 20, -1, "In battles, the opponent switches. In the wild, the Pokémon runs.", -1, -6, 1), // TODO
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new StatusMove(Moves.WHIRLWIND, "Whirlwind (N)", Type.NORMAL, -1, 20, -1, "In battles, the opponent switches. In the wild, the Pokémon runs.", -1, -6, 1), // TODO
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new AttackMove(Moves.FLY, "Fly", Type.FLYING, MoveCategory.PHYSICAL, 90, 95, 15, 97, "Flies up on first turn, attacks on second turn.", -1, 0, 1,
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new AttackMove(Moves.FLY, "Fly", Type.FLYING, MoveCategory.PHYSICAL, 90, 95, 15, 97, "Flies up on first turn, attacks on second turn.", -1, 0, 1,
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new ChargeAttr(ChargeAnim.FLY_CHARGING, 'flew\nup high!', BattlerTagType.FLYING)),
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new ChargeAttr(ChargeAnim.FLY_CHARGING, 'flew\nup high!', BattlerTagType.FLYING)),
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new AttackMove(Moves.BIND, "Bind", Type.NORMAL, MoveCategory.PHYSICAL, 15, 85, 20, -1, "Traps opponent, damaging them for 4-5 turns.", 100, 0, 1), // TODO
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new AttackMove(Moves.BIND, "Bind (N)", Type.NORMAL, MoveCategory.PHYSICAL, 15, 85, 20, -1, "Traps opponent, damaging them for 4-5 turns.", 100, 0, 1), // TODO
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new AttackMove(Moves.SLAM, "Slam", Type.NORMAL, MoveCategory.PHYSICAL, 80, 75, 20, -1, "", -1, 0, 1),
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new AttackMove(Moves.SLAM, "Slam", Type.NORMAL, MoveCategory.PHYSICAL, 80, 75, 20, -1, "", -1, 0, 1),
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new AttackMove(Moves.VINE_WHIP, "Vine Whip", Type.GRASS, MoveCategory.PHYSICAL, 45, 100, 25, -1, "", -1, 0, 1),
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new AttackMove(Moves.VINE_WHIP, "Vine Whip", Type.GRASS, MoveCategory.PHYSICAL, 45, 100, 25, -1, "", -1, 0, 1),
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new AttackMove(Moves.STOMP, "Stomp", Type.NORMAL, MoveCategory.PHYSICAL, 65, 100, 20, -1, "May cause flinching.", 30, 0, 1, new FlinchAttr()),
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new AttackMove(Moves.STOMP, "Stomp", Type.NORMAL, MoveCategory.PHYSICAL, 65, 100, 20, -1, "May cause flinching.", 30, 0, 1, new FlinchAttr()),
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new AttackMove(Moves.DOUBLE_KICK, "Double Kick", Type.FIGHTING, MoveCategory.PHYSICAL, 30, 100, 30, -1, "Hits twice in one turn.", -1, 0, 1, new MultiHitAttr(MultiHitType._2)),
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new AttackMove(Moves.DOUBLE_KICK, "Double Kick", Type.FIGHTING, MoveCategory.PHYSICAL, 30, 100, 30, -1, "Hits twice in one turn.", -1, 0, 1, new MultiHitAttr(MultiHitType._2)),
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new AttackMove(Moves.MEGA_KICK, "Mega Kick", Type.NORMAL, MoveCategory.PHYSICAL, 120, 75, 5, -1, "", -1, 0, 1),
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new AttackMove(Moves.MEGA_KICK, "Mega Kick", Type.NORMAL, MoveCategory.PHYSICAL, 120, 75, 5, -1, "", -1, 0, 1),
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new AttackMove(Moves.JUMP_KICK, "Jump Kick", Type.FIGHTING, MoveCategory.PHYSICAL, 100, 95, 10, -1, "If it misses, the user loses half their HP.", -1, 0, 1),
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new AttackMove(Moves.JUMP_KICK, "Jump Kick", Type.FIGHTING, MoveCategory.PHYSICAL, 100, 95, 10, -1, "If it misses, the user loses half their HP.", -1, 0, 1,
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new MissEffectAttr((user: Pokemon, target: Pokemon, move: Move) => { user.damage(Math.floor(user.getMaxHp() / 2)); return true; })),
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new AttackMove(Moves.ROLLING_KICK, "Rolling Kick", Type.FIGHTING, MoveCategory.PHYSICAL, 60, 85, 15, -1, "May cause flinching.", 30, 0, 1, new FlinchAttr()),
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new AttackMove(Moves.ROLLING_KICK, "Rolling Kick", Type.FIGHTING, MoveCategory.PHYSICAL, 60, 85, 15, -1, "May cause flinching.", 30, 0, 1, new FlinchAttr()),
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new StatusMove(Moves.SAND_ATTACK, "Sand Attack", Type.GROUND, 100, 15, -1, "Lowers opponent's Accuracy.", -1, 0, 1, new StatChangeAttr(BattleStat.ACC, -1)),
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new StatusMove(Moves.SAND_ATTACK, "Sand Attack", Type.GROUND, 100, 15, -1, "Lowers opponent's Accuracy.", -1, 0, 1, new StatChangeAttr(BattleStat.ACC, -1)),
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new AttackMove(Moves.HEADBUTT, "Headbutt", Type.NORMAL, MoveCategory.PHYSICAL, 70, 100, 15, -1, "May cause flinching.", 30, 0, 1, new FlinchAttr()),
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new AttackMove(Moves.HEADBUTT, "Headbutt", Type.NORMAL, MoveCategory.PHYSICAL, 70, 100, 15, -1, "May cause flinching.", 30, 0, 1, new FlinchAttr()),
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@ -1577,7 +1578,7 @@ export const allMoves = [
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new AttackMove(Moves.HORN_DRILL, "Horn Drill", Type.NORMAL, MoveCategory.PHYSICAL, -1, 30, 5, -1, "One-Hit-KO, if it hits.", -1, 0, 1, new OneHitKOAttr()),
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new AttackMove(Moves.HORN_DRILL, "Horn Drill", Type.NORMAL, MoveCategory.PHYSICAL, -1, 30, 5, -1, "One-Hit-KO, if it hits.", -1, 0, 1, new OneHitKOAttr()),
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new AttackMove(Moves.TACKLE, "Tackle", Type.NORMAL, MoveCategory.PHYSICAL, 40, 100, 35, -1, "", -1, 0, 1),
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new AttackMove(Moves.TACKLE, "Tackle", Type.NORMAL, MoveCategory.PHYSICAL, 40, 100, 35, -1, "", -1, 0, 1),
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new AttackMove(Moves.BODY_SLAM, "Body Slam", Type.NORMAL, MoveCategory.PHYSICAL, 85, 100, 15, 66, "May paralyze opponent.", 30, 0, 1, new StatusEffectAttr(StatusEffect.PARALYSIS)),
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new AttackMove(Moves.BODY_SLAM, "Body Slam", Type.NORMAL, MoveCategory.PHYSICAL, 85, 100, 15, 66, "May paralyze opponent.", 30, 0, 1, new StatusEffectAttr(StatusEffect.PARALYSIS)),
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new AttackMove(Moves.WRAP, "Wrap", Type.NORMAL, MoveCategory.PHYSICAL, 15, 90, 20, -1, "Traps opponent, damaging them for 4-5 turns.", 100, 0, 1),
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new AttackMove(Moves.WRAP, "Wrap (N)", Type.NORMAL, MoveCategory.PHYSICAL, 15, 90, 20, -1, "Traps opponent, damaging them for 4-5 turns.", 100, 0, 1),
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new AttackMove(Moves.TAKE_DOWN, "Take Down", Type.NORMAL, MoveCategory.PHYSICAL, 90, 85, 20, 1, "User receives recoil damage.", -1, 0, 1, new RecoilAttr()),
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new AttackMove(Moves.TAKE_DOWN, "Take Down", Type.NORMAL, MoveCategory.PHYSICAL, 90, 85, 20, 1, "User receives recoil damage.", -1, 0, 1, new RecoilAttr()),
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new AttackMove(Moves.THRASH, "Thrash", Type.NORMAL, MoveCategory.PHYSICAL, 120, 100, 10, -1, "User attacks for 2-3 turns but then becomes confused.", -1, 0, 1,
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new AttackMove(Moves.THRASH, "Thrash", Type.NORMAL, MoveCategory.PHYSICAL, 120, 100, 10, -1, "User attacks for 2-3 turns but then becomes confused.", -1, 0, 1,
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new FrenzyAttr(), frenzyMissFunc, new ConfuseAttr(true)), // TODO: Update to still confuse if last hit misses
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new FrenzyAttr(), frenzyMissFunc, new ConfuseAttr(true)), // TODO: Update to still confuse if last hit misses
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@ -1589,7 +1590,7 @@ export const allMoves = [
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new StatusMove(Moves.LEER, "Leer", Type.NORMAL, 100, 30, -1, "Lowers opponent's Defense.", 100, 0, 1, new StatChangeAttr(BattleStat.DEF, -1)),
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new StatusMove(Moves.LEER, "Leer", Type.NORMAL, 100, 30, -1, "Lowers opponent's Defense.", 100, 0, 1, new StatChangeAttr(BattleStat.DEF, -1)),
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new AttackMove(Moves.BITE, "Bite", Type.DARK, MoveCategory.PHYSICAL, 60, 100, 25, -1, "May cause flinching.", 30, 0, 1, new FlinchAttr()),
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new AttackMove(Moves.BITE, "Bite", Type.DARK, MoveCategory.PHYSICAL, 60, 100, 25, -1, "May cause flinching.", 30, 0, 1, new FlinchAttr()),
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new StatusMove(Moves.GROWL, "Growl", Type.NORMAL, 100, 40, -1, "Lowers opponent's Attack.", -1, 0, 1, new StatChangeAttr(BattleStat.ATK, -1)),
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new StatusMove(Moves.GROWL, "Growl", Type.NORMAL, 100, 40, -1, "Lowers opponent's Attack.", -1, 0, 1, new StatChangeAttr(BattleStat.ATK, -1)),
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new StatusMove(Moves.ROAR, "Roar", Type.NORMAL, -1, 20, -1, "In battles, the opponent switches. In the wild, the Pokémon runs.", -1, -6, 1),
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new StatusMove(Moves.ROAR, "Roar (N)", Type.NORMAL, -1, 20, -1, "In battles, the opponent switches. In the wild, the Pokémon runs.", -1, -6, 1),
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new StatusMove(Moves.SING, "Sing", Type.NORMAL, 55, 15, -1, "Puts opponent to sleep.", -1, 0, 1, new StatusEffectAttr(StatusEffect.SLEEP)),
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new StatusMove(Moves.SING, "Sing", Type.NORMAL, 55, 15, -1, "Puts opponent to sleep.", -1, 0, 1, new StatusEffectAttr(StatusEffect.SLEEP)),
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new StatusMove(Moves.SUPERSONIC, "Supersonic", Type.NORMAL, 55, 20, -1, "Confuses opponent.", -1, 0, 1, new ConfuseAttr()),
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new StatusMove(Moves.SUPERSONIC, "Supersonic", Type.NORMAL, 55, 20, -1, "Confuses opponent.", -1, 0, 1, new ConfuseAttr()),
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new AttackMove(Moves.SONIC_BOOM, "Sonic Boom", Type.NORMAL, MoveCategory.SPECIAL, -1, 90, 20, -1, "Always inflicts 20 HP.", -1, 0, 1, new FixedDamageAttr(20)),
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new AttackMove(Moves.SONIC_BOOM, "Sonic Boom", Type.NORMAL, MoveCategory.SPECIAL, -1, 90, 20, -1, "Always inflicts 20 HP.", -1, 0, 1, new FixedDamageAttr(20)),
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@ -1597,10 +1598,10 @@ export const allMoves = [
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new AttackMove(Moves.ACID, "Acid", Type.POISON, MoveCategory.SPECIAL, 40, 100, 30, -1, "May lower opponent's Special Defense.", 10, 0, 1, new StatChangeAttr(BattleStat.SPDEF, -1)),
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new AttackMove(Moves.ACID, "Acid", Type.POISON, MoveCategory.SPECIAL, 40, 100, 30, -1, "May lower opponent's Special Defense.", 10, 0, 1, new StatChangeAttr(BattleStat.SPDEF, -1)),
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new AttackMove(Moves.EMBER, "Ember", Type.FIRE, MoveCategory.SPECIAL, 40, 100, 25, -1, "May burn opponent.", 10, 0, 1, new StatusEffectAttr(StatusEffect.BURN)),
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new AttackMove(Moves.EMBER, "Ember", Type.FIRE, MoveCategory.SPECIAL, 40, 100, 25, -1, "May burn opponent.", 10, 0, 1, new StatusEffectAttr(StatusEffect.BURN)),
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new AttackMove(Moves.FLAMETHROWER, "Flamethrower", Type.FIRE, MoveCategory.SPECIAL, 90, 100, 15, 125, "May burn opponent.", 10, 0, 1, new StatusEffectAttr(StatusEffect.BURN)),
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new AttackMove(Moves.FLAMETHROWER, "Flamethrower", Type.FIRE, MoveCategory.SPECIAL, 90, 100, 15, 125, "May burn opponent.", 10, 0, 1, new StatusEffectAttr(StatusEffect.BURN)),
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new SelfStatusMove(Moves.MIST, "Mist", Type.ICE, -1, 30, -1, "User's stats cannot be changed for a period of time.", -1, 0, 1),
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new SelfStatusMove(Moves.MIST, "Mist (N)", Type.ICE, -1, 30, -1, "User's stats cannot be changed for a period of time.", -1, 0, 1),
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new AttackMove(Moves.WATER_GUN, "Water Gun", Type.WATER, MoveCategory.SPECIAL, 40, 100, 25, -1, "", -1, 0, 1),
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new AttackMove(Moves.WATER_GUN, "Water Gun", Type.WATER, MoveCategory.SPECIAL, 40, 100, 25, -1, "", -1, 0, 1),
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new AttackMove(Moves.HYDRO_PUMP, "Hydro Pump", Type.WATER, MoveCategory.SPECIAL, 110, 80, 5, 142, "", -1, 0, 1),
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new AttackMove(Moves.HYDRO_PUMP, "Hydro Pump", Type.WATER, MoveCategory.SPECIAL, 110, 80, 5, 142, "", -1, 0, 1),
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new AttackMove(Moves.SURF, "Surf", Type.WATER, MoveCategory.SPECIAL, 90, 100, 15, 123, "Hits all adjacent Pokémon.", -1, 0, 1),
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new AttackMove(Moves.SURF, "Surf", Type.WATER, MoveCategory.SPECIAL, 90, 100, 15, 123, "Hits all adjacent Pokémon.", -1, 0, 1), // TODO
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new AttackMove(Moves.ICE_BEAM, "Ice Beam", Type.ICE, MoveCategory.SPECIAL, 90, 100, 10, 135, "May freeze opponent.", 10, 0, 1, new StatusEffectAttr(StatusEffect.FREEZE)),
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new AttackMove(Moves.ICE_BEAM, "Ice Beam", Type.ICE, MoveCategory.SPECIAL, 90, 100, 10, 135, "May freeze opponent.", 10, 0, 1, new StatusEffectAttr(StatusEffect.FREEZE)),
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new AttackMove(Moves.BLIZZARD, "Blizzard", Type.ICE, MoveCategory.SPECIAL, 110, 70, 5, 143, "May freeze opponent.", 10, 0, 1, new BlizzardAccuracyAttr(), new StatusEffectAttr(StatusEffect.FREEZE)), // TODO: 30% chance to hit protect/detect in hail
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new AttackMove(Moves.BLIZZARD, "Blizzard", Type.ICE, MoveCategory.SPECIAL, 110, 70, 5, 143, "May freeze opponent.", 10, 0, 1, new BlizzardAccuracyAttr(), new StatusEffectAttr(StatusEffect.FREEZE)), // TODO: 30% chance to hit protect/detect in hail
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new AttackMove(Moves.PSYBEAM, "Psybeam", Type.PSYCHIC, MoveCategory.SPECIAL, 65, 100, 20, 16, "May confuse opponent.", 10, 0, 1, new ConfuseAttr()),
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new AttackMove(Moves.PSYBEAM, "Psybeam", Type.PSYCHIC, MoveCategory.SPECIAL, 65, 100, 20, 16, "May confuse opponent.", 10, 0, 1, new ConfuseAttr()),
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@ -1611,8 +1612,8 @@ export const allMoves = [
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new AttackMove(Moves.DRILL_PECK, "Drill Peck", Type.FLYING, MoveCategory.PHYSICAL, 80, 100, 20, -1, "", -1, 0, 1),
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new AttackMove(Moves.DRILL_PECK, "Drill Peck", Type.FLYING, MoveCategory.PHYSICAL, 80, 100, 20, -1, "", -1, 0, 1),
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new AttackMove(Moves.SUBMISSION, "Submission", Type.FIGHTING, MoveCategory.PHYSICAL, 80, 80, 20, -1, "User receives recoil damage.", -1, 0, 1, new RecoilAttr()),
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new AttackMove(Moves.SUBMISSION, "Submission", Type.FIGHTING, MoveCategory.PHYSICAL, 80, 80, 20, -1, "User receives recoil damage.", -1, 0, 1, new RecoilAttr()),
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new AttackMove(Moves.LOW_KICK, "Low Kick", Type.FIGHTING, MoveCategory.PHYSICAL, -1, 100, 20, 12, "The heavier the opponent, the stronger the attack.", -1, 0, 1, new WeightPowerAttr()),
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new AttackMove(Moves.LOW_KICK, "Low Kick", Type.FIGHTING, MoveCategory.PHYSICAL, -1, 100, 20, 12, "The heavier the opponent, the stronger the attack.", -1, 0, 1, new WeightPowerAttr()),
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new AttackMove(Moves.COUNTER, "Counter", Type.FIGHTING, MoveCategory.PHYSICAL, -1, 100, 20, -1, "When hit by a Physical Attack, user strikes back with 2x power.", -1, -5, 1),
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new AttackMove(Moves.COUNTER, "Counter (N)", Type.FIGHTING, MoveCategory.PHYSICAL, -1, 100, 20, -1, "When hit by a Physical Attack, user strikes back with 2x power.", -1, -5, 1),
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new AttackMove(Moves.SEISMIC_TOSS, "Seismic Toss", Type.FIGHTING, MoveCategory.PHYSICAL, -1, 100, 20, -1, "Inflicts damage equal to user's level.", -1, 0, 1),
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new AttackMove(Moves.SEISMIC_TOSS, "Seismic Toss (N)", Type.FIGHTING, MoveCategory.PHYSICAL, -1, 100, 20, -1, "Inflicts damage equal to user's level.", -1, 0, 1),
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new AttackMove(Moves.STRENGTH, "Strength", Type.NORMAL, MoveCategory.PHYSICAL, 80, 100, 15, -1, "", -1, 0, 1),
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new AttackMove(Moves.STRENGTH, "Strength", Type.NORMAL, MoveCategory.PHYSICAL, 80, 100, 15, -1, "", -1, 0, 1),
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new AttackMove(Moves.ABSORB, "Absorb", Type.GRASS, MoveCategory.SPECIAL, 20, 100, 25, -1, "User recovers half the HP inflicted on opponent.", -1, 0, 1, new HitHealAttr()),
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new AttackMove(Moves.ABSORB, "Absorb", Type.GRASS, MoveCategory.SPECIAL, 20, 100, 25, -1, "User recovers half the HP inflicted on opponent.", -1, 0, 1, new HitHealAttr()),
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new AttackMove(Moves.MEGA_DRAIN, "Mega Drain", Type.GRASS, MoveCategory.SPECIAL, 40, 100, 15, -1, "User recovers half the HP inflicted on opponent.", -1, 0, 1, new HitHealAttr()),
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new AttackMove(Moves.MEGA_DRAIN, "Mega Drain", Type.GRASS, MoveCategory.SPECIAL, 40, 100, 15, -1, "User recovers half the HP inflicted on opponent.", -1, 0, 1, new HitHealAttr()),
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@ -1629,7 +1630,7 @@ export const allMoves = [
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new FrenzyAttr(), frenzyMissFunc, new ConfuseAttr(true)), // TODO: Update to still confuse if last hit misses
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new FrenzyAttr(), frenzyMissFunc, new ConfuseAttr(true)), // TODO: Update to still confuse if last hit misses
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new StatusMove(Moves.STRING_SHOT, "String Shot", Type.BUG, 95, 40, -1, "Sharply lowers opponent's Speed.", -1, 0, 1, new StatChangeAttr(BattleStat.SPD, -2)),
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new StatusMove(Moves.STRING_SHOT, "String Shot", Type.BUG, 95, 40, -1, "Sharply lowers opponent's Speed.", -1, 0, 1, new StatChangeAttr(BattleStat.SPD, -2)),
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new AttackMove(Moves.DRAGON_RAGE, "Dragon Rage", Type.DRAGON, MoveCategory.SPECIAL, -1, 100, 10, -1, "Always inflicts 40 HP.", -1, 0, 1, new FixedDamageAttr(40)),
|
new AttackMove(Moves.DRAGON_RAGE, "Dragon Rage", Type.DRAGON, MoveCategory.SPECIAL, -1, 100, 10, -1, "Always inflicts 40 HP.", -1, 0, 1, new FixedDamageAttr(40)),
|
||||||
new AttackMove(Moves.FIRE_SPIN, "Fire Spin", Type.FIRE, MoveCategory.SPECIAL, 35, 85, 15, 24, "Traps opponent, damaging them for 4-5 turns.", 100, 0, 1),
|
new AttackMove(Moves.FIRE_SPIN, "Fire Spin (N)", Type.FIRE, MoveCategory.SPECIAL, 35, 85, 15, 24, "Traps opponent, damaging them for 4-5 turns.", 100, 0, 1),
|
||||||
new AttackMove(Moves.THUNDER_SHOCK, "Thunder Shock", Type.ELECTRIC, MoveCategory.SPECIAL, 40, 100, 30, -1, "May paralyze opponent.", 10, 0, 1, new StatusEffectAttr(StatusEffect.PARALYSIS)),
|
new AttackMove(Moves.THUNDER_SHOCK, "Thunder Shock", Type.ELECTRIC, MoveCategory.SPECIAL, 40, 100, 30, -1, "May paralyze opponent.", 10, 0, 1, new StatusEffectAttr(StatusEffect.PARALYSIS)),
|
||||||
new AttackMove(Moves.THUNDERBOLT, "Thunderbolt", Type.ELECTRIC, MoveCategory.SPECIAL, 90, 100, 15, 126, "May paralyze opponent.", 10, 0, 1, new StatusEffectAttr(StatusEffect.PARALYSIS)),
|
new AttackMove(Moves.THUNDERBOLT, "Thunderbolt", Type.ELECTRIC, MoveCategory.SPECIAL, 90, 100, 15, 126, "May paralyze opponent.", 10, 0, 1, new StatusEffectAttr(StatusEffect.PARALYSIS)),
|
||||||
new StatusMove(Moves.THUNDER_WAVE, "Thunder Wave", Type.ELECTRIC, 90, 20, 82, "Paralyzes opponent.", -1, 0, 1, new StatusEffectAttr(StatusEffect.PARALYSIS), new ThunderAccuracyAttr()),
|
new StatusMove(Moves.THUNDER_WAVE, "Thunder Wave", Type.ELECTRIC, 90, 20, 82, "Paralyzes opponent.", -1, 0, 1, new StatusEffectAttr(StatusEffect.PARALYSIS), new ThunderAccuracyAttr()),
|
||||||
|
@ -1647,9 +1648,9 @@ export const allMoves = [
|
||||||
new SelfStatusMove(Moves.MEDITATE, "Meditate", Type.PSYCHIC, -1, 40, -1, "Raises user's Attack.", -1, 0, 1, new StatChangeAttr(BattleStat.ATK, 1, true)),
|
new SelfStatusMove(Moves.MEDITATE, "Meditate", Type.PSYCHIC, -1, 40, -1, "Raises user's Attack.", -1, 0, 1, new StatChangeAttr(BattleStat.ATK, 1, true)),
|
||||||
new SelfStatusMove(Moves.AGILITY, "Agility", Type.PSYCHIC, -1, 30, 4, "Sharply raises user's Speed.", -1, 0, 1, new StatChangeAttr(BattleStat.SPD, 2, true)),
|
new SelfStatusMove(Moves.AGILITY, "Agility", Type.PSYCHIC, -1, 30, 4, "Sharply raises user's Speed.", -1, 0, 1, new StatChangeAttr(BattleStat.SPD, 2, true)),
|
||||||
new AttackMove(Moves.QUICK_ATTACK, "Quick Attack", Type.NORMAL, MoveCategory.PHYSICAL, 40, 100, 30, -1, "User attacks first.", -1, 1, 1),
|
new AttackMove(Moves.QUICK_ATTACK, "Quick Attack", Type.NORMAL, MoveCategory.PHYSICAL, 40, 100, 30, -1, "User attacks first.", -1, 1, 1),
|
||||||
new AttackMove(Moves.RAGE, "Rage", Type.NORMAL, MoveCategory.PHYSICAL, 20, 100, 20, -1, "Raises user's Attack when hit.", -1, 0, 1), // TODO
|
new AttackMove(Moves.RAGE, "Rage (N)", Type.NORMAL, MoveCategory.PHYSICAL, 20, 100, 20, -1, "Raises user's Attack when hit.", -1, 0, 1), // TODO
|
||||||
new SelfStatusMove(Moves.TELEPORT, "Teleport", Type.PSYCHIC, -1, 20, -1, "Allows user to flee wild battles.", -1, 0, 1),
|
new SelfStatusMove(Moves.TELEPORT, "Teleport (N)", Type.PSYCHIC, -1, 20, -1, "Allows user to flee wild battles.", -1, 0, 1),
|
||||||
new AttackMove(Moves.NIGHT_SHADE, "Night Shade", Type.GHOST, MoveCategory.SPECIAL, -1, 100, 15, 42, "Inflicts damage equal to user's level.", -1, 0, 1),
|
new AttackMove(Moves.NIGHT_SHADE, "Night Shade (N)", Type.GHOST, MoveCategory.SPECIAL, -1, 100, 15, 42, "Inflicts damage equal to user's level.", -1, 0, 1),
|
||||||
new StatusMove(Moves.MIMIC, "Mimic", Type.NORMAL, -1, 10, -1, "Copies the opponent's last move.", -1, 0, 1, new ConditionalMoveAttr(targetMoveCopiableCondition), new CopyMoveAttr()),
|
new StatusMove(Moves.MIMIC, "Mimic", Type.NORMAL, -1, 10, -1, "Copies the opponent's last move.", -1, 0, 1, new ConditionalMoveAttr(targetMoveCopiableCondition), new CopyMoveAttr()),
|
||||||
new StatusMove(Moves.SCREECH, "Screech", Type.NORMAL, 85, 40, -1, "Sharply lowers opponent's Defense.", -1, 0, 1, new StatChangeAttr(BattleStat.DEF, -2)),
|
new StatusMove(Moves.SCREECH, "Screech", Type.NORMAL, 85, 40, -1, "Sharply lowers opponent's Defense.", -1, 0, 1, new StatChangeAttr(BattleStat.DEF, -2)),
|
||||||
new SelfStatusMove(Moves.DOUBLE_TEAM, "Double Team", Type.NORMAL, -1, 15, -1, "Raises user's Evasiveness.", -1, 0, 1, new StatChangeAttr(BattleStat.EVA, 1, true)),
|
new SelfStatusMove(Moves.DOUBLE_TEAM, "Double Team", Type.NORMAL, -1, 15, -1, "Raises user's Evasiveness.", -1, 0, 1, new StatChangeAttr(BattleStat.EVA, 1, true)),
|
||||||
|
@ -1661,13 +1662,13 @@ export const allMoves = [
|
||||||
new SelfStatusMove(Moves.WITHDRAW, "Withdraw", Type.WATER, -1, 40, -1, "Raises user's Defense.", -1, 0, 1, new StatChangeAttr(BattleStat.DEF, 1, true)),
|
new SelfStatusMove(Moves.WITHDRAW, "Withdraw", Type.WATER, -1, 40, -1, "Raises user's Defense.", -1, 0, 1, new StatChangeAttr(BattleStat.DEF, 1, true)),
|
||||||
new SelfStatusMove(Moves.DEFENSE_CURL, "Defense Curl", Type.NORMAL, -1, 40, -1, "Raises user's Defense.", -1, 0, 1, new StatChangeAttr(BattleStat.DEF, 1, true)),
|
new SelfStatusMove(Moves.DEFENSE_CURL, "Defense Curl", Type.NORMAL, -1, 40, -1, "Raises user's Defense.", -1, 0, 1, new StatChangeAttr(BattleStat.DEF, 1, true)),
|
||||||
new SelfStatusMove(Moves.BARRIER, "Barrier", Type.PSYCHIC, -1, 20, -1, "Sharply raises user's Defense.", -1, 0, 1, new StatChangeAttr(BattleStat.DEF, 2, true)),
|
new SelfStatusMove(Moves.BARRIER, "Barrier", Type.PSYCHIC, -1, 20, -1, "Sharply raises user's Defense.", -1, 0, 1, new StatChangeAttr(BattleStat.DEF, 2, true)),
|
||||||
new SelfStatusMove(Moves.LIGHT_SCREEN, "Light Screen", Type.PSYCHIC, -1, 30, 75, "Halves damage from Special attacks for 5 turns.", -1, 0, 1),
|
new SelfStatusMove(Moves.LIGHT_SCREEN, "Light Screen (N)", Type.PSYCHIC, -1, 30, 75, "Halves damage from Special attacks for 5 turns.", -1, 0, 1),
|
||||||
new SelfStatusMove(Moves.HAZE, "Haze", Type.ICE, -1, 30, -1, "Resets all stat changes.", -1, 0, 1),
|
new SelfStatusMove(Moves.HAZE, "Haze (N)", Type.ICE, -1, 30, -1, "Resets all stat changes.", -1, 0, 1),
|
||||||
new SelfStatusMove(Moves.REFLECT, "Reflect", Type.PSYCHIC, -1, 20, 74, "Halves damage from Physical attacks for 5 turns.", -1, 0, 1),
|
new SelfStatusMove(Moves.REFLECT, "Reflect (N)", Type.PSYCHIC, -1, 20, 74, "Halves damage from Physical attacks for 5 turns.", -1, 0, 1),
|
||||||
new SelfStatusMove(Moves.FOCUS_ENERGY, "Focus Energy", Type.NORMAL, -1, 30, -1, "Increases critical hit ratio.", -1, 0, 1),
|
new SelfStatusMove(Moves.FOCUS_ENERGY, "Focus Energy (N)", Type.NORMAL, -1, 30, -1, "Increases critical hit ratio.", -1, 0, 1),
|
||||||
new AttackMove(Moves.BIDE, "Bide", Type.NORMAL, MoveCategory.PHYSICAL, -1, -1, 10, -1, "User takes damage for two turns then strikes back double.", -1, 0, 1),
|
new AttackMove(Moves.BIDE, "Bide (N)", Type.NORMAL, MoveCategory.PHYSICAL, -1, -1, 10, -1, "User takes damage for two turns then strikes back double.", -1, 0, 1),
|
||||||
new SelfStatusMove(Moves.METRONOME, "Metronome", Type.NORMAL, -1, 10, 80, "User performs almost any move in the game at random.", -1, 0, 1, new RandomMoveAttr()),
|
new SelfStatusMove(Moves.METRONOME, "Metronome", Type.NORMAL, -1, 10, 80, "User performs almost any move in the game at random.", -1, 0, 1, new RandomMoveAttr()),
|
||||||
new SelfStatusMove(Moves.MIRROR_MOVE, "Mirror Move", Type.FLYING, -1, 20, -1, "User performs the opponent's last move.", -1, 0, 1),
|
new SelfStatusMove(Moves.MIRROR_MOVE, "Mirror Move (N)", Type.FLYING, -1, 20, -1, "User performs the opponent's last move.", -1, 0, 1),
|
||||||
new AttackMove(Moves.SELF_DESTRUCT, "Self-Destruct", Type.NORMAL, MoveCategory.PHYSICAL, 200, 100, 5, -1, "User faints.", -1, 0, 1, new SacrificialAttr()),
|
new AttackMove(Moves.SELF_DESTRUCT, "Self-Destruct", Type.NORMAL, MoveCategory.PHYSICAL, 200, 100, 5, -1, "User faints.", -1, 0, 1, new SacrificialAttr()),
|
||||||
new AttackMove(Moves.EGG_BOMB, "Egg Bomb", Type.NORMAL, MoveCategory.PHYSICAL, 100, 75, 10, -1, "", -1, 0, 1),
|
new AttackMove(Moves.EGG_BOMB, "Egg Bomb", Type.NORMAL, MoveCategory.PHYSICAL, 100, 75, 10, -1, "", -1, 0, 1),
|
||||||
new AttackMove(Moves.LICK, "Lick", Type.GHOST, MoveCategory.PHYSICAL, 30, 100, 30, -1, "May paralyze opponent.", 30, 0, 1, new StatusEffectAttr(StatusEffect.PARALYSIS)),
|
new AttackMove(Moves.LICK, "Lick", Type.GHOST, MoveCategory.PHYSICAL, 30, 100, 30, -1, "May paralyze opponent.", 30, 0, 1, new StatusEffectAttr(StatusEffect.PARALYSIS)),
|
||||||
|
@ -1676,7 +1677,7 @@ export const allMoves = [
|
||||||
new AttackMove(Moves.BONE_CLUB, "Bone Club", Type.GROUND, MoveCategory.PHYSICAL, 65, 85, 20, -1, "May cause flinching.", 10, 0, 1, new FlinchAttr()),
|
new AttackMove(Moves.BONE_CLUB, "Bone Club", Type.GROUND, MoveCategory.PHYSICAL, 65, 85, 20, -1, "May cause flinching.", 10, 0, 1, new FlinchAttr()),
|
||||||
new AttackMove(Moves.FIRE_BLAST, "Fire Blast", Type.FIRE, MoveCategory.SPECIAL, 110, 85, 5, 141, "May burn opponent.", 10, 0, 1, new StatusEffectAttr(StatusEffect.BURN)),
|
new AttackMove(Moves.FIRE_BLAST, "Fire Blast", Type.FIRE, MoveCategory.SPECIAL, 110, 85, 5, 141, "May burn opponent.", 10, 0, 1, new StatusEffectAttr(StatusEffect.BURN)),
|
||||||
new AttackMove(Moves.WATERFALL, "Waterfall", Type.WATER, MoveCategory.PHYSICAL, 80, 100, 15, 77, "May cause flinching.", 20, 0, 1, new FlinchAttr()),
|
new AttackMove(Moves.WATERFALL, "Waterfall", Type.WATER, MoveCategory.PHYSICAL, 80, 100, 15, 77, "May cause flinching.", 20, 0, 1, new FlinchAttr()),
|
||||||
new AttackMove(Moves.CLAMP, "Clamp", Type.WATER, MoveCategory.PHYSICAL, 35, 85, 15, -1, "Traps opponent, damaging them for 4-5 turns.", 100, 0, 1),
|
new AttackMove(Moves.CLAMP, "Clamp (N)", Type.WATER, MoveCategory.PHYSICAL, 35, 85, 15, -1, "Traps opponent, damaging them for 4-5 turns.", 100, 0, 1),
|
||||||
new AttackMove(Moves.SWIFT, "Swift", Type.NORMAL, MoveCategory.SPECIAL, 60, -1, 20, 32, "Ignores Accuracy and Evasiveness.", -1, 0, 1),
|
new AttackMove(Moves.SWIFT, "Swift", Type.NORMAL, MoveCategory.SPECIAL, 60, -1, 20, 32, "Ignores Accuracy and Evasiveness.", -1, 0, 1),
|
||||||
new AttackMove(Moves.SKULL_BASH, "Skull Bash", Type.NORMAL, MoveCategory.PHYSICAL, 130, 100, 10, -1, "Raises Defense on first turn, attacks on second.", 100, 0, 1,
|
new AttackMove(Moves.SKULL_BASH, "Skull Bash", Type.NORMAL, MoveCategory.PHYSICAL, 130, 100, 10, -1, "Raises Defense on first turn, attacks on second.", 100, 0, 1,
|
||||||
new ChargeAttr(ChargeAnim.SKULL_BASH_CHARGING, 'lowered\nits head!', null, true), new StatChangeAttr(BattleStat.DEF, 1, true)),
|
new ChargeAttr(ChargeAnim.SKULL_BASH_CHARGING, 'lowered\nits head!', null, true), new StatChangeAttr(BattleStat.DEF, 1, true)),
|
||||||
|
@ -1686,10 +1687,7 @@ export const allMoves = [
|
||||||
new StatusMove(Moves.KINESIS, "Kinesis", Type.PSYCHIC, 80, 15, -1, "Lowers opponent's Accuracy.", -1, 0, 1, new StatChangeAttr(BattleStat.ACC, -1)),
|
new StatusMove(Moves.KINESIS, "Kinesis", Type.PSYCHIC, 80, 15, -1, "Lowers opponent's Accuracy.", -1, 0, 1, new StatChangeAttr(BattleStat.ACC, -1)),
|
||||||
new SelfStatusMove(Moves.SOFT_BOILED, "Soft-Boiled", Type.NORMAL, -1, 5, -1, "User recovers half its max HP.", -1, 0, 1, new HealAttr(0.5)),
|
new SelfStatusMove(Moves.SOFT_BOILED, "Soft-Boiled", Type.NORMAL, -1, 5, -1, "User recovers half its max HP.", -1, 0, 1, new HealAttr(0.5)),
|
||||||
new AttackMove(Moves.HIGH_JUMP_KICK, "High Jump Kick", Type.FIGHTING, MoveCategory.PHYSICAL, 130, 90, 10, -1, "If it misses, the user loses half their HP.", -1, 0, 1,
|
new AttackMove(Moves.HIGH_JUMP_KICK, "High Jump Kick", Type.FIGHTING, MoveCategory.PHYSICAL, 130, 90, 10, -1, "If it misses, the user loses half their HP.", -1, 0, 1,
|
||||||
new MissEffectAttr((user: Pokemon, target: Pokemon, move: Move) => {
|
new MissEffectAttr((user: Pokemon, target: Pokemon, move: Move) => { user.damage(Math.floor(user.getMaxHp() / 2)); return true; })),
|
||||||
user.hp = Math.floor(user.hp / 2);
|
|
||||||
return true;
|
|
||||||
})),
|
|
||||||
new StatusMove(Moves.GLARE, "Glare", Type.NORMAL, 100, 30, -1, "Paralyzes opponent.", -1, 0, 1, new StatusEffectAttr(StatusEffect.PARALYSIS)),
|
new StatusMove(Moves.GLARE, "Glare", Type.NORMAL, 100, 30, -1, "Paralyzes opponent.", -1, 0, 1, new StatusEffectAttr(StatusEffect.PARALYSIS)),
|
||||||
new AttackMove(Moves.DREAM_EATER, "Dream Eater", Type.PSYCHIC, MoveCategory.SPECIAL, 100, 100, 15, -1, "User recovers half the HP inflicted on a sleeping opponent.", -1, 0, 1,
|
new AttackMove(Moves.DREAM_EATER, "Dream Eater", Type.PSYCHIC, MoveCategory.SPECIAL, 100, 100, 15, -1, "User recovers half the HP inflicted on a sleeping opponent.", -1, 0, 1,
|
||||||
new ConditionalMoveAttr((user: Pokemon, target: Pokemon, move: Move) => target.status?.effect === StatusEffect.SLEEP), new HitHealAttr()),
|
new ConditionalMoveAttr((user: Pokemon, target: Pokemon, move: Move) => target.status?.effect === StatusEffect.SLEEP), new HitHealAttr()),
|
||||||
|
@ -1699,12 +1697,12 @@ export const allMoves = [
|
||||||
new StatusMove(Moves.LOVELY_KISS, "Lovely Kiss", Type.NORMAL, 75, 10, -1, "Puts opponent to sleep.", -1, 0, 1, new StatusEffectAttr(StatusEffect.SLEEP)),
|
new StatusMove(Moves.LOVELY_KISS, "Lovely Kiss", Type.NORMAL, 75, 10, -1, "Puts opponent to sleep.", -1, 0, 1, new StatusEffectAttr(StatusEffect.SLEEP)),
|
||||||
new AttackMove(Moves.SKY_ATTACK, "Sky Attack", Type.FLYING, MoveCategory.PHYSICAL, 140, 90, 5, -1, "Charges on first turn, attacks on second. May cause flinching. High critical hit ratio.", 30, 0, 1,
|
new AttackMove(Moves.SKY_ATTACK, "Sky Attack", Type.FLYING, MoveCategory.PHYSICAL, 140, 90, 5, -1, "Charges on first turn, attacks on second. May cause flinching. High critical hit ratio.", 30, 0, 1,
|
||||||
new ChargeAttr(ChargeAnim.SKY_ATTACK_CHARGING, 'is glowing!'), new HighCritAttr(), new FlinchAttr()),
|
new ChargeAttr(ChargeAnim.SKY_ATTACK_CHARGING, 'is glowing!'), new HighCritAttr(), new FlinchAttr()),
|
||||||
new SelfStatusMove(Moves.TRANSFORM, "Transform", Type.NORMAL, -1, 10, -1, "User takes on the form and attacks of the opponent.", -1, 0, 1),
|
new SelfStatusMove(Moves.TRANSFORM, "Transform (N)", Type.NORMAL, -1, 10, -1, "User takes on the form and attacks of the opponent.", -1, 0, 1),
|
||||||
new AttackMove(Moves.BUBBLE, "Bubble", Type.WATER, MoveCategory.SPECIAL, 40, 100, 30, -1, "May lower opponent's Speed.", 10, 0, 1, new StatChangeAttr(BattleStat.SPD, -1)),
|
new AttackMove(Moves.BUBBLE, "Bubble", Type.WATER, MoveCategory.SPECIAL, 40, 100, 30, -1, "May lower opponent's Speed.", 10, 0, 1, new StatChangeAttr(BattleStat.SPD, -1)),
|
||||||
new AttackMove(Moves.DIZZY_PUNCH, "Dizzy Punch", Type.NORMAL, MoveCategory.PHYSICAL, 70, 100, 10, -1, "May confuse opponent.", 20, 0, 1, new ConfuseAttr()),
|
new AttackMove(Moves.DIZZY_PUNCH, "Dizzy Punch", Type.NORMAL, MoveCategory.PHYSICAL, 70, 100, 10, -1, "May confuse opponent.", 20, 0, 1, new ConfuseAttr()),
|
||||||
new StatusMove(Moves.SPORE, "Spore", Type.GRASS, 100, 15, -1, "Puts opponent to sleep.", -1, 0, 1, new StatusEffectAttr(StatusEffect.SLEEP)),
|
new StatusMove(Moves.SPORE, "Spore", Type.GRASS, 100, 15, -1, "Puts opponent to sleep.", -1, 0, 1, new StatusEffectAttr(StatusEffect.SLEEP)),
|
||||||
new StatusMove(Moves.FLASH, "Flash", Type.NORMAL, 100, 20, -1, "Lowers opponent's Accuracy.", -1, 0, 1, new StatChangeAttr(BattleStat.ACC, -1)),
|
new StatusMove(Moves.FLASH, "Flash", Type.NORMAL, 100, 20, -1, "Lowers opponent's Accuracy.", -1, 0, 1, new StatChangeAttr(BattleStat.ACC, -1)),
|
||||||
new AttackMove(Moves.PSYWAVE, "Psywave", Type.PSYCHIC, MoveCategory.SPECIAL, -1, 100, 15, -1, "Inflicts damage 50-150% of user's level.", -1, 0, 1),
|
new AttackMove(Moves.PSYWAVE, "Psywave (N)", Type.PSYCHIC, MoveCategory.SPECIAL, -1, 100, 15, -1, "Inflicts damage 50-150% of user's level.", -1, 0, 1),
|
||||||
new SelfStatusMove(Moves.SPLASH, "Splash", Type.NORMAL, -1, 40, -1, "Doesn't do ANYTHING.", -1, 0, 1),
|
new SelfStatusMove(Moves.SPLASH, "Splash", Type.NORMAL, -1, 40, -1, "Doesn't do ANYTHING.", -1, 0, 1),
|
||||||
new SelfStatusMove(Moves.ACID_ARMOR, "Acid Armor", Type.POISON, -1, 20, -1, "Sharply raises user's Defense.", -1, 0, 1, new StatChangeAttr(BattleStat.DEF, 2, true)),
|
new SelfStatusMove(Moves.ACID_ARMOR, "Acid Armor", Type.POISON, -1, 20, -1, "Sharply raises user's Defense.", -1, 0, 1, new StatChangeAttr(BattleStat.DEF, 2, true)),
|
||||||
new AttackMove(Moves.CRABHAMMER, "Crabhammer", Type.WATER, MoveCategory.PHYSICAL, 100, 90, 10, -1, "High critical hit ratio.", -1, 0, 1, new HighCritAttr()),
|
new AttackMove(Moves.CRABHAMMER, "Crabhammer", Type.WATER, MoveCategory.PHYSICAL, 100, 90, 10, -1, "High critical hit ratio.", -1, 0, 1, new HighCritAttr()),
|
||||||
|
@ -1716,11 +1714,11 @@ export const allMoves = [
|
||||||
new AttackMove(Moves.ROCK_SLIDE, "Rock Slide", Type.ROCK, MoveCategory.PHYSICAL, 75, 90, 10, 86, "May cause flinching.", 30, 0, 1, new FlinchAttr()),
|
new AttackMove(Moves.ROCK_SLIDE, "Rock Slide", Type.ROCK, MoveCategory.PHYSICAL, 75, 90, 10, 86, "May cause flinching.", 30, 0, 1, new FlinchAttr()),
|
||||||
new AttackMove(Moves.HYPER_FANG, "Hyper Fang", Type.NORMAL, MoveCategory.PHYSICAL, 80, 90, 15, -1, "May cause flinching.", 10, 0, 1, new FlinchAttr()),
|
new AttackMove(Moves.HYPER_FANG, "Hyper Fang", Type.NORMAL, MoveCategory.PHYSICAL, 80, 90, 15, -1, "May cause flinching.", 10, 0, 1, new FlinchAttr()),
|
||||||
new SelfStatusMove(Moves.SHARPEN, "Sharpen", Type.NORMAL, -1, 30, -1, "Raises user's Attack.", -1, 0, 1, new StatChangeAttr(BattleStat.ATK, 1, true)),
|
new SelfStatusMove(Moves.SHARPEN, "Sharpen", Type.NORMAL, -1, 30, -1, "Raises user's Attack.", -1, 0, 1, new StatChangeAttr(BattleStat.ATK, 1, true)),
|
||||||
new SelfStatusMove(Moves.CONVERSION, "Conversion", Type.NORMAL, -1, 30, -1, "Changes user's type to that of its first move.", -1, 0, 1),
|
new SelfStatusMove(Moves.CONVERSION, "Conversion (N)", Type.NORMAL, -1, 30, -1, "Changes user's type to that of its first move.", -1, 0, 1),
|
||||||
new AttackMove(Moves.TRI_ATTACK, "Tri Attack", Type.NORMAL, MoveCategory.SPECIAL, 80, 100, 10, -1, "May paralyze, burn or freeze opponent.", 20, 0, 1, new StatusEffectAttr(StatusEffect.PARALYSIS), new StatusEffectAttr(StatusEffect.BURN), new StatusEffectAttr(StatusEffect.FREEZE)), // TODO: Check if independent
|
new AttackMove(Moves.TRI_ATTACK, "Tri Attack", Type.NORMAL, MoveCategory.SPECIAL, 80, 100, 10, -1, "May paralyze, burn or freeze opponent.", 20, 0, 1, new StatusEffectAttr(StatusEffect.PARALYSIS), new StatusEffectAttr(StatusEffect.BURN), new StatusEffectAttr(StatusEffect.FREEZE)), // TODO: Check if independent
|
||||||
new AttackMove(Moves.SUPER_FANG, "Super Fang", Type.NORMAL, MoveCategory.PHYSICAL, -1, 90, 10, -1, "Always takes off half of the opponent's HP.", -1, 0, 1),
|
new AttackMove(Moves.SUPER_FANG, "Super Fang (N)", Type.NORMAL, MoveCategory.PHYSICAL, -1, 90, 10, -1, "Always takes off half of the opponent's HP.", -1, 0, 1),
|
||||||
new AttackMove(Moves.SLASH, "Slash", Type.NORMAL, MoveCategory.PHYSICAL, 70, 100, 20, -1, "High critical hit ratio.", -1, 0, 1, new HighCritAttr()),
|
new AttackMove(Moves.SLASH, "Slash", Type.NORMAL, MoveCategory.PHYSICAL, 70, 100, 20, -1, "High critical hit ratio.", -1, 0, 1, new HighCritAttr()),
|
||||||
new SelfStatusMove(Moves.SUBSTITUTE, "Substitute", Type.NORMAL, -1, 10, 103, "Uses HP to creates a decoy that takes hits.", -1, 0, 1),
|
new SelfStatusMove(Moves.SUBSTITUTE, "Substitute (N)", Type.NORMAL, -1, 10, 103, "Uses HP to creates a decoy that takes hits.", -1, 0, 1),
|
||||||
new AttackMove(Moves.STRUGGLE, "Struggle", Type.NORMAL, MoveCategory.PHYSICAL, 50, -1, -1, -1, "Only usable when all PP are gone. Hurts the user.", -1, 0, 1),
|
new AttackMove(Moves.STRUGGLE, "Struggle", Type.NORMAL, MoveCategory.PHYSICAL, 50, -1, -1, -1, "Only usable when all PP are gone. Hurts the user.", -1, 0, 1),
|
||||||
new SelfStatusMove(Moves.SKETCH, "Sketch", Type.NORMAL, -1, 1, -1, "Permanently copies the opponent's last move.", -1, 0, 2,
|
new SelfStatusMove(Moves.SKETCH, "Sketch", Type.NORMAL, -1, 1, -1, "Permanently copies the opponent's last move.", -1, 0, 2,
|
||||||
new ConditionalMoveAttr(targetMoveSketchableCondition), new SketchAttr()),
|
new ConditionalMoveAttr(targetMoveSketchableCondition), new SketchAttr()),
|
||||||
|
@ -1729,21 +1727,21 @@ export const allMoves = [
|
||||||
user.turnData.hitsLeft = 0;
|
user.turnData.hitsLeft = 0;
|
||||||
return true;
|
return true;
|
||||||
})),
|
})),
|
||||||
new AttackMove(Moves.THIEF, "Thief", Type.DARK, MoveCategory.PHYSICAL, 60, 100, 25, 18, "Also steals opponent's held item.", -1, 0, 2),
|
new AttackMove(Moves.THIEF, "Thief (N)", Type.DARK, MoveCategory.PHYSICAL, 60, 100, 25, 18, "Also steals opponent's held item.", -1, 0, 2),
|
||||||
new StatusMove(Moves.SPIDER_WEB, "Spider Web", Type.BUG, -1, 10, -1, "Opponent cannot escape/switch.", -1, 0, 2),
|
new StatusMove(Moves.SPIDER_WEB, "Spider Web (N)", Type.BUG, -1, 10, -1, "Opponent cannot escape/switch.", -1, 0, 2),
|
||||||
new SelfStatusMove(Moves.MIND_READER, "Mind Reader", Type.NORMAL, -1, 5, -1, "User's next attack is guaranteed to hit.", -1, 0, 2),
|
new SelfStatusMove(Moves.MIND_READER, "Mind Reader (N)", Type.NORMAL, -1, 5, -1, "User's next attack is guaranteed to hit.", -1, 0, 2),
|
||||||
new StatusMove(Moves.NIGHTMARE, "Nightmare", Type.GHOST, 100, 15, -1, "The sleeping opponent loses 25% of its max HP each turn.", -1, 0, 2,
|
new StatusMove(Moves.NIGHTMARE, "Nightmare", Type.GHOST, 100, 15, -1, "The sleeping opponent loses 25% of its max HP each turn.", -1, 0, 2,
|
||||||
new ConditionalMoveAttr((user: Pokemon, target: Pokemon, move: Move) => target.status?.effect === StatusEffect.SLEEP), new AddBattlerTagAttr(BattlerTagType.NIGHTMARE)),
|
new ConditionalMoveAttr((user: Pokemon, target: Pokemon, move: Move) => target.status?.effect === StatusEffect.SLEEP), new AddBattlerTagAttr(BattlerTagType.NIGHTMARE)),
|
||||||
new AttackMove(Moves.FLAME_WHEEL, "Flame Wheel", Type.FIRE, MoveCategory.PHYSICAL, 60, 100, 25, -1, "May burn opponent.", 10, 0, 2, new StatusEffectAttr(StatusEffect.BURN)),
|
new AttackMove(Moves.FLAME_WHEEL, "Flame Wheel", Type.FIRE, MoveCategory.PHYSICAL, 60, 100, 25, -1, "May burn opponent.", 10, 0, 2, new StatusEffectAttr(StatusEffect.BURN)),
|
||||||
new AttackMove(Moves.SNORE, "Snore", Type.NORMAL, MoveCategory.SPECIAL, 50, 100, 15, -1, "Can only be used if asleep. May cause flinching.", 30, 0, 2,
|
new AttackMove(Moves.SNORE, "Snore", Type.NORMAL, MoveCategory.SPECIAL, 50, 100, 15, -1, "Can only be used if asleep. May cause flinching.", 30, 0, 2,
|
||||||
new BypassSleepAttr(), new ConditionalMoveAttr((user: Pokemon, target: Pokemon, move: Move) => user.status?.effect === StatusEffect.SLEEP), new FlinchAttr()),
|
new BypassSleepAttr(), new ConditionalMoveAttr((user: Pokemon, target: Pokemon, move: Move) => user.status?.effect === StatusEffect.SLEEP), new FlinchAttr()),
|
||||||
new StatusMove(Moves.CURSE, "Curse", Type.GHOST, -1, 10, -1, "Ghosts lose 50% of max HP and curse the opponent; Non-Ghosts raise Attack, Defense and lower Speed.", -1, 0, 2),
|
new StatusMove(Moves.CURSE, "Curse (N)", Type.GHOST, -1, 10, -1, "Ghosts lose 50% of max HP and curse the opponent; Non-Ghosts raise Attack, Defense and lower Speed.", -1, 0, 2),
|
||||||
new AttackMove(Moves.FLAIL, "Flail", Type.NORMAL, MoveCategory.PHYSICAL, -1, 100, 15, -1, "The lower the user's HP, the higher the power.", -1, 0, 2),
|
new AttackMove(Moves.FLAIL, "Flail (N)", Type.NORMAL, MoveCategory.PHYSICAL, -1, 100, 15, -1, "The lower the user's HP, the higher the power.", -1, 0, 2),
|
||||||
new SelfStatusMove(Moves.CONVERSION_2, "Conversion 2", Type.NORMAL, -1, 30, -1, "User changes type to become resistant to opponent's last move.", -1, 0, 2),
|
new SelfStatusMove(Moves.CONVERSION_2, "Conversion 2 (N)", Type.NORMAL, -1, 30, -1, "User changes type to become resistant to opponent's last move.", -1, 0, 2),
|
||||||
new AttackMove(Moves.AEROBLAST, "Aeroblast", Type.FLYING, MoveCategory.SPECIAL, 100, 95, 5, -1, "High critical hit ratio.", -1, 0, 2, new HighCritAttr()),
|
new AttackMove(Moves.AEROBLAST, "Aeroblast", Type.FLYING, MoveCategory.SPECIAL, 100, 95, 5, -1, "High critical hit ratio.", -1, 0, 2, new HighCritAttr()),
|
||||||
new StatusMove(Moves.COTTON_SPORE, "Cotton Spore", Type.GRASS, 100, 40, -1, "Sharply lowers opponent's Speed.", -1, 0, 2, new StatChangeAttr(BattleStat.SPD, -2)),
|
new StatusMove(Moves.COTTON_SPORE, "Cotton Spore", Type.GRASS, 100, 40, -1, "Sharply lowers opponent's Speed.", -1, 0, 2, new StatChangeAttr(BattleStat.SPD, -2)),
|
||||||
new AttackMove(Moves.REVERSAL, "Reversal", Type.FIGHTING, MoveCategory.PHYSICAL, -1, 100, 15, 134, "The lower the user's HP, the higher the power.", -1, 0, 2),
|
new AttackMove(Moves.REVERSAL, "Reversal (N)", Type.FIGHTING, MoveCategory.PHYSICAL, -1, 100, 15, 134, "The lower the user's HP, the higher the power.", -1, 0, 2),
|
||||||
new StatusMove(Moves.SPITE, "Spite", Type.GHOST, 100, 10, -1, "The opponent's last move loses 2-5 PP.", -1, 0, 2),
|
new StatusMove(Moves.SPITE, "Spite (N)", Type.GHOST, 100, 10, -1, "The opponent's last move loses 2-5 PP.", -1, 0, 2),
|
||||||
new AttackMove(Moves.POWDER_SNOW, "Powder Snow", Type.ICE, MoveCategory.SPECIAL, 40, 100, 25, -1, "May freeze opponent.", 10, 0, 2, new StatusEffectAttr(StatusEffect.FREEZE)),
|
new AttackMove(Moves.POWDER_SNOW, "Powder Snow", Type.ICE, MoveCategory.SPECIAL, 40, 100, 25, -1, "May freeze opponent.", 10, 0, 2, new StatusEffectAttr(StatusEffect.FREEZE)),
|
||||||
new SelfStatusMove(Moves.PROTECT, "Protect", Type.NORMAL, -1, 10, 7, "Protects the user, but may fail if used consecutively.", -1, 4, 2,
|
new SelfStatusMove(Moves.PROTECT, "Protect", Type.NORMAL, -1, 10, 7, "Protects the user, but may fail if used consecutively.", -1, 4, 2,
|
||||||
new WaningConsecutiveUseConditionalMoveAttr(), new AddBattlerTagAttr(BattlerTagType.PROTECTED, true)),
|
new WaningConsecutiveUseConditionalMoveAttr(), new AddBattlerTagAttr(BattlerTagType.PROTECTED, true)),
|
||||||
|
@ -1751,52 +1749,52 @@ export const allMoves = [
|
||||||
new StatusMove(Moves.SCARY_FACE, "Scary Face", Type.NORMAL, 100, 10, 6, "Sharply lowers opponent's Speed.", -1, 0, 2, new StatChangeAttr(BattleStat.SPD, -2)),
|
new StatusMove(Moves.SCARY_FACE, "Scary Face", Type.NORMAL, 100, 10, 6, "Sharply lowers opponent's Speed.", -1, 0, 2, new StatChangeAttr(BattleStat.SPD, -2)),
|
||||||
new AttackMove(Moves.FEINT_ATTACK, "Feint Attack", Type.DARK, MoveCategory.PHYSICAL, 60, -1, 20, -1, "Ignores Accuracy and Evasiveness.", -1, 0, 2),
|
new AttackMove(Moves.FEINT_ATTACK, "Feint Attack", Type.DARK, MoveCategory.PHYSICAL, 60, -1, 20, -1, "Ignores Accuracy and Evasiveness.", -1, 0, 2),
|
||||||
new StatusMove(Moves.SWEET_KISS, "Sweet Kiss", Type.FAIRY, 75, 10, -1, "Confuses opponent.", -1, 0, 2, new ConfuseAttr()),
|
new StatusMove(Moves.SWEET_KISS, "Sweet Kiss", Type.FAIRY, 75, 10, -1, "Confuses opponent.", -1, 0, 2, new ConfuseAttr()),
|
||||||
new SelfStatusMove(Moves.BELLY_DRUM, "Belly Drum", Type.NORMAL, -1, 10, -1, "User loses 50% of its max HP, but Attack raises to maximum.", -1, 0, 2),
|
new SelfStatusMove(Moves.BELLY_DRUM, "Belly Drum (N)", Type.NORMAL, -1, 10, -1, "User loses 50% of its max HP, but Attack raises to maximum.", -1, 0, 2),
|
||||||
new AttackMove(Moves.SLUDGE_BOMB, "Sludge Bomb", Type.POISON, MoveCategory.SPECIAL, 90, 100, 10, 148, "May poison opponent.", 30, 0, 2, new StatusEffectAttr(StatusEffect.POISON)),
|
new AttackMove(Moves.SLUDGE_BOMB, "Sludge Bomb", Type.POISON, MoveCategory.SPECIAL, 90, 100, 10, 148, "May poison opponent.", 30, 0, 2, new StatusEffectAttr(StatusEffect.POISON)),
|
||||||
new AttackMove(Moves.MUD_SLAP, "Mud-Slap", Type.GROUND, MoveCategory.SPECIAL, 20, 100, 10, 5, "Lowers opponent's Accuracy.", 100, 0, 2, new StatChangeAttr(BattleStat.ACC, -1)),
|
new AttackMove(Moves.MUD_SLAP, "Mud-Slap", Type.GROUND, MoveCategory.SPECIAL, 20, 100, 10, 5, "Lowers opponent's Accuracy.", 100, 0, 2, new StatChangeAttr(BattleStat.ACC, -1)),
|
||||||
new AttackMove(Moves.OCTAZOOKA, "Octazooka", Type.WATER, MoveCategory.SPECIAL, 65, 85, 10, -1, "May lower opponent's Accuracy.", 50, 0, 2, new StatChangeAttr(BattleStat.ACC, -1)),
|
new AttackMove(Moves.OCTAZOOKA, "Octazooka", Type.WATER, MoveCategory.SPECIAL, 65, 85, 10, -1, "May lower opponent's Accuracy.", 50, 0, 2, new StatChangeAttr(BattleStat.ACC, -1)),
|
||||||
new StatusMove(Moves.SPIKES, "Spikes", Type.GROUND, -1, 20, 90, "Hurts opponents when they switch into battle.", -1, 0, 2),
|
new StatusMove(Moves.SPIKES, "Spikes (N)", Type.GROUND, -1, 20, 90, "Hurts opponents when they switch into battle.", -1, 0, 2),
|
||||||
new AttackMove(Moves.ZAP_CANNON, "Zap Cannon", Type.ELECTRIC, MoveCategory.SPECIAL, 120, 50, 5, -1, "Paralyzes opponent.", 100, 0, 2, new StatusEffectAttr(StatusEffect.PARALYSIS)),
|
new AttackMove(Moves.ZAP_CANNON, "Zap Cannon", Type.ELECTRIC, MoveCategory.SPECIAL, 120, 50, 5, -1, "Paralyzes opponent.", 100, 0, 2, new StatusEffectAttr(StatusEffect.PARALYSIS)),
|
||||||
new StatusMove(Moves.FORESIGHT, "Foresight", Type.NORMAL, -1, 40, -1, "Resets opponent's Evasiveness, and allows Normal- and Fighting-type attacks to hit Ghosts.", -1, 0, 2), // TODO
|
new StatusMove(Moves.FORESIGHT, "Foresight (N)", Type.NORMAL, -1, 40, -1, "Resets opponent's Evasiveness, and allows Normal- and Fighting-type attacks to hit Ghosts.", -1, 0, 2), // TODO
|
||||||
new StatusMove(Moves.DESTINY_BOND, "Destiny Bond", Type.GHOST, -1, 5, -1, "If the user faints, the opponent also faints.", -1, 0, 2).ignoreProtect(),
|
new StatusMove(Moves.DESTINY_BOND, "Destiny Bond (N)", Type.GHOST, -1, 5, -1, "If the user faints, the opponent also faints.", -1, 0, 2).ignoreProtect(),
|
||||||
new StatusMove(Moves.PERISH_SONG, "Perish Song", Type.NORMAL, -1, 5, -1, "Any Pokémon in play when this attack is used faints in 3 turns.", -1, 0, 2).ignoreProtect(),
|
new StatusMove(Moves.PERISH_SONG, "Perish Song (N)", Type.NORMAL, -1, 5, -1, "Any Pokémon in play when this attack is used faints in 3 turns.", -1, 0, 2).ignoreProtect(),
|
||||||
new AttackMove(Moves.ICY_WIND, "Icy Wind", Type.ICE, MoveCategory.SPECIAL, 55, 95, 15, 34, "Lowers opponent's Speed.", 100, 0, 2, new StatChangeAttr(BattleStat.SPD, -1)),
|
new AttackMove(Moves.ICY_WIND, "Icy Wind", Type.ICE, MoveCategory.SPECIAL, 55, 95, 15, 34, "Lowers opponent's Speed.", 100, 0, 2, new StatChangeAttr(BattleStat.SPD, -1)),
|
||||||
new SelfStatusMove(Moves.DETECT, "Detect", Type.FIGHTING, -1, 5, -1, "Protects the user, but may fail if used consecutively.", -1, 4, 2,
|
new SelfStatusMove(Moves.DETECT, "Detect", Type.FIGHTING, -1, 5, -1, "Protects the user, but may fail if used consecutively.", -1, 4, 2,
|
||||||
new WaningConsecutiveUseConditionalMoveAttr(), new AddBattlerTagAttr(BattlerTagType.PROTECTED, true)),
|
new WaningConsecutiveUseConditionalMoveAttr(), new AddBattlerTagAttr(BattlerTagType.PROTECTED, true)),
|
||||||
new AttackMove(Moves.BONE_RUSH, "Bone Rush", Type.GROUND, MoveCategory.PHYSICAL, 25, 90, 10, -1, "Hits 2-5 times in one turn.", -1, 0, 2, new MultiHitAttr()),
|
new AttackMove(Moves.BONE_RUSH, "Bone Rush", Type.GROUND, MoveCategory.PHYSICAL, 25, 90, 10, -1, "Hits 2-5 times in one turn.", -1, 0, 2, new MultiHitAttr()),
|
||||||
new SelfStatusMove(Moves.LOCK_ON, "Lock-On", Type.NORMAL, -1, 5, -1, "User's next attack is guaranteed to hit.", -1, 0, 2),
|
new SelfStatusMove(Moves.LOCK_ON, "Lock-On (N)", Type.NORMAL, -1, 5, -1, "User's next attack is guaranteed to hit.", -1, 0, 2),
|
||||||
new AttackMove(Moves.OUTRAGE, "Outrage", Type.DRAGON, MoveCategory.PHYSICAL, 120, 100, 10, 156, "User attacks for 2-3 turns but then becomes confused.", -1, 0, 2,
|
new AttackMove(Moves.OUTRAGE, "Outrage", Type.DRAGON, MoveCategory.PHYSICAL, 120, 100, 10, 156, "User attacks for 2-3 turns but then becomes confused.", -1, 0, 2,
|
||||||
new FrenzyAttr(), frenzyMissFunc, new ConfuseAttr(true)), // TODO: Update to still confuse if last hit misses
|
new FrenzyAttr(), frenzyMissFunc, new ConfuseAttr(true)), // TODO: Update to still confuse if last hit misses
|
||||||
new StatusMove(Moves.SANDSTORM, "Sandstorm", Type.ROCK, -1, 10, 51, "Creates a sandstorm for 5 turns.", -1, 0, 2, new WeatherConditionalMoveAttr(WeatherType.SANDSTORM), new WeatherChangeAttr(WeatherType.SANDSTORM)),
|
new StatusMove(Moves.SANDSTORM, "Sandstorm", Type.ROCK, -1, 10, 51, "Creates a sandstorm for 5 turns.", -1, 0, 2, new WeatherConditionalMoveAttr(WeatherType.SANDSTORM), new WeatherChangeAttr(WeatherType.SANDSTORM)),
|
||||||
new AttackMove(Moves.GIGA_DRAIN, "Giga Drain", Type.GRASS, MoveCategory.SPECIAL, 75, 100, 10, 111, "User recovers half the HP inflicted on opponent.", -1, 4, 2, new HitHealAttr()),
|
new AttackMove(Moves.GIGA_DRAIN, "Giga Drain", Type.GRASS, MoveCategory.SPECIAL, 75, 100, 10, 111, "User recovers half the HP inflicted on opponent.", -1, 4, 2, new HitHealAttr()),
|
||||||
new SelfStatusMove(Moves.ENDURE, "Endure", Type.NORMAL, -1, 10, 47, "Always left with at least 1 HP, but may fail if used consecutively.", -1, 0, 2),
|
new SelfStatusMove(Moves.ENDURE, "Endure (N)", Type.NORMAL, -1, 10, 47, "Always left with at least 1 HP, but may fail if used consecutively.", -1, 0, 2),
|
||||||
new StatusMove(Moves.CHARM, "Charm", Type.FAIRY, 100, 20, 2, "Sharply lowers opponent's Attack.", -1, 0, 2, new StatChangeAttr(BattleStat.ATK, -2)),
|
new StatusMove(Moves.CHARM, "Charm", Type.FAIRY, 100, 20, 2, "Sharply lowers opponent's Attack.", -1, 0, 2, new StatChangeAttr(BattleStat.ATK, -2)),
|
||||||
new AttackMove(Moves.ROLLOUT, "Rollout", Type.ROCK, MoveCategory.PHYSICAL, 30, 90, 20, -1, "Doubles in power each turn for 5 turns.", -1, 0, 2),
|
new AttackMove(Moves.ROLLOUT, "Rollout (N)", Type.ROCK, MoveCategory.PHYSICAL, 30, 90, 20, -1, "Doubles in power each turn for 5 turns.", -1, 0, 2),
|
||||||
new AttackMove(Moves.FALSE_SWIPE, "False Swipe", Type.NORMAL, MoveCategory.PHYSICAL, 40, 100, 40, 57, "Always leaves opponent with at least 1 HP.", -1, 0, 2),
|
new AttackMove(Moves.FALSE_SWIPE, "False Swipe (N)", Type.NORMAL, MoveCategory.PHYSICAL, 40, 100, 40, 57, "Always leaves opponent with at least 1 HP.", -1, 0, 2),
|
||||||
new StatusMove(Moves.SWAGGER, "Swagger", Type.NORMAL, 85, 15, -1, "Confuses opponent, but sharply raises its Attack.", -1, 0, 2, new StatChangeAttr(BattleStat.ATK, 2), new ConfuseAttr()),
|
new StatusMove(Moves.SWAGGER, "Swagger", Type.NORMAL, 85, 15, -1, "Confuses opponent, but sharply raises its Attack.", -1, 0, 2, new StatChangeAttr(BattleStat.ATK, 2), new ConfuseAttr()),
|
||||||
new SelfStatusMove(Moves.MILK_DRINK, "Milk Drink", Type.NORMAL, -1, 5, -1, "User recovers half its max HP.", -1, 0, 2, new HealAttr(0.5)),
|
new SelfStatusMove(Moves.MILK_DRINK, "Milk Drink", Type.NORMAL, -1, 5, -1, "User recovers half its max HP.", -1, 0, 2, new HealAttr(0.5)),
|
||||||
new AttackMove(Moves.SPARK, "Spark", Type.ELECTRIC, MoveCategory.PHYSICAL, 65, 100, 20, -1, "May paralyze opponent.", 30, 0, 2, new StatusEffectAttr(StatusEffect.PARALYSIS)),
|
new AttackMove(Moves.SPARK, "Spark", Type.ELECTRIC, MoveCategory.PHYSICAL, 65, 100, 20, -1, "May paralyze opponent.", 30, 0, 2, new StatusEffectAttr(StatusEffect.PARALYSIS)),
|
||||||
new AttackMove(Moves.FURY_CUTTER, "Fury Cutter", Type.BUG, MoveCategory.PHYSICAL, 40, 95, 20, -1, "Power increases each turn.", -1, 0, 2),
|
new AttackMove(Moves.FURY_CUTTER, "Fury Cutter (N)", Type.BUG, MoveCategory.PHYSICAL, 40, 95, 20, -1, "Power increases each turn.", -1, 0, 2),
|
||||||
new AttackMove(Moves.STEEL_WING, "Steel Wing", Type.STEEL, MoveCategory.PHYSICAL, 70, 90, 25, -1, "May raise user's Defense.", 10, 0, 2, new StatChangeAttr(BattleStat.DEF, 1, true)),
|
new AttackMove(Moves.STEEL_WING, "Steel Wing", Type.STEEL, MoveCategory.PHYSICAL, 70, 90, 25, -1, "May raise user's Defense.", 10, 0, 2, new StatChangeAttr(BattleStat.DEF, 1, true)),
|
||||||
new StatusMove(Moves.MEAN_LOOK, "Mean Look", Type.NORMAL, -1, 5, -1, "Opponent cannot flee or switch.", -1, 0, 2),
|
new StatusMove(Moves.MEAN_LOOK, "Mean Look (N)", Type.NORMAL, -1, 5, -1, "Opponent cannot flee or switch.", -1, 0, 2),
|
||||||
new StatusMove(Moves.ATTRACT, "Attract", Type.NORMAL, 100, 15, -1, "If opponent is the opposite gender, it's less likely to attack.", -1, 0, 2),
|
new StatusMove(Moves.ATTRACT, "Attract (N)", Type.NORMAL, 100, 15, -1, "If opponent is the opposite gender, it's less likely to attack.", -1, 0, 2),
|
||||||
new SelfStatusMove(Moves.SLEEP_TALK, "Sleep Talk", Type.NORMAL, -1, 10, 70, "User performs one of its own moves while sleeping.", -1, 0, 2,
|
new SelfStatusMove(Moves.SLEEP_TALK, "Sleep Talk", Type.NORMAL, -1, 10, 70, "User performs one of its own moves while sleeping.", -1, 0, 2,
|
||||||
new BypassSleepAttr(), new ConditionalMoveAttr((user: Pokemon, target: Pokemon, move: Move) => user.status?.effect === StatusEffect.SLEEP), new RandomMovesetMoveAttr()),
|
new BypassSleepAttr(), new ConditionalMoveAttr((user: Pokemon, target: Pokemon, move: Move) => user.status?.effect === StatusEffect.SLEEP), new RandomMovesetMoveAttr()),
|
||||||
new SelfStatusMove(Moves.HEAL_BELL, "Heal Bell", Type.NORMAL, -1, 5, -1, "Heals the user's party's status conditions.", -1, 0, 2),
|
new SelfStatusMove(Moves.HEAL_BELL, "Heal Bell (N)", Type.NORMAL, -1, 5, -1, "Heals the user's party's status conditions.", -1, 0, 2),
|
||||||
new AttackMove(Moves.RETURN, "Return", Type.NORMAL, MoveCategory.PHYSICAL, -1, 100, 20, -1, "Power increases with higher Friendship.", -1, 0, 2),
|
new AttackMove(Moves.RETURN, "Return (N)", Type.NORMAL, MoveCategory.PHYSICAL, -1, 100, 20, -1, "Power increases with higher Friendship.", -1, 0, 2),
|
||||||
new AttackMove(Moves.PRESENT, "Present", Type.NORMAL, MoveCategory.PHYSICAL, -1, 90, 15, -1, "Either deals damage or heals.", -1, 0, 2),
|
new AttackMove(Moves.PRESENT, "Present (N)", Type.NORMAL, MoveCategory.PHYSICAL, -1, 90, 15, -1, "Either deals damage or heals.", -1, 0, 2),
|
||||||
new AttackMove(Moves.FRUSTRATION, "Frustration", Type.NORMAL, MoveCategory.PHYSICAL, -1, 100, 20, -1, "Power decreases with higher Friendship.", -1, 0, 2),
|
new AttackMove(Moves.FRUSTRATION, "Frustration (N)", Type.NORMAL, MoveCategory.PHYSICAL, -1, 100, 20, -1, "Power decreases with higher Friendship.", -1, 0, 2),
|
||||||
new SelfStatusMove(Moves.SAFEGUARD, "Safeguard", Type.NORMAL, -1, 25, -1, "The user's party is protected from status conditions.", -1, 0, 2),
|
new SelfStatusMove(Moves.SAFEGUARD, "Safeguard (N)", Type.NORMAL, -1, 25, -1, "The user's party is protected from status conditions.", -1, 0, 2),
|
||||||
new StatusMove(Moves.PAIN_SPLIT, "Pain Split", Type.NORMAL, -1, 20, -1, "The user's and opponent's HP becomes the average of both.", -1, 0, 2),
|
new StatusMove(Moves.PAIN_SPLIT, "Pain Split (N)", Type.NORMAL, -1, 20, -1, "The user's and opponent's HP becomes the average of both.", -1, 0, 2),
|
||||||
new AttackMove(Moves.SACRED_FIRE, "Sacred Fire", Type.FIRE, MoveCategory.PHYSICAL, 100, 95, 5, -1, "May burn opponent.", 50, 0, 2, new StatusEffectAttr(StatusEffect.BURN)),
|
new AttackMove(Moves.SACRED_FIRE, "Sacred Fire", Type.FIRE, MoveCategory.PHYSICAL, 100, 95, 5, -1, "May burn opponent.", 50, 0, 2, new StatusEffectAttr(StatusEffect.BURN)),
|
||||||
new AttackMove(Moves.MAGNITUDE, "Magnitude", Type.GROUND, MoveCategory.PHYSICAL, -1, 100, 30, -1, "Hits with random power.", -1, 0, 2),
|
new AttackMove(Moves.MAGNITUDE, "Magnitude (N)", Type.GROUND, MoveCategory.PHYSICAL, -1, 100, 30, -1, "Hits with random power.", -1, 0, 2),
|
||||||
new AttackMove(Moves.DYNAMIC_PUNCH, "Dynamic Punch", Type.FIGHTING, MoveCategory.PHYSICAL, 100, 50, 5, -1, "Confuses opponent.", 100, 0, 2, new ConfuseAttr()),
|
new AttackMove(Moves.DYNAMIC_PUNCH, "Dynamic Punch", Type.FIGHTING, MoveCategory.PHYSICAL, 100, 50, 5, -1, "Confuses opponent.", 100, 0, 2, new ConfuseAttr()),
|
||||||
new AttackMove(Moves.MEGAHORN, "Megahorn", Type.BUG, MoveCategory.PHYSICAL, 120, 85, 10, -1, "", -1, 0, 2),
|
new AttackMove(Moves.MEGAHORN, "Megahorn", Type.BUG, MoveCategory.PHYSICAL, 120, 85, 10, -1, "", -1, 0, 2),
|
||||||
new AttackMove(Moves.DRAGON_BREATH, "Dragon Breath", Type.DRAGON, MoveCategory.SPECIAL, 60, 100, 20, -1, "May paralyze opponent.", 30, 0, 2, new StatusEffectAttr(StatusEffect.PARALYSIS)),
|
new AttackMove(Moves.DRAGON_BREATH, "Dragon Breath", Type.DRAGON, MoveCategory.SPECIAL, 60, 100, 20, -1, "May paralyze opponent.", 30, 0, 2, new StatusEffectAttr(StatusEffect.PARALYSIS)),
|
||||||
new SelfStatusMove(Moves.BATON_PASS, "Baton Pass", Type.NORMAL, -1, 40, 132, "User switches out and gives stat changes to the incoming Pokémon.", -1, 0, 2),
|
new SelfStatusMove(Moves.BATON_PASS, "Baton Pass (N)", Type.NORMAL, -1, 40, 132, "User switches out and gives stat changes to the incoming Pokémon.", -1, 0, 2),
|
||||||
new StatusMove(Moves.ENCORE, "Encore", Type.NORMAL, 100, 5, 122, "Forces opponent to keep using its last move for 3 turns.", -1, 0, 2),
|
new StatusMove(Moves.ENCORE, "Encore (N)", Type.NORMAL, 100, 5, 122, "Forces opponent to keep using its last move for 3 turns.", -1, 0, 2),
|
||||||
new AttackMove(Moves.PURSUIT, "Pursuit", Type.DARK, MoveCategory.PHYSICAL, 40, 100, 20, -1, "Double power if the opponent is switching out.", -1, 0, 2),
|
new AttackMove(Moves.PURSUIT, "Pursuit (N)", Type.DARK, MoveCategory.PHYSICAL, 40, 100, 20, -1, "Double power if the opponent is switching out.", -1, 0, 2),
|
||||||
new AttackMove(Moves.RAPID_SPIN, "Rapid Spin", Type.NORMAL, MoveCategory.PHYSICAL, 50, 100, 40, -1, "Raises user's Speed and removes entry hazards and trap move effects.", 100, 0, 2, new StatChangeAttr(BattleStat.SPD, 1, true)), // TODO
|
new AttackMove(Moves.RAPID_SPIN, "Rapid Spin (P)", Type.NORMAL, MoveCategory.PHYSICAL, 50, 100, 40, -1, "Raises user's Speed and removes entry hazards and trap move effects.", 100, 0, 2, new StatChangeAttr(BattleStat.SPD, 1, true)), // TODO
|
||||||
new StatusMove(Moves.SWEET_SCENT, "Sweet Scent", Type.NORMAL, 100, 20, -1, "Lowers opponent's Evasiveness.", -1, 0, 2, new StatChangeAttr(BattleStat.EVA, -1)),
|
new StatusMove(Moves.SWEET_SCENT, "Sweet Scent", Type.NORMAL, 100, 20, -1, "Lowers opponent's Evasiveness.", -1, 0, 2, new StatChangeAttr(BattleStat.EVA, -1)),
|
||||||
new AttackMove(Moves.IRON_TAIL, "Iron Tail", Type.STEEL, MoveCategory.PHYSICAL, 100, 75, 15, -1, "May lower opponent's Defense.", 30, 0, 2, new StatChangeAttr(BattleStat.DEF, -1)),
|
new AttackMove(Moves.IRON_TAIL, "Iron Tail", Type.STEEL, MoveCategory.PHYSICAL, 100, 75, 15, -1, "May lower opponent's Defense.", 30, 0, 2, new StatChangeAttr(BattleStat.DEF, -1)),
|
||||||
new AttackMove(Moves.METAL_CLAW, "Metal Claw", Type.STEEL, MoveCategory.PHYSICAL, 50, 95, 35, 31, "May raise user's Attack.", 10, 0, 2, new StatChangeAttr(BattleStat.ATK, 1, true)),
|
new AttackMove(Moves.METAL_CLAW, "Metal Claw", Type.STEEL, MoveCategory.PHYSICAL, 50, 95, 35, 31, "May raise user's Attack.", 10, 0, 2, new StatChangeAttr(BattleStat.ATK, 1, true)),
|
||||||
|
@ -1804,70 +1802,70 @@ export const allMoves = [
|
||||||
new SelfStatusMove(Moves.MORNING_SUN, "Morning Sun", Type.NORMAL, -1, 5, -1, "User recovers HP. Amount varies with the weather.", -1, 0, 2, new WeatherHealAttr()),
|
new SelfStatusMove(Moves.MORNING_SUN, "Morning Sun", Type.NORMAL, -1, 5, -1, "User recovers HP. Amount varies with the weather.", -1, 0, 2, new WeatherHealAttr()),
|
||||||
new SelfStatusMove(Moves.SYNTHESIS, "Synthesis", Type.GRASS, -1, 5, -1, "User recovers HP. Amount varies with the weather.", -1, 0, 2, new WeatherHealAttr()),
|
new SelfStatusMove(Moves.SYNTHESIS, "Synthesis", Type.GRASS, -1, 5, -1, "User recovers HP. Amount varies with the weather.", -1, 0, 2, new WeatherHealAttr()),
|
||||||
new SelfStatusMove(Moves.MOONLIGHT, "Moonlight", Type.FAIRY, -1, 5, -1, "User recovers HP. Amount varies with the weather.", -1, 0, 2, new WeatherHealAttr()),
|
new SelfStatusMove(Moves.MOONLIGHT, "Moonlight", Type.FAIRY, -1, 5, -1, "User recovers HP. Amount varies with the weather.", -1, 0, 2, new WeatherHealAttr()),
|
||||||
new AttackMove(Moves.HIDDEN_POWER, "Hidden Power", Type.NORMAL, MoveCategory.SPECIAL, 60, 100, 15, -1, "Type and power depends on user's IVs.", -1, 0, 2),
|
new AttackMove(Moves.HIDDEN_POWER, "Hidden Power (N)", Type.NORMAL, MoveCategory.SPECIAL, 60, 100, 15, -1, "Type and power depends on user's IVs.", -1, 0, 2),
|
||||||
new AttackMove(Moves.CROSS_CHOP, "Cross Chop", Type.FIGHTING, MoveCategory.PHYSICAL, 100, 80, 5, -1, "High critical hit ratio.", -1, 0, 2, new HighCritAttr()),
|
new AttackMove(Moves.CROSS_CHOP, "Cross Chop", Type.FIGHTING, MoveCategory.PHYSICAL, 100, 80, 5, -1, "High critical hit ratio.", -1, 0, 2, new HighCritAttr()),
|
||||||
new AttackMove(Moves.TWISTER, "Twister", Type.DRAGON, MoveCategory.SPECIAL, 40, 100, 20, -1, "May cause flinching. Hits Pokémon using Fly/Bounce with double power.", 20, 0, 2,
|
new AttackMove(Moves.TWISTER, "Twister (P)", Type.DRAGON, MoveCategory.SPECIAL, 40, 100, 20, -1, "May cause flinching. Hits Pokémon using Fly/Bounce with double power.", 20, 0, 2,
|
||||||
new HitsTagAttr(BattlerTagType.FLYING, true), new FlinchAttr()), // TODO
|
new HitsTagAttr(BattlerTagType.FLYING, true), new FlinchAttr()), // TODO
|
||||||
new SelfStatusMove(Moves.RAIN_DANCE, "Rain Dance", Type.WATER, -1, 5, 50, "Makes it rain for 5 turns.", -1, 0, 2, new WeatherConditionalMoveAttr(WeatherType.RAIN), new WeatherChangeAttr(WeatherType.RAIN)),
|
new SelfStatusMove(Moves.RAIN_DANCE, "Rain Dance", Type.WATER, -1, 5, 50, "Makes it rain for 5 turns.", -1, 0, 2, new WeatherConditionalMoveAttr(WeatherType.RAIN), new WeatherChangeAttr(WeatherType.RAIN)),
|
||||||
new SelfStatusMove(Moves.SUNNY_DAY, "Sunny Day", Type.FIRE, -1, 5, 49, "Makes it sunny for 5 turns.", -1, 0, 2, new WeatherConditionalMoveAttr(WeatherType.SUNNY), new WeatherChangeAttr(WeatherType.SUNNY)),
|
new SelfStatusMove(Moves.SUNNY_DAY, "Sunny Day", Type.FIRE, -1, 5, 49, "Makes it sunny for 5 turns.", -1, 0, 2, new WeatherConditionalMoveAttr(WeatherType.SUNNY), new WeatherChangeAttr(WeatherType.SUNNY)),
|
||||||
new AttackMove(Moves.CRUNCH, "Crunch", Type.DARK, MoveCategory.PHYSICAL, 80, 100, 15, 108, "May lower opponent's Defense.", 20, 0, 2, new StatChangeAttr(BattleStat.DEF, -1)),
|
new AttackMove(Moves.CRUNCH, "Crunch", Type.DARK, MoveCategory.PHYSICAL, 80, 100, 15, 108, "May lower opponent's Defense.", 20, 0, 2, new StatChangeAttr(BattleStat.DEF, -1)),
|
||||||
new AttackMove(Moves.MIRROR_COAT, "Mirror Coat", Type.PSYCHIC, MoveCategory.SPECIAL, -1, 100, 20, -1, "When hit by a Special Attack, user strikes back with 2x power.", -1, -5, 2),
|
new AttackMove(Moves.MIRROR_COAT, "Mirror Coat (N)", Type.PSYCHIC, MoveCategory.SPECIAL, -1, 100, 20, -1, "When hit by a Special Attack, user strikes back with 2x power.", -1, -5, 2),
|
||||||
new SelfStatusMove(Moves.PSYCH_UP, "Psych Up", Type.NORMAL, -1, 10, -1, "Copies the opponent's stat changes.", -1, 0, 2),
|
new SelfStatusMove(Moves.PSYCH_UP, "Psych Up (N)", Type.NORMAL, -1, 10, -1, "Copies the opponent's stat changes.", -1, 0, 2),
|
||||||
new AttackMove(Moves.EXTREME_SPEED, "Extreme Speed", Type.NORMAL, MoveCategory.PHYSICAL, 80, 100, 5, -1, "User attacks first.", -1, 2, 2),
|
new AttackMove(Moves.EXTREME_SPEED, "Extreme Speed", Type.NORMAL, MoveCategory.PHYSICAL, 80, 100, 5, -1, "User attacks first.", -1, 2, 2),
|
||||||
new AttackMove(Moves.ANCIENT_POWER, "Ancient Power", Type.ROCK, MoveCategory.SPECIAL, 60, 100, 5, -1, "May raise all user's stats at once.", 10, 0, 2,
|
new AttackMove(Moves.ANCIENT_POWER, "Ancient Power", Type.ROCK, MoveCategory.SPECIAL, 60, 100, 5, -1, "May raise all user's stats at once.", 10, 0, 2,
|
||||||
new StatChangeAttr([ BattleStat.ATK, BattleStat.DEF, BattleStat.SPATK, BattleStat.SPDEF, BattleStat.SPD ], 1, true)),
|
new StatChangeAttr([ BattleStat.ATK, BattleStat.DEF, BattleStat.SPATK, BattleStat.SPDEF, BattleStat.SPD ], 1, true)),
|
||||||
new AttackMove(Moves.SHADOW_BALL, "Shadow Ball", Type.GHOST, MoveCategory.SPECIAL, 80, 100, 15, 114, "May lower opponent's Special Defense.", 20, 0, 2, new StatChangeAttr(BattleStat.SPDEF, -1)),
|
new AttackMove(Moves.SHADOW_BALL, "Shadow Ball", Type.GHOST, MoveCategory.SPECIAL, 80, 100, 15, 114, "May lower opponent's Special Defense.", 20, 0, 2, new StatChangeAttr(BattleStat.SPDEF, -1)),
|
||||||
new AttackMove(Moves.FUTURE_SIGHT, "Future Sight", Type.PSYCHIC, MoveCategory.SPECIAL, 120, 100, 10, -1, "Damage occurs 2 turns later.", -1, 0, 2),
|
new AttackMove(Moves.FUTURE_SIGHT, "Future Sight (N)", Type.PSYCHIC, MoveCategory.SPECIAL, 120, 100, 10, -1, "Damage occurs 2 turns later.", -1, 0, 2),
|
||||||
new AttackMove(Moves.ROCK_SMASH, "Rock Smash", Type.FIGHTING, MoveCategory.PHYSICAL, 40, 100, 15, -1, "May lower opponent's Defense.", 50, 0, 2, new StatChangeAttr(BattleStat.DEF, -1)),
|
new AttackMove(Moves.ROCK_SMASH, "Rock Smash", Type.FIGHTING, MoveCategory.PHYSICAL, 40, 100, 15, -1, "May lower opponent's Defense.", 50, 0, 2, new StatChangeAttr(BattleStat.DEF, -1)),
|
||||||
new AttackMove(Moves.WHIRLPOOL, "Whirlpool", Type.WATER, MoveCategory.SPECIAL, 35, 85, 15, -1, "Traps opponent, damaging them for 4-5 turns.", 100, 0, 2),
|
new AttackMove(Moves.WHIRLPOOL, "Whirlpool (N)", Type.WATER, MoveCategory.SPECIAL, 35, 85, 15, -1, "Traps opponent, damaging them for 4-5 turns.", 100, 0, 2),
|
||||||
new AttackMove(Moves.BEAT_UP, "Beat Up", Type.DARK, MoveCategory.PHYSICAL, -1, 100, 10, -1, "Each Pokémon in user's party attacks.", -1, 0, 2),
|
new AttackMove(Moves.BEAT_UP, "Beat Up (N)", Type.DARK, MoveCategory.PHYSICAL, -1, 100, 10, -1, "Each Pokémon in user's party attacks.", -1, 0, 2),
|
||||||
new AttackMove(Moves.FAKE_OUT, "Fake Out", Type.NORMAL, MoveCategory.PHYSICAL, 40, 100, 10, -1, "User attacks first, foe flinches. Only usable on first turn.", 100, 3, 3,
|
new AttackMove(Moves.FAKE_OUT, "Fake Out", Type.NORMAL, MoveCategory.PHYSICAL, 40, 100, 10, -1, "User attacks first, foe flinches. Only usable on first turn.", 100, 3, 3,
|
||||||
new ConditionalMoveAttr((user: Pokemon, target: Pokemon, move: Move) => user.scene.currentBattle.turn === 1), new FlinchAttr()),
|
new ConditionalMoveAttr((user: Pokemon, target: Pokemon, move: Move) => user.scene.currentBattle.turn === 1), new FlinchAttr()),
|
||||||
new AttackMove(Moves.UPROAR, "Uproar", Type.NORMAL, MoveCategory.SPECIAL, 90, 100, 10, -1, "User attacks for 3 turns and prevents sleep.", -1, 0, 3), // TODO
|
new AttackMove(Moves.UPROAR, "Uproar (N)", Type.NORMAL, MoveCategory.SPECIAL, 90, 100, 10, -1, "User attacks for 3 turns and prevents sleep.", -1, 0, 3), // TODO
|
||||||
new SelfStatusMove(Moves.STOCKPILE, "Stockpile", Type.NORMAL, -1, 20, -1, "Stores energy for use with Spit Up and Swallow.", -1, 0, 3),
|
new SelfStatusMove(Moves.STOCKPILE, "Stockpile (N)", Type.NORMAL, -1, 20, -1, "Stores energy for use with Spit Up and Swallow.", -1, 0, 3),
|
||||||
new AttackMove(Moves.SPIT_UP, "Spit Up", Type.NORMAL, MoveCategory.SPECIAL, -1, 100, 10, -1, "Power depends on how many times the user performed Stockpile.", -1, 0, 3),
|
new AttackMove(Moves.SPIT_UP, "Spit Up (N)", Type.NORMAL, MoveCategory.SPECIAL, -1, 100, 10, -1, "Power depends on how many times the user performed Stockpile.", -1, 0, 3),
|
||||||
new SelfStatusMove(Moves.SWALLOW, "Swallow", Type.NORMAL, -1, 10, -1, "The more times the user has performed Stockpile, the more HP is recovered.", -1, 0, 3),
|
new SelfStatusMove(Moves.SWALLOW, "Swallow (N)", Type.NORMAL, -1, 10, -1, "The more times the user has performed Stockpile, the more HP is recovered.", -1, 0, 3),
|
||||||
new AttackMove(Moves.HEAT_WAVE, "Heat Wave", Type.FIRE, MoveCategory.SPECIAL, 95, 90, 10, 118, "May burn opponent.", 10, 0, 3, new StatusEffectAttr(StatusEffect.BURN)),
|
new AttackMove(Moves.HEAT_WAVE, "Heat Wave", Type.FIRE, MoveCategory.SPECIAL, 95, 90, 10, 118, "May burn opponent.", 10, 0, 3, new StatusEffectAttr(StatusEffect.BURN)),
|
||||||
new SelfStatusMove(Moves.HAIL, "Hail", Type.ICE, -1, 10, -1, "Non-Ice types are damaged for 5 turns.", -1, 0, 3, new WeatherConditionalMoveAttr(WeatherType.HAIL), new WeatherChangeAttr(WeatherType.HAIL)),
|
new SelfStatusMove(Moves.HAIL, "Hail", Type.ICE, -1, 10, -1, "Non-Ice types are damaged for 5 turns.", -1, 0, 3, new WeatherConditionalMoveAttr(WeatherType.HAIL), new WeatherChangeAttr(WeatherType.HAIL)),
|
||||||
new StatusMove(Moves.TORMENT, "Torment", Type.DARK, 100, 15, -1, "Opponent cannot use the same move in a row.", -1, 0, 3),
|
new StatusMove(Moves.TORMENT, "Torment (N)", Type.DARK, 100, 15, -1, "Opponent cannot use the same move in a row.", -1, 0, 3),
|
||||||
new StatusMove(Moves.FLATTER, "Flatter", Type.DARK, 100, 15, -1, "Confuses opponent, but raises its Special Attack.", -1, 0, 3, new StatChangeAttr(BattleStat.SPATK, 1), new ConfuseAttr()),
|
new StatusMove(Moves.FLATTER, "Flatter", Type.DARK, 100, 15, -1, "Confuses opponent, but raises its Special Attack.", -1, 0, 3, new StatChangeAttr(BattleStat.SPATK, 1), new ConfuseAttr()),
|
||||||
new StatusMove(Moves.WILL_O_WISP, "Will-O-Wisp", Type.FIRE, 85, 15, 107, "Burns opponent.", -1, 0, 3, new StatusEffectAttr(StatusEffect.BURN)),
|
new StatusMove(Moves.WILL_O_WISP, "Will-O-Wisp", Type.FIRE, 85, 15, 107, "Burns opponent.", -1, 0, 3, new StatusEffectAttr(StatusEffect.BURN)),
|
||||||
new StatusMove(Moves.MEMENTO, "Memento", Type.DARK, 100, 10, -1, "User faints, sharply lowers opponent's Attack and Special Attack.", -1, 0, 3,
|
new StatusMove(Moves.MEMENTO, "Memento", Type.DARK, 100, 10, -1, "User faints, sharply lowers opponent's Attack and Special Attack.", -1, 0, 3,
|
||||||
new SacrificialAttr(), new StatChangeAttr([ BattleStat.ATK, BattleStat.SPATK ], -2)), // TODO
|
new SacrificialAttr(), new StatChangeAttr([ BattleStat.ATK, BattleStat.SPATK ], -2)),
|
||||||
new AttackMove(Moves.FACADE, "Facade", Type.NORMAL, MoveCategory.PHYSICAL, 70, 100, 20, 25, "Power doubles if user is burned, poisoned, or paralyzed.", -1, 0, 3),
|
new AttackMove(Moves.FACADE, "Facade (N)", Type.NORMAL, MoveCategory.PHYSICAL, 70, 100, 20, 25, "Power doubles if user is burned, poisoned, or paralyzed.", -1, 0, 3),
|
||||||
new AttackMove(Moves.FOCUS_PUNCH, "Focus Punch", Type.FIGHTING, MoveCategory.PHYSICAL, 150, 100, 20, -1, "If the user is hit before attacking, it flinches instead.", -1, -3, 3),
|
new AttackMove(Moves.FOCUS_PUNCH, "Focus Punch (N)", Type.FIGHTING, MoveCategory.PHYSICAL, 150, 100, 20, -1, "If the user is hit before attacking, it flinches instead.", -1, -3, 3),
|
||||||
new AttackMove(Moves.SMELLING_SALTS, "Smelling Salts", Type.NORMAL, MoveCategory.PHYSICAL, 70, 100, 10, -1, "Power doubles if opponent is paralyzed, but cures it.", -1, 0, 3,
|
new AttackMove(Moves.SMELLING_SALTS, "Smelling Salts", Type.NORMAL, MoveCategory.PHYSICAL, 70, 100, 10, -1, "Power doubles if opponent is paralyzed, but cures it.", -1, 0, 3,
|
||||||
new MovePowerMultiplierAttr((user: Pokemon, target: Pokemon, move: Move) => target.status?.effect === StatusEffect.PARALYSIS ? 2 : 1), new HealStatusEffectAttr(false, StatusEffect.PARALYSIS)),
|
new MovePowerMultiplierAttr((user: Pokemon, target: Pokemon, move: Move) => target.status?.effect === StatusEffect.PARALYSIS ? 2 : 1), new HealStatusEffectAttr(false, StatusEffect.PARALYSIS)),
|
||||||
new SelfStatusMove(Moves.FOLLOW_ME, "Follow Me", Type.NORMAL, -1, 20, -1, "In Double Battle, the user takes all the attacks.", -1, 3, 3),
|
new SelfStatusMove(Moves.FOLLOW_ME, "Follow Me (N)", Type.NORMAL, -1, 20, -1, "In Double Battle, the user takes all the attacks.", -1, 3, 3),
|
||||||
new SelfStatusMove(Moves.NATURE_POWER, "Nature Power", Type.NORMAL, -1, 20, -1, "Uses a certain move based on the current terrain.", -1, 0, 3),
|
new SelfStatusMove(Moves.NATURE_POWER, "Nature Power (N)", Type.NORMAL, -1, 20, -1, "Uses a certain move based on the current terrain.", -1, 0, 3),
|
||||||
new SelfStatusMove(Moves.CHARGE, "Charge", Type.ELECTRIC, -1, 20, -1, "Raises user's Special Defense and next Electric move's power increases.", -1, 0, 3, new StatChangeAttr(BattleStat.SPDEF, 1, true)), // TODO
|
new SelfStatusMove(Moves.CHARGE, "Charge", Type.ELECTRIC, -1, 20, -1, "Raises user's Special Defense and next Electric move's power increases.", -1, 0, 3, new StatChangeAttr(BattleStat.SPDEF, 1, true)), // TODO
|
||||||
new StatusMove(Moves.TAUNT, "Taunt", Type.DARK, 100, 20, 87, "Opponent can only use moves that attack.", -1, 0, 3),
|
new StatusMove(Moves.TAUNT, "Taunt (N)", Type.DARK, 100, 20, 87, "Opponent can only use moves that attack.", -1, 0, 3),
|
||||||
new SelfStatusMove(Moves.HELPING_HAND, "Helping Hand", Type.NORMAL, -1, 20, 130, "In Double Battles, boosts the power of the partner's move.", -1, 5, 3),
|
new SelfStatusMove(Moves.HELPING_HAND, "Helping Hand (N)", Type.NORMAL, -1, 20, 130, "In Double Battles, boosts the power of the partner's move.", -1, 5, 3), // TODO
|
||||||
new StatusMove(Moves.TRICK, "Trick", Type.PSYCHIC, 100, 10, 109, "Swaps held items with the opponent.", -1, 0, 3),
|
new StatusMove(Moves.TRICK, "Trick (N)", Type.PSYCHIC, 100, 10, 109, "Swaps held items with the opponent.", -1, 0, 3),
|
||||||
new SelfStatusMove(Moves.ROLE_PLAY, "Role Play", Type.PSYCHIC, -1, 10, -1, "User copies the opponent's Ability.", -1, 0, 3),
|
new SelfStatusMove(Moves.ROLE_PLAY, "Role Play (N)", Type.PSYCHIC, -1, 10, -1, "User copies the opponent's Ability.", -1, 0, 3),
|
||||||
new SelfStatusMove(Moves.WISH, "Wish", Type.NORMAL, -1, 10, -1, "The user recovers HP in the following turn.", -1, 0, 3),
|
new SelfStatusMove(Moves.WISH, "Wish (N)", Type.NORMAL, -1, 10, -1, "The user recovers HP in the following turn.", -1, 0, 3),
|
||||||
new SelfStatusMove(Moves.ASSIST, "Assist", Type.NORMAL, -1, 20, -1, "User performs a move known by its allies at random.", -1, 0, 3),
|
new SelfStatusMove(Moves.ASSIST, "Assist (N)", Type.NORMAL, -1, 20, -1, "User performs a move known by its allies at random.", -1, 0, 3),
|
||||||
new SelfStatusMove(Moves.INGRAIN, "Ingrain", Type.GRASS, -1, 20, -1, "User restores HP each turn. User cannot escape/switch.", -1, 0, 3,
|
new SelfStatusMove(Moves.INGRAIN, "Ingrain", Type.GRASS, -1, 20, -1, "User restores HP each turn. User cannot escape/switch.", -1, 0, 3,
|
||||||
new NoTagOverlapConditionalAttr(BattlerTagType.INGRAIN, true), new AddBattlerTagAttr(BattlerTagType.INGRAIN, true)),
|
new NoTagOverlapConditionalAttr(BattlerTagType.INGRAIN, true), new AddBattlerTagAttr(BattlerTagType.INGRAIN, true)),
|
||||||
new AttackMove(Moves.SUPERPOWER, "Superpower", Type.FIGHTING, MoveCategory.PHYSICAL, 120, 100, 5, -1, "Lowers user's Attack and Defense.", 100, 0, 3,
|
new AttackMove(Moves.SUPERPOWER, "Superpower", Type.FIGHTING, MoveCategory.PHYSICAL, 120, 100, 5, -1, "Lowers user's Attack and Defense.", 100, 0, 3,
|
||||||
new StatChangeAttr([ BattleStat.ATK, BattleStat.DEF ], -1, true)),
|
new StatChangeAttr([ BattleStat.ATK, BattleStat.DEF ], -1, true)),
|
||||||
new SelfStatusMove(Moves.MAGIC_COAT, "Magic Coat", Type.PSYCHIC, -1, 15, -1, "Reflects moves that cause status conditions back to the attacker.", -1, 4, 3),
|
new SelfStatusMove(Moves.MAGIC_COAT, "Magic Coat (N)", Type.PSYCHIC, -1, 15, -1, "Reflects moves that cause status conditions back to the attacker.", -1, 4, 3),
|
||||||
new SelfStatusMove(Moves.RECYCLE, "Recycle", Type.NORMAL, -1, 10, -1, "User's used hold item is restored.", -1, 0, 3),
|
new SelfStatusMove(Moves.RECYCLE, "Recycle (N)", Type.NORMAL, -1, 10, -1, "User's used hold item is restored.", -1, 0, 3),
|
||||||
new AttackMove(Moves.REVENGE, "Revenge", Type.FIGHTING, MoveCategory.PHYSICAL, 60, 100, 10, -1, "Power increases if user was hit first.", -1, -4, 3),
|
new AttackMove(Moves.REVENGE, "Revenge (N)", Type.FIGHTING, MoveCategory.PHYSICAL, 60, 100, 10, -1, "Power increases if user was hit first.", -1, -4, 3),
|
||||||
new AttackMove(Moves.BRICK_BREAK, "Brick Break", Type.FIGHTING, MoveCategory.PHYSICAL, 75, 100, 15, 58, "Breaks through Reflect and Light Screen barriers.", -1, 0, 3),
|
new AttackMove(Moves.BRICK_BREAK, "Brick Break (N)", Type.FIGHTING, MoveCategory.PHYSICAL, 75, 100, 15, 58, "Breaks through Reflect and Light Screen barriers.", -1, 0, 3),
|
||||||
new StatusMove(Moves.YAWN, "Yawn", Type.NORMAL, -1, 10, -1, "Puts opponent to sleep in the next turn.", -1, 0, 3,
|
new StatusMove(Moves.YAWN, "Yawn", Type.NORMAL, -1, 10, -1, "Puts opponent to sleep in the next turn.", -1, 0, 3,
|
||||||
new ConditionalMoveAttr((user: Pokemon, target: Pokemon, move: Move) => !target.status), new NoTagOverlapConditionalAttr(BattlerTagType.DROWSY), new AddBattlerTagAttr(BattlerTagType.DROWSY)),
|
new ConditionalMoveAttr((user: Pokemon, target: Pokemon, move: Move) => !target.status), new NoTagOverlapConditionalAttr(BattlerTagType.DROWSY), new AddBattlerTagAttr(BattlerTagType.DROWSY)),
|
||||||
new AttackMove(Moves.KNOCK_OFF, "Knock Off", Type.DARK, MoveCategory.PHYSICAL, 65, 100, 20, -1, "Removes opponent's held item for the rest of the battle.", -1, 0, 3),
|
new AttackMove(Moves.KNOCK_OFF, "Knock Off (N)", Type.DARK, MoveCategory.PHYSICAL, 65, 100, 20, -1, "Removes opponent's held item for the rest of the battle.", -1, 0, 3),
|
||||||
new AttackMove(Moves.ENDEAVOR, "Endeavor", Type.NORMAL, MoveCategory.PHYSICAL, -1, 100, 5, -1, "Reduces opponent's HP to same as user's.", -1, 0, 3),
|
new AttackMove(Moves.ENDEAVOR, "Endeavor (N)", Type.NORMAL, MoveCategory.PHYSICAL, -1, 100, 5, -1, "Reduces opponent's HP to same as user's.", -1, 0, 3),
|
||||||
new AttackMove(Moves.ERUPTION, "Eruption", Type.FIRE, MoveCategory.SPECIAL, 150, 100, 5, -1, "Stronger when the user's HP is higher.", -1, 0, 3, new HpPowerAttr()),
|
new AttackMove(Moves.ERUPTION, "Eruption", Type.FIRE, MoveCategory.SPECIAL, 150, 100, 5, -1, "Stronger when the user's HP is higher.", -1, 0, 3, new HpPowerAttr()),
|
||||||
new StatusMove(Moves.SKILL_SWAP, "Skill Swap", Type.PSYCHIC, -1, 10, 98, "The user swaps Abilities with the opponent.", -1, 0, 3),
|
new StatusMove(Moves.SKILL_SWAP, "Skill Swap (N)", Type.PSYCHIC, -1, 10, 98, "The user swaps Abilities with the opponent.", -1, 0, 3),
|
||||||
new StatusMove(Moves.IMPRISON, "Imprison", Type.PSYCHIC, -1, 10, 92, "Opponent is unable to use moves that the user also knows.", -1, 0, 3),
|
new StatusMove(Moves.IMPRISON, "Imprison (N)", Type.PSYCHIC, -1, 10, 92, "Opponent is unable to use moves that the user also knows.", -1, 0, 3),
|
||||||
new SelfStatusMove(Moves.REFRESH, "Refresh", Type.NORMAL, -1, 20, -1, "Cures paralysis, poison, and burns.", -1, 0, 3,
|
new SelfStatusMove(Moves.REFRESH, "Refresh", Type.NORMAL, -1, 20, -1, "Cures paralysis, poison, and burns.", -1, 0, 3,
|
||||||
new ConditionalMoveAttr((user: Pokemon, target: Pokemon, move: Move) => user.status && (user.status.effect === StatusEffect.PARALYSIS || user.status.effect === StatusEffect.POISON || user.status.effect === StatusEffect.TOXIC || user.status.effect === StatusEffect.BURN)),
|
new ConditionalMoveAttr((user: Pokemon, target: Pokemon, move: Move) => user.status && (user.status.effect === StatusEffect.PARALYSIS || user.status.effect === StatusEffect.POISON || user.status.effect === StatusEffect.TOXIC || user.status.effect === StatusEffect.BURN)),
|
||||||
new HealStatusEffectAttr(true, StatusEffect.PARALYSIS, StatusEffect.POISON, StatusEffect.TOXIC, StatusEffect.BURN)),
|
new HealStatusEffectAttr(true, StatusEffect.PARALYSIS, StatusEffect.POISON, StatusEffect.TOXIC, StatusEffect.BURN)),
|
||||||
new SelfStatusMove(Moves.GRUDGE, "Grudge", Type.GHOST, -1, 5, -1, "If the users faints after using this move, the PP for the opponent's last move is depleted.", -1, 0, 3),
|
new SelfStatusMove(Moves.GRUDGE, "Grudge (N)", Type.GHOST, -1, 5, -1, "If the users faints after using this move, the PP for the opponent's last move is depleted.", -1, 0, 3),
|
||||||
new SelfStatusMove(Moves.SNATCH, "Snatch", Type.DARK, -1, 10, -1, "Steals the effects of the opponent's next move.", -1, 4, 3),
|
new SelfStatusMove(Moves.SNATCH, "Snatch (N)", Type.DARK, -1, 10, -1, "Steals the effects of the opponent's next move.", -1, 4, 3),
|
||||||
new AttackMove(Moves.SECRET_POWER, "Secret Power", Type.NORMAL, MoveCategory.PHYSICAL, 70, 100, 20, -1, "Effects of the attack vary with the location.", 30, 0, 3),
|
new AttackMove(Moves.SECRET_POWER, "Secret Power (N)", Type.NORMAL, MoveCategory.PHYSICAL, 70, 100, 20, -1, "Effects of the attack vary with the location.", 30, 0, 3),
|
||||||
new AttackMove(Moves.DIVE, "Dive", Type.WATER, MoveCategory.PHYSICAL, 80, 100, 10, -1, "Dives underwater on first turn, attacks on second turn.", -1, 0, 3,
|
new AttackMove(Moves.DIVE, "Dive", Type.WATER, MoveCategory.PHYSICAL, 80, 100, 10, -1, "Dives underwater on first turn, attacks on second turn.", -1, 0, 3,
|
||||||
new ChargeAttr(ChargeAnim.DIVE_CHARGING, 'hid\nunderwater!')),
|
new ChargeAttr(ChargeAnim.DIVE_CHARGING, 'hid\nunderwater!')),
|
||||||
new AttackMove(Moves.ARM_THRUST, "Arm Thrust", Type.FIGHTING, MoveCategory.PHYSICAL, 15, 100, 20, -1, "Hits 2-5 times in one turn.", -1, 0, 3, new MultiHitAttr()),
|
new AttackMove(Moves.ARM_THRUST, "Arm Thrust", Type.FIGHTING, MoveCategory.PHYSICAL, 15, 100, 20, -1, "Hits 2-5 times in one turn.", -1, 0, 3, new MultiHitAttr()),
|
||||||
|
@ -1879,7 +1877,7 @@ export const allMoves = [
|
||||||
new StatusMove(Moves.TEETER_DANCE, "Teeter Dance", Type.NORMAL, 100, 20, -1, "Confuses all Pokémon.", -1, 0, 3, new ConfuseAttr(true), new ConfuseAttr()),
|
new StatusMove(Moves.TEETER_DANCE, "Teeter Dance", Type.NORMAL, 100, 20, -1, "Confuses all Pokémon.", -1, 0, 3, new ConfuseAttr(true), new ConfuseAttr()),
|
||||||
new AttackMove(Moves.BLAZE_KICK, "Blaze Kick", Type.FIRE, MoveCategory.PHYSICAL, 85, 90, 10, -1, "High critical hit ratio. May burn opponent.", 10, 0, 3, new HighCritAttr(), new StatusEffectAttr(StatusEffect.BURN)),
|
new AttackMove(Moves.BLAZE_KICK, "Blaze Kick", Type.FIRE, MoveCategory.PHYSICAL, 85, 90, 10, -1, "High critical hit ratio. May burn opponent.", 10, 0, 3, new HighCritAttr(), new StatusEffectAttr(StatusEffect.BURN)),
|
||||||
new SelfStatusMove(Moves.MUD_SPORT, "Mud Sport", Type.GROUND, -1, 15, -1, "Weakens the power of Electric-type moves.", -1, 0, 3, new AddArenaTagAttr(ArenaTagType.MUD_SPORT, 5)),
|
new SelfStatusMove(Moves.MUD_SPORT, "Mud Sport", Type.GROUND, -1, 15, -1, "Weakens the power of Electric-type moves.", -1, 0, 3, new AddArenaTagAttr(ArenaTagType.MUD_SPORT, 5)),
|
||||||
new AttackMove(Moves.ICE_BALL, "Ice Ball", Type.ICE, MoveCategory.PHYSICAL, 30, 90, 20, -1, "Doubles in power each turn for 5 turns.", -1, 0, 3),
|
new AttackMove(Moves.ICE_BALL, "Ice Ball (N)", Type.ICE, MoveCategory.PHYSICAL, 30, 90, 20, -1, "Doubles in power each turn for 5 turns.", -1, 0, 3),
|
||||||
new AttackMove(Moves.NEEDLE_ARM, "Needle Arm", Type.GRASS, MoveCategory.PHYSICAL, 60, 100, 15, -1, "May cause flinching.", 30, 0, 3, new FlinchAttr()),
|
new AttackMove(Moves.NEEDLE_ARM, "Needle Arm", Type.GRASS, MoveCategory.PHYSICAL, 60, 100, 15, -1, "May cause flinching.", 30, 0, 3, new FlinchAttr()),
|
||||||
new SelfStatusMove(Moves.SLACK_OFF, "Slack Off", Type.NORMAL, -1, 5, -1, "User recovers half its max HP.", -1, 0, 3, new HealAttr()),
|
new SelfStatusMove(Moves.SLACK_OFF, "Slack Off", Type.NORMAL, -1, 5, -1, "User recovers half its max HP.", -1, 0, 3, new HealAttr()),
|
||||||
new AttackMove(Moves.HYPER_VOICE, "Hyper Voice", Type.NORMAL, MoveCategory.SPECIAL, 90, 100, 10, 117, "", -1, 0, 3),
|
new AttackMove(Moves.HYPER_VOICE, "Hyper Voice", Type.NORMAL, MoveCategory.SPECIAL, 90, 100, 10, 117, "", -1, 0, 3),
|
||||||
|
@ -1889,12 +1887,12 @@ export const allMoves = [
|
||||||
new AttackMove(Moves.HYDRO_CANNON, "Hydro Cannon", Type.WATER, MoveCategory.SPECIAL, 150, 90, 5, 154, "User must recharge next turn.", -1, 0, 3, new AddBattlerTagAttr(BattlerTagType.RECHARGING, true)),
|
new AttackMove(Moves.HYDRO_CANNON, "Hydro Cannon", Type.WATER, MoveCategory.SPECIAL, 150, 90, 5, 154, "User must recharge next turn.", -1, 0, 3, new AddBattlerTagAttr(BattlerTagType.RECHARGING, true)),
|
||||||
new AttackMove(Moves.METEOR_MASH, "Meteor Mash", Type.STEEL, MoveCategory.PHYSICAL, 90, 90, 10, -1, "May raise user's Attack.", 20, 0, 3, new StatChangeAttr(BattleStat.ATK, 1, true)),
|
new AttackMove(Moves.METEOR_MASH, "Meteor Mash", Type.STEEL, MoveCategory.PHYSICAL, 90, 90, 10, -1, "May raise user's Attack.", 20, 0, 3, new StatChangeAttr(BattleStat.ATK, 1, true)),
|
||||||
new AttackMove(Moves.ASTONISH, "Astonish", Type.GHOST, MoveCategory.PHYSICAL, 30, 100, 15, -1, "May cause flinching.", 30, 0, 3, new FlinchAttr()),
|
new AttackMove(Moves.ASTONISH, "Astonish", Type.GHOST, MoveCategory.PHYSICAL, 30, 100, 15, -1, "May cause flinching.", 30, 0, 3, new FlinchAttr()),
|
||||||
new AttackMove(Moves.WEATHER_BALL, "Weather Ball", Type.NORMAL, MoveCategory.SPECIAL, 50, 100, 10, -1, "Move's power and type changes with the weather.", -1, 0, 3),
|
new AttackMove(Moves.WEATHER_BALL, "Weather Ball (N)", Type.NORMAL, MoveCategory.SPECIAL, 50, 100, 10, -1, "Move's power and type changes with the weather.", -1, 0, 3),
|
||||||
new SelfStatusMove(Moves.AROMATHERAPY, "Aromatherapy", Type.GRASS, -1, 5, -1, "Cures all status problems in your party.", -1, 0, 3),
|
new SelfStatusMove(Moves.AROMATHERAPY, "Aromatherapy (N)", Type.GRASS, -1, 5, -1, "Cures all status problems in your party.", -1, 0, 3),
|
||||||
new StatusMove(Moves.FAKE_TEARS, "Fake Tears", Type.DARK, 100, 20, 3, "Sharply lowers opponent's Special Defense.", -1, 0, 3, new StatChangeAttr(BattleStat.SPDEF, -2)),
|
new StatusMove(Moves.FAKE_TEARS, "Fake Tears", Type.DARK, 100, 20, 3, "Sharply lowers opponent's Special Defense.", -1, 0, 3, new StatChangeAttr(BattleStat.SPDEF, -2)),
|
||||||
new AttackMove(Moves.AIR_CUTTER, "Air Cutter", Type.FLYING, MoveCategory.SPECIAL, 60, 95, 25, 40, "High critical hit ratio.", -1, 0, 3, new HighCritAttr()),
|
new AttackMove(Moves.AIR_CUTTER, "Air Cutter", Type.FLYING, MoveCategory.SPECIAL, 60, 95, 25, 40, "High critical hit ratio.", -1, 0, 3, new HighCritAttr()),
|
||||||
new AttackMove(Moves.OVERHEAT, "Overheat", Type.FIRE, MoveCategory.SPECIAL, 130, 90, 5, 157, "Sharply lowers user's Special Attack.", 100, 0, 3, new StatChangeAttr(BattleStat.SPATK, -2, true)),
|
new AttackMove(Moves.OVERHEAT, "Overheat", Type.FIRE, MoveCategory.SPECIAL, 130, 90, 5, 157, "Sharply lowers user's Special Attack.", 100, 0, 3, new StatChangeAttr(BattleStat.SPATK, -2, true)),
|
||||||
new StatusMove(Moves.ODOR_SLEUTH, "Odor Sleuth", Type.NORMAL, -1, 40, -1, "Resets opponent's Evasiveness, and allows Normal- and Fighting-type attacks to hit Ghosts.", -1, 0, 3),
|
new StatusMove(Moves.ODOR_SLEUTH, "Odor Sleuth (N)", Type.NORMAL, -1, 40, -1, "Resets opponent's Evasiveness, and allows Normal- and Fighting-type attacks to hit Ghosts.", -1, 0, 3),
|
||||||
new AttackMove(Moves.ROCK_TOMB, "Rock Tomb", Type.ROCK, MoveCategory.PHYSICAL, 60, 95, 15, 36, "Lowers opponent's Speed.", 100, 0, 3, new StatChangeAttr(BattleStat.SPD, -1)),
|
new AttackMove(Moves.ROCK_TOMB, "Rock Tomb", Type.ROCK, MoveCategory.PHYSICAL, 60, 95, 15, 36, "Lowers opponent's Speed.", 100, 0, 3, new StatChangeAttr(BattleStat.SPD, -1)),
|
||||||
new AttackMove(Moves.SILVER_WIND, "Silver Wind", Type.BUG, MoveCategory.SPECIAL, 60, 100, 5, -1, "May raise all stats of user at once.", 10, 0, 3,
|
new AttackMove(Moves.SILVER_WIND, "Silver Wind", Type.BUG, MoveCategory.SPECIAL, 60, 100, 5, -1, "May raise all stats of user at once.", 10, 0, 3,
|
||||||
new StatChangeAttr([ BattleStat.ATK, BattleStat.DEF, BattleStat.SPATK, BattleStat.SPDEF, BattleStat.SPD ], 1, true)),
|
new StatChangeAttr([ BattleStat.ATK, BattleStat.DEF, BattleStat.SPATK, BattleStat.SPDEF, BattleStat.SPD ], 1, true)),
|
||||||
|
@ -1909,14 +1907,14 @@ export const allMoves = [
|
||||||
new AttackMove(Moves.SHADOW_PUNCH, "Shadow Punch", Type.GHOST, MoveCategory.PHYSICAL, 60, -1, 20, -1, "Ignores Accuracy and Evasiveness.", -1, 0, 3),
|
new AttackMove(Moves.SHADOW_PUNCH, "Shadow Punch", Type.GHOST, MoveCategory.PHYSICAL, 60, -1, 20, -1, "Ignores Accuracy and Evasiveness.", -1, 0, 3),
|
||||||
new AttackMove(Moves.EXTRASENSORY, "Extrasensory", Type.PSYCHIC, MoveCategory.SPECIAL, 80, 100, 20, -1, "May cause flinching.", 10, 0, 3, new FlinchAttr()),
|
new AttackMove(Moves.EXTRASENSORY, "Extrasensory", Type.PSYCHIC, MoveCategory.SPECIAL, 80, 100, 20, -1, "May cause flinching.", 10, 0, 3, new FlinchAttr()),
|
||||||
new AttackMove(Moves.SKY_UPPERCUT, "Sky Uppercut", Type.FIGHTING, MoveCategory.PHYSICAL, 85, 90, 15, -1, "Hits the opponent, even during Fly.", -1, 0, 3, new HitsTagAttr(BattlerTagType.FLYING)),
|
new AttackMove(Moves.SKY_UPPERCUT, "Sky Uppercut", Type.FIGHTING, MoveCategory.PHYSICAL, 85, 90, 15, -1, "Hits the opponent, even during Fly.", -1, 0, 3, new HitsTagAttr(BattlerTagType.FLYING)),
|
||||||
new AttackMove(Moves.SAND_TOMB, "Sand Tomb", Type.GROUND, MoveCategory.PHYSICAL, 35, 85, 15, -1, "Traps opponent, damaging them for 4-5 turns.", 100, 0, 3),
|
new AttackMove(Moves.SAND_TOMB, "Sand Tomb (N)", Type.GROUND, MoveCategory.PHYSICAL, 35, 85, 15, -1, "Traps opponent, damaging them for 4-5 turns.", 100, 0, 3),
|
||||||
new AttackMove(Moves.SHEER_COLD, "Sheer Cold", Type.ICE, MoveCategory.SPECIAL, -1, 30, 5, -1, "One-Hit-KO, if it hits.", -1, 0, 3),
|
new AttackMove(Moves.SHEER_COLD, "Sheer Cold", Type.ICE, MoveCategory.SPECIAL, -1, 30, 5, -1, "One-Hit-KO, if it hits.", -1, 0, 3, new OneHitKOAttr()),
|
||||||
new AttackMove(Moves.MUDDY_WATER, "Muddy Water", Type.WATER, MoveCategory.SPECIAL, 90, 85, 10, -1, "May lower opponent's Accuracy.", 30, 0, 3, new StatChangeAttr(BattleStat.ACC, -1)),
|
new AttackMove(Moves.MUDDY_WATER, "Muddy Water", Type.WATER, MoveCategory.SPECIAL, 90, 85, 10, -1, "May lower opponent's Accuracy.", 30, 0, 3, new StatChangeAttr(BattleStat.ACC, -1)),
|
||||||
new AttackMove(Moves.BULLET_SEED, "Bullet Seed", Type.GRASS, MoveCategory.PHYSICAL, 25, 100, 30, 56, "Hits 2-5 times in one turn.", -1, 0, 3, new MultiHitAttr()),
|
new AttackMove(Moves.BULLET_SEED, "Bullet Seed", Type.GRASS, MoveCategory.PHYSICAL, 25, 100, 30, 56, "Hits 2-5 times in one turn.", -1, 0, 3, new MultiHitAttr()),
|
||||||
new AttackMove(Moves.AERIAL_ACE, "Aerial Ace", Type.FLYING, MoveCategory.PHYSICAL, 60, -1, 20, 27, "Ignores Accuracy and Evasiveness.", -1, 0, 3),
|
new AttackMove(Moves.AERIAL_ACE, "Aerial Ace", Type.FLYING, MoveCategory.PHYSICAL, 60, -1, 20, 27, "Ignores Accuracy and Evasiveness.", -1, 0, 3),
|
||||||
new AttackMove(Moves.ICICLE_SPEAR, "Icicle Spear", Type.ICE, MoveCategory.PHYSICAL, 25, 100, 30, -1, "Hits 2-5 times in one turn.", -1, 0, 3, new MultiHitAttr()),
|
new AttackMove(Moves.ICICLE_SPEAR, "Icicle Spear", Type.ICE, MoveCategory.PHYSICAL, 25, 100, 30, -1, "Hits 2-5 times in one turn.", -1, 0, 3, new MultiHitAttr()),
|
||||||
new SelfStatusMove(Moves.IRON_DEFENSE, "Iron Defense", Type.STEEL, -1, 15, 104, "Sharply raises user's Defense.", -1, 0, 3, new StatChangeAttr(BattleStat.DEF, 2, true)),
|
new SelfStatusMove(Moves.IRON_DEFENSE, "Iron Defense", Type.STEEL, -1, 15, 104, "Sharply raises user's Defense.", -1, 0, 3, new StatChangeAttr(BattleStat.DEF, 2, true)),
|
||||||
new StatusMove(Moves.BLOCK, "Block", Type.NORMAL, -1, 5, -1, "Opponent cannot flee or switch.", -1, 0, 3),
|
new StatusMove(Moves.BLOCK, "Block (N)", Type.NORMAL, -1, 5, -1, "Opponent cannot flee or switch.", -1, 0, 3),
|
||||||
new SelfStatusMove(Moves.HOWL, "Howl", Type.NORMAL, -1, 40, -1, "Raises Attack of allies.", -1, 0, 3, new StatChangeAttr(BattleStat.ATK, 1, true)), // TODO
|
new SelfStatusMove(Moves.HOWL, "Howl", Type.NORMAL, -1, 40, -1, "Raises Attack of allies.", -1, 0, 3, new StatChangeAttr(BattleStat.ATK, 1, true)), // TODO
|
||||||
new AttackMove(Moves.DRAGON_CLAW, "Dragon Claw", Type.DRAGON, MoveCategory.PHYSICAL, 80, 100, 15, 78, "", -1, 0, 3),
|
new AttackMove(Moves.DRAGON_CLAW, "Dragon Claw", Type.DRAGON, MoveCategory.PHYSICAL, 80, 100, 15, 78, "", -1, 0, 3),
|
||||||
new AttackMove(Moves.FRENZY_PLANT, "Frenzy Plant", Type.GRASS, MoveCategory.SPECIAL, 150, 90, 5, 155, "User must recharge next turn.", -1, 0, 3, new AddBattlerTagAttr(BattlerTagType.RECHARGING, true)),
|
new AttackMove(Moves.FRENZY_PLANT, "Frenzy Plant", Type.GRASS, MoveCategory.SPECIAL, 150, 90, 5, 155, "User must recharge next turn.", -1, 0, 3, new AddBattlerTagAttr(BattlerTagType.RECHARGING, true)),
|
||||||
|
@ -1926,7 +1924,7 @@ export const allMoves = [
|
||||||
new ChargeAttr(ChargeAnim.BOUNCE_CHARGING, 'sprang up!', BattlerTagType.FLYING), new StatusEffectAttr(StatusEffect.PARALYSIS)),
|
new ChargeAttr(ChargeAnim.BOUNCE_CHARGING, 'sprang up!', BattlerTagType.FLYING), new StatusEffectAttr(StatusEffect.PARALYSIS)),
|
||||||
new AttackMove(Moves.MUD_SHOT, "Mud Shot", Type.GROUND, MoveCategory.SPECIAL, 55, 95, 15, 35, "Lowers opponent's Speed.", 100, 0, 3, new StatChangeAttr(BattleStat.SPD, -1)),
|
new AttackMove(Moves.MUD_SHOT, "Mud Shot", Type.GROUND, MoveCategory.SPECIAL, 55, 95, 15, 35, "Lowers opponent's Speed.", 100, 0, 3, new StatChangeAttr(BattleStat.SPD, -1)),
|
||||||
new AttackMove(Moves.POISON_TAIL, "Poison Tail", Type.POISON, MoveCategory.PHYSICAL, 50, 100, 25, 26, "High critical hit ratio. May poison opponent.", 10, 0, 3, new HighCritAttr(), new StatusEffectAttr(StatusEffect.POISON)),
|
new AttackMove(Moves.POISON_TAIL, "Poison Tail", Type.POISON, MoveCategory.PHYSICAL, 50, 100, 25, 26, "High critical hit ratio. May poison opponent.", 10, 0, 3, new HighCritAttr(), new StatusEffectAttr(StatusEffect.POISON)),
|
||||||
new AttackMove(Moves.COVET, "Covet", Type.NORMAL, MoveCategory.PHYSICAL, 60, 100, 25, -1, "Opponent's item is stolen by the user.", -1, 0, 3),
|
new AttackMove(Moves.COVET, "Covet (N)", Type.NORMAL, MoveCategory.PHYSICAL, 60, 100, 25, -1, "Opponent's item is stolen by the user.", -1, 0, 3),
|
||||||
new AttackMove(Moves.VOLT_TACKLE, "Volt Tackle", Type.ELECTRIC, MoveCategory.PHYSICAL, 120, 100, 15, -1, "User receives recoil damage. May paralyze opponent.", 10, 0, 3,
|
new AttackMove(Moves.VOLT_TACKLE, "Volt Tackle", Type.ELECTRIC, MoveCategory.PHYSICAL, 120, 100, 15, -1, "User receives recoil damage. May paralyze opponent.", 10, 0, 3,
|
||||||
new RecoilAttr(), new StatusEffectAttr(StatusEffect.PARALYSIS)),
|
new RecoilAttr(), new StatusEffectAttr(StatusEffect.PARALYSIS)),
|
||||||
new AttackMove(Moves.MAGICAL_LEAF, "Magical Leaf", Type.GRASS, MoveCategory.SPECIAL, 60, -1, 20, 33, "Ignores Accuracy and Evasiveness.", -1, 0, 3),
|
new AttackMove(Moves.MAGICAL_LEAF, "Magical Leaf", Type.GRASS, MoveCategory.SPECIAL, 60, -1, 20, 33, "Ignores Accuracy and Evasiveness.", -1, 0, 3),
|
||||||
|
@ -1943,47 +1941,47 @@ export const allMoves = [
|
||||||
new ChargeAttr(ChargeAnim.DOOM_DESIRE_CHARGING, 'chose\nDOOM DESIRE as its destiny!')), // Fix this move to work properly
|
new ChargeAttr(ChargeAnim.DOOM_DESIRE_CHARGING, 'chose\nDOOM DESIRE as its destiny!')), // Fix this move to work properly
|
||||||
new AttackMove(Moves.PSYCHO_BOOST, "Psycho Boost", Type.PSYCHIC, MoveCategory.SPECIAL, 140, 90, 5, -1, "Sharply lowers user's Special Attack.", 100, 0, 3, new StatChangeAttr(BattleStat.SPATK, -2, true)),
|
new AttackMove(Moves.PSYCHO_BOOST, "Psycho Boost", Type.PSYCHIC, MoveCategory.SPECIAL, 140, 90, 5, -1, "Sharply lowers user's Special Attack.", 100, 0, 3, new StatChangeAttr(BattleStat.SPATK, -2, true)),
|
||||||
new SelfStatusMove(Moves.ROOST, "Roost", Type.FLYING, -1, 5, -1, "User recovers half of its max HP and loses the Flying type temporarily.", -1, 0, 4, new HitHealAttr(), new AddBattlerTagAttr(BattlerTagType.IGNORE_FLYING, true, 1)),
|
new SelfStatusMove(Moves.ROOST, "Roost", Type.FLYING, -1, 5, -1, "User recovers half of its max HP and loses the Flying type temporarily.", -1, 0, 4, new HitHealAttr(), new AddBattlerTagAttr(BattlerTagType.IGNORE_FLYING, true, 1)),
|
||||||
new SelfStatusMove(Moves.GRAVITY, "Gravity", Type.PSYCHIC, -1, 5, -1, "Prevents moves like Fly and Bounce and the Ability Levitate for 5 turns.", -1, 0, 4),
|
new SelfStatusMove(Moves.GRAVITY, "Gravity (N)", Type.PSYCHIC, -1, 5, -1, "Prevents moves like Fly and Bounce and the Ability Levitate for 5 turns.", -1, 0, 4),
|
||||||
new StatusMove(Moves.MIRACLE_EYE, "Miracle Eye", Type.PSYCHIC, -1, 40, -1, "Resets opponent's Evasiveness, removes Dark's Psychic immunity.", -1, 0, 4),
|
new StatusMove(Moves.MIRACLE_EYE, "Miracle Eye (N)", Type.PSYCHIC, -1, 40, -1, "Resets opponent's Evasiveness, removes Dark's Psychic immunity.", -1, 0, 4),
|
||||||
new AttackMove(Moves.WAKE_UP_SLAP, "Wake-Up Slap", Type.FIGHTING, MoveCategory.PHYSICAL, 70, 100, 10, -1, "Power doubles if opponent is asleep, but wakes it up.", -1, 0, 4),
|
new AttackMove(Moves.WAKE_UP_SLAP, "Wake-Up Slap (N)", Type.FIGHTING, MoveCategory.PHYSICAL, 70, 100, 10, -1, "Power doubles if opponent is asleep, but wakes it up.", -1, 0, 4),
|
||||||
new AttackMove(Moves.HAMMER_ARM, "Hammer Arm", Type.FIGHTING, MoveCategory.PHYSICAL, 100, 90, 10, -1, "Lowers user's Speed.", 100, 0, 4, new StatChangeAttr(BattleStat.SPD, -1, true)),
|
new AttackMove(Moves.HAMMER_ARM, "Hammer Arm", Type.FIGHTING, MoveCategory.PHYSICAL, 100, 90, 10, -1, "Lowers user's Speed.", 100, 0, 4, new StatChangeAttr(BattleStat.SPD, -1, true)),
|
||||||
new AttackMove(Moves.GYRO_BALL, "Gyro Ball", Type.STEEL, MoveCategory.PHYSICAL, -1, 100, 5, -1, "The slower the user, the stronger the attack.", -1, 0, 4),
|
new AttackMove(Moves.GYRO_BALL, "Gyro Ball (N)", Type.STEEL, MoveCategory.PHYSICAL, -1, 100, 5, -1, "The slower the user, the stronger the attack.", -1, 0, 4),
|
||||||
new SelfStatusMove(Moves.HEALING_WISH, "Healing Wish", Type.PSYCHIC, -1, 10, -1, "The user faints and the next Pokémon released is fully healed.", -1, 0, 4, new SacrificialAttr()), // TODO
|
new SelfStatusMove(Moves.HEALING_WISH, "Healing Wish", Type.PSYCHIC, -1, 10, -1, "The user faints and the next Pokémon released is fully healed.", -1, 0, 4, new SacrificialAttr()), // TODO
|
||||||
new AttackMove(Moves.BRINE, "Brine", Type.WATER, MoveCategory.SPECIAL, 65, 100, 10, -1, "Power doubles if opponent's HP is less than 50%.", -1, 0, 4, new MovePowerMultiplierAttr((user: Pokemon, target: Pokemon, move: Move) => target.getHpRatio() < 0.5 ? 2 : 1)),
|
new AttackMove(Moves.BRINE, "Brine", Type.WATER, MoveCategory.SPECIAL, 65, 100, 10, -1, "Power doubles if opponent's HP is less than 50%.", -1, 0, 4, new MovePowerMultiplierAttr((user: Pokemon, target: Pokemon, move: Move) => target.getHpRatio() < 0.5 ? 2 : 1)),
|
||||||
new AttackMove(Moves.NATURAL_GIFT, "Natural Gift", Type.NORMAL, MoveCategory.PHYSICAL, -1, 100, 15, -1, "Power and type depend on the user's held berry.", -1, 0, 4),
|
new AttackMove(Moves.NATURAL_GIFT, "Natural Gift (N)", Type.NORMAL, MoveCategory.PHYSICAL, -1, 100, 15, -1, "Power and type depend on the user's held berry.", -1, 0, 4),
|
||||||
new AttackMove(Moves.FEINT, "Feint", Type.NORMAL, MoveCategory.PHYSICAL, 30, 100, 10, -1, "Only hits if opponent uses Protect or Detect in the same turn.", -1, 2, 4,
|
new AttackMove(Moves.FEINT, "Feint", Type.NORMAL, MoveCategory.PHYSICAL, 30, 100, 10, -1, "Only hits if opponent uses Protect or Detect in the same turn.", -1, 2, 4,
|
||||||
new ConditionalMoveAttr((user: Pokemon, target: Pokemon, move: Move) => !!target.getTag(BattlerTagType.PROTECTED))).ignoreProtect(),
|
new ConditionalMoveAttr((user: Pokemon, target: Pokemon, move: Move) => !!target.getTag(BattlerTagType.PROTECTED))).ignoreProtect(),
|
||||||
new AttackMove(Moves.PLUCK, "Pluck", Type.FLYING, MoveCategory.PHYSICAL, 60, 100, 20, -1, "If the opponent is holding a berry, its effect is stolen by user.", -1, 0, 4),
|
new AttackMove(Moves.PLUCK, "Pluck (N)", Type.FLYING, MoveCategory.PHYSICAL, 60, 100, 20, -1, "If the opponent is holding a berry, its effect is stolen by user.", -1, 0, 4),
|
||||||
new SelfStatusMove(Moves.TAILWIND, "Tailwind", Type.FLYING, -1, 15, 113, "Doubles Speed for 4 turns.", -1, 0, 4),
|
new SelfStatusMove(Moves.TAILWIND, "Tailwind (N)", Type.FLYING, -1, 15, 113, "Doubles Speed for 4 turns.", -1, 0, 4),
|
||||||
new SelfStatusMove(Moves.ACUPRESSURE, "Acupressure", Type.NORMAL, -1, 30, -1, "Sharply raises a random stat.", -1, 0, 4, new StatChangeAttr(BattleStat.RAND, 2, true)),
|
new SelfStatusMove(Moves.ACUPRESSURE, "Acupressure", Type.NORMAL, -1, 30, -1, "Sharply raises a random stat.", -1, 0, 4, new StatChangeAttr(BattleStat.RAND, 2, true)),
|
||||||
new AttackMove(Moves.METAL_BURST, "Metal Burst", Type.STEEL, MoveCategory.PHYSICAL, -1, 100, 10, -1, "Deals damage equal to 1.5x opponent's attack.", -1, 0, 4),
|
new AttackMove(Moves.METAL_BURST, "Metal Burst (N)", Type.STEEL, MoveCategory.PHYSICAL, -1, 100, 10, -1, "Deals damage equal to 1.5x opponent's attack.", -1, 0, 4),
|
||||||
new AttackMove(Moves.U_TURN, "U-turn", Type.BUG, MoveCategory.PHYSICAL, 70, 100, 20, 60, "User switches out immediately after attacking.", -1, 0, 4),
|
new AttackMove(Moves.U_TURN, "U-turn (N)", Type.BUG, MoveCategory.PHYSICAL, 70, 100, 20, 60, "User switches out immediately after attacking.", -1, 0, 4),
|
||||||
new AttackMove(Moves.CLOSE_COMBAT, "Close Combat", Type.FIGHTING, MoveCategory.PHYSICAL, 120, 100, 5, 167, "Lowers user's Defense and Special Defense.", 100, 0, 4,
|
new AttackMove(Moves.CLOSE_COMBAT, "Close Combat", Type.FIGHTING, MoveCategory.PHYSICAL, 120, 100, 5, 167, "Lowers user's Defense and Special Defense.", 100, 0, 4,
|
||||||
new StatChangeAttr([ BattleStat.DEF, BattleStat.SPDEF ], -1, true)),
|
new StatChangeAttr([ BattleStat.DEF, BattleStat.SPDEF ], -1, true)),
|
||||||
new AttackMove(Moves.PAYBACK, "Payback", Type.DARK, MoveCategory.PHYSICAL, 50, 100, 10, -1, "Power doubles if the user was attacked first.", -1, 0, 4),
|
new AttackMove(Moves.PAYBACK, "Payback (N)", Type.DARK, MoveCategory.PHYSICAL, 50, 100, 10, -1, "Power doubles if the user was attacked first.", -1, 0, 4),
|
||||||
new AttackMove(Moves.ASSURANCE, "Assurance", Type.DARK, MoveCategory.PHYSICAL, 60, 100, 10, -1, "Power doubles if opponent already took damage in the same turn.", -1, 0, 4),
|
new AttackMove(Moves.ASSURANCE, "Assurance (N)", Type.DARK, MoveCategory.PHYSICAL, 60, 100, 10, -1, "Power doubles if opponent already took damage in the same turn.", -1, 0, 4),
|
||||||
new StatusMove(Moves.EMBARGO, "Embargo", Type.DARK, 100, 15, -1, "Opponent cannot use items.", -1, 0, 4),
|
new StatusMove(Moves.EMBARGO, "Embargo (N)", Type.DARK, 100, 15, -1, "Opponent cannot use items.", -1, 0, 4),
|
||||||
new AttackMove(Moves.FLING, "Fling", Type.DARK, MoveCategory.PHYSICAL, -1, 100, 10, 43, "Power depends on held item.", -1, 0, 4),
|
new AttackMove(Moves.FLING, "Fling (N)", Type.DARK, MoveCategory.PHYSICAL, -1, 100, 10, 43, "Power depends on held item.", -1, 0, 4),
|
||||||
new StatusMove(Moves.PSYCHO_SHIFT, "Psycho Shift", Type.PSYCHIC, 100, 10, -1, "Transfers user's status condition to the opponent.", -1, 0, 4),
|
new StatusMove(Moves.PSYCHO_SHIFT, "Psycho Shift (N)", Type.PSYCHIC, 100, 10, -1, "Transfers user's status condition to the opponent.", -1, 0, 4),
|
||||||
new AttackMove(Moves.TRUMP_CARD, "Trump Card", Type.NORMAL, MoveCategory.SPECIAL, -1, -1, 5, -1, "The lower the PP, the higher the power.", -1, 0, 4),
|
new AttackMove(Moves.TRUMP_CARD, "Trump Card (N)", Type.NORMAL, MoveCategory.SPECIAL, -1, -1, 5, -1, "The lower the PP, the higher the power.", -1, 0, 4),
|
||||||
new StatusMove(Moves.HEAL_BLOCK, "Heal Block", Type.PSYCHIC, 100, 15, -1, "Prevents the opponent from restoring HP for 5 turns.", -1, 0, 4),
|
new StatusMove(Moves.HEAL_BLOCK, "Heal Block (N)", Type.PSYCHIC, 100, 15, -1, "Prevents the opponent from restoring HP for 5 turns.", -1, 0, 4),
|
||||||
new AttackMove(Moves.WRING_OUT, "Wring Out", Type.NORMAL, MoveCategory.SPECIAL, -1, 100, 5, -1, "The higher the opponent's HP, the higher the damage.", -1, 0, 4),
|
new AttackMove(Moves.WRING_OUT, "Wring Out (N)", Type.NORMAL, MoveCategory.SPECIAL, -1, 100, 5, -1, "The higher the opponent's HP, the higher the damage.", -1, 0, 4),
|
||||||
new SelfStatusMove(Moves.POWER_TRICK, "Power Trick", Type.PSYCHIC, -1, 10, -1, "User's own Attack and Defense switch.", -1, 0, 4),
|
new SelfStatusMove(Moves.POWER_TRICK, "Power Trick (N)", Type.PSYCHIC, -1, 10, -1, "User's own Attack and Defense switch.", -1, 0, 4),
|
||||||
new StatusMove(Moves.GASTRO_ACID, "Gastro Acid", Type.POISON, 100, 10, -1, "Cancels out the effect of the opponent's Ability.", -1, 0, 4),
|
new StatusMove(Moves.GASTRO_ACID, "Gastro Acid (N)", Type.POISON, 100, 10, -1, "Cancels out the effect of the opponent's Ability.", -1, 0, 4),
|
||||||
new StatusMove(Moves.LUCKY_CHANT, "Lucky Chant", Type.NORMAL, -1, 30, -1, "Opponent cannot land critical hits for 5 turns.", -1, 0, 4, new AddBattlerTagAttr(BattlerTagType.NO_CRIT, false, 5)),
|
new StatusMove(Moves.LUCKY_CHANT, "Lucky Chant (N)", Type.NORMAL, -1, 30, -1, "Opponent cannot land critical hits for 5 turns.", -1, 0, 4, new AddBattlerTagAttr(BattlerTagType.NO_CRIT, false, 5)),
|
||||||
new StatusMove(Moves.ME_FIRST, "Me First", Type.NORMAL, -1, 20, -1, "User copies the opponent's attack with 1.5× power.", -1, 0, 4),
|
new StatusMove(Moves.ME_FIRST, "Me First (N)", Type.NORMAL, -1, 20, -1, "User copies the opponent's attack with 1.5× power.", -1, 0, 4),
|
||||||
new SelfStatusMove(Moves.COPYCAT, "Copycat", Type.NORMAL, -1, 20, -1, "Copies opponent's last move.", -1, 0, 4, new ConditionalMoveAttr(targetMoveCopiableCondition), new CopyMoveAttr()),
|
new SelfStatusMove(Moves.COPYCAT, "Copycat", Type.NORMAL, -1, 20, -1, "Copies opponent's last move.", -1, 0, 4, new ConditionalMoveAttr(targetMoveCopiableCondition), new CopyMoveAttr()),
|
||||||
new StatusMove(Moves.POWER_SWAP, "Power Swap", Type.PSYCHIC, -1, 10, -1, "User and opponent swap Attack and Special Attack.", -1, 0, 4),
|
new StatusMove(Moves.POWER_SWAP, "Power Swap (N)", Type.PSYCHIC, -1, 10, -1, "User and opponent swap Attack and Special Attack.", -1, 0, 4),
|
||||||
new StatusMove(Moves.GUARD_SWAP, "Guard Swap", Type.PSYCHIC, -1, 10, -1, "User and opponent swap Defense and Special Defense.", -1, 0, 4),
|
new StatusMove(Moves.GUARD_SWAP, "Guard Swap (N)", Type.PSYCHIC, -1, 10, -1, "User and opponent swap Defense and Special Defense.", -1, 0, 4),
|
||||||
new AttackMove(Moves.PUNISHMENT, "Punishment", Type.DARK, MoveCategory.PHYSICAL, -1, 100, 5, -1, "Power increases when opponent's stats have been raised.", -1, 0, 4),
|
new AttackMove(Moves.PUNISHMENT, "Punishment (N)", Type.DARK, MoveCategory.PHYSICAL, -1, 100, 5, -1, "Power increases when opponent's stats have been raised.", -1, 0, 4),
|
||||||
new AttackMove(Moves.LAST_RESORT, "Last Resort", Type.NORMAL, MoveCategory.PHYSICAL, 140, 100, 5, -1, "Can only be used after all other moves are used.", -1, 0, 4),
|
new AttackMove(Moves.LAST_RESORT, "Last Resort (N)", Type.NORMAL, MoveCategory.PHYSICAL, 140, 100, 5, -1, "Can only be used after all other moves are used.", -1, 0, 4),
|
||||||
new StatusMove(Moves.WORRY_SEED, "Worry Seed", Type.GRASS, 100, 10, -1, "Changes the opponent's Ability to Insomnia.", -1, 0, 4),
|
new StatusMove(Moves.WORRY_SEED, "Worry Seed (N)", Type.GRASS, 100, 10, -1, "Changes the opponent's Ability to Insomnia.", -1, 0, 4),
|
||||||
new AttackMove(Moves.SUCKER_PUNCH, "Sucker Punch", Type.DARK, MoveCategory.PHYSICAL, 70, 100, 5, -1, "User attacks first, but only works if opponent is readying an attack.", -1, 0, 4),
|
new AttackMove(Moves.SUCKER_PUNCH, "Sucker Punch (N)", Type.DARK, MoveCategory.PHYSICAL, 70, 100, 5, -1, "User attacks first, but only works if opponent is readying an attack.", -1, 0, 4),
|
||||||
new StatusMove(Moves.TOXIC_SPIKES, "Toxic Spikes", Type.POISON, -1, 20, 91, "Poisons opponents when they switch into battle.", -1, 0, 4),
|
new StatusMove(Moves.TOXIC_SPIKES, "Toxic Spikes (N)", Type.POISON, -1, 20, 91, "Poisons opponents when they switch into battle.", -1, 0, 4),
|
||||||
new StatusMove(Moves.HEART_SWAP, "Heart Swap", Type.PSYCHIC, -1, 10, -1, "Stat changes are swapped with the opponent.", -1, 0, 4),
|
new StatusMove(Moves.HEART_SWAP, "Heart Swap (N)", Type.PSYCHIC, -1, 10, -1, "Stat changes are swapped with the opponent.", -1, 0, 4),
|
||||||
new SelfStatusMove(Moves.AQUA_RING, "Aqua Ring", Type.WATER, -1, 20, -1, "Restores a little HP each turn.", -1, 0, 4,
|
new SelfStatusMove(Moves.AQUA_RING, "Aqua Ring", Type.WATER, -1, 20, -1, "Restores a little HP each turn.", -1, 0, 4,
|
||||||
new NoTagOverlapConditionalAttr(BattlerTagType.INGRAIN, true), new AddBattlerTagAttr(BattlerTagType.AQUA_RING, true)),
|
new NoTagOverlapConditionalAttr(BattlerTagType.INGRAIN, true), new AddBattlerTagAttr(BattlerTagType.AQUA_RING, true)),
|
||||||
new SelfStatusMove(Moves.MAGNET_RISE, "Magnet Rise", Type.ELECTRIC, -1, 10, -1, "User becomes immune to Ground-type moves for 5 turns.", -1, 0, 4),
|
new SelfStatusMove(Moves.MAGNET_RISE, "Magnet Rise (N)", Type.ELECTRIC, -1, 10, -1, "User becomes immune to Ground-type moves for 5 turns.", -1, 0, 4),
|
||||||
new AttackMove(Moves.FLARE_BLITZ, "Flare Blitz", Type.FIRE, MoveCategory.PHYSICAL, 120, 100, 15, 165, "User receives recoil damage. May burn opponent.", 10, 0, 4,
|
new AttackMove(Moves.FLARE_BLITZ, "Flare Blitz", Type.FIRE, MoveCategory.PHYSICAL, 120, 100, 15, 165, "User receives recoil damage. May burn opponent.", 10, 0, 4,
|
||||||
new RecoilAttr(), new StatusEffectAttr(StatusEffect.BURN)),
|
new RecoilAttr(), new StatusEffectAttr(StatusEffect.BURN)),
|
||||||
new AttackMove(Moves.FORCE_PALM, "Force Palm", Type.FIGHTING, MoveCategory.PHYSICAL, 60, 100, 10, -1, "May paralyze opponent.", 30, 0, 4, new StatusEffectAttr(StatusEffect.PARALYSIS)),
|
new AttackMove(Moves.FORCE_PALM, "Force Palm", Type.FIGHTING, MoveCategory.PHYSICAL, 60, 100, 10, -1, "May paralyze opponent.", 30, 0, 4, new StatusEffectAttr(StatusEffect.PARALYSIS)),
|
||||||
|
@ -2006,12 +2004,12 @@ export const allMoves = [
|
||||||
new AttackMove(Moves.ENERGY_BALL, "Energy Ball", Type.GRASS, MoveCategory.SPECIAL, 90, 100, 10, 119, "May lower opponent's Special Defense.", 10, 0, 4, new StatChangeAttr(BattleStat.SPDEF, -1)),
|
new AttackMove(Moves.ENERGY_BALL, "Energy Ball", Type.GRASS, MoveCategory.SPECIAL, 90, 100, 10, 119, "May lower opponent's Special Defense.", 10, 0, 4, new StatChangeAttr(BattleStat.SPDEF, -1)),
|
||||||
new AttackMove(Moves.BRAVE_BIRD, "Brave Bird", Type.FLYING, MoveCategory.PHYSICAL, 120, 100, 15, 164, "User receives recoil damage.", -1, 0, 4, new RecoilAttr()),
|
new AttackMove(Moves.BRAVE_BIRD, "Brave Bird", Type.FLYING, MoveCategory.PHYSICAL, 120, 100, 15, 164, "User receives recoil damage.", -1, 0, 4, new RecoilAttr()),
|
||||||
new AttackMove(Moves.EARTH_POWER, "Earth Power", Type.GROUND, MoveCategory.SPECIAL, 90, 100, 10, 133, "May lower opponent's Special Defense.", 10, 0, 4, new StatChangeAttr(BattleStat.SPDEF, -1)),
|
new AttackMove(Moves.EARTH_POWER, "Earth Power", Type.GROUND, MoveCategory.SPECIAL, 90, 100, 10, 133, "May lower opponent's Special Defense.", 10, 0, 4, new StatChangeAttr(BattleStat.SPDEF, -1)),
|
||||||
new StatusMove(Moves.SWITCHEROO, "Switcheroo", Type.DARK, 100, 10, -1, "Swaps held items with the opponent.", -1, 0, 4),
|
new StatusMove(Moves.SWITCHEROO, "Switcheroo (N)", Type.DARK, 100, 10, -1, "Swaps held items with the opponent.", -1, 0, 4),
|
||||||
new AttackMove(Moves.GIGA_IMPACT, "Giga Impact", Type.NORMAL, MoveCategory.PHYSICAL, 150, 90, 5, 152, "User must recharge next turn.", -1, 0, 4, new AddBattlerTagAttr(BattlerTagType.RECHARGING, true)),
|
new AttackMove(Moves.GIGA_IMPACT, "Giga Impact", Type.NORMAL, MoveCategory.PHYSICAL, 150, 90, 5, 152, "User must recharge next turn.", -1, 0, 4, new AddBattlerTagAttr(BattlerTagType.RECHARGING, true)),
|
||||||
new SelfStatusMove(Moves.NASTY_PLOT, "Nasty Plot", Type.DARK, -1, 20, 140, "Sharply raises user's Special Attack.", -1, 0, 4, new StatChangeAttr(BattleStat.SPATK, 2, true)),
|
new SelfStatusMove(Moves.NASTY_PLOT, "Nasty Plot", Type.DARK, -1, 20, 140, "Sharply raises user's Special Attack.", -1, 0, 4, new StatChangeAttr(BattleStat.SPATK, 2, true)),
|
||||||
new AttackMove(Moves.BULLET_PUNCH, "Bullet Punch", Type.STEEL, MoveCategory.PHYSICAL, 40, 100, 30, -1, "User attacks first.", -1, 1, 4),
|
new AttackMove(Moves.BULLET_PUNCH, "Bullet Punch", Type.STEEL, MoveCategory.PHYSICAL, 40, 100, 30, -1, "User attacks first.", -1, 1, 4),
|
||||||
new AttackMove(Moves.AVALANCHE, "Avalanche", Type.ICE, MoveCategory.PHYSICAL, 60, 100, 10, 46, "Power doubles if user took damage first.", -1, -4, 4),
|
new AttackMove(Moves.AVALANCHE, "Avalanche (N)", Type.ICE, MoveCategory.PHYSICAL, 60, 100, 10, 46, "Power doubles if user took damage first.", -1, -4, 4),
|
||||||
new AttackMove(Moves.ICE_SHARD, "Ice Shard", Type.ICE, MoveCategory.PHYSICAL, 40, 100, 30, -1, "User attacks first.", -1, 1, 4),
|
new AttackMove(Moves.ICE_SHARD, "Ice Shard (N)", Type.ICE, MoveCategory.PHYSICAL, 40, 100, 30, -1, "User attacks first.", -1, 1, 4),
|
||||||
new AttackMove(Moves.SHADOW_CLAW, "Shadow Claw", Type.GHOST, MoveCategory.PHYSICAL, 70, 100, 15, 61, "High critical hit ratio.", -1, 0, 4, new HighCritAttr()),
|
new AttackMove(Moves.SHADOW_CLAW, "Shadow Claw", Type.GHOST, MoveCategory.PHYSICAL, 70, 100, 15, 61, "High critical hit ratio.", -1, 0, 4, new HighCritAttr()),
|
||||||
new AttackMove(Moves.THUNDER_FANG, "Thunder Fang", Type.ELECTRIC, MoveCategory.PHYSICAL, 65, 95, 15, 9, "May cause flinching and/or paralyze opponent.", 10, 0, 4, new FlinchAttr(), new StatusEffectAttr(StatusEffect.PARALYSIS)),
|
new AttackMove(Moves.THUNDER_FANG, "Thunder Fang", Type.ELECTRIC, MoveCategory.PHYSICAL, 65, 95, 15, 9, "May cause flinching and/or paralyze opponent.", 10, 0, 4, new FlinchAttr(), new StatusEffectAttr(StatusEffect.PARALYSIS)),
|
||||||
new AttackMove(Moves.ICE_FANG, "Ice Fang", Type.ICE, MoveCategory.PHYSICAL, 65, 95, 15, 10, "May cause flinching and/or freeze opponent.", 10, 0, 4, new FlinchAttr(), new StatusEffectAttr(StatusEffect.FREEZE)),
|
new AttackMove(Moves.ICE_FANG, "Ice Fang", Type.ICE, MoveCategory.PHYSICAL, 65, 95, 15, 10, "May cause flinching and/or freeze opponent.", 10, 0, 4, new FlinchAttr(), new StatusEffectAttr(StatusEffect.FREEZE)),
|
||||||
|
@ -2024,7 +2022,7 @@ export const allMoves = [
|
||||||
new AttackMove(Moves.FLASH_CANNON, "Flash Cannon", Type.STEEL, MoveCategory.SPECIAL, 80, 100, 10, 93, "May lower opponent's Special Defense.", 10, 0, 4, new StatChangeAttr(BattleStat.SPDEF, -1)),
|
new AttackMove(Moves.FLASH_CANNON, "Flash Cannon", Type.STEEL, MoveCategory.SPECIAL, 80, 100, 10, 93, "May lower opponent's Special Defense.", 10, 0, 4, new StatChangeAttr(BattleStat.SPDEF, -1)),
|
||||||
new AttackMove(Moves.ROCK_CLIMB, "Rock Climb", Type.NORMAL, MoveCategory.PHYSICAL, 90, 85, 20, -1, "May confuse opponent.", 20, 0, 4, new ConfuseAttr()),
|
new AttackMove(Moves.ROCK_CLIMB, "Rock Climb", Type.NORMAL, MoveCategory.PHYSICAL, 90, 85, 20, -1, "May confuse opponent.", 20, 0, 4, new ConfuseAttr()),
|
||||||
new StatusMove(Moves.DEFOG, "Defog", Type.FLYING, -1, 15, -1, "Lowers opponent's Evasiveness and clears fog.", -1, 0, 4, new StatChangeAttr(BattleStat.EVA, -1), new ClearWeatherAttr(WeatherType.FOG)),
|
new StatusMove(Moves.DEFOG, "Defog", Type.FLYING, -1, 15, -1, "Lowers opponent's Evasiveness and clears fog.", -1, 0, 4, new StatChangeAttr(BattleStat.EVA, -1), new ClearWeatherAttr(WeatherType.FOG)),
|
||||||
new StatusMove(Moves.TRICK_ROOM, "Trick Room", Type.PSYCHIC, -1, 5, 161, "Slower Pokémon move first in the turn for 5 turns.", -1, 0, 4).ignoreProtect(),
|
new StatusMove(Moves.TRICK_ROOM, "Trick Room (N)", Type.PSYCHIC, -1, 5, 161, "Slower Pokémon move first in the turn for 5 turns.", -1, 0, 4).ignoreProtect(),
|
||||||
new AttackMove(Moves.DRACO_METEOR, "Draco Meteor", Type.DRAGON, MoveCategory.SPECIAL, 130, 90, 5, 169, "Sharply lowers user's Special Attack.", 100, -7, 4, new StatChangeAttr(BattleStat.SPATK, -2, true)),
|
new AttackMove(Moves.DRACO_METEOR, "Draco Meteor", Type.DRAGON, MoveCategory.SPECIAL, 130, 90, 5, 169, "Sharply lowers user's Special Attack.", 100, -7, 4, new StatChangeAttr(BattleStat.SPATK, -2, true)),
|
||||||
new AttackMove(Moves.DISCHARGE, "Discharge", Type.ELECTRIC, MoveCategory.SPECIAL, 80, 100, 15, -1, "May paralyze opponent.", 30, 0, 4, new StatusEffectAttr(StatusEffect.PARALYSIS)),
|
new AttackMove(Moves.DISCHARGE, "Discharge", Type.ELECTRIC, MoveCategory.SPECIAL, 80, 100, 15, -1, "May paralyze opponent.", 30, 0, 4, new StatusEffectAttr(StatusEffect.PARALYSIS)),
|
||||||
new AttackMove(Moves.LAVA_PLUME, "Lava Plume", Type.FIRE, MoveCategory.SPECIAL, 80, 100, 15, -1, "May burn opponent.", 30, 0, 4, new StatusEffectAttr(StatusEffect.BURN)),
|
new AttackMove(Moves.LAVA_PLUME, "Lava Plume", Type.FIRE, MoveCategory.SPECIAL, 80, 100, 15, -1, "May burn opponent.", 30, 0, 4, new StatusEffectAttr(StatusEffect.BURN)),
|
||||||
|
@ -2037,12 +2035,12 @@ export const allMoves = [
|
||||||
new AttackMove(Moves.IRON_HEAD, "Iron Head", Type.STEEL, MoveCategory.PHYSICAL, 80, 100, 15, 99, "May cause flinching.", 30, 0, 4, new FlinchAttr()),
|
new AttackMove(Moves.IRON_HEAD, "Iron Head", Type.STEEL, MoveCategory.PHYSICAL, 80, 100, 15, 99, "May cause flinching.", 30, 0, 4, new FlinchAttr()),
|
||||||
new AttackMove(Moves.MAGNET_BOMB, "Magnet Bomb", Type.STEEL, MoveCategory.PHYSICAL, 60, -1, 20, -1, "Ignores Accuracy and Evasiveness.", -1, 0, 4),
|
new AttackMove(Moves.MAGNET_BOMB, "Magnet Bomb", Type.STEEL, MoveCategory.PHYSICAL, 60, -1, 20, -1, "Ignores Accuracy and Evasiveness.", -1, 0, 4),
|
||||||
new AttackMove(Moves.STONE_EDGE, "Stone Edge", Type.ROCK, MoveCategory.PHYSICAL, 100, 80, 5, 150, "High critical hit ratio.", -1, 0, 4, new HighCritAttr()),
|
new AttackMove(Moves.STONE_EDGE, "Stone Edge", Type.ROCK, MoveCategory.PHYSICAL, 100, 80, 5, 150, "High critical hit ratio.", -1, 0, 4, new HighCritAttr()),
|
||||||
new StatusMove(Moves.CAPTIVATE, "Captivate", Type.NORMAL, 100, 20, -1, "Sharply lowers opponent's Special Attack if opposite gender.", -1, 0, 4), // TODO
|
new StatusMove(Moves.CAPTIVATE, "Captivate (N)", Type.NORMAL, 100, 20, -1, "Sharply lowers opponent's Special Attack if opposite gender.", -1, 0, 4), // TODO
|
||||||
new StatusMove(Moves.STEALTH_ROCK, "Stealth Rock", Type.ROCK, -1, 20, 116, "Damages opponent switching into battle.", -1, 0, 4),
|
new StatusMove(Moves.STEALTH_ROCK, "Stealth Rock (N)", Type.ROCK, -1, 20, 116, "Damages opponent switching into battle.", -1, 0, 4),
|
||||||
new AttackMove(Moves.GRASS_KNOT, "Grass Knot", Type.GRASS, MoveCategory.SPECIAL, -1, 100, 20, 81, "The heavier the opponent, the stronger the attack.", -1, 0, 4, new WeightPowerAttr()),
|
new AttackMove(Moves.GRASS_KNOT, "Grass Knot", Type.GRASS, MoveCategory.SPECIAL, -1, 100, 20, 81, "The heavier the opponent, the stronger the attack.", -1, 0, 4, new WeightPowerAttr()),
|
||||||
new AttackMove(Moves.CHATTER, "Chatter", Type.FLYING, MoveCategory.SPECIAL, 65, 100, 20, -1, "Confuses opponent.", 100, 0, 4, new ConfuseAttr()),
|
new AttackMove(Moves.CHATTER, "Chatter", Type.FLYING, MoveCategory.SPECIAL, 65, 100, 20, -1, "Confuses opponent.", 100, 0, 4, new ConfuseAttr()),
|
||||||
new AttackMove(Moves.JUDGMENT, "Judgment", Type.NORMAL, MoveCategory.SPECIAL, 100, 100, 10, -1, "Type depends on the Arceus Plate being held.", -1, 0, 4),
|
new AttackMove(Moves.JUDGMENT, "Judgment (N)", Type.NORMAL, MoveCategory.SPECIAL, 100, 100, 10, -1, "Type depends on the Arceus Plate being held.", -1, 0, 4),
|
||||||
new AttackMove(Moves.BUG_BITE, "Bug Bite", Type.BUG, MoveCategory.PHYSICAL, 60, 100, 20, -1, "Receives the effect from the opponent's held berry.", -1, 0, 4),
|
new AttackMove(Moves.BUG_BITE, "Bug Bite (N)", Type.BUG, MoveCategory.PHYSICAL, 60, 100, 20, -1, "Receives the effect from the opponent's held berry.", -1, 0, 4),
|
||||||
new AttackMove(Moves.CHARGE_BEAM, "Charge Beam", Type.ELECTRIC, MoveCategory.SPECIAL, 50, 90, 10, 23, "May raise user's Special Attack.", 70, 0, 4, new StatChangeAttr(BattleStat.SPATK, 1, true)),
|
new AttackMove(Moves.CHARGE_BEAM, "Charge Beam", Type.ELECTRIC, MoveCategory.SPECIAL, 50, 90, 10, 23, "May raise user's Special Attack.", 70, 0, 4, new StatChangeAttr(BattleStat.SPATK, 1, true)),
|
||||||
new AttackMove(Moves.WOOD_HAMMER, "Wood Hammer", Type.GRASS, MoveCategory.PHYSICAL, 120, 100, 15, -1, "User receives recoil damage.", -1, 0, 4, new RecoilAttr()),
|
new AttackMove(Moves.WOOD_HAMMER, "Wood Hammer", Type.GRASS, MoveCategory.PHYSICAL, 120, 100, 15, -1, "User receives recoil damage.", -1, 0, 4, new RecoilAttr()),
|
||||||
new AttackMove(Moves.AQUA_JET, "Aqua Jet", Type.WATER, MoveCategory.PHYSICAL, 40, 100, 20, -1, "User attacks first.", -1, 1, 4),
|
new AttackMove(Moves.AQUA_JET, "Aqua Jet", Type.WATER, MoveCategory.PHYSICAL, 40, 100, 20, -1, "User attacks first.", -1, 1, 4),
|
||||||
|
@ -2055,8 +2053,8 @@ export const allMoves = [
|
||||||
new AttackMove(Moves.ROAR_OF_TIME, "Roar of Time", Type.DRAGON, MoveCategory.SPECIAL, 150, 90, 5, -1, "User must recharge next turn.", -1, 0, 4, new AddBattlerTagAttr(BattlerTagType.RECHARGING, true)),
|
new AttackMove(Moves.ROAR_OF_TIME, "Roar of Time", Type.DRAGON, MoveCategory.SPECIAL, 150, 90, 5, -1, "User must recharge next turn.", -1, 0, 4, new AddBattlerTagAttr(BattlerTagType.RECHARGING, true)),
|
||||||
new AttackMove(Moves.SPACIAL_REND, "Spacial Rend", Type.DRAGON, MoveCategory.SPECIAL, 100, 95, 5, -1, "High critical hit ratio.", -1, 0, 4, new HighCritAttr()),
|
new AttackMove(Moves.SPACIAL_REND, "Spacial Rend", Type.DRAGON, MoveCategory.SPECIAL, 100, 95, 5, -1, "High critical hit ratio.", -1, 0, 4, new HighCritAttr()),
|
||||||
new SelfStatusMove(Moves.LUNAR_DANCE, "Lunar Dance", Type.PSYCHIC, -1, 10, -1, "The user faints but the next Pokémon released is fully healed.", -1, 0, 4, new SacrificialAttr()), // TODO
|
new SelfStatusMove(Moves.LUNAR_DANCE, "Lunar Dance", Type.PSYCHIC, -1, 10, -1, "The user faints but the next Pokémon released is fully healed.", -1, 0, 4, new SacrificialAttr()), // TODO
|
||||||
new AttackMove(Moves.CRUSH_GRIP, "Crush Grip", Type.NORMAL, MoveCategory.PHYSICAL, -1, 100, 5, -1, "More powerful when opponent has higher HP.", -1, 0, 4),
|
new AttackMove(Moves.CRUSH_GRIP, "Crush Grip (N)", Type.NORMAL, MoveCategory.PHYSICAL, -1, 100, 5, -1, "More powerful when opponent has higher HP.", -1, 0, 4),
|
||||||
new AttackMove(Moves.MAGMA_STORM, "Magma Storm", Type.FIRE, MoveCategory.SPECIAL, 100, 75, 5, -1, "Traps opponent, damaging them for 4-5 turns.", 100, 0, 4),
|
new AttackMove(Moves.MAGMA_STORM, "Magma Storm (N)", Type.FIRE, MoveCategory.SPECIAL, 100, 75, 5, -1, "Traps opponent, damaging them for 4-5 turns.", 100, 0, 4),
|
||||||
new StatusMove(Moves.DARK_VOID, "Dark Void", Type.DARK, 50, 10, -1, "Puts all adjacent opponents to sleep.", -1, 0, 4, new StatusEffectAttr(StatusEffect.SLEEP)),
|
new StatusMove(Moves.DARK_VOID, "Dark Void", Type.DARK, 50, 10, -1, "Puts all adjacent opponents to sleep.", -1, 0, 4, new StatusEffectAttr(StatusEffect.SLEEP)),
|
||||||
new AttackMove(Moves.SEED_FLARE, "Seed Flare", Type.GRASS, MoveCategory.SPECIAL, 120, 85, 5, -1, "May lower opponent's Special Defense.", 40, 0, 4, new StatChangeAttr(BattleStat.SPDEF, -1)),
|
new AttackMove(Moves.SEED_FLARE, "Seed Flare", Type.GRASS, MoveCategory.SPECIAL, 120, 85, 5, -1, "May lower opponent's Special Defense.", 40, 0, 4, new StatChangeAttr(BattleStat.SPDEF, -1)),
|
||||||
new AttackMove(Moves.OMINOUS_WIND, "Ominous Wind", Type.GHOST, MoveCategory.SPECIAL, 60, 100, 5, -1, "May raise all user's stats at once.", 10, 0, 4,
|
new AttackMove(Moves.OMINOUS_WIND, "Ominous Wind", Type.GHOST, MoveCategory.SPECIAL, 60, 100, 5, -1, "May raise all user's stats at once.", 10, 0, 4,
|
||||||
|
@ -2065,42 +2063,42 @@ export const allMoves = [
|
||||||
new ChargeAttr(ChargeAnim.SHADOW_FORCE_CHARGING, 'vanished\ninstantly!')).ignoreProtect(),
|
new ChargeAttr(ChargeAnim.SHADOW_FORCE_CHARGING, 'vanished\ninstantly!')).ignoreProtect(),
|
||||||
new SelfStatusMove(Moves.HONE_CLAWS, "Hone Claws", Type.DARK, -1, 15, -1, "Raises user's Attack and Accuracy.", -1, 0, 5,
|
new SelfStatusMove(Moves.HONE_CLAWS, "Hone Claws", Type.DARK, -1, 15, -1, "Raises user's Attack and Accuracy.", -1, 0, 5,
|
||||||
new StatChangeAttr([ BattleStat.ATK, BattleStat.ACC ], 1, true)),
|
new StatChangeAttr([ BattleStat.ATK, BattleStat.ACC ], 1, true)),
|
||||||
new SelfStatusMove(Moves.WIDE_GUARD, "Wide Guard", Type.ROCK, -1, 10, -1, "Protects the user's team from multi-target attacks.", -1, 3, 5),
|
new SelfStatusMove(Moves.WIDE_GUARD, "Wide Guard (N)", Type.ROCK, -1, 10, -1, "Protects the user's team from multi-target attacks.", -1, 3, 5),
|
||||||
new StatusMove(Moves.GUARD_SPLIT, "Guard Split", Type.PSYCHIC, -1, 10, -1, "Averages Defense and Special Defense with the target.", -1, 0, 5),
|
new StatusMove(Moves.GUARD_SPLIT, "Guard Split (N)", Type.PSYCHIC, -1, 10, -1, "Averages Defense and Special Defense with the target.", -1, 0, 5),
|
||||||
new StatusMove(Moves.POWER_SPLIT, "Power Split", Type.PSYCHIC, -1, 10, -1, "Averages Attack and Special Attack with the target.", -1, 0, 5),
|
new StatusMove(Moves.POWER_SPLIT, "Power Split (N)", Type.PSYCHIC, -1, 10, -1, "Averages Attack and Special Attack with the target.", -1, 0, 5),
|
||||||
new StatusMove(Moves.WONDER_ROOM, "Wonder Room", Type.PSYCHIC, -1, 10, -1, "Swaps every Pokémon's Defense and Special Defense for 5 turns.", -1, -7, 5).ignoreProtect(),
|
new StatusMove(Moves.WONDER_ROOM, "Wonder Room (N)", Type.PSYCHIC, -1, 10, -1, "Swaps every Pokémon's Defense and Special Defense for 5 turns.", -1, -7, 5).ignoreProtect(),
|
||||||
new AttackMove(Moves.PSYSHOCK, "Psyshock", Type.PSYCHIC, MoveCategory.SPECIAL, 80, 100, 10, 54, "Inflicts damage based on the target's Defense, not Special Defense.", -1, 0, 5),
|
new AttackMove(Moves.PSYSHOCK, "Psyshock (N)", Type.PSYCHIC, MoveCategory.SPECIAL, 80, 100, 10, 54, "Inflicts damage based on the target's Defense, not Special Defense.", -1, 0, 5),
|
||||||
new AttackMove(Moves.VENOSHOCK, "Venoshock", Type.POISON, MoveCategory.SPECIAL, 65, 100, 10, 45, "Inflicts double damage if the target is poisoned.", -1, 0, 5),
|
new AttackMove(Moves.VENOSHOCK, "Venoshock (N)", Type.POISON, MoveCategory.SPECIAL, 65, 100, 10, 45, "Inflicts double damage if the target is poisoned.", -1, 0, 5),
|
||||||
new SelfStatusMove(Moves.AUTOTOMIZE, "Autotomize", Type.STEEL, -1, 15, -1, "Reduces weight and sharply raises Speed.", -1, 0, 5, new StatChangeAttr(BattleStat.SPD, 2, true)), // TODO
|
new SelfStatusMove(Moves.AUTOTOMIZE, "Autotomize", Type.STEEL, -1, 15, -1, "Reduces weight and sharply raises Speed.", -1, 0, 5, new StatChangeAttr(BattleStat.SPD, 2, true)), // TODO
|
||||||
new SelfStatusMove(Moves.RAGE_POWDER, "Rage Powder", Type.BUG, -1, 20, -1, "Forces attacks to hit user, not team-mates.", -1, 3, 5),
|
new SelfStatusMove(Moves.RAGE_POWDER, "Rage Powder (N)", Type.BUG, -1, 20, -1, "Forces attacks to hit user, not team-mates.", -1, 3, 5),
|
||||||
new StatusMove(Moves.TELEKINESIS, "Telekinesis", Type.PSYCHIC, -1, 15, -1, "Ignores opponent's Evasiveness for three turns, add Ground immunity.", -1, 0, 5),
|
new StatusMove(Moves.TELEKINESIS, "Telekinesis (N)", Type.PSYCHIC, -1, 15, -1, "Ignores opponent's Evasiveness for three turns, add Ground immunity.", -1, 0, 5),
|
||||||
new StatusMove(Moves.MAGIC_ROOM, "Magic Room", Type.PSYCHIC, -1, 10, -1, "Suppresses the effects of held items for five turns.", -1, -7, 5).ignoreProtect(),
|
new StatusMove(Moves.MAGIC_ROOM, "Magic Room (N)", Type.PSYCHIC, -1, 10, -1, "Suppresses the effects of held items for five turns.", -1, -7, 5).ignoreProtect(),
|
||||||
new AttackMove(Moves.SMACK_DOWN, "Smack Down", Type.ROCK, MoveCategory.PHYSICAL, 50, 100, 15, -1, "Makes Flying-type Pokémon vulnerable to Ground moves.", 100, 0, 5), // TODO, logic with fly
|
new AttackMove(Moves.SMACK_DOWN, "Smack Down (N)", Type.ROCK, MoveCategory.PHYSICAL, 50, 100, 15, -1, "Makes Flying-type Pokémon vulnerable to Ground moves.", 100, 0, 5), // TODO, logic with fly
|
||||||
new AttackMove(Moves.STORM_THROW, "Storm Throw", Type.FIGHTING, MoveCategory.PHYSICAL, 60, 100, 10, -1, "Always results in a critical hit.", 100, 0, 5), // TODO
|
new AttackMove(Moves.STORM_THROW, "Storm Throw (N)", Type.FIGHTING, MoveCategory.PHYSICAL, 60, 100, 10, -1, "Always results in a critical hit.", 100, 0, 5), // TODO
|
||||||
new AttackMove(Moves.FLAME_BURST, "Flame Burst", Type.FIRE, MoveCategory.SPECIAL, 70, 100, 15, -1, "May also injure nearby Pokémon.", -1, 0, 5),
|
new AttackMove(Moves.FLAME_BURST, "Flame Burst", Type.FIRE, MoveCategory.SPECIAL, 70, 100, 15, -1, "May also injure nearby Pokémon.", -1, 0, 5), // TODO
|
||||||
new AttackMove(Moves.SLUDGE_WAVE, "Sludge Wave", Type.POISON, MoveCategory.SPECIAL, 95, 100, 10, -1, "May poison opponent.", 10, 0, 5, new StatusEffectAttr(StatusEffect.POISON)),
|
new AttackMove(Moves.SLUDGE_WAVE, "Sludge Wave", Type.POISON, MoveCategory.SPECIAL, 95, 100, 10, -1, "May poison opponent.", 10, 0, 5, new StatusEffectAttr(StatusEffect.POISON)),
|
||||||
new SelfStatusMove(Moves.QUIVER_DANCE, "Quiver Dance", Type.BUG, -1, 20, -1, "Raises user's Special Attack, Special Defense and Speed.", -1, 0, 5,
|
new SelfStatusMove(Moves.QUIVER_DANCE, "Quiver Dance", Type.BUG, -1, 20, -1, "Raises user's Special Attack, Special Defense and Speed.", -1, 0, 5,
|
||||||
new StatChangeAttr([ BattleStat.SPATK, BattleStat.SPDEF, BattleStat.SPD ], 1, true)),
|
new StatChangeAttr([ BattleStat.SPATK, BattleStat.SPDEF, BattleStat.SPD ], 1, true)),
|
||||||
new AttackMove(Moves.HEAVY_SLAM, "Heavy Slam", Type.STEEL, MoveCategory.PHYSICAL, -1, 100, 10, 121, "The heavier the user, the stronger the attack.", -1, 0, 5),
|
new AttackMove(Moves.HEAVY_SLAM, "Heavy Slam (N)", Type.STEEL, MoveCategory.PHYSICAL, -1, 100, 10, 121, "The heavier the user, the stronger the attack.", -1, 0, 5),
|
||||||
new AttackMove(Moves.SYNCHRONOISE, "Synchronoise", Type.PSYCHIC, MoveCategory.SPECIAL, 120, 100, 10, -1, "Hits any Pokémon that shares a type with the user.", -1, 0, 5),
|
new AttackMove(Moves.SYNCHRONOISE, "Synchronoise (N)", Type.PSYCHIC, MoveCategory.SPECIAL, 120, 100, 10, -1, "Hits any Pokémon that shares a type with the user.", -1, 0, 5),
|
||||||
new AttackMove(Moves.ELECTRO_BALL, "Electro Ball", Type.ELECTRIC, MoveCategory.SPECIAL, -1, 100, 10, 72, "The faster the user, the stronger the attack.", -1, 0, 5),
|
new AttackMove(Moves.ELECTRO_BALL, "Electro Ball (N)", Type.ELECTRIC, MoveCategory.SPECIAL, -1, 100, 10, 72, "The faster the user, the stronger the attack.", -1, 0, 5),
|
||||||
new StatusMove(Moves.SOAK, "Soak", Type.WATER, 100, 20, -1, "Changes the target's type to water.", -1, 0, 5),
|
new StatusMove(Moves.SOAK, "Soak (N)", Type.WATER, 100, 20, -1, "Changes the target's type to water.", -1, 0, 5),
|
||||||
new AttackMove(Moves.FLAME_CHARGE, "Flame Charge", Type.FIRE, MoveCategory.PHYSICAL, 50, 100, 20, 38, "Raises user's Speed.", 100, 0, 5, new StatChangeAttr(BattleStat.SPD, 1, true)),
|
new AttackMove(Moves.FLAME_CHARGE, "Flame Charge", Type.FIRE, MoveCategory.PHYSICAL, 50, 100, 20, 38, "Raises user's Speed.", 100, 0, 5, new StatChangeAttr(BattleStat.SPD, 1, true)),
|
||||||
new SelfStatusMove(Moves.COIL, "Coil", Type.POISON, -1, 20, -1, "Raises user's Attack, Defense and Accuracy.", -1, 0, 5,
|
new SelfStatusMove(Moves.COIL, "Coil", Type.POISON, -1, 20, -1, "Raises user's Attack, Defense and Accuracy.", -1, 0, 5,
|
||||||
new StatChangeAttr([ BattleStat.ATK, BattleStat.DEF, BattleStat.ACC ], 1, true)),
|
new StatChangeAttr([ BattleStat.ATK, BattleStat.DEF, BattleStat.ACC ], 1, true)),
|
||||||
new AttackMove(Moves.LOW_SWEEP, "Low Sweep", Type.FIGHTING, MoveCategory.PHYSICAL, 65, 100, 20, 39, "Lowers opponent's Speed.", 100, 0, 5, new StatChangeAttr(BattleStat.SPD, -1)),
|
new AttackMove(Moves.LOW_SWEEP, "Low Sweep", Type.FIGHTING, MoveCategory.PHYSICAL, 65, 100, 20, 39, "Lowers opponent's Speed.", 100, 0, 5, new StatChangeAttr(BattleStat.SPD, -1)),
|
||||||
new AttackMove(Moves.ACID_SPRAY, "Acid Spray", Type.POISON, MoveCategory.SPECIAL, 40, 100, 20, 13, "Sharply lowers opponent's Special Defense.", 100, 0, 5, new StatChangeAttr(BattleStat.SPDEF, -2)),
|
new AttackMove(Moves.ACID_SPRAY, "Acid Spray", Type.POISON, MoveCategory.SPECIAL, 40, 100, 20, 13, "Sharply lowers opponent's Special Defense.", 100, 0, 5, new StatChangeAttr(BattleStat.SPDEF, -2)),
|
||||||
new AttackMove(Moves.FOUL_PLAY, "Foul Play", Type.DARK, MoveCategory.PHYSICAL, 95, 100, 15, 62, "Uses the opponent's Attack stat.", -1, 0, 5),
|
new AttackMove(Moves.FOUL_PLAY, "Foul Play (N)", Type.DARK, MoveCategory.PHYSICAL, 95, 100, 15, 62, "Uses the opponent's Attack stat.", -1, 0, 5),
|
||||||
new StatusMove(Moves.SIMPLE_BEAM, "Simple Beam", Type.NORMAL, 100, 15, -1, "Changes target's ability to Simple.", -1, 0, 5),
|
new StatusMove(Moves.SIMPLE_BEAM, "Simple Beam (N)", Type.NORMAL, 100, 15, -1, "Changes target's ability to Simple.", -1, 0, 5),
|
||||||
new StatusMove(Moves.ENTRAINMENT, "Entrainment", Type.NORMAL, 100, 15, -1, "Makes target's ability same as user's.", -1, 0, 5),
|
new StatusMove(Moves.ENTRAINMENT, "Entrainment (N)", Type.NORMAL, 100, 15, -1, "Makes target's ability same as user's.", -1, 0, 5),
|
||||||
new StatusMove(Moves.AFTER_YOU, "After You", Type.NORMAL, -1, 15, -1, "Gives target priority in the next turn.", -1, 0, 5).ignoreProtect(),
|
new StatusMove(Moves.AFTER_YOU, "After You (N)", Type.NORMAL, -1, 15, -1, "Gives target priority in the next turn.", -1, 0, 5).ignoreProtect(),
|
||||||
new AttackMove(Moves.ROUND, "Round", Type.NORMAL, MoveCategory.SPECIAL, 60, 100, 15, -1, "Power increases if teammates use it in the same turn.", -1, 0, 5),
|
new AttackMove(Moves.ROUND, "Round", Type.NORMAL, MoveCategory.SPECIAL, 60, 100, 15, -1, "Power increases if teammates use it in the same turn.", -1, 0, 5), // TODO
|
||||||
new AttackMove(Moves.ECHOED_VOICE, "Echoed Voice", Type.NORMAL, MoveCategory.SPECIAL, 40, 100, 15, -1, "Power increases each turn.", -1, 0, 5),
|
new AttackMove(Moves.ECHOED_VOICE, "Echoed Voice (N)", Type.NORMAL, MoveCategory.SPECIAL, 40, 100, 15, -1, "Power increases each turn.", -1, 0, 5),
|
||||||
new AttackMove(Moves.CHIP_AWAY, "Chip Away", Type.NORMAL, MoveCategory.PHYSICAL, 70, 100, 20, -1, "Ignores opponent's stat changes.", -1, 0, 5),
|
new AttackMove(Moves.CHIP_AWAY, "Chip Away (N)", Type.NORMAL, MoveCategory.PHYSICAL, 70, 100, 20, -1, "Ignores opponent's stat changes.", -1, 0, 5),
|
||||||
new AttackMove(Moves.CLEAR_SMOG, "Clear Smog", Type.POISON, MoveCategory.SPECIAL, 50, -1, 15, -1, "Removes all of the target's stat changes.", -1, 0, 5),
|
new AttackMove(Moves.CLEAR_SMOG, "Clear Smog (N)", Type.POISON, MoveCategory.SPECIAL, 50, -1, 15, -1, "Removes all of the target's stat changes.", -1, 0, 5),
|
||||||
new AttackMove(Moves.STORED_POWER, "Stored Power", Type.PSYCHIC, MoveCategory.SPECIAL, 20, 100, 10, 41, "Power increases when user's stats have been raised.", -1, 0, 5),
|
new AttackMove(Moves.STORED_POWER, "Stored Power (N)", Type.PSYCHIC, MoveCategory.SPECIAL, 20, 100, 10, 41, "Power increases when user's stats have been raised.", -1, 0, 5),
|
||||||
new SelfStatusMove(Moves.QUICK_GUARD, "Quick Guard", Type.FIGHTING, -1, 15, -1, "Protects the user's team from high-priority moves.", -1, 3, 5),
|
new SelfStatusMove(Moves.QUICK_GUARD, "Quick Guard (N)", Type.FIGHTING, -1, 15, -1, "Protects the user's team from high-priority moves.", -1, 3, 5),
|
||||||
new StatusMove(Moves.ALLY_SWITCH, "Ally Switch", Type.PSYCHIC, -1, 15, -1, "User switches with opposite teammate.", -1, 0, 5).ignoreProtect(),
|
new StatusMove(Moves.ALLY_SWITCH, "Ally Switch (N)", Type.PSYCHIC, -1, 15, -1, "User switches with opposite teammate.", -1, 0, 5).ignoreProtect(), // TODO
|
||||||
new AttackMove(Moves.SCALD, "Scald", Type.WATER, MoveCategory.SPECIAL, 80, 100, 15, -1, "May burn opponent.", 30, 1, 5, new StatusEffectAttr(StatusEffect.BURN)),
|
new AttackMove(Moves.SCALD, "Scald", Type.WATER, MoveCategory.SPECIAL, 80, 100, 15, -1, "May burn opponent.", 30, 1, 5, new StatusEffectAttr(StatusEffect.BURN)),
|
||||||
new SelfStatusMove(Moves.SHELL_SMASH, "Shell Smash", Type.NORMAL, -1, 15, -1, "Sharply raises user's Attack, Special Attack and Speed but lowers Defense and Special Defense.", -1, 0, 5,
|
new SelfStatusMove(Moves.SHELL_SMASH, "Shell Smash", Type.NORMAL, -1, 15, -1, "Sharply raises user's Attack, Special Attack and Speed but lowers Defense and Special Defense.", -1, 0, 5,
|
||||||
new StatChangeAttr([ BattleStat.ATK, BattleStat.SPATK ], 2, true), new StatChangeAttr([ BattleStat.DEF, BattleStat.SPDEF ], -1, true)),
|
new StatChangeAttr([ BattleStat.ATK, BattleStat.SPATK ], 2, true), new StatChangeAttr([ BattleStat.DEF, BattleStat.SPDEF ], -1, true)),
|
||||||
|
@ -2111,23 +2109,23 @@ export const allMoves = [
|
||||||
new ChargeAttr(ChargeAnim.SKY_DROP_CHARGING, 'took {TARGET}\ninto the sky!', BattlerTagType.FLYING)), // TODO: Add 2nd turn message
|
new ChargeAttr(ChargeAnim.SKY_DROP_CHARGING, 'took {TARGET}\ninto the sky!', BattlerTagType.FLYING)), // TODO: Add 2nd turn message
|
||||||
new SelfStatusMove(Moves.SHIFT_GEAR, "Shift Gear", Type.STEEL, -1, 10, -1, "Raises user's Attack and sharply raises Speed.", -1, 0, 5,
|
new SelfStatusMove(Moves.SHIFT_GEAR, "Shift Gear", Type.STEEL, -1, 10, -1, "Raises user's Attack and sharply raises Speed.", -1, 0, 5,
|
||||||
new StatChangeAttr(BattleStat.ATK, 1, true), new StatChangeAttr(BattleStat.SPD, 2, true)),
|
new StatChangeAttr(BattleStat.ATK, 1, true), new StatChangeAttr(BattleStat.SPD, 2, true)),
|
||||||
new AttackMove(Moves.CIRCLE_THROW, "Circle Throw", Type.FIGHTING, MoveCategory.PHYSICAL, 60, 90, 10, -1, "In battles, the opponent switches. In the wild, the Pokémon runs.", -1, -6, 5),
|
new AttackMove(Moves.CIRCLE_THROW, "Circle Throw (N)", Type.FIGHTING, MoveCategory.PHYSICAL, 60, 90, 10, -1, "In battles, the opponent switches. In the wild, the Pokémon runs.", -1, -6, 5),
|
||||||
new AttackMove(Moves.INCINERATE, "Incinerate", Type.FIRE, MoveCategory.SPECIAL, 60, 100, 15, -1, "Destroys the target's held berry.", -1, 0, 5),
|
new AttackMove(Moves.INCINERATE, "Incinerate (N)", Type.FIRE, MoveCategory.SPECIAL, 60, 100, 15, -1, "Destroys the target's held berry.", -1, 0, 5),
|
||||||
new StatusMove(Moves.QUASH, "Quash", Type.DARK, 100, 15, -1, "Makes the target act last this turn.", -1, 0, 5),
|
new StatusMove(Moves.QUASH, "Quash", Type.DARK, 100, 15, -1, "Makes the target act last this turn.", -1, 0, 5),
|
||||||
new AttackMove(Moves.ACROBATICS, "Acrobatics", Type.FLYING, MoveCategory.PHYSICAL, 55, 100, 15, 14, "Stronger when the user does not have a held item.", -1, 0, 5),
|
new AttackMove(Moves.ACROBATICS, "Acrobatics (N)", Type.FLYING, MoveCategory.PHYSICAL, 55, 100, 15, 14, "Stronger when the user does not have a held item.", -1, 0, 5),
|
||||||
new StatusMove(Moves.REFLECT_TYPE, "Reflect Type", Type.NORMAL, -1, 15, -1, "User becomes the target's type.", -1, 0, 5, new CopyTypeAttr()),
|
new StatusMove(Moves.REFLECT_TYPE, "Reflect Type", Type.NORMAL, -1, 15, -1, "User becomes the target's type.", -1, 0, 5, new CopyTypeAttr()),
|
||||||
new AttackMove(Moves.RETALIATE, "Retaliate", Type.NORMAL, MoveCategory.PHYSICAL, 70, 100, 5, -1, "Inflicts double damage if a teammate fainted on the last turn.", -1, 0, 5),
|
new AttackMove(Moves.RETALIATE, "Retaliate (N)", Type.NORMAL, MoveCategory.PHYSICAL, 70, 100, 5, -1, "Inflicts double damage if a teammate fainted on the last turn.", -1, 0, 5),
|
||||||
new AttackMove(Moves.FINAL_GAMBIT, "Final Gambit", Type.FIGHTING, MoveCategory.SPECIAL, -1, 100, 5, -1, "Inflicts damage equal to the user's remaining HP. User faints.", -1, 0, 5, new UserHpDamageAttr(), new SacrificialAttr()),
|
new AttackMove(Moves.FINAL_GAMBIT, "Final Gambit", Type.FIGHTING, MoveCategory.SPECIAL, -1, 100, 5, -1, "Inflicts damage equal to the user's remaining HP. User faints.", -1, 0, 5, new UserHpDamageAttr(), new SacrificialAttr()),
|
||||||
new StatusMove(Moves.BESTOW, "Bestow", Type.NORMAL, -1, 15, -1, "Gives the user's held item to the target.", -1, 0, 5).ignoreProtect(),
|
new StatusMove(Moves.BESTOW, "Bestow (N)", Type.NORMAL, -1, 15, -1, "Gives the user's held item to the target.", -1, 0, 5).ignoreProtect(),
|
||||||
new AttackMove(Moves.INFERNO, "Inferno", Type.FIRE, MoveCategory.SPECIAL, 100, 50, 5, -1, "Burns opponent.", 100, 0, 5, new StatusEffectAttr(StatusEffect.BURN)),
|
new AttackMove(Moves.INFERNO, "Inferno", Type.FIRE, MoveCategory.SPECIAL, 100, 50, 5, -1, "Burns opponent.", 100, 0, 5, new StatusEffectAttr(StatusEffect.BURN)),
|
||||||
new AttackMove(Moves.WATER_PLEDGE, "Water Pledge", Type.WATER, MoveCategory.SPECIAL, 80, 100, 10, 145, "Added effects appear if preceded by Fire Pledge or succeeded by Grass Pledge.", -1, 0, 5),
|
new AttackMove(Moves.WATER_PLEDGE, "Water Pledge (N)", Type.WATER, MoveCategory.SPECIAL, 80, 100, 10, 145, "Added effects appear if preceded by Fire Pledge or succeeded by Grass Pledge.", -1, 0, 5),
|
||||||
new AttackMove(Moves.FIRE_PLEDGE, "Fire Pledge", Type.FIRE, MoveCategory.SPECIAL, 80, 100, 10, 144, "Added effects appear if combined with Grass Pledge or Water Pledge.", -1, 0, 5),
|
new AttackMove(Moves.FIRE_PLEDGE, "Fire Pledge (N)", Type.FIRE, MoveCategory.SPECIAL, 80, 100, 10, 144, "Added effects appear if combined with Grass Pledge or Water Pledge.", -1, 0, 5),
|
||||||
new AttackMove(Moves.GRASS_PLEDGE, "Grass Pledge", Type.GRASS, MoveCategory.SPECIAL, 80, 100, 10, 146, "Added effects appear if preceded by Water Pledge or succeeded by Fire Pledge.", -1, 0, 5),
|
new AttackMove(Moves.GRASS_PLEDGE, "Grass Pledge (N)", Type.GRASS, MoveCategory.SPECIAL, 80, 100, 10, 146, "Added effects appear if preceded by Water Pledge or succeeded by Fire Pledge.", -1, 0, 5),
|
||||||
new AttackMove(Moves.VOLT_SWITCH, "Volt Switch", Type.ELECTRIC, MoveCategory.SPECIAL, 70, 100, 20, 48, "User must switch out after attacking.", -1, 0, 5),
|
new AttackMove(Moves.VOLT_SWITCH, "Volt Switch (N)", Type.ELECTRIC, MoveCategory.SPECIAL, 70, 100, 20, 48, "User must switch out after attacking.", -1, 0, 5),
|
||||||
new AttackMove(Moves.STRUGGLE_BUG, "Struggle Bug", Type.BUG, MoveCategory.SPECIAL, 50, 100, 20, 15, "Lowers opponent's Special Attack.", 100, 0, 5, new StatChangeAttr(BattleStat.SPATK, -1)),
|
new AttackMove(Moves.STRUGGLE_BUG, "Struggle Bug", Type.BUG, MoveCategory.SPECIAL, 50, 100, 20, 15, "Lowers opponent's Special Attack.", 100, 0, 5, new StatChangeAttr(BattleStat.SPATK, -1)),
|
||||||
new AttackMove(Moves.BULLDOZE, "Bulldoze", Type.GROUND, MoveCategory.PHYSICAL, 60, 100, 20, 28, "Lowers opponent's Speed.", 100, 0, 5, new StatChangeAttr(BattleStat.SPD, -1)),
|
new AttackMove(Moves.BULLDOZE, "Bulldoze", Type.GROUND, MoveCategory.PHYSICAL, 60, 100, 20, 28, "Lowers opponent's Speed.", 100, 0, 5, new StatChangeAttr(BattleStat.SPD, -1)),
|
||||||
new AttackMove(Moves.FROST_BREATH, "Frost Breath", Type.ICE, MoveCategory.SPECIAL, 60, 90, 10, -1, "Always results in a critical hit.", 100, 0, 5), // TODO
|
new AttackMove(Moves.FROST_BREATH, "Frost Breath (N)", Type.ICE, MoveCategory.SPECIAL, 60, 90, 10, -1, "Always results in a critical hit.", 100, 0, 5), // TODO
|
||||||
new AttackMove(Moves.DRAGON_TAIL, "Dragon Tail", Type.DRAGON, MoveCategory.PHYSICAL, 60, 90, 10, 44, "In battles, the opponent switches. In the wild, the Pokémon runs.", -1, -6, 5),
|
new AttackMove(Moves.DRAGON_TAIL, "Dragon Tail (N)", Type.DRAGON, MoveCategory.PHYSICAL, 60, 90, 10, 44, "In battles, the opponent switches. In the wild, the Pokémon runs.", -1, -6, 5),
|
||||||
new SelfStatusMove(Moves.WORK_UP, "Work Up", Type.NORMAL, -1, 30, -1, "Raises user's Attack and Special Attack.", -1, 0, 5,
|
new SelfStatusMove(Moves.WORK_UP, "Work Up", Type.NORMAL, -1, 30, -1, "Raises user's Attack and Special Attack.", -1, 0, 5,
|
||||||
new StatChangeAttr([ BattleStat.ATK, BattleStat.SPATK ], 1, true)),
|
new StatChangeAttr([ BattleStat.ATK, BattleStat.SPATK ], 1, true)),
|
||||||
new AttackMove(Moves.ELECTROWEB, "Electroweb", Type.ELECTRIC, MoveCategory.SPECIAL, 55, 95, 15, -1, "Lowers opponent's Speed.", 100, 0, 5, new StatChangeAttr(BattleStat.SPD, -1)),
|
new AttackMove(Moves.ELECTROWEB, "Electroweb", Type.ELECTRIC, MoveCategory.SPECIAL, 55, 95, 15, -1, "Lowers opponent's Speed.", 100, 0, 5, new StatChangeAttr(BattleStat.SPD, -1)),
|
||||||
|
@ -2136,22 +2134,22 @@ export const allMoves = [
|
||||||
new AttackMove(Moves.DUAL_CHOP, "Dual Chop", Type.DRAGON, MoveCategory.PHYSICAL, 40, 90, 15, -1, "Hits twice in one turn.", -1, 0, 5, new MultiHitAttr(MultiHitType._2)),
|
new AttackMove(Moves.DUAL_CHOP, "Dual Chop", Type.DRAGON, MoveCategory.PHYSICAL, 40, 90, 15, -1, "Hits twice in one turn.", -1, 0, 5, new MultiHitAttr(MultiHitType._2)),
|
||||||
new AttackMove(Moves.HEART_STAMP, "Heart Stamp", Type.PSYCHIC, MoveCategory.PHYSICAL, 60, 100, 25, -1, "May cause flinching.", 30, 0, 5, new FlinchAttr()),
|
new AttackMove(Moves.HEART_STAMP, "Heart Stamp", Type.PSYCHIC, MoveCategory.PHYSICAL, 60, 100, 25, -1, "May cause flinching.", 30, 0, 5, new FlinchAttr()),
|
||||||
new AttackMove(Moves.HORN_LEECH, "Horn Leech", Type.GRASS, MoveCategory.PHYSICAL, 75, 100, 10, -1, "User recovers half the HP inflicted on opponent.", -1, 0, 5, new HitHealAttr()),
|
new AttackMove(Moves.HORN_LEECH, "Horn Leech", Type.GRASS, MoveCategory.PHYSICAL, 75, 100, 10, -1, "User recovers half the HP inflicted on opponent.", -1, 0, 5, new HitHealAttr()),
|
||||||
new AttackMove(Moves.SACRED_SWORD, "Sacred Sword", Type.FIGHTING, MoveCategory.PHYSICAL, 90, 100, 15, -1, "Ignores opponent's stat changes.", -1, 0, 5),
|
new AttackMove(Moves.SACRED_SWORD, "Sacred Sword (N)", Type.FIGHTING, MoveCategory.PHYSICAL, 90, 100, 15, -1, "Ignores opponent's stat changes.", -1, 0, 5),
|
||||||
new AttackMove(Moves.RAZOR_SHELL, "Razor Shell", Type.WATER, MoveCategory.PHYSICAL, 75, 95, 10, -1, "May lower opponent's Defense.", 50, 0, 5, new StatChangeAttr(BattleStat.DEF, -1)),
|
new AttackMove(Moves.RAZOR_SHELL, "Razor Shell", Type.WATER, MoveCategory.PHYSICAL, 75, 95, 10, -1, "May lower opponent's Defense.", 50, 0, 5, new StatChangeAttr(BattleStat.DEF, -1)),
|
||||||
new AttackMove(Moves.HEAT_CRASH, "Heat Crash", Type.FIRE, MoveCategory.PHYSICAL, -1, 100, 10, -1, "The heavier the user, the stronger the attack.", -1, 0, 5),
|
new AttackMove(Moves.HEAT_CRASH, "Heat Crash (N)", Type.FIRE, MoveCategory.PHYSICAL, -1, 100, 10, -1, "The heavier the user, the stronger the attack.", -1, 0, 5),
|
||||||
new AttackMove(Moves.LEAF_TORNADO, "Leaf Tornado", Type.GRASS, MoveCategory.SPECIAL, 65, 90, 10, -1, "May lower opponent's Accuracy.", 50, 0, 5, new StatChangeAttr(BattleStat.ACC, -1)),
|
new AttackMove(Moves.LEAF_TORNADO, "Leaf Tornado", Type.GRASS, MoveCategory.SPECIAL, 65, 90, 10, -1, "May lower opponent's Accuracy.", 50, 0, 5, new StatChangeAttr(BattleStat.ACC, -1)),
|
||||||
new AttackMove(Moves.STEAMROLLER, "Steamroller", Type.BUG, MoveCategory.PHYSICAL, 65, 100, 20, -1, "May cause flinching.", 30, 0, 5, new FlinchAttr()),
|
new AttackMove(Moves.STEAMROLLER, "Steamroller", Type.BUG, MoveCategory.PHYSICAL, 65, 100, 20, -1, "May cause flinching.", 30, 0, 5, new FlinchAttr()),
|
||||||
new SelfStatusMove(Moves.COTTON_GUARD, "Cotton Guard", Type.GRASS, -1, 10, -1, "Drastically raises user's Defense.", -1, 0, 5, new StatChangeAttr(BattleStat.DEF, 3, true)),
|
new SelfStatusMove(Moves.COTTON_GUARD, "Cotton Guard", Type.GRASS, -1, 10, -1, "Drastically raises user's Defense.", -1, 0, 5, new StatChangeAttr(BattleStat.DEF, 3, true)),
|
||||||
new AttackMove(Moves.NIGHT_DAZE, "Night Daze", Type.DARK, MoveCategory.SPECIAL, 85, 95, 10, -1, "May lower opponent's Accuracy.", 40, 0, 5, new StatChangeAttr(BattleStat.ACC, -1)),
|
new AttackMove(Moves.NIGHT_DAZE, "Night Daze", Type.DARK, MoveCategory.SPECIAL, 85, 95, 10, -1, "May lower opponent's Accuracy.", 40, 0, 5, new StatChangeAttr(BattleStat.ACC, -1)),
|
||||||
new AttackMove(Moves.PSYSTRIKE, "Psystrike", Type.PSYCHIC, MoveCategory.SPECIAL, 100, 100, 10, -1, "Inflicts damage based on the target's Defense, not Special Defense.", -1, 0, 5),
|
new AttackMove(Moves.PSYSTRIKE, "Psystrike (N)", Type.PSYCHIC, MoveCategory.SPECIAL, 100, 100, 10, -1, "Inflicts damage based on the target's Defense, not Special Defense.", -1, 0, 5),
|
||||||
new AttackMove(Moves.TAIL_SLAP, "Tail Slap", Type.NORMAL, MoveCategory.PHYSICAL, 25, 85, 10, -1, "Hits 2-5 times in one turn.", -1, 0, 5, new MultiHitAttr()),
|
new AttackMove(Moves.TAIL_SLAP, "Tail Slap", Type.NORMAL, MoveCategory.PHYSICAL, 25, 85, 10, -1, "Hits 2-5 times in one turn.", -1, 0, 5, new MultiHitAttr()),
|
||||||
new AttackMove(Moves.HURRICANE, "Hurricane", Type.FLYING, MoveCategory.SPECIAL, 110, 70, 10, 160, "May confuse opponent.", 30, 0, 5, new ThunderAccuracyAttr(), new ConfuseAttr()),
|
new AttackMove(Moves.HURRICANE, "Hurricane", Type.FLYING, MoveCategory.SPECIAL, 110, 70, 10, 160, "May confuse opponent.", 30, 0, 5, new ThunderAccuracyAttr(), new ConfuseAttr()),
|
||||||
new AttackMove(Moves.HEAD_CHARGE, "Head Charge", Type.NORMAL, MoveCategory.PHYSICAL, 120, 100, 15, -1, "User receives recoil damage.", -1, 0, 5, new RecoilAttr()),
|
new AttackMove(Moves.HEAD_CHARGE, "Head Charge", Type.NORMAL, MoveCategory.PHYSICAL, 120, 100, 15, -1, "User receives recoil damage.", -1, 0, 5, new RecoilAttr()),
|
||||||
new AttackMove(Moves.GEAR_GRIND, "Gear Grind", Type.STEEL, MoveCategory.PHYSICAL, 50, 85, 15, -1, "Hits twice in one turn.", -1, 0, 5, new MultiHitAttr(MultiHitType._2)),
|
new AttackMove(Moves.GEAR_GRIND, "Gear Grind", Type.STEEL, MoveCategory.PHYSICAL, 50, 85, 15, -1, "Hits twice in one turn.", -1, 0, 5, new MultiHitAttr(MultiHitType._2)),
|
||||||
new AttackMove(Moves.SEARING_SHOT, "Searing Shot", Type.FIRE, MoveCategory.SPECIAL, 100, 100, 5, -1, "May burn opponent.", 30, 0, 5, new StatusEffectAttr(StatusEffect.BURN)),
|
new AttackMove(Moves.SEARING_SHOT, "Searing Shot", Type.FIRE, MoveCategory.SPECIAL, 100, 100, 5, -1, "May burn opponent.", 30, 0, 5, new StatusEffectAttr(StatusEffect.BURN)),
|
||||||
new AttackMove(Moves.TECHNO_BLAST, "Techno Blast", Type.NORMAL, MoveCategory.SPECIAL, 120, 100, 5, -1, "Type depends on the Drive being held.", -1, 0, 5),
|
new AttackMove(Moves.TECHNO_BLAST, "Techno Blast (N)", Type.NORMAL, MoveCategory.SPECIAL, 120, 100, 5, -1, "Type depends on the Drive being held.", -1, 0, 5),
|
||||||
new AttackMove(Moves.RELIC_SONG, "Relic Song", Type.NORMAL, MoveCategory.SPECIAL, 75, 100, 10, -1, "May put the target to sleep.", 10, 0, 5, new StatusEffectAttr(StatusEffect.SLEEP)),
|
new AttackMove(Moves.RELIC_SONG, "Relic Song", Type.NORMAL, MoveCategory.SPECIAL, 75, 100, 10, -1, "May put the target to sleep.", 10, 0, 5, new StatusEffectAttr(StatusEffect.SLEEP)),
|
||||||
new AttackMove(Moves.SECRET_SWORD, "Secret Sword", Type.FIGHTING, MoveCategory.SPECIAL, 85, 100, 10, -1, "Inflicts damage based on the target's Defense, not Special Defense.", -1, 0, 5),
|
new AttackMove(Moves.SECRET_SWORD, "Secret Sword (N)", Type.FIGHTING, MoveCategory.SPECIAL, 85, 100, 10, -1, "Inflicts damage based on the target's Defense, not Special Defense.", -1, 0, 5),
|
||||||
new AttackMove(Moves.GLACIATE, "Glaciate", Type.ICE, MoveCategory.SPECIAL, 65, 95, 10, -1, "Lowers opponent's Speed.", 100, 0, 5, new StatChangeAttr(BattleStat.SPD, -1)),
|
new AttackMove(Moves.GLACIATE, "Glaciate", Type.ICE, MoveCategory.SPECIAL, 65, 95, 10, -1, "Lowers opponent's Speed.", 100, 0, 5, new StatChangeAttr(BattleStat.SPD, -1)),
|
||||||
new AttackMove(Moves.BOLT_STRIKE, "Bolt Strike", Type.ELECTRIC, MoveCategory.PHYSICAL, 130, 85, 5, -1, "May paralyze opponent.", 20, 0, 5, new StatusEffectAttr(StatusEffect.PARALYSIS)),
|
new AttackMove(Moves.BOLT_STRIKE, "Bolt Strike", Type.ELECTRIC, MoveCategory.PHYSICAL, 130, 85, 5, -1, "May paralyze opponent.", 20, 0, 5, new StatusEffectAttr(StatusEffect.PARALYSIS)),
|
||||||
new AttackMove(Moves.BLUE_FLARE, "Blue Flare", Type.FIRE, MoveCategory.SPECIAL, 130, 85, 5, -1, "May burn opponent.", 20, 0, 5, new StatusEffectAttr(StatusEffect.BURN)),
|
new AttackMove(Moves.BLUE_FLARE, "Blue Flare", Type.FIRE, MoveCategory.SPECIAL, 130, 85, 5, -1, "May burn opponent.", 20, 0, 5, new StatusEffectAttr(StatusEffect.BURN)),
|
||||||
|
@ -2163,6 +2161,6 @@ export const allMoves = [
|
||||||
new AttackMove(Moves.ICICLE_CRASH, "Icicle Crash", Type.ICE, MoveCategory.PHYSICAL, 85, 90, 10, -1, "May cause flinching.", 30, 0, 5, new FlinchAttr()),
|
new AttackMove(Moves.ICICLE_CRASH, "Icicle Crash", Type.ICE, MoveCategory.PHYSICAL, 85, 90, 10, -1, "May cause flinching.", 30, 0, 5, new FlinchAttr()),
|
||||||
new AttackMove(Moves.V_CREATE, "V-create", Type.FIRE, MoveCategory.PHYSICAL, 180, 95, 5, -1, "Lowers user's Defense, Special Defense and Speed.", 100, 0, 5,
|
new AttackMove(Moves.V_CREATE, "V-create", Type.FIRE, MoveCategory.PHYSICAL, 180, 95, 5, -1, "Lowers user's Defense, Special Defense and Speed.", 100, 0, 5,
|
||||||
new StatChangeAttr([ BattleStat.DEF, BattleStat.SPDEF, BattleStat.SPD ], -1, true)),
|
new StatChangeAttr([ BattleStat.DEF, BattleStat.SPDEF, BattleStat.SPD ], -1, true)),
|
||||||
new AttackMove(Moves.FUSION_FLARE, "Fusion Flare", Type.FIRE, MoveCategory.SPECIAL, 100, 100, 5, -1, "Power increases if Fusion Bolt is used in the same turn.", -1, 0, 5),
|
new AttackMove(Moves.FUSION_FLARE, "Fusion Flare (N)", Type.FIRE, MoveCategory.SPECIAL, 100, 100, 5, -1, "Power increases if Fusion Bolt is used in the same turn.", -1, 0, 5),
|
||||||
new AttackMove(Moves.FUSION_BOLT, "Fusion Bolt", Type.ELECTRIC, MoveCategory.PHYSICAL, 100, 100, 5, -1, "Power increases if Fusion Flare is used in the same turn.", -1, 0, 5)
|
new AttackMove(Moves.FUSION_BOLT, "Fusion Bolt (N)", Type.ELECTRIC, MoveCategory.PHYSICAL, 100, 100, 5, -1, "Power increases if Fusion Flare is used in the same turn.", -1, 0, 5)
|
||||||
];
|
];
|
|
@ -1,7 +1,7 @@
|
||||||
import { Abilities } from './ability';
|
import { Abilities } from './ability';
|
||||||
import BattleScene from '../battle-scene';
|
import BattleScene from '../battle-scene';
|
||||||
import { GrowthRate } from './exp';
|
import { GrowthRate } from './exp';
|
||||||
import { pokemonEvolutions } from './pokemon-evolutions';
|
import { SpeciesWildEvolutionDelay, pokemonEvolutions, pokemonPrevolutions } from './pokemon-evolutions';
|
||||||
import { Species } from './species';
|
import { Species } from './species';
|
||||||
import { Type } from './type';
|
import { Type } from './type';
|
||||||
import * as Utils from '../utils';
|
import * as Utils from '../utils';
|
||||||
|
@ -210,40 +210,41 @@ export default class PokemonSpecies extends PokemonSpeciesForm {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!allowEvolving)
|
if (!allowEvolving || !pokemonEvolutions.hasOwnProperty(this.speciesId))
|
||||||
return this.speciesId;
|
return this.speciesId;
|
||||||
|
|
||||||
const evolutionLevels = this.getEvolutionLevels();
|
const evolutions = pokemonEvolutions[this.speciesId];
|
||||||
|
|
||||||
let speciesIds = [];
|
const speciesIds: Species[] = [];
|
||||||
let speciesIdsLevel = 0;
|
|
||||||
|
|
||||||
for (let el = evolutionLevels.length - 1; el >= 0; el--) {
|
const easeInFunc = Phaser.Tweens.Builders.GetEaseFunction('Sine.easeIn');
|
||||||
const evolutionLevel = evolutionLevels[el];
|
const easeOutFunc = Phaser.Tweens.Builders.GetEaseFunction('Sine.easeOut');
|
||||||
if (level >= evolutionLevel[1]) {
|
|
||||||
if (!speciesIdsLevel) {
|
for (let ev of evolutions) {
|
||||||
speciesIds = [];
|
if (ev.level > level)
|
||||||
speciesIdsLevel = evolutionLevel[1];
|
continue;
|
||||||
}
|
|
||||||
if (evolutionLevel[1] === speciesIdsLevel)
|
if (ev.wildDelay === SpeciesWildEvolutionDelay.NONE) {
|
||||||
speciesIds.push(evolutionLevel[0]);
|
speciesIds.push(ev.speciesId);
|
||||||
else
|
continue;
|
||||||
break;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
let preferredMinLevel = ev.wildDelay * 10;
|
||||||
|
let evolutionLevel = ev.level > 1 ? ev.level : 0;
|
||||||
|
|
||||||
|
if (!evolutionLevel && pokemonPrevolutions.hasOwnProperty(this.speciesId)) {
|
||||||
|
const prevolutionLevel = pokemonEvolutions[pokemonPrevolutions[this.speciesId]].find(ev => ev.speciesId === this.speciesId).level;
|
||||||
|
if (prevolutionLevel > 1)
|
||||||
|
evolutionLevel = prevolutionLevel;
|
||||||
|
}
|
||||||
|
|
||||||
|
const evolutionChance = 0.65 * easeInFunc((Math.min(Math.max(level - evolutionLevel, 0), preferredMinLevel) / preferredMinLevel)) + 0.35 * easeOutFunc(Math.min(level - evolutionLevel, preferredMinLevel * 2.5) / (preferredMinLevel * 2.5));
|
||||||
|
|
||||||
|
if (Math.random() <= evolutionChance)
|
||||||
|
speciesIds.push(ev.speciesId);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (speciesIds.length) {
|
if (speciesIds.length) {
|
||||||
const levelsAhead = level - speciesIdsLevel;
|
|
||||||
if (levelsAhead < 50) {
|
|
||||||
const evolutionChance = 0.35 + 0.65 * Phaser.Tweens.Builders.GetEaseFunction('Sine.easeOut')(levelsAhead / 50);
|
|
||||||
console.log(speciesIds.map(s => Species[s]), levelsAhead, 'levels ahead', `${evolutionChance * 100}% chance`);
|
|
||||||
if (Math.random() > evolutionChance) {
|
|
||||||
console.log('failed')
|
|
||||||
return this.speciesId;
|
|
||||||
} else
|
|
||||||
console.log('passed');
|
|
||||||
}
|
|
||||||
|
|
||||||
return speciesIds.length === 1
|
return speciesIds.length === 1
|
||||||
? speciesIds[0]
|
? speciesIds[0]
|
||||||
: speciesIds[Utils.randInt(speciesIds.length)];
|
: speciesIds[Utils.randInt(speciesIds.length)];
|
||||||
|
|
Loading…
Reference in New Issue