pokerogue/src/move.ts

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import { ChargeAnim, MoveChargeAnim, initMoveAnim, loadMoveAnimAssets } from "./battle-anims";
import { DamagePhase, EnemyMovePhase, MessagePhase, ObtainStatusEffectPhase, PlayerMovePhase, PokemonHealPhase, StatChangePhase } from "./battle-phases";
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import { BattleStat } from "./battle-stat";
import { BattleTagType } from "./battle-tag";
import { getPokemonMessage } from "./messages";
import Pokemon, { EnemyPokemon, MoveResult, PlayerPokemon, PokemonMove, TurnMove } from "./pokemon";
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import { StatusEffect, getStatusEffectDescriptor } from "./status-effect";
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import { Type } from "./type";
import * as Utils from "./utils";
import { WeatherType } from "./weather";
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export enum MoveCategory {
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PHYSICAL,
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SPECIAL,
STATUS
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}
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export enum MoveFlags {
IGNORE_PROTECT = 1
}
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export default class Move {
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public id: Moves;
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public name: string;
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public type: Type;
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public category: MoveCategory;
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public selfTarget: boolean;
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public power: integer;
public accuracy: integer;
public pp: integer;
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public tm: integer;
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public effect: string;
public chance: integer;
public priority: integer;
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public generation: integer;
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public attrs: MoveAttr[];
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private flags: integer;
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constructor(id: Moves, name: string, type: Type, category: MoveCategory, selfTarget: boolean, power: integer, accuracy: integer, pp: integer, tm: integer, effect: string, chance: integer, priority: integer, generation: integer, ...attrs: MoveAttr[]) {
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this.id = id;
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this.name = name.toUpperCase();
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this.type = type;
this.category = category;
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this.selfTarget = selfTarget;
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this.power = power;
this.accuracy = accuracy;
this.pp = pp;
this.tm = tm;
this.effect = effect;
this.chance = chance;
this.priority = priority;
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this.generation = generation;
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this.attrs = attrs;
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this.flags = (this.selfTarget ? MoveFlags.IGNORE_PROTECT : 0);
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}
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getAttrs(attrType: { new(...args: any[]): MoveAttr }): MoveAttr[] {
return this.attrs.filter(a => a instanceof attrType);
}
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hasFlag(flag: MoveFlags): boolean {
return !!(this.flags & flag);
}
ignoreProtect(ignoreProtect?: boolean): Move {
if (ignoreProtect)
this.flags |= MoveFlags.IGNORE_PROTECT;
else
this.flags ^= MoveFlags.IGNORE_PROTECT;
return this;
}
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}
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export class AttackMove extends Move {
constructor(id: Moves, name: string, type: Type, category: MoveCategory, power: integer, accuracy: integer, pp: integer, tm: integer, effect: string, chance: integer, priority: integer, generation: integer, ...attrs: MoveAttr[]) {
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super(id, name, type, category, false, power, accuracy, pp, tm, effect, chance, priority, generation, ...attrs);
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}
}
export class StatusMove extends Move {
constructor(id: Moves, name: string, type: Type, accuracy: integer, pp: integer, tm: integer, effect: string, chance: integer, priority: integer, generation: integer, ...attrs: MoveAttr[]) {
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super(id, name, type, MoveCategory.STATUS, false, -1, accuracy, pp, tm, effect, chance, priority, generation, ...attrs);
}
}
export class SelfStatusMove extends Move {
constructor(id: Moves, name: string, type: Type, accuracy: integer, pp: integer, tm: integer, effect: string, chance: integer, priority: integer, generation: integer, ...attrs: MoveAttr[]) {
super(id, name, type, MoveCategory.STATUS, true, -1, accuracy, pp, tm, effect, chance, priority, generation, ...attrs);
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}
}
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export enum Moves {
POUND = 1,
KARATE_CHOP,
DOUBLE_SLAP,
COMET_PUNCH,
MEGA_PUNCH,
PAY_DAY,
FIRE_PUNCH,
ICE_PUNCH,
THUNDER_PUNCH,
SCRATCH,
VISE_GRIP,
GUILLOTINE,
RAZOR_WIND,
SWORDS_DANCE,
CUT,
GUST,
WING_ATTACK,
WHIRLWIND,
FLY,
BIND,
SLAM,
VINE_WHIP,
STOMP,
DOUBLE_KICK,
MEGA_KICK,
JUMP_KICK,
ROLLING_KICK,
SAND_ATTACK,
HEADBUTT,
HORN_ATTACK,
FURY_ATTACK,
HORN_DRILL,
TACKLE,
BODY_SLAM,
WRAP,
TAKE_DOWN,
THRASH,
DOUBLE_EDGE,
TAIL_WHIP,
POISON_STING,
TWINEEDLE,
PIN_MISSILE,
LEER,
BITE,
GROWL,
ROAR,
SING,
SUPERSONIC,
SONIC_BOOM,
DISABLE,
ACID,
EMBER,
FLAMETHROWER,
MIST,
WATER_GUN,
HYDRO_PUMP,
SURF,
ICE_BEAM,
BLIZZARD,
PSYBEAM,
BUBBLE_BEAM,
AURORA_BEAM,
HYPER_BEAM,
PECK,
DRILL_PECK,
SUBMISSION,
LOW_KICK,
COUNTER,
SEISMIC_TOSS,
STRENGTH,
ABSORB,
MEGA_DRAIN,
LEECH_SEED,
GROWTH,
RAZOR_LEAF,
SOLAR_BEAM,
POISON_POWDER,
STUN_SPORE,
SLEEP_POWDER,
PETAL_DANCE,
STRING_SHOT,
DRAGON_RAGE,
FIRE_SPIN,
THUNDER_SHOCK,
THUNDERBOLT,
THUNDER_WAVE,
THUNDER,
ROCK_THROW,
EARTHQUAKE,
FISSURE,
DIG,
TOXIC,
CONFUSION,
PSYCHIC,
HYPNOSIS,
MEDITATE,
AGILITY,
QUICK_ATTACK,
RAGE,
TELEPORT,
NIGHT_SHADE,
MIMIC,
SCREECH,
DOUBLE_TEAM,
RECOVER,
HARDEN,
MINIMIZE,
SMOKESCREEN,
CONFUSE_RAY,
WITHDRAW,
DEFENSE_CURL,
BARRIER,
LIGHT_SCREEN,
HAZE,
REFLECT,
FOCUS_ENERGY,
BIDE,
METRONOME,
MIRROR_MOVE,
SELF_DESTRUCT,
EGG_BOMB,
LICK,
SMOG,
SLUDGE,
BONE_CLUB,
FIRE_BLAST,
WATERFALL,
CLAMP,
SWIFT,
SKULL_BASH,
SPIKE_CANNON,
CONSTRICT,
AMNESIA,
KINESIS,
SOFT_BOILED,
HIGH_JUMP_KICK,
GLARE,
DREAM_EATER,
POISON_GAS,
BARRAGE,
LEECH_LIFE,
LOVELY_KISS,
SKY_ATTACK,
TRANSFORM,
BUBBLE,
DIZZY_PUNCH,
SPORE,
FLASH,
PSYWAVE,
SPLASH,
ACID_ARMOR,
CRABHAMMER,
EXPLOSION,
FURY_SWIPES,
BONEMERANG,
REST,
ROCK_SLIDE,
HYPER_FANG,
SHARPEN,
CONVERSION,
TRI_ATTACK,
SUPER_FANG,
SLASH,
SUBSTITUTE,
STRUGGLE,
SKETCH,
TRIPLE_KICK,
THIEF,
SPIDER_WEB,
MIND_READER,
NIGHTMARE,
FLAME_WHEEL,
SNORE,
CURSE,
FLAIL,
CONVERSION_2,
AEROBLAST,
COTTON_SPORE,
REVERSAL,
SPITE,
POWDER_SNOW,
PROTECT,
MACH_PUNCH,
SCARY_FACE,
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FEINT_ATTACK,
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SWEET_KISS,
BELLY_DRUM,
SLUDGE_BOMB,
MUD_SLAP,
OCTAZOOKA,
SPIKES,
ZAP_CANNON,
FORESIGHT,
DESTINY_BOND,
PERISH_SONG,
ICY_WIND,
DETECT,
BONE_RUSH,
LOCK_ON,
OUTRAGE,
SANDSTORM,
GIGA_DRAIN,
ENDURE,
CHARM,
ROLLOUT,
FALSE_SWIPE,
SWAGGER,
MILK_DRINK,
SPARK,
FURY_CUTTER,
STEEL_WING,
MEAN_LOOK,
ATTRACT,
SLEEP_TALK,
HEAL_BELL,
RETURN,
PRESENT,
FRUSTRATION,
SAFEGUARD,
PAIN_SPLIT,
SACRED_FIRE,
MAGNITUDE,
DYNAMIC_PUNCH,
MEGAHORN,
DRAGON_BREATH,
BATON_PASS,
ENCORE,
PURSUIT,
RAPID_SPIN,
SWEET_SCENT,
IRON_TAIL,
METAL_CLAW,
VITAL_THROW,
MORNING_SUN,
SYNTHESIS,
MOONLIGHT,
HIDDEN_POWER,
CROSS_CHOP,
TWISTER,
RAIN_DANCE,
SUNNY_DAY,
CRUNCH,
MIRROR_COAT,
PSYCH_UP,
EXTREME_SPEED,
ANCIENT_POWER,
SHADOW_BALL,
FUTURE_SIGHT,
ROCK_SMASH,
WHIRLPOOL,
BEAT_UP,
FAKE_OUT,
UPROAR,
STOCKPILE,
SPIT_UP,
SWALLOW,
HEAT_WAVE,
HAIL,
TORMENT,
FLATTER,
WILL_O_WISP,
MEMENTO,
FACADE,
FOCUS_PUNCH,
SMELLING_SALTS,
FOLLOW_ME,
NATURE_POWER,
CHARGE,
TAUNT,
HELPING_HAND,
TRICK,
ROLE_PLAY,
WISH,
ASSIST,
INGRAIN,
SUPERPOWER,
MAGIC_COAT,
RECYCLE,
REVENGE,
BRICK_BREAK,
YAWN,
KNOCK_OFF,
ENDEAVOR,
ERUPTION,
SKILL_SWAP,
IMPRISON,
REFRESH,
GRUDGE,
SNATCH,
SECRET_POWER,
DIVE,
ARM_THRUST,
CAMOUFLAGE,
TAIL_GLOW,
LUSTER_PURGE,
MIST_BALL,
FEATHER_DANCE,
TEETER_DANCE,
BLAZE_KICK,
MUD_SPORT,
ICE_BALL,
NEEDLE_ARM,
SLACK_OFF,
HYPER_VOICE,
POISON_FANG,
CRUSH_CLAW,
BLAST_BURN,
HYDRO_CANNON,
METEOR_MASH,
ASTONISH,
WEATHER_BALL,
AROMATHERAPY,
FAKE_TEARS,
AIR_CUTTER,
OVERHEAT,
ODOR_SLEUTH,
ROCK_TOMB,
SILVER_WIND,
METAL_SOUND,
GRASS_WHISTLE,
TICKLE,
COSMIC_POWER,
WATER_SPOUT,
SIGNAL_BEAM,
SHADOW_PUNCH,
EXTRASENSORY,
SKY_UPPERCUT,
SAND_TOMB,
SHEER_COLD,
MUDDY_WATER,
BULLET_SEED,
AERIAL_ACE,
ICICLE_SPEAR,
IRON_DEFENSE,
BLOCK,
HOWL,
DRAGON_CLAW,
FRENZY_PLANT,
BULK_UP,
BOUNCE,
MUD_SHOT,
POISON_TAIL,
COVET,
VOLT_TACKLE,
MAGICAL_LEAF,
WATER_SPORT,
CALM_MIND,
LEAF_BLADE,
DRAGON_DANCE,
ROCK_BLAST,
SHOCK_WAVE,
WATER_PULSE,
DOOM_DESIRE,
PSYCHO_BOOST,
ROOST,
GRAVITY,
MIRACLE_EYE,
WAKE_UP_SLAP,
HAMMER_ARM,
GYRO_BALL,
HEALING_WISH,
BRINE,
NATURAL_GIFT,
FEINT,
PLUCK,
TAILWIND,
ACUPRESSURE,
METAL_BURST,
U_TURN,
CLOSE_COMBAT,
PAYBACK,
ASSURANCE,
EMBARGO,
FLING,
PSYCHO_SHIFT,
TRUMP_CARD,
HEAL_BLOCK,
WRING_OUT,
POWER_TRICK,
GASTRO_ACID,
LUCKY_CHANT,
ME_FIRST,
COPYCAT,
POWER_SWAP,
GUARD_SWAP,
PUNISHMENT,
LAST_RESORT,
WORRY_SEED,
SUCKER_PUNCH,
TOXIC_SPIKES,
HEART_SWAP,
AQUA_RING,
MAGNET_RISE,
FLARE_BLITZ,
FORCE_PALM,
AURA_SPHERE,
ROCK_POLISH,
POISON_JAB,
DARK_PULSE,
NIGHT_SLASH,
AQUA_TAIL,
SEED_BOMB,
AIR_SLASH,
X_SCISSOR,
BUG_BUZZ,
DRAGON_PULSE,
DRAGON_RUSH,
POWER_GEM,
DRAIN_PUNCH,
VACUUM_WAVE,
FOCUS_BLAST,
ENERGY_BALL,
BRAVE_BIRD,
EARTH_POWER,
SWITCHEROO,
GIGA_IMPACT,
NASTY_PLOT,
BULLET_PUNCH,
AVALANCHE,
ICE_SHARD,
SHADOW_CLAW,
THUNDER_FANG,
ICE_FANG,
FIRE_FANG,
SHADOW_SNEAK,
MUD_BOMB,
PSYCHO_CUT,
ZEN_HEADBUTT,
MIRROR_SHOT,
FLASH_CANNON,
ROCK_CLIMB,
DEFOG,
TRICK_ROOM,
DRACO_METEOR,
DISCHARGE,
LAVA_PLUME,
LEAF_STORM,
POWER_WHIP,
ROCK_WRECKER,
CROSS_POISON,
GUNK_SHOT,
IRON_HEAD,
MAGNET_BOMB,
STONE_EDGE,
CAPTIVATE,
STEALTH_ROCK,
GRASS_KNOT,
CHATTER,
JUDGMENT,
BUG_BITE,
CHARGE_BEAM,
WOOD_HAMMER,
AQUA_JET,
ATTACK_ORDER,
DEFEND_ORDER,
HEAL_ORDER,
HEAD_SMASH,
DOUBLE_HIT,
ROAR_OF_TIME,
SPACIAL_REND,
LUNAR_DANCE,
CRUSH_GRIP,
MAGMA_STORM,
DARK_VOID,
SEED_FLARE,
OMINOUS_WIND,
SHADOW_FORCE,
HONE_CLAWS,
WIDE_GUARD,
GUARD_SPLIT,
POWER_SPLIT,
WONDER_ROOM,
PSYSHOCK,
VENOSHOCK,
AUTOTOMIZE,
RAGE_POWDER,
TELEKINESIS,
MAGIC_ROOM,
SMACK_DOWN,
STORM_THROW,
FLAME_BURST,
SLUDGE_WAVE,
QUIVER_DANCE,
HEAVY_SLAM,
SYNCHRONOISE,
ELECTRO_BALL,
SOAK,
FLAME_CHARGE,
COIL,
LOW_SWEEP,
ACID_SPRAY,
FOUL_PLAY,
SIMPLE_BEAM,
ENTRAINMENT,
AFTER_YOU,
ROUND,
ECHOED_VOICE,
CHIP_AWAY,
CLEAR_SMOG,
STORED_POWER,
QUICK_GUARD,
ALLY_SWITCH,
SCALD,
SHELL_SMASH,
HEAL_PULSE,
HEX,
SKY_DROP,
SHIFT_GEAR,
CIRCLE_THROW,
INCINERATE,
QUASH,
ACROBATICS,
REFLECT_TYPE,
RETALIATE,
FINAL_GAMBIT,
BESTOW,
INFERNO,
WATER_PLEDGE,
FIRE_PLEDGE,
GRASS_PLEDGE,
VOLT_SWITCH,
STRUGGLE_BUG,
BULLDOZE,
FROST_BREATH,
DRAGON_TAIL,
WORK_UP,
ELECTROWEB,
WILD_CHARGE,
DRILL_RUN,
DUAL_CHOP,
HEART_STAMP,
HORN_LEECH,
SACRED_SWORD,
RAZOR_SHELL,
HEAT_CRASH,
LEAF_TORNADO,
STEAMROLLER,
COTTON_GUARD,
NIGHT_DAZE,
PSYSTRIKE,
TAIL_SLAP,
HURRICANE,
HEAD_CHARGE,
GEAR_GRIND,
SEARING_SHOT,
TECHNO_BLAST,
RELIC_SONG,
SECRET_SWORD,
GLACIATE,
BOLT_STRIKE,
BLUE_FLARE,
FIERY_DANCE,
FREEZE_SHOCK,
ICE_BURN,
SNARL,
ICICLE_CRASH,
V_CREATE,
FUSION_FLARE,
FUSION_BOLT
}
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type MoveAttrFunc = (user: Pokemon, target: Pokemon, move: Move) => boolean;
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export abstract class MoveAttr {
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean | Promise<boolean> {
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return true;
}
}
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export class MoveEffectAttr extends MoveAttr {
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public selfTarget: boolean;
constructor(selfTarget?: boolean) {
super();
this.selfTarget = !!selfTarget;
}
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canApply(user: Pokemon, target: Pokemon, move: Move, args: any[]) {
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return !!(this.selfTarget ? user.hp && !user.getTag(BattleTagType.FRENZY) : target.hp)
&& (this.selfTarget || !target.getTag(BattleTagType.PROTECTED) || move.hasFlag(MoveFlags.IGNORE_PROTECT));
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}
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]) {
return this.canApply(user, target, move, args);
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}
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}
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export class MoveHitEffectAttr extends MoveAttr {
}
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export class HighCritAttr extends MoveAttr {
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
(args[0] as Utils.IntegerHolder).value++;
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return true;
}
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}
export class FixedDamageAttr extends MoveAttr {
private damage: integer;
constructor(damage: integer) {
super();
this.damage = damage;
}
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
(args[0] as Utils.IntegerHolder).value = this.damage;
return true;
}
getDamage(): integer {
return this.damage;
}
}
export class UserHpDamageAttr extends FixedDamageAttr {
constructor() {
super(0);
}
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
(args[0] as Utils.IntegerHolder).value = user.hp;
return true;
}
}
export class RecoilAttr extends MoveEffectAttr {
constructor() {
super(true);
}
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
if (!super.apply(user, target, move, args))
return false;
const recoilDamage = Math.max(Math.floor(user.turnData.damageDealt / 4), 1);
user.damage(recoilDamage);
user.scene.unshiftPhase(new DamagePhase(user.scene, user.isPlayer(), MoveResult.OTHER));
user.scene.unshiftPhase(new MessagePhase(user.scene, getPokemonMessage(user, ' is hit\nwith recoil!')));
return true;
}
}
export class SacrificialAttr extends MoveEffectAttr {
constructor() {
super(true);
}
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
if (!super.apply(user, target, move, args))
return false;
user.damage(user.getMaxHp());
user.scene.unshiftPhase(new DamagePhase(user.scene, user.isPlayer(), MoveResult.OTHER));
return true;
}
}
export enum MultiHitType {
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_2,
_2_TO_5,
_3_INCR
}
export class HealAttr extends MoveEffectAttr {
private healRatio: number;
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private showAnim: boolean;
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constructor(healRatio?: number, showAnim?: boolean, selfTarget?: boolean) {
super(selfTarget === undefined || selfTarget);
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this.healRatio = healRatio || 1;
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this.showAnim = !!showAnim;
}
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
this.addHealPhase(user, this.healRatio);
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return true;
}
addHealPhase(user: Pokemon, healRatio: number) {
user.scene.unshiftPhase(new PokemonHealPhase(user.scene, user.isPlayer(), Math.max(Math.floor(user.getMaxHp() * healRatio), 1), getPokemonMessage(user, ' regained\nhealth!'), true, !this.showAnim));
}
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}
export class WeatherHealAttr extends HealAttr {
constructor() {
super(0.5);
}
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
let healRatio = 0.5;
const weatherType = user.scene.arena.weather?.weatherType || WeatherType.NONE;
switch (weatherType) {
case WeatherType.SUNNY:
case WeatherType.HARSH_SUN:
healRatio = 2 / 3;
break;
case WeatherType.RAIN:
case WeatherType.SANDSTORM:
case WeatherType.HAIL:
case WeatherType.HEAVY_RAIN:
healRatio = 0.25;
break;
}
this.addHealPhase(user, healRatio);
return true;
}
}
export class HitHealAttr extends MoveHitEffectAttr {
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
user.scene.unshiftPhase(new PokemonHealPhase(user.scene, user.isPlayer(), Math.max(Math.floor(user.turnData.damageDealt / 2), 1), getPokemonMessage(target, ` had its\nenergy drained!`), false, true));
return true;
}
}
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export class MultiHitAttr extends MoveAttr {
private multiHitType: MultiHitType;
constructor(multiHitType?: MultiHitType) {
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super();
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this.multiHitType = multiHitType !== undefined ? multiHitType : MultiHitType._2_TO_5;
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}
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
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let hitTimes: integer;
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switch (this.multiHitType) {
case MultiHitType._2_TO_5:
const rand = Utils.randInt(16);
if (rand >= 10)
hitTimes = 2;
else if (rand >= 4)
hitTimes = 3;
else if (rand >= 2)
hitTimes = 4;
else
hitTimes = 5;
break;
case MultiHitType._2:
hitTimes = 2;
break;
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case MultiHitType._3_INCR:
hitTimes = 3;
// TODO: Add power increase for every hit
break;
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}
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(args[0] as Utils.IntegerHolder).value = hitTimes;
return true;
}
}
export class StatusEffectAttr extends MoveHitEffectAttr {
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public effect: StatusEffect;
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public selfTarget: boolean;
public cureTurn: integer;
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constructor(effect: StatusEffect, selfTarget?: boolean, cureTurn?: integer) {
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super();
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this.effect = effect;
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this.selfTarget = !!selfTarget;
this.cureTurn = cureTurn;
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}
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
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const statusCheck = move.chance < 0 || move.chance === 100 || Utils.randInt(100) < move.chance;
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if (statusCheck) {
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const pokemon = this.selfTarget ? user : target;
if (!pokemon.status || (pokemon.status.effect === this.effect && move.chance < 0)) {
user.scene.unshiftPhase(new ObtainStatusEffectPhase(user.scene, pokemon.isPlayer(), this.effect, this.cureTurn));
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return true;
}
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}
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return false;
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}
}
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export class HealStatusEffectAttr extends MoveEffectAttr {
private effects: StatusEffect[];
constructor(selfTarget: boolean, ...effects: StatusEffect[]) {
super(selfTarget);
this.effects = effects;
}
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
if (!super.apply(user, target, move, args))
return false;
const pokemon = this.selfTarget ? user : target;
if (pokemon.status && this.effects.indexOf(pokemon.status.effect) > -1) {
pokemon.scene.unshiftPhase(new MessagePhase(pokemon.scene, getPokemonMessage(pokemon, ` was cured of its\n${getStatusEffectDescriptor(pokemon.status.effect)}!`)));
pokemon.resetStatus();
pokemon.updateInfo();
}
return false;
}
}
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export class BypassSleepAttr extends MoveAttr {
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
if (user.status?.effect === StatusEffect.SLEEP) {
user.addTag(BattleTagType.BYPASS_SLEEP, 1);
return true;
}
return false;
}
}
export class WeatherChangeAttr extends MoveEffectAttr {
private weatherType: WeatherType;
constructor(weatherType: WeatherType) {
super();
this.weatherType = weatherType;
}
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
return user.scene.arena.trySetWeather(this.weatherType, true);
}
}
export class ClearWeatherAttr extends MoveEffectAttr {
private weatherType: WeatherType;
constructor(weatherType: WeatherType) {
super();
this.weatherType = weatherType;
}
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
if (user.scene.arena.weather?.weatherType === this.weatherType)
return user.scene.arena.trySetWeather(WeatherType.NONE, true);
return false;
}
}
export class OneHitKOAttr extends MoveHitEffectAttr {
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
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target.hp = 0;
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user.scene.unshiftPhase(new MessagePhase(user.scene, 'It\'s a one-hit KO!'));
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return true;
}
}
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export class OverrideMoveEffectAttr extends MoveAttr { }
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export class ChargeAttr extends OverrideMoveEffectAttr {
public chargeAnim: ChargeAnim;
private chargeText: string;
private tagType: BattleTagType;
public chargeEffect: boolean;
constructor(chargeAnim: ChargeAnim, chargeText: string, tagType?: BattleTagType, chargeEffect?: boolean) {
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super();
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this.chargeAnim = chargeAnim;
this.chargeText = chargeText;
this.tagType = tagType;
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this.chargeEffect = !!chargeEffect;
}
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): Promise<boolean> {
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return new Promise(resolve => {
const lastMove = user.getLastXMoves(1) as TurnMove[];
if (!lastMove.length || lastMove[0].move !== move.id || lastMove[0].result !== MoveResult.OTHER) {
(args[0] as Utils.BooleanHolder).value = true;
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new MoveChargeAnim(this.chargeAnim, move.id, user, target).play(user.scene, () => {
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user.scene.unshiftPhase(new MessagePhase(user.scene, getPokemonMessage(user, ` ${this.chargeText.replace('{TARGET}', target.name)}`)));
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if (this.tagType)
user.addTag(this.tagType, 1);
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if (this.chargeEffect)
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applyMoveAttrs(MoveEffectAttr, user, target, move);
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user.summonData.moveHistory.push({ move: move.id, result: MoveResult.OTHER });
user.summonData.moveQueue.push({ move: move.id, ignorePP: true });
resolve(true);
});
} else
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resolve(false);
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});
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}
}
export class SolarBeamChargeAttr extends ChargeAttr {
constructor() {
super(ChargeAnim.SOLAR_BEAM_CHARGING, 'took\nin sunlight!');
}
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): Promise<boolean> {
return new Promise(resolve => {
const weatherType = user.scene.arena.weather?.weatherType;
if (weatherType === WeatherType.SUNNY || weatherType === WeatherType.HARSH_SUN)
resolve(false);
else
super.apply(user, target, move, args).then(result => resolve(result));
});
}
}
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export class StatChangeAttr extends MoveEffectAttr {
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public stats: BattleStat[];
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public levels: integer;
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constructor(stats: BattleStat | BattleStat[], levels: integer, selfTarget?: boolean) {
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super(selfTarget);
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this.stats = typeof(stats) === 'number'
? [ stats as BattleStat ]
: stats as BattleStat[];
this.levels = levels;
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}
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
if (!super.apply(user, target, move, args))
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return false;
if (move.chance < 0 || move.chance === 100 || Utils.randInt(100) < move.chance) {
const levels = this.getLevels(user);
user.scene.unshiftPhase(new StatChangePhase(user.scene, user.isPlayer() === this.selfTarget, this.stats, levels));
return true;
}
return false;
}
getLevels(_user: Pokemon): integer {
return this.levels;
}
}
export class GrowthStatChangeAttr extends StatChangeAttr {
constructor() {
super([ BattleStat.ATK, BattleStat.SPATK ], 1, true);
}
getLevels(user: Pokemon): number {
const weatherType = user.scene.arena.weather?.weatherType;
if (weatherType === WeatherType.SUNNY || weatherType === WeatherType.HARSH_SUN)
return this.levels + 1;
return this.levels;
}
}
export class VariablePowerAttr extends MoveAttr {
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
//const power = args[0] as Utils.NumberHolder;
return false;
}
}
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export class MovePowerMultiplierAttr extends VariablePowerAttr {
private powerMultiplierFunc: (user: Pokemon, target: Pokemon, move: Move) => number;
constructor(powerMultiplier: (user: Pokemon, target: Pokemon, move: Move) => number) {
super();
this.powerMultiplierFunc = powerMultiplier;
}
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
const power = args[0] as Utils.NumberHolder;
power.value *= this.powerMultiplierFunc(user, target, move);
return true;
}
}
export class SolarBeamPowerAttr extends VariablePowerAttr {
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
const power = args[0] as Utils.NumberHolder;
const weatherType = user.scene.arena.weather?.weatherType || WeatherType.NONE;
switch (weatherType) {
case WeatherType.RAIN:
case WeatherType.SANDSTORM:
case WeatherType.HAIL:
case WeatherType.HEAVY_RAIN:
power.value *= 0.5;
return true;
}
return false;
}
}
export class VariableAccuracyAttr extends MoveAttr {
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
//const accuracy = args[0] as Utils.NumberHolder;
return false;
}
}
export class ThunderAccuracyAttr extends VariableAccuracyAttr {
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
const accuracy = args[0] as Utils.NumberHolder;
const weatherType = user.scene.arena.weather?.weatherType || WeatherType.NONE;
switch (weatherType) {
case WeatherType.SUNNY:
case WeatherType.SANDSTORM:
case WeatherType.HARSH_SUN:
accuracy.value = 50;
return true;
case WeatherType.RAIN:
case WeatherType.HEAVY_RAIN:
accuracy.value = -1;
return true;
}
return false;
}
}
export class BlizzardAccuracyAttr extends VariableAccuracyAttr {
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
const accuracy = args[0] as Utils.NumberHolder;
const weatherType = user.scene.arena.weather?.weatherType || WeatherType.NONE;
if (weatherType === WeatherType.HAIL) {
accuracy.value = -1;
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return true;
}
return false;
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}
}
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export class ConditionalMoveAttr extends MoveAttr {
private successFunc: MoveAttrFunc;
constructor(successFunc: MoveAttrFunc) {
super();
this.successFunc = successFunc;
}
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
if (!(args[0] as Utils.BooleanHolder).value && !this.successFunc(user, target, move)) {
(args[0] as Utils.BooleanHolder).value = true;
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return true;
}
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return false;
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}
}
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export class WaningConsecutiveUseConditionalMoveAttr extends ConditionalMoveAttr {
constructor() {
super(((user: Pokemon, target: Pokemon, move: Move): boolean => {
let timesUsed = 0;
const moveHistory = user.getLastXMoves(-1);
let turnMove: TurnMove;
while (moveHistory.length && (turnMove = moveHistory.shift()).move === move.id && turnMove.result === MoveResult.STATUS)
timesUsed++;
if (timesUsed)
return !Utils.randInt(Math.pow(2, timesUsed));
return true;
}));
}
}
export class WeatherConditionalMoveAttr extends ConditionalMoveAttr {
constructor(weatherType: WeatherType) {
super((user: Pokemon, target: Pokemon, move: Move) => !user.scene.arena.weather || (user.scene.arena.weather.weatherType !== weatherType && !user.scene.arena.weather.isImmutable()));
}
}
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export class MissEffectAttr extends MoveAttr {
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private missEffectFunc: MoveAttrFunc;
constructor(missEffectFunc: MoveAttrFunc) {
super();
this.missEffectFunc = missEffectFunc;
}
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
this.missEffectFunc(user, target, move);
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return true;
}
}
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export class DisableMoveAttr extends MoveEffectAttr {
constructor() {
super(false);
}
apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
if (!super.apply(user, target, move, args))
return false;
const moveQueue = target.getLastXMoves();
let turnMove: TurnMove;
while (moveQueue.length) {
turnMove = moveQueue.shift();
if (turnMove.virtual)
continue;
const moveIndex = target.moveset.findIndex(m => m.moveId === turnMove.move);
if (moveIndex === -1)
return false;
const disabledMove = target.moveset[moveIndex];
disabledMove.disableTurns = 4;
user.scene.unshiftPhase(new MessagePhase(user.scene, getPokemonMessage(target, `'s ${disabledMove.getName()}\nwas disabled!`)))
return true;
}
return false;
}
}
export class DisableMoveConditionalMoveAttr extends ConditionalMoveAttr {
constructor() {
super((user: Pokemon, target: Pokemon, move: Move) => {
const moveQueue = target.getLastXMoves();
let turnMove: TurnMove;
while (moveQueue.length) {
turnMove = moveQueue.shift();
if (turnMove.virtual)
continue;
const move = target.moveset.find(m => m.moveId === turnMove.move);
if (!move)
continue;
return !move.isDisabled();
}
});
}
}
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export class FrenzyAttr extends MoveEffectAttr {
constructor() {
super(true);
}
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canApply(user: Pokemon, target: Pokemon, move: Move, args: any[]) {
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return !!(this.selfTarget ? user.hp : target.hp);
}
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
if (!super.apply(user, target, move, args))
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return false;
if (!user.summonData.moveQueue.length) {
if (!user.getTag(BattleTagType.FRENZY)) {
const turnCount = Utils.randInt(2) + 1;
new Array(turnCount).fill(null).map(() => user.summonData.moveQueue.push({ move: move.id, ignorePP: true }));
user.addTag(BattleTagType.FRENZY, 1);
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} else {
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applyMoveAttrs(AddTagAttr, user, target, move, args);
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user.lapseTag(BattleTagType.FRENZY);
}
return true;
}
return false;
}
}
export const frenzyMissFunc = (user: Pokemon, target: Pokemon, move: Move) => {
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while (user.summonData.moveQueue.length && user.summonData.moveQueue[0].move === move.id)
user.summonData.moveQueue.shift();
user.lapseTag(BattleTagType.FRENZY)
};
export class AddTagAttr extends MoveEffectAttr {
public tagType: BattleTagType;
public turnCount: integer;
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constructor(tagType: BattleTagType, selfTarget?: boolean, turnCount?: integer) {
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super(selfTarget);
this.tagType = tagType;
this.turnCount = turnCount;
}
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
if (!super.apply(user, target, move, args))
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return false;
if (move.chance < 0 || move.chance === 100 || Utils.randInt(100) < move.chance) {
(this.selfTarget ? user : target).addTag(this.tagType, this.turnCount);
return true;
}
return false;
}
}
export class FlinchAttr extends AddTagAttr {
constructor() {
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super(BattleTagType.FLINCHED, false);
}
}
export class ConfuseAttr extends AddTagAttr {
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constructor(selfTarget?: boolean) {
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super(BattleTagType.CONFUSED, selfTarget, Utils.randInt(4, 1));
}
}
export class NoTagOverlapConditionalAttr extends ConditionalMoveAttr {
constructor(tagType: BattleTagType, selfTarget?: boolean) {
super((user: Pokemon, target: Pokemon, move: Move) => !(selfTarget ? user : target).getTag(tagType));
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}
}
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export class HitsTagAttr extends MoveAttr {
public tagType: BattleTagType;
public doubleDamage: boolean;
constructor(tagType: BattleTagType, doubleDamage?: boolean) {
super();
this.tagType = tagType;
this.doubleDamage = !!doubleDamage;
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}
}
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export function applyMoveAttrs(attrType: { new(...args: any[]): MoveAttr }, user: Pokemon, target: Pokemon, move: Move, ...args: any[]): Promise<void> {
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return new Promise(resolve => {
const attrPromises: Promise<boolean>[] = [];
const moveAttrs = move.attrs.filter(a => a instanceof attrType);
for (let attr of moveAttrs) {
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const result = attr.apply(user, target, move, args);
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if (result instanceof Promise<boolean>)
attrPromises.push(result);
}
Promise.allSettled(attrPromises).then(() => resolve());
});
}
export class RandomMovesetMoveAttr extends OverrideMoveEffectAttr {
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
const moves = user.moveset.filter(m => m.moveId !== move.id);
if (moves.length) {
const move = moves[Utils.randInt(moves.length)];
const moveIndex = user.moveset.findIndex(m => m.moveId === move.moveId);
user.summonData.moveQueue.push({ move: move.moveId });
user.scene.unshiftPhase(user.isPlayer() ? new PlayerMovePhase(user.scene, user as PlayerPokemon, user.moveset[moveIndex], true) : new EnemyMovePhase(user.scene, user as EnemyPokemon, user.moveset[moveIndex], true));
return true;
}
return false;
}
}
export class RandomMoveAttr extends OverrideMoveEffectAttr {
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): Promise<boolean> {
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return new Promise(resolve => {
const moveIds = Utils.getEnumValues(Moves).filter(m => m !== move.id);
const moveId = moveIds[Utils.randInt(moveIds.length)];
user.summonData.moveQueue.push({ move: moveId, ignorePP: true });
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user.scene.unshiftPhase(user.isPlayer() ? new PlayerMovePhase(user.scene, user as PlayerPokemon, new PokemonMove(moveId, 0, 0, true), true) : new EnemyMovePhase(user.scene, user as EnemyPokemon, new PokemonMove(moveId, 0, 0, true), true));
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initMoveAnim(moveId).then(() => {
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loadMoveAnimAssets(user.scene, [ moveId ], true)
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.then(() => resolve(true));
});
});
}
}
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export const allMoves = [
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new AttackMove(Moves.POUND, "Pound", Type.NORMAL, MoveCategory.PHYSICAL, 40, 100, 35, -1, "", -1, 0, 1),
new AttackMove(Moves.KARATE_CHOP, "Karate Chop", Type.FIGHTING, MoveCategory.PHYSICAL, 50, 100, 25, -1, "High critical hit ratio.", -1, 0, 1, new HighCritAttr()),
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()),
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()),
new AttackMove(Moves.MEGA_PUNCH, "Mega Punch", Type.NORMAL, MoveCategory.PHYSICAL, 80, 85, 20, -1, "", -1, 0, 1),
new AttackMove(Moves.PAY_DAY, "Pay Day", Type.NORMAL, MoveCategory.PHYSICAL, 40, 100, 20, -1, "Money is earned after the battle.", -1, 0, 1),
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)),
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)),
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)),
new AttackMove(Moves.SCRATCH, "Scratch", Type.NORMAL, MoveCategory.PHYSICAL, 40, 100, 35, -1, "", -1, 0, 1),
new AttackMove(Moves.VISE_GRIP, "Vise Grip", Type.NORMAL, MoveCategory.PHYSICAL, 55, 100, 30, -1, "", -1, 0, 1),
new AttackMove(Moves.GUILLOTINE, "Guillotine", Type.NORMAL, MoveCategory.PHYSICAL, -1, 30, 5, -1, "One-Hit-KO, if it hits.", -1, 0, 1, new OneHitKOAttr()),
new AttackMove(Moves.RAZOR_WIND, "Razor Wind", Type.NORMAL, MoveCategory.SPECIAL, 80, 100, 10, -1, "Charges on first turn, attacks on second. High critical hit ratio.", -1, 0, 1,
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new ChargeAttr(ChargeAnim.RAZOR_WIND_CHARGING, 'whipped\nup a whirlwind!'), new HighCritAttr()),
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new SelfStatusMove(Moves.SWORDS_DANCE, "Swords Dance", Type.NORMAL, -1, 20, 88, "Sharply raises user's Attack.", -1, 0, 1, new StatChangeAttr(BattleStat.ATK, 2, true)),
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new AttackMove(Moves.CUT, "Cut", Type.NORMAL, MoveCategory.PHYSICAL, 50, 95, 30, -1, "", -1, 0, 1),
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(BattleTagType.FLYING, true)),
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new AttackMove(Moves.WING_ATTACK, "Wing Attack", Type.FLYING, MoveCategory.PHYSICAL, 60, 100, 35, -1, "", -1, 0, 1),
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
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!', BattleTagType.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
new AttackMove(Moves.SLAM, "Slam", Type.NORMAL, MoveCategory.PHYSICAL, 80, 75, 20, -1, "", -1, 0, 1),
new AttackMove(Moves.VINE_WHIP, "Vine Whip", Type.GRASS, MoveCategory.PHYSICAL, 45, 100, 25, -1, "", -1, 0, 1),
new AttackMove(Moves.STOMP, "Stomp", Type.NORMAL, MoveCategory.PHYSICAL, 65, 100, 20, -1, "May cause flinching.", 30, 0, 1, new FlinchAttr()),
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)),
new AttackMove(Moves.MEGA_KICK, "Mega Kick", Type.NORMAL, MoveCategory.PHYSICAL, 120, 75, 5, -1, "", -1, 0, 1),
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),
new AttackMove(Moves.ROLLING_KICK, "Rolling Kick", Type.FIGHTING, MoveCategory.PHYSICAL, 60, 85, 15, -1, "May cause flinching.", 30, 0, 1, new FlinchAttr()),
new StatusMove(Moves.SAND_ATTACK, "Sand Attack", Type.GROUND, 100, 15, -1, "Lowers opponent's Accuracy.", -1, 0, 1, new StatChangeAttr(BattleStat.ACC, -1)),
new AttackMove(Moves.HEADBUTT, "Headbutt", Type.NORMAL, MoveCategory.PHYSICAL, 70, 100, 15, -1, "May cause flinching.", 30, 0, 1, new FlinchAttr()),
new AttackMove(Moves.HORN_ATTACK, "Horn Attack", Type.NORMAL, MoveCategory.PHYSICAL, 65, 100, 25, -1, "", -1, 0, 1),
new AttackMove(Moves.FURY_ATTACK, "Fury Attack", Type.NORMAL, MoveCategory.PHYSICAL, 15, 85, 20, -1, "Hits 2-5 times in one turn.", -1, 0, 1, new MultiHitAttr()),
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()),
new AttackMove(Moves.TACKLE, "Tackle", Type.NORMAL, MoveCategory.PHYSICAL, 40, 100, 35, -1, "", -1, 0, 1),
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)),
new AttackMove(Moves.WRAP, "Wrap", Type.NORMAL, MoveCategory.PHYSICAL, 15, 90, 20, -1, "Traps opponent, damaging them for 4-5 turns.", 100, 0, 1),
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 FrenzyAttr(), frenzyMissFunc, new ConfuseAttr(true)), // TODO: Update to still confuse if last hit misses
new AttackMove(Moves.DOUBLE_EDGE, "Double-Edge", Type.NORMAL, MoveCategory.PHYSICAL, 120, 100, 15, -1, "User receives recoil damage.", -1, 0, 1, new RecoilAttr()),
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new StatusMove(Moves.TAIL_WHIP, "Tail Whip", Type.NORMAL, 100, 30, -1, "Lowers opponent's Defense.", -1, 0, 1, new StatChangeAttr(BattleStat.DEF, -1)),
new AttackMove(Moves.POISON_STING, "Poison Sting", Type.POISON, MoveCategory.PHYSICAL, 15, 100, 35, -1, "May poison the opponent.", 30, 0, 1, new StatusEffectAttr(StatusEffect.POISON)),
new AttackMove(Moves.TWINEEDLE, "Twineedle", Type.BUG, MoveCategory.PHYSICAL, 25, 100, 20, -1, "Hits twice in one turn. May poison opponent.", 20, 0, 1, new MultiHitAttr(MultiHitType._2), new StatusEffectAttr(StatusEffect.POISON)),
new AttackMove(Moves.PIN_MISSILE, "Pin Missile", Type.BUG, MoveCategory.PHYSICAL, 25, 95, 20, -1, "Hits 2-5 times in one turn.", -1, 1, 0,new MultiHitAttr()),
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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)),
new AttackMove(Moves.BITE, "Bite", Type.DARK, MoveCategory.PHYSICAL, 60, 100, 25, -1, "May cause flinching.", 30, 0, 1, new FlinchAttr()),
new StatusMove(Moves.GROWL, "Growl", Type.NORMAL, 100, 40, -1, "Lowers opponent's Attack.", -1, 0, 1, new StatChangeAttr(BattleStat.ATK, -1)),
new StatusMove(Moves.ROAR, "Roar", Type.NORMAL, -1, 20, -1, "In battles, the opponent switches. In the wild, the Pokémon runs.", -1, -6, 1),
new StatusMove(Moves.SING, "Sing", Type.NORMAL, 55, 15, -1, "Puts opponent to sleep.", -1, 0, 1, new StatusEffectAttr(StatusEffect.SLEEP)),
new StatusMove(Moves.SUPERSONIC, "Supersonic", Type.NORMAL, 55, 20, -1, "Confuses opponent.", -1, 0, 1, new ConfuseAttr()),
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 StatusMove(Moves.DISABLE, "Disable", Type.NORMAL, 100, 20, -1, "Opponent can't use its last attack for a few turns.", -1, 0, 1, new DisableMoveConditionalMoveAttr(), new DisableMoveAttr()),
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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)),
new AttackMove(Moves.EMBER, "Ember", Type.FIRE, MoveCategory.SPECIAL, 40, 100, 25, -1, "May burn opponent.", 10, 0, 1, new StatusEffectAttr(StatusEffect.BURN)),
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 AttackMove(Moves.WATER_GUN, "Water Gun", Type.WATER, MoveCategory.SPECIAL, 40, 100, 25, -1, "", -1, 0, 1),
new AttackMove(Moves.HYDRO_PUMP, "Hydro Pump", Type.WATER, MoveCategory.SPECIAL, 110, 80, 5, 142, "", -1, 0, 1),
new AttackMove(Moves.SURF, "Surf", Type.WATER, MoveCategory.SPECIAL, 90, 100, 15, 123, "Hits all adjacent Pokémon.", -1, 0, 1),
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)),
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()),
new AttackMove(Moves.BUBBLE_BEAM, "Bubble Beam", Type.WATER, MoveCategory.SPECIAL, 65, 100, 20, -1, "May lower opponent's Speed.", 10, 0, 1, new StatChangeAttr(BattleStat.SPD, -1)),
new AttackMove(Moves.AURORA_BEAM, "Aurora Beam", Type.ICE, MoveCategory.SPECIAL, 65, 100, 20, -1, "May lower opponent's Attack.", 10, 0, 1, new StatChangeAttr(BattleStat.ATK, -1)),
new AttackMove(Moves.HYPER_BEAM, "Hyper Beam", Type.NORMAL, MoveCategory.SPECIAL, 150, 90, 5, 163, "User must recharge next turn.", -1, 0, 1),
new AttackMove(Moves.PECK, "Peck", Type.FLYING, MoveCategory.PHYSICAL, 35, 100, 35, -1, "", -1, 0, 1),
new AttackMove(Moves.DRILL_PECK, "Drill Peck", Type.FLYING, MoveCategory.PHYSICAL, 80, 100, 20, -1, "", -1, 0, 1),
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 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),
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),
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()),
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 StatusMove(Moves.LEECH_SEED, "Leech Seed", Type.GRASS, 90, 10, -1, "Drains HP from opponent each turn.", -1, 0, 1,
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new ConditionalMoveAttr((user: Pokemon, target: Pokemon, move: Move) => !target.getTag(BattleTagType.SEEDED) && !target.species.isOfType(Type.GRASS)), new AddTagAttr(BattleTagType.SEEDED)),
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new SelfStatusMove(Moves.GROWTH, "Growth", Type.NORMAL, -1, 20, -1, "Raises user's Attack and Special Attack.", -1, 0, 1, new GrowthStatChangeAttr()),
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new AttackMove(Moves.RAZOR_LEAF, "Razor Leaf", Type.GRASS, MoveCategory.PHYSICAL, 55, 95, 25, -1, "High critical hit ratio.", -1, 0, 1, new HighCritAttr()),
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new AttackMove(Moves.SOLAR_BEAM, "Solar Beam", Type.GRASS, MoveCategory.SPECIAL, 120, 100, 10, 168, "Charges on first turn, attacks on second.", -1, 0, 1,
new SolarBeamChargeAttr(), new SolarBeamPowerAttr()),
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new StatusMove(Moves.POISON_POWDER, "Poison Powder", Type.POISON, 75, 35, -1, "Poisons opponent.", -1, 0, 1, new StatusEffectAttr(StatusEffect.POISON)),
new StatusMove(Moves.STUN_SPORE, "Stun Spore", Type.GRASS, 75, 30, -1, "Paralyzes opponent.", -1, 0, 1, new StatusEffectAttr(StatusEffect.PARALYSIS)),
new StatusMove(Moves.SLEEP_POWDER, "Sleep Powder", Type.GRASS, 75, 15, -1, "Puts opponent to sleep.", -1, 0, 1, new StatusEffectAttr(StatusEffect.SLEEP)),
new AttackMove(Moves.PETAL_DANCE, "Petal Dance", Type.GRASS, MoveCategory.SPECIAL, 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 StatusMove(Moves.STRING_SHOT, "String Shot", Type.BUG, 95, 40, -1, "Sharply lowers opponent's Speed.", -1, 0, 1, new StatChangeAttr(BattleStat.SPD, -2)),
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.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 StatusMove(Moves.THUNDER_WAVE, "Thunder Wave", Type.ELECTRIC, 90, 20, 82, "Paralyzes opponent.", -1, 0, 1, new StatusEffectAttr(StatusEffect.PARALYSIS), new ThunderAccuracyAttr()),
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new AttackMove(Moves.THUNDER, "Thunder", Type.ELECTRIC, MoveCategory.SPECIAL, 110, 70, 10, 166, "May paralyze opponent.", 30, 0, 1, new StatusEffectAttr(StatusEffect.PARALYSIS)),
new AttackMove(Moves.ROCK_THROW, "Rock Throw", Type.ROCK, MoveCategory.PHYSICAL, 50, 90, 15, -1, "", -1, 0, 1),
new AttackMove(Moves.EARTHQUAKE, "Earthquake", Type.GROUND, MoveCategory.PHYSICAL, 100, 100, 10, 149, "Power is doubled if opponent is underground from using Dig.", -1, 0, 1,
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new HitsTagAttr(BattleTagType.UNDERGROUND, true)),
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new AttackMove(Moves.FISSURE, "Fissure", Type.GROUND, MoveCategory.PHYSICAL, -1, 30, 5, -1, "One-Hit-KO, if it hits.", -1, 0, 1, new OneHitKOAttr()),
new AttackMove(Moves.DIG, "Dig", Type.GROUND, MoveCategory.PHYSICAL, 80, 100, 10, 55, "Digs underground on first turn, attacks on second. Can also escape from caves.", -1, 0, 1,
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new ChargeAttr(ChargeAnim.DIG_CHARGING, 'dug a hole!', BattleTagType.UNDERGROUND)),
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new StatusMove(Moves.TOXIC, "Toxic", Type.POISON, 90, 10, -1, "Badly poisons opponent.", -1, 0, 1, new StatusEffectAttr(StatusEffect.TOXIC)),
new AttackMove(Moves.CONFUSION, "Confusion", Type.PSYCHIC, MoveCategory.SPECIAL, 50, 100, 25, -1, "May confuse opponent.", 10, 0, 1, new ConfuseAttr()),
new AttackMove(Moves.PSYCHIC, "Psychic", Type.PSYCHIC, MoveCategory.SPECIAL, 90, 100, 10, 120, "May lower opponent's Special Defense.", 10, 0, 1, new StatChangeAttr(BattleStat.SPDEF, -1)),
new StatusMove(Moves.HYPNOSIS, "Hypnosis", Type.PSYCHIC, 60, 20, -1, "Puts opponent to sleep.", -1, 0, 1, new StatusEffectAttr(StatusEffect.SLEEP)),
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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 AttackMove(Moves.QUICK_ATTACK, "Quick Attack", Type.NORMAL, MoveCategory.PHYSICAL, 40, 100, 30, -1, "User attacks first.", -1, 1, 1),
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new AttackMove(Moves.RAGE, "Rage", Type.NORMAL, MoveCategory.PHYSICAL, 20, 100, 20, -1, "Raises user's Attack when hit.", -1, 0, 1), // TODO
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new SelfStatusMove(Moves.TELEPORT, "Teleport", Type.PSYCHIC, -1, 20, -1, "Allows user to flee wild battles; also warps player to last PokéCenter.", -1, 0, 1),
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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 StatusMove(Moves.MIMIC, "Mimic", Type.NORMAL, -1, 10, -1, "Copies the opponent's last move.", -1, 0, 1),
new StatusMove(Moves.SCREECH, "Screech", Type.NORMAL, 85, 40, -1, "Sharply lowers opponent's Defense.", -1, 0, 1, new StatChangeAttr(BattleStat.DEF, -2)),
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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.RECOVER, "Recover", Type.NORMAL, -1, 5, -1, "User recovers half its max HP.", -1, 0, 1, new HealAttr(0.5)),
new SelfStatusMove(Moves.HARDEN, "Harden", Type.NORMAL, -1, 30, -1, "Raises user's Defense.", -1, 0, 1, new StatChangeAttr(BattleStat.DEF, 1, true)),
new SelfStatusMove(Moves.MINIMIZE, "Minimize", Type.NORMAL, -1, 10, -1, "Sharply raises user's Evasiveness.", -1, 0, 1, new StatChangeAttr(BattleStat.EVA, 1, true)),
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new StatusMove(Moves.SMOKESCREEN, "Smokescreen", Type.NORMAL, 100, 20, -1, "Lowers opponent's Accuracy.", -1, 0, 1, new StatChangeAttr(BattleStat.ACC, -1)),
new StatusMove(Moves.CONFUSE_RAY, "Confuse Ray", Type.GHOST, 100, 10, 17, "Confuses opponent.", -1, 0, 1, new ConfuseAttr()),
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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.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.HAZE, "Haze", 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.FOCUS_ENERGY, "Focus Energy", Type.NORMAL, -1, 30, -1, "Increases critical hit ratio.", -1, 0, 1),
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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),
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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 AttackMove(Moves.SELF_DESTRUCT, "Self-Destruct", Type.NORMAL, MoveCategory.PHYSICAL, 200, 100, 5, -1, "User faints.", -1, 0, 1, new SacrificialAttr()),
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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.SMOG, "Smog", Type.POISON, MoveCategory.SPECIAL, 30, 70, 20, -1, "May poison opponent.", 40, 0, 1, new StatusEffectAttr(StatusEffect.POISON)),
new AttackMove(Moves.SLUDGE, "Sludge", Type.POISON, MoveCategory.SPECIAL, 65, 100, 20, -1, "May poison opponent.", 30, 0, 1, new StatusEffectAttr(StatusEffect.POISON)),
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.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),
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new AttackMove(Moves.SWIFT, "Swift", Type.NORMAL, MoveCategory.SPECIAL, 60, -1, 20, 32, "Ignores Accuracy and Evasiveness.", -1, 0, 1),
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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,
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new ChargeAttr(ChargeAnim.SKULL_BASH_CHARGING, 'lowered\nits head!', null, true), new StatChangeAttr(BattleStat.DEF, 1, true)),
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new AttackMove(Moves.SPIKE_CANNON, "Spike Cannon", Type.NORMAL, MoveCategory.PHYSICAL, 20, 100, 15, -1, "Hits 2-5 times in one turn.", -1, 0, 1, new MultiHitAttr()),
new AttackMove(Moves.CONSTRICT, "Constrict", Type.NORMAL, MoveCategory.PHYSICAL, 10, 100, 35, -1, "May lower opponent's Speed by one stage.", 10, 0, 1, new StatChangeAttr(BattleStat.SPD, -1)),
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new SelfStatusMove(Moves.AMNESIA, "Amnesia", Type.PSYCHIC, -1, 20, 128, "Sharply raises user's Special Defense.", -1, 0, 1, new StatChangeAttr(BattleStat.SPDEF, 2, true)),
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new StatusMove(Moves.KINESIS, "Kinesis", Type.PSYCHIC, 80, 15, -1, "Lowers opponent's Accuracy.", -1, 0, 1, new StatChangeAttr(BattleStat.ACC, -1)),
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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)),
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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,
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new MissEffectAttr((user: Pokemon, target: Pokemon, move: Move) => {
user.hp = Math.floor(user.hp / 2);
return true;
})),
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new StatusMove(Moves.GLARE, "Glare", Type.NORMAL, 100, 30, -1, "Paralyzes opponent.", -1, 0, 1, new StatusEffectAttr(StatusEffect.PARALYSIS)),
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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()),
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new StatusMove(Moves.POISON_GAS, "Poison Gas", Type.POISON, 90, 40, -1, "Poisons opponent.", -1, 0, 1, new StatusEffectAttr(StatusEffect.POISON)),
new AttackMove(Moves.BARRAGE, "Barrage", Type.NORMAL, MoveCategory.PHYSICAL, 15, 85, 20, -1, "Hits 2-5 times in one turn.", -1, 0, 1, new MultiHitAttr()),
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new AttackMove(Moves.LEECH_LIFE, "Leech Life", Type.BUG, MoveCategory.PHYSICAL, 80, 100, 10, 95, "User recovers half the HP inflicted on opponent.", -1, 0, 1, new HitHealAttr()),
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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,
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new ChargeAttr(ChargeAnim.SKY_ATTACK_CHARGING, 'is glowing!'), new HighCritAttr(), new FlinchAttr()),
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new SelfStatusMove(Moves.TRANSFORM, "Transform", Type.NORMAL, -1, 10, -1, "User takes on the form and attacks of the opponent.", -1, 0, 1),
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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 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 AttackMove(Moves.PSYWAVE, "Psywave", Type.PSYCHIC, MoveCategory.SPECIAL, -1, 100, 15, -1, "Inflicts damage 50-150% of user's level.", -1, 0, 1),
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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)),
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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.EXPLOSION, "Explosion", Type.NORMAL, MoveCategory.PHYSICAL, 250, 100, 5, -1, "User faints.", -1, 0, 1, new SacrificialAttr()),
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new AttackMove(Moves.FURY_SWIPES, "Fury Swipes", Type.NORMAL, MoveCategory.PHYSICAL, 18, 80, 15, -1, "Hits 2-5 times in one turn.", -1, 0, 1, new MultiHitAttr()),
new AttackMove(Moves.BONEMERANG, "Bonemerang", Type.GROUND, MoveCategory.PHYSICAL, 50, 90, 10, -1, "Hits twice in one turn.", -1, 0, 1, new MultiHitAttr(MultiHitType._2)),
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new SelfStatusMove(Moves.REST, "Rest", Type.PSYCHIC, -1, 5, 85, "User sleeps for 2 turns, but user is fully healed.", -1, 0, 1,
new ConditionalMoveAttr((user: Pokemon, target: Pokemon, move: Move) => user.status?.effect !== StatusEffect.SLEEP), new StatusEffectAttr(StatusEffect.SLEEP, true, 3), new HealAttr(1, true)),
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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()),
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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),
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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.SLASH, "Slash", Type.NORMAL, MoveCategory.PHYSICAL, 70, 100, 20, -1, "High critical hit ratio.", -1, 0, 1, new HighCritAttr()),
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new SelfStatusMove(Moves.SUBSTITUTE, "Substitute", Type.NORMAL, -1, 10, 103, "Uses HP to creates a decoy that takes hits.", -1, 0, 1),
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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),
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new SelfStatusMove(Moves.SKETCH, "Sketch", Type.NORMAL, -1, 1, -1, "Permanently copies the opponent's last move.", -1, 0, 2),
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new AttackMove(Moves.TRIPLE_KICK, "Triple Kick", Type.FIGHTING, MoveCategory.PHYSICAL, 10, 90, 10, -1, "Hits thrice in one turn at increasing power.", -1, 0, 2,
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new MultiHitAttr(MultiHitType._3_INCR), new MissEffectAttr((user: Pokemon, target: Pokemon, move: Move) => {
user.turnData.hitsLeft = 0;
return true;
})),
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new AttackMove(Moves.THIEF, "Thief", 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),
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new SelfStatusMove(Moves.MIND_READER, "Mind Reader", Type.NORMAL, -1, 5, -1, "User's next attack is guaranteed to hit.", -1, 0, 2),
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new StatusMove(Moves.NIGHTMARE, "Nightmare", Type.GHOST, 100, 15, -1, "The sleeping opponent loses 25% of its max HP each turn.", -1, 0, 2,
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new ConditionalMoveAttr((user: Pokemon, target: Pokemon, move: Move) => target.status?.effect === StatusEffect.SLEEP), new AddTagAttr(BattleTagType.NIGHTMARE)),
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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)),
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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()),
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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 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),
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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),
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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 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 StatusMove(Moves.SPITE, "Spite", 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)),
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new SelfStatusMove(Moves.PROTECT, "Protect", Type.NORMAL, -1, 10, 7, "Protects the user, but may fail if used consecutively.", -1, 4, 2,
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new WaningConsecutiveUseConditionalMoveAttr(), new AddTagAttr(BattleTagType.PROTECTED, true)),
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new AttackMove(Moves.MACH_PUNCH, "Mach Punch", Type.FIGHTING, MoveCategory.PHYSICAL, 40, 100, 30, -1, "User attacks first.", -1, 1, 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)),
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new AttackMove(Moves.FEINT_ATTACK, "Feint Attack", Type.DARK, MoveCategory.PHYSICAL, 60, -1, 20, -1, "Ignores Accuracy and Evasiveness.", -1, 0, 2),
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new StatusMove(Moves.SWEET_KISS, "Sweet Kiss", Type.FAIRY, 75, 10, -1, "Confuses opponent.", -1, 0, 2, new ConfuseAttr()),
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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),
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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.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 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
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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.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(),
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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)),
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new SelfStatusMove(Moves.DETECT, "Detect", Type.FIGHTING, -1, 5, -1, "Protects the user, but may fail if used consecutively.", -1, 4, 2,
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new WaningConsecutiveUseConditionalMoveAttr(), new AddTagAttr(BattleTagType.PROTECTED, true)),
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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()),
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new SelfStatusMove(Moves.LOCK_ON, "Lock-On", Type.NORMAL, -1, 5, -1, "User's next attack is guaranteed to hit.", -1, 0, 2),
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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,
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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)),
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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()),
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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),
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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.FALSE_SWIPE, "False Swipe", 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()),
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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)),
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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.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.ATTRACT, "Attract", Type.NORMAL, 100, 15, -1, "If opponent is the opposite gender, it's less likely to attack.", -1, 0, 2),
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new SelfStatusMove(Moves.SLEEP_TALK, "Sleep Talk", Type.NORMAL, -1, 10, 70, "User performs one of its own moves while sleeping.", -1, 0, 2,
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new BypassSleepAttr(), new ConditionalMoveAttr((user: Pokemon, target: Pokemon, move: Move) => user.status?.effect === StatusEffect.SLEEP), new RandomMovesetMoveAttr()),
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new SelfStatusMove(Moves.HEAL_BELL, "Heal Bell", Type.NORMAL, -1, 5, -1, "Heals the user's party's status conditions.", -1, 0, 2),
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new AttackMove(Moves.RETURN, "Return", 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.FRUSTRATION, "Frustration", Type.NORMAL, MoveCategory.PHYSICAL, -1, 100, 20, -1, "Power decreases with higher Friendship.", -1, 0, 2),
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new SelfStatusMove(Moves.SAFEGUARD, "Safeguard", Type.NORMAL, -1, 25, -1, "The user's party is protected from status conditions.", -1, 0, 2),
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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 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.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.DRAGON_BREATH, "Dragon Breath", Type.DRAGON, MoveCategory.SPECIAL, 60, 100, 20, -1, "May paralyze opponent.", 30, 0, 2, new StatusEffectAttr(StatusEffect.PARALYSIS)),
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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),
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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 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.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 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.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)),
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new AttackMove(Moves.VITAL_THROW, "Vital Throw", Type.FIGHTING, MoveCategory.PHYSICAL, 70, -1, 10, -1, "User attacks last, but ignores Accuracy and Evasiveness.", -1, -1, 2),
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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.MOONLIGHT, "Moonlight", Type.FAIRY, -1, 5, -1, "User recovers HP. Amount varies with the weather.", -1, 0, 2, new WeatherHealAttr()),
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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.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,
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new HitsTagAttr(BattleTagType.FLYING, true), new FlinchAttr()), // TODO
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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)),
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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),
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new SelfStatusMove(Moves.PSYCH_UP, "Psych Up", 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),
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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,
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new StatChangeAttr([ BattleStat.ATK, BattleStat.DEF, BattleStat.SPATK, BattleStat.SPDEF, BattleStat.SPD ], 1, true)),
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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.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.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.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,
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new ConditionalMoveAttr((user: Pokemon, target: Pokemon, move: Move) => user.battleSummonData.turnCount === 1), new FlinchAttr()),
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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
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new SelfStatusMove(Moves.STOCKPILE, "Stockpile", Type.NORMAL, -1, 20, -1, "Stores energy for use with Spit Up and Swallow.", -1, 0, 3),
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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),
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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),
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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)),
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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)),
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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.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.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
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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.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),
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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)),
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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.NATURE_POWER, "Nature Power", 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
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new StatusMove(Moves.TAUNT, "Taunt", Type.DARK, 100, 20, 87, "Opponent can only use moves that attack.", -1, 0, 3),
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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),
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new StatusMove(Moves.TRICK, "Trick", Type.PSYCHIC, 100, 10, 109, "Swaps held items with the opponent.", -1, 0, 3),
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new SelfStatusMove(Moves.ROLE_PLAY, "Role Play", 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.ASSIST, "Assist", Type.NORMAL, -1, 20, -1, "User performs a move known by its allies at random.", -1, 0, 3),
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new SelfStatusMove(Moves.INGRAIN, "Ingrain", Type.GRASS, -1, 20, -1, "User restores HP each turn. User cannot escape/switch.", -1, 0, 3,
new NoTagOverlapConditionalAttr(BattleTagType.INGRAIN, true), new AddTagAttr(BattleTagType.INGRAIN, true)),
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new AttackMove(Moves.SUPERPOWER, "Superpower", Type.FIGHTING, MoveCategory.PHYSICAL, 120, 100, 5, -1, "Lowers user's Attack and Defense.", 100, 0, 3,
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new StatChangeAttr([ BattleStat.ATK, BattleStat.DEF ], -1, true)),
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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.RECYCLE, "Recycle", Type.NORMAL, -1, 10, -1, "User's used hold item is restored.", -1, 0, 3),
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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.BRICK_BREAK, "Brick Break", Type.FIGHTING, MoveCategory.PHYSICAL, 75, 100, 15, 58, "Breaks through Reflect and Light Screen barriers.", -1, 0, 3),
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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(BattleTagType.DROWSY), new AddTagAttr(BattleTagType.DROWSY)),
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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.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.ERUPTION, "Eruption", Type.FIRE, MoveCategory.SPECIAL, 150, 100, 5, -1, "Stronger when the user's HP is higher.", -1, 0, 3),
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.IMPRISON, "Imprison", Type.PSYCHIC, -1, 10, 92, "Opponent is unable to use moves that the user also knows.", -1, 0, 3),
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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 HealStatusEffectAttr(true, StatusEffect.PARALYSIS, StatusEffect.POISON, StatusEffect.TOXIC, StatusEffect.BURN)),
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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.SNATCH, "Snatch", Type.DARK, -1, 10, -1, "Steals the effects of the opponent's next move.", -1, 4, 3),
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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.DIVE, "Dive", Type.WATER, MoveCategory.PHYSICAL, 80, 100, 10, -1, "Dives underwater on first turn, attacks on second turn.", -1, 0, 3,
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new ChargeAttr(ChargeAnim.DIVE_CHARGING, 'hid\nunderwater!')),
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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()),
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new SelfStatusMove(Moves.CAMOUFLAGE, "Camouflage", Type.NORMAL, -1, 20, -1, "Changes user's type according to the location.", -1, 0, 3),
new SelfStatusMove(Moves.TAIL_GLOW, "Tail Glow", Type.BUG, -1, 20, -1, "Drastically raises user's Special Attack.", -1, 0, 3, new StatChangeAttr(BattleStat.SPATK, 3, true)),
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new AttackMove(Moves.LUSTER_PURGE, "Luster Purge", Type.PSYCHIC, MoveCategory.SPECIAL, 70, 100, 5, -1, "May lower opponent's Special Defense.", 50, 0, 3, new StatChangeAttr(BattleStat.SPDEF, -1)),
new AttackMove(Moves.MIST_BALL, "Mist Ball", Type.PSYCHIC, MoveCategory.SPECIAL, 70, 100, 5, -1, "May lower opponent's Special Attack.", 50, 0, 3, new StatChangeAttr(BattleStat.SPATK, -1)),
new StatusMove(Moves.FEATHER_DANCE, "Feather Dance", Type.FLYING, 100, 15, -1, "Sharply lowers opponent's Attack.", -1, 0, 3, new StatChangeAttr(BattleStat.ATK, -2)),
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)),
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new SelfStatusMove(Moves.MUD_SPORT, "Mud Sport", Type.GROUND, -1, 15, -1, "Weakens the power of Electric-type moves.", -1, 0, 3),
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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.NEEDLE_ARM, "Needle Arm", Type.GRASS, MoveCategory.PHYSICAL, 60, 100, 15, -1, "May cause flinching.", 30, 0, 3, new FlinchAttr()),
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new SelfStatusMove(Moves.SLACK_OFF, "Slack Off", Type.NORMAL, -1, 5, -1, "User recovers half its max HP.", -1, 0, 3, new HealAttr()),
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new AttackMove(Moves.HYPER_VOICE, "Hyper Voice", Type.NORMAL, MoveCategory.SPECIAL, 90, 100, 10, 117, "", -1, 0, 3),
new AttackMove(Moves.POISON_FANG, "Poison Fang", Type.POISON, MoveCategory.PHYSICAL, 50, 100, 15, -1, "May badly poison opponent.", 50, 0, 3, new StatusEffectAttr(StatusEffect.TOXIC)),
new AttackMove(Moves.CRUSH_CLAW, "Crush Claw", Type.NORMAL, MoveCategory.PHYSICAL, 75, 95, 10, -1, "May lower opponent's Defense.", 50, 0, 3, new StatChangeAttr(BattleStat.DEF, -1)),
new AttackMove(Moves.BLAST_BURN, "Blast Burn", Type.FIRE, MoveCategory.SPECIAL, 150, 90, 5, 153, "User must recharge next turn.", -1, 0, 3),
new AttackMove(Moves.HYDRO_CANNON, "Hydro Cannon", Type.WATER, MoveCategory.SPECIAL, 150, 90, 5, 154, "User must recharge next turn.", -1, 0, 3),
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.WEATHER_BALL, "Weather Ball", Type.NORMAL, MoveCategory.SPECIAL, 50, 100, 10, -1, "Move's power and type changes with the weather.", -1, 0, 3),
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new SelfStatusMove(Moves.AROMATHERAPY, "Aromatherapy", Type.GRASS, -1, 5, -1, "Cures all status problems in your party.", -1, 0, 3),
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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.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 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,
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new StatChangeAttr([ BattleStat.ATK, BattleStat.DEF, BattleStat.SPATK, BattleStat.SPDEF, BattleStat.SPD ], 1, true)),
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new StatusMove(Moves.METAL_SOUND, "Metal Sound", Type.STEEL, 85, 40, -1, "Sharply lowers opponent's Special Defense.", -1, 0, 3, new StatChangeAttr(BattleStat.SPDEF, -2)),
new StatusMove(Moves.GRASS_WHISTLE, "Grass Whistle", Type.GRASS, 55, 15, -1, "Puts opponent to sleep.", -1, 0, 3, new StatusEffectAttr(StatusEffect.SLEEP)),
new StatusMove(Moves.TICKLE, "Tickle", Type.NORMAL, 100, 20, -1, "Lowers opponent's Attack and Defense.", -1, 0, 3,
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new StatChangeAttr(BattleStat.ATK, -1), new StatChangeAttr(BattleStat.DEF, -1)),
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new SelfStatusMove(Moves.COSMIC_POWER, "Cosmic Power", Type.PSYCHIC, -1, 20, -1, "Raises user's Defense and Special Defense.", -1, 0, 3,
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new StatChangeAttr([ BattleStat.DEF, BattleStat.SPDEF ], 1, true)),
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new AttackMove(Moves.WATER_SPOUT, "Water Spout", Type.WATER, MoveCategory.SPECIAL, 150, 100, 5, -1, "The higher the user's HP, the higher the damage caused.", -1, 0, 3),
new AttackMove(Moves.SIGNAL_BEAM, "Signal Beam", Type.BUG, MoveCategory.SPECIAL, 75, 100, 15, -1, "May confuse opponent.", 10, 0, 3, new ConfuseAttr()),
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new AttackMove(Moves.SHADOW_PUNCH, "Shadow Punch", Type.GHOST, MoveCategory.PHYSICAL, 60, -1, 20, -1, "Ignores Accuracy and Evasiveness.", -1, 0, 3),
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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(BattleTagType.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.SHEER_COLD, "Sheer Cold", Type.ICE, MoveCategory.SPECIAL, -1, 30, 5, -1, "One-Hit-KO, if it hits.", -1, 0, 3),
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()),
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new AttackMove(Moves.AERIAL_ACE, "Aerial Ace", Type.FLYING, MoveCategory.PHYSICAL, 60, -1, 20, 27, "Ignores Accuracy and Evasiveness.", -1, 0, 3),
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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()),
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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)),
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new StatusMove(Moves.BLOCK, "Block", Type.NORMAL, -1, 5, -1, "Opponent cannot flee or switch.", -1, 0, 3),
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new SelfStatusMove(Moves.HOWL, "Howl", Type.NORMAL, -1, 40, -1, "Raises Attack of allies.", -1, 0, 3, new StatChangeAttr(BattleStat.ATK, 1, true)), // TODO
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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),
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new SelfStatusMove(Moves.BULK_UP, "Bulk Up", Type.FIGHTING, -1, 20, 64, "Raises user's Attack and Defense.", -1, 0, 3,
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new StatChangeAttr([ BattleStat.ATK, BattleStat.DEF ], 1, true)),
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new AttackMove(Moves.BOUNCE, "Bounce", Type.FLYING, MoveCategory.PHYSICAL, 85, 85, 5, -1, "Springs up on first turn, attacks on second. May paralyze opponent.", 30, 0, 3,
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new ChargeAttr(ChargeAnim.BOUNCE_CHARGING, 'sprang up!', BattleTagType.FLYING), new StatusEffectAttr(StatusEffect.PARALYSIS)),
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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.COVET, "Covet", 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 RecoilAttr(), new StatusEffectAttr(StatusEffect.PARALYSIS)),
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new AttackMove(Moves.MAGICAL_LEAF, "Magical Leaf", Type.GRASS, MoveCategory.SPECIAL, 60, -1, 20, 33, "Ignores Accuracy and Evasiveness.", -1, 0, 3),
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new SelfStatusMove(Moves.WATER_SPORT, "Water Sport", Type.WATER, -1, 15, -1, "Weakens the power of Fire-type moves.", -1, 0, 3),
new SelfStatusMove(Moves.CALM_MIND, "Calm Mind", Type.PSYCHIC, -1, 20, 129, "Raises user's Special Attack and Special Defense.", -1, 0, 3,
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new StatChangeAttr([ BattleStat.SPATK, BattleStat.SPDEF ], 1, true)),
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new AttackMove(Moves.LEAF_BLADE, "Leaf Blade", Type.GRASS, MoveCategory.PHYSICAL, 90, 100, 15, -1, "High critical hit ratio.", -1, 0, 3, new HighCritAttr()),
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new SelfStatusMove(Moves.DRAGON_DANCE, "Dragon Dance", Type.DRAGON, -1, 20, 100, "Raises user's Attack and Speed.", -1, 0, 3,
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new StatChangeAttr([ BattleStat.ATK, BattleStat.SPD ], 1, true)),
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new AttackMove(Moves.ROCK_BLAST, "Rock Blast", Type.ROCK, MoveCategory.PHYSICAL, 25, 90, 10, 76, "Hits 2-5 times in one turn.", -1, 0, 3, new MultiHitAttr()),
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new AttackMove(Moves.SHOCK_WAVE, "Shock Wave", Type.ELECTRIC, MoveCategory.SPECIAL, 60, -1, 20, -1, "Ignores Accuracy and Evasiveness.", -1, 0, 3),
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new AttackMove(Moves.WATER_PULSE, "Water Pulse", Type.WATER, MoveCategory.SPECIAL, 60, 100, 20, 11, "May confuse opponent.", 20, 0, 3, new ConfuseAttr()),
new AttackMove(Moves.DOOM_DESIRE, "Doom Desire", Type.STEEL, MoveCategory.SPECIAL, 140, 100, 5, -1, "Damage occurs 2 turns later.", -1, 0, 3,
new ChargeAttr(ChargeAnim.DOOM_DESIRE_CHARGING, 'chose\nDOOM DESIRE as its destiny!')), // Fix this move to work properly
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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)),
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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 AddTagAttr(BattleTagType.IGNORE_FLYING, true, 1)),
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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),
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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 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.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 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)),
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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),
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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(BattleTagType.PROTECTED))).ignoreProtect(),
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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),
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new SelfStatusMove(Moves.TAILWIND, "Tailwind", 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)),
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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.U_TURN, "U-turn", 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,
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new StatChangeAttr([ BattleStat.DEF, BattleStat.SPDEF ], -1, true)),
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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.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 StatusMove(Moves.EMBARGO, "Embargo", 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 StatusMove(Moves.PSYCHO_SHIFT, "Psycho Shift", Type.PSYCHIC, 100, 10, -1, "Transfers user's status condition to the opponent.", -1, 0, 4),
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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),
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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 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),
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new SelfStatusMove(Moves.POWER_TRICK, "Power Trick", Type.PSYCHIC, -1, 10, -1, "User's own Attack and Defense switch.", -1, 0, 4),
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new StatusMove(Moves.GASTRO_ACID, "Gastro Acid", Type.POISON, 100, 10, -1, "Cancels out the effect of the opponent's Ability.", -1, 0, 4),
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new StatusMove(Moves.LUCKY_CHANT, "Lucky Chant", Type.NORMAL, -1, 30, -1, "Opponent cannot land critical hits for 5 turns.", -1, 0, 4, new AddTagAttr(BattleTagType.NO_CRIT, false, 5)),
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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),
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new SelfStatusMove(Moves.COPYCAT, "Copycat", Type.NORMAL, -1, 20, -1, "Copies opponent's last move.", -1, 0, 4),
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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.GUARD_SWAP, "Guard Swap", 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.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 StatusMove(Moves.WORRY_SEED, "Worry Seed", 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 StatusMove(Moves.TOXIC_SPIKES, "Toxic Spikes", 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),
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new SelfStatusMove(Moves.AQUA_RING, "Aqua Ring", Type.WATER, -1, 20, -1, "Restores a little HP each turn.", -1, 0, 4,
new NoTagOverlapConditionalAttr(BattleTagType.INGRAIN, true), new AddTagAttr(BattleTagType.AQUA_RING, true)),
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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 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)),
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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)),
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new AttackMove(Moves.AURA_SPHERE, "Aura Sphere", Type.FIGHTING, MoveCategory.SPECIAL, 80, -1, 20, 112, "Ignores Accuracy and Evasiveness.", -1, 0, 4),
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new SelfStatusMove(Moves.ROCK_POLISH, "Rock Polish", Type.ROCK, -1, 20, -1, "Sharply raises user's Speed.", -1, 0, 4, new StatChangeAttr(BattleStat.SPD, 2, true)),
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new AttackMove(Moves.POISON_JAB, "Poison Jab", Type.POISON, MoveCategory.PHYSICAL, 80, 100, 20, 83, "May poison the opponent.", 30, 0, 4, new StatusEffectAttr(StatusEffect.POISON)),
new AttackMove(Moves.DARK_PULSE, "Dark Pulse", Type.DARK, MoveCategory.SPECIAL, 80, 100, 15, 94, "May cause flinching.", 20, 0, 4, new FlinchAttr()),
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new AttackMove(Moves.NIGHT_SLASH, "Night Slash", Type.DARK, MoveCategory.PHYSICAL, 70, 100, 15, -1, "High critical hit ratio.", -1, 0, 4, new HighCritAttr()),
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new AttackMove(Moves.AQUA_TAIL, "Aqua Tail", Type.WATER, MoveCategory.PHYSICAL, 90, 90, 10, -1, "", -1, 0, 4),
new AttackMove(Moves.SEED_BOMB, "Seed Bomb", Type.GRASS, MoveCategory.PHYSICAL, 80, 100, 15, 71, "", -1, 0, 4),
new AttackMove(Moves.AIR_SLASH, "Air Slash", Type.FLYING, MoveCategory.SPECIAL, 75, 95, 15, 65, "May cause flinching.", 30, 0, 4, new FlinchAttr()),
new AttackMove(Moves.X_SCISSOR, "X-Scissor", Type.BUG, MoveCategory.PHYSICAL, 80, 100, 15, 105, "", -1, 0, 4),
new AttackMove(Moves.BUG_BUZZ, "Bug Buzz", Type.BUG, MoveCategory.SPECIAL, 90, 100, 10, 162, "May lower opponent's Special Defense.", 10, 0, 4, new StatChangeAttr(BattleStat.SPDEF, -1)),
new AttackMove(Moves.DRAGON_PULSE, "Dragon Pulse", Type.DRAGON, MoveCategory.SPECIAL, 85, 100, 10, 115, "", -1, 0, 4),
new AttackMove(Moves.DRAGON_RUSH, "Dragon Rush", Type.DRAGON, MoveCategory.PHYSICAL, 100, 75, 10, -1, "May cause flinching.", 20, 0, 4, new FlinchAttr()),
new AttackMove(Moves.POWER_GEM, "Power Gem", Type.ROCK, MoveCategory.SPECIAL, 80, 100, 20, 101, "", -1, 0, 4),
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new AttackMove(Moves.DRAIN_PUNCH, "Drain Punch", Type.FIGHTING, MoveCategory.PHYSICAL, 75, 100, 10, 73, "User recovers half the HP inflicted on opponent.", -1, 0, 4, new HitHealAttr()),
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new AttackMove(Moves.VACUUM_WAVE, "Vacuum Wave", Type.FIGHTING, MoveCategory.SPECIAL, 40, 100, 30, -1, "User attacks first.", -1, 0, 4),
new AttackMove(Moves.FOCUS_BLAST, "Focus Blast", Type.FIGHTING, MoveCategory.SPECIAL, 120, 70, 5, 158, "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()),
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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 AttackMove(Moves.GIGA_IMPACT, "Giga Impact", Type.NORMAL, MoveCategory.PHYSICAL, 150, 90, 5, 152, "User must recharge next turn.", -1, 0, 4),
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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)),
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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.ICE_SHARD, "Ice Shard", Type.ICE, MoveCategory.PHYSICAL, 40, 100, 30, -1, "User attacks first.", -1, 1, 4),
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new AttackMove(Moves.SHADOW_CLAW, "Shadow Claw", Type.GHOST, MoveCategory.PHYSICAL, 70, 100, 15, 61, "High critical hit ratio.", -1, 0, 4, new HighCritAttr()),
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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.FIRE_FANG, "Fire Fang", Type.FIRE, MoveCategory.PHYSICAL, 65, 95, 15, 8, "May cause flinching and/or burn opponent.", 10, 0, 4, new FlinchAttr(), new StatusEffectAttr(StatusEffect.BURN)),
new AttackMove(Moves.SHADOW_SNEAK, "Shadow Sneak", Type.GHOST, MoveCategory.PHYSICAL, 40, 100, 30, -1, "User attacks first.", -1, 1, 4),
new AttackMove(Moves.MUD_BOMB, "Mud Bomb", Type.GROUND, MoveCategory.SPECIAL, 65, 85, 10, -1, "May lower opponent's Accuracy.", 30, 0, 4, new StatChangeAttr(BattleStat.ACC, -1)),
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new AttackMove(Moves.PSYCHO_CUT, "Psycho Cut", Type.PSYCHIC, MoveCategory.PHYSICAL, 70, 100, 20, -1, "High critical hit ratio.", -1, 0, 4, new HighCritAttr()),
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new AttackMove(Moves.ZEN_HEADBUTT, "Zen Headbutt", Type.PSYCHIC, MoveCategory.PHYSICAL, 80, 90, 15, 59, "May cause flinching.", 20, 0, 4, new FlinchAttr()),
new AttackMove(Moves.MIRROR_SHOT, "Mirror Shot", Type.STEEL, MoveCategory.SPECIAL, 65, 85, 10, -1, "May lower opponent's Accuracy.", 30, 0, 4, new StatChangeAttr(BattleStat.ACC, -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 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)),
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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(),
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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.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.LEAF_STORM, "Leaf Storm", Type.GRASS, MoveCategory.SPECIAL, 130, 90, 5, 159, "Sharply lowers user's Special Attack.", 100, 0, 4, new StatChangeAttr(BattleStat.SPATK, -2, true)),
new AttackMove(Moves.POWER_WHIP, "Power Whip", Type.GRASS, MoveCategory.PHYSICAL, 120, 85, 10, -1, "", -1, 0, 4),
new AttackMove(Moves.ROCK_WRECKER, "Rock Wrecker", Type.ROCK, MoveCategory.PHYSICAL, 150, 90, 5, -1, "User must recharge next turn.", -1, 0, 4),
new AttackMove(Moves.CROSS_POISON, "Cross Poison", Type.POISON, MoveCategory.PHYSICAL, 70, 100, 20, -1, "High critical hit ratio. May poison opponent.", 10, 0, 4,
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new HighCritAttr(), new StatusEffectAttr(StatusEffect.POISON)),
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new AttackMove(Moves.GUNK_SHOT, "Gunk Shot", Type.POISON, MoveCategory.PHYSICAL, 120, 80, 5, 102, "May poison opponent.", 30, 0, 4, new StatusEffectAttr(StatusEffect.POISON)),
new AttackMove(Moves.IRON_HEAD, "Iron Head", Type.STEEL, MoveCategory.PHYSICAL, 80, 100, 15, 99, "May cause flinching.", 30, 0, 4, new FlinchAttr()),
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new AttackMove(Moves.MAGNET_BOMB, "Magnet Bomb", Type.STEEL, MoveCategory.PHYSICAL, 60, -1, 20, -1, "Ignores Accuracy and Evasiveness.", -1, 0, 4),
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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
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new StatusMove(Moves.STEALTH_ROCK, "Stealth Rock", 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 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.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.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()),
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new AttackMove(Moves.AQUA_JET, "Aqua Jet", Type.WATER, MoveCategory.PHYSICAL, 40, 100, 20, -1, "User attacks first.", -1, 1, 4),
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new AttackMove(Moves.ATTACK_ORDER, "Attack Order", Type.BUG, MoveCategory.PHYSICAL, 90, 100, 15, -1, "High critical hit ratio.", -1, 0, 4, new HighCritAttr()),
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new SelfStatusMove(Moves.DEFEND_ORDER, "Defend Order", Type.BUG, -1, 10, -1, "Raises user's Defense and Special Defense.", -1, 0, 4,
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new StatChangeAttr([ BattleStat.DEF, BattleStat.SPDEF ], 1, true)),
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new SelfStatusMove(Moves.HEAL_ORDER, "Heal Order", Type.BUG, -1, 10, -1, "User recovers half its max HP.", -1, 0, 4, new HealAttr(0.5)),
new AttackMove(Moves.HEAD_SMASH, "Head Smash", Type.ROCK, MoveCategory.PHYSICAL, 150, 80, 5, -1, "User receives recoil damage.", -1, 0, 4, new RecoilAttr()),
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new AttackMove(Moves.DOUBLE_HIT, "Double Hit", Type.NORMAL, MoveCategory.PHYSICAL, 35, 90, 10, -1, "Hits twice in one turn.", -1, 0, 4, new MultiHitAttr(MultiHitType._2)),
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 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
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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.MAGMA_STORM, "Magma Storm", 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 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,
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new StatChangeAttr([ BattleStat.ATK, BattleStat.DEF, BattleStat.SPATK, BattleStat.SPDEF, BattleStat.SPD ], 1, true)),
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new AttackMove(Moves.SHADOW_FORCE, "Shadow Force", Type.GHOST, MoveCategory.PHYSICAL, 120, 100, 5, -1, "Disappears on first turn, attacks on second. Can strike through Protect/Detect.", -1, 0, 4,
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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,
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new StatChangeAttr([ BattleStat.ATK, BattleStat.ACC ], 1, true)),
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new SelfStatusMove(Moves.WIDE_GUARD, "Wide Guard", Type.ROCK, -1, 10, -1, "Protects the user's team from multi-target attacks.", -1, 3, 5),
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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.POWER_SPLIT, "Power Split", Type.PSYCHIC, -1, 10, -1, "Averages Attack and Special Attack with the target.", -1, 0, 5),
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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(),
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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.VENOSHOCK, "Venoshock", Type.POISON, MoveCategory.SPECIAL, 65, 100, 10, 45, "Inflicts double damage if the target is poisoned.", -1, 0, 5),
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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),
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new StatusMove(Moves.TELEKINESIS, "Telekinesis", Type.PSYCHIC, -1, 15, -1, "Ignores opponent's Evasiveness for three turns, add Ground immunity.", -1, 0, 5),
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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(),
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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.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.FLAME_BURST, "Flame Burst", Type.FIRE, MoveCategory.SPECIAL, 70, 100, 15, -1, "May also injure nearby Pokémon.", -1, 0, 5),
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)),
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new SelfStatusMove(Moves.QUIVER_DANCE, "Quiver Dance", Type.BUG, -1, 20, -1, "Raises user's Special Attack, Special Defense and Speed.", -1, 0, 5,
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new StatChangeAttr([ BattleStat.SPATK, BattleStat.SPDEF, BattleStat.SPD ], 1, true)),
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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.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.ELECTRO_BALL, "Electro Ball", 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 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)),
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new SelfStatusMove(Moves.COIL, "Coil", Type.POISON, -1, 20, -1, "Raises user's Attack, Defense and Accuracy.", -1, 0, 5,
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new StatChangeAttr([ BattleStat.ATK, BattleStat.DEF, BattleStat.ACC ], 1, true)),
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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.FOUL_PLAY, "Foul Play", 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.ENTRAINMENT, "Entrainment", Type.NORMAL, 100, 15, -1, "Makes target's ability same as user's.", -1, 0, 5),
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new StatusMove(Moves.AFTER_YOU, "After You", Type.NORMAL, -1, 15, -1, "Gives target priority in the next turn.", -1, 0, 5).ignoreProtect(),
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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.ECHOED_VOICE, "Echoed Voice", 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.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.STORED_POWER, "Stored Power", Type.PSYCHIC, MoveCategory.SPECIAL, 20, 100, 10, 41, "Power increases when user's stats have been raised.", -1, 0, 5),
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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 StatusMove(Moves.ALLY_SWITCH, "Ally Switch", Type.PSYCHIC, -1, 15, -1, "User switches with opposite teammate.", -1, 0, 5).ignoreProtect(),
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new AttackMove(Moves.SCALD, "Scald", Type.WATER, MoveCategory.SPECIAL, 80, 100, 15, -1, "May burn opponent.", 30, 1, 5, new StatusEffectAttr(StatusEffect.BURN)),
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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,
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new StatChangeAttr([ BattleStat.ATK, BattleStat.SPATK ], 2, true), new StatChangeAttr([ BattleStat.DEF, BattleStat.SPDEF ], -1, true)),
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new StatusMove(Moves.HEAL_PULSE, "Heal Pulse", Type.PSYCHIC, -1, 10, -1, "Restores half the target's max HP.", -1, 0, 5, new HealAttr(0.5, false, false)),
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new AttackMove(Moves.HEX, "Hex", Type.GHOST, MoveCategory.SPECIAL, 65, 100, 10, 29, "Inflicts more damage if the target has a status condition.", -1, 0, 5),
new AttackMove(Moves.SKY_DROP, "Sky Drop", Type.FLYING, MoveCategory.PHYSICAL, 60, 100, 10, -1, "Takes opponent into the air on first turn, drops them on second turn.", -1, 0, 5,
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new ChargeAttr(ChargeAnim.SKY_DROP_CHARGING, 'took {TARGET}\ninto the sky!', BattleTagType.FLYING)), // TODO: Add 2nd turn message
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new SelfStatusMove(Moves.SHIFT_GEAR, "Shift Gear", Type.STEEL, -1, 10, -1, "Raises user's Attack and sharply raises Speed.", -1, 0, 5,
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new StatChangeAttr(BattleStat.ATK, 1, true), new StatChangeAttr(BattleStat.SPD, 2, true)),
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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.INCINERATE, "Incinerate", 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 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 StatusMove(Moves.REFLECT_TYPE, "Reflect Type", Type.NORMAL, -1, 15, -1, "User becomes the target's type.", -1, 0, 5),
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.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()),
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new StatusMove(Moves.BESTOW, "Bestow", Type.NORMAL, -1, 15, -1, "Gives the user's held item to the target.", -1, 0, 5).ignoreProtect(),
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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.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.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.VOLT_SWITCH, "Volt Switch", 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.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.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),
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new SelfStatusMove(Moves.WORK_UP, "Work Up", Type.NORMAL, -1, 30, -1, "Raises user's Attack and Special Attack.", -1, 0, 5,
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new StatChangeAttr([ BattleStat.ATK, BattleStat.SPATK ], 1, true)),
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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.WILD_CHARGE, "Wild Charge", Type.ELECTRIC, MoveCategory.PHYSICAL, 90, 100, 15, 147, "User receives recoil damage.", -1, 0, 5, new RecoilAttr()),
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new AttackMove(Moves.DRILL_RUN, "Drill Run", Type.GROUND, MoveCategory.PHYSICAL, 80, 95, 10, 106, "High critical hit ratio.", -1, 0, 5, new HighCritAttr()),
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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()),
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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()),
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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.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.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()),
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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)),
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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.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.HEAD_CHARGE, "Head Charge", Type.NORMAL, MoveCategory.PHYSICAL, 120, 100, 15, -1, "User receives recoil damage.", -1, 0, 5, new RecoilAttr()),
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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.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.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.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.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.FIERY_DANCE, "Fiery Dance", Type.FIRE, MoveCategory.SPECIAL, 80, 100, 10, -1, "May raise user's Special Attack.", 50, 0, 5, new StatChangeAttr(BattleStat.SPATK, 1, true)),
new AttackMove(Moves.FREEZE_SHOCK, "Freeze Shock", Type.ICE, MoveCategory.PHYSICAL, 140, 90, 5, -1, "Charges on first turn, attacks on second. May paralyze opponent.", 30, 0, 5, new StatusEffectAttr(StatusEffect.PARALYSIS)),
new AttackMove(Moves.ICE_BURN, "Ice Burn", Type.ICE, MoveCategory.SPECIAL, 140, 90, 5, -1, "Charges on first turn, attacks on second. May burn opponent.", 30, 0, 5,
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new ChargeAttr(ChargeAnim.ICE_BURN_CHARGING, 'became cloaked\nin freezing air!'), new StatusEffectAttr(StatusEffect.BURN)),
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new AttackMove(Moves.SNARL, "Snarl", Type.DARK, MoveCategory.SPECIAL, 55, 95, 15, 30, "Lowers opponent's Special Attack.", 100, 0, 5, new StatChangeAttr(BattleStat.SPATK, -1)),
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 StatChangeAttr([ BattleStat.DEF, BattleStat.SPDEF, BattleStat.SPD ], -1, true)),
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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_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)
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];