[Move] Fully Implement Secret Power (#4647)
* initial work * move go * biomes for damo * more cleanup * added effect for space * test * balance change 1 * i'm silly * fixed effect cahnce * secret power atr * Apply suggestions from code review Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * got tests to work + added final balance biomes * added documentation * Apply suggestions from code review Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * Update src/data/move.ts Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> --------- Co-authored-by: frutescens <info@laptop> Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
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src/data/move.ts
160
src/data/move.ts
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@ -1024,7 +1024,7 @@ export class MoveEffectAttr extends MoveAttr {
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applyAbAttrs(MoveEffectChanceMultiplierAbAttr, user, null, false, moveChance, move, target, selfEffect, showAbility);
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applyAbAttrs(MoveEffectChanceMultiplierAbAttr, user, null, false, moveChance, move, target, selfEffect, showAbility);
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if (!move.hasAttr(FlinchAttr) || moveChance.value <= move.chance) {
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if ((!move.hasAttr(FlinchAttr) || moveChance.value <= move.chance) && !move.hasAttr(SecretPowerAttr)) {
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const userSide = user.isPlayer() ? ArenaTagSide.PLAYER : ArenaTagSide.ENEMY;
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const userSide = user.isPlayer() ? ArenaTagSide.PLAYER : ArenaTagSide.ENEMY;
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user.scene.arena.applyTagsForSide(ArenaTagType.WATER_FIRE_PLEDGE, userSide, false, moveChance);
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user.scene.arena.applyTagsForSide(ArenaTagType.WATER_FIRE_PLEDGE, userSide, false, moveChance);
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}
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}
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@ -2875,6 +2875,162 @@ export class StatStageChangeAttr extends MoveEffectAttr {
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}
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}
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}
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}
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/**
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* Attribute used to determine the Biome/Terrain-based secondary effect of Secret Power
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*/
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export class SecretPowerAttr extends MoveEffectAttr {
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constructor() {
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super(false);
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}
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/**
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* Used to determine if the move should apply a secondary effect based on Secret Power's 30% chance
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* @returns `true` if the move's secondary effect should apply
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*/
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override canApply(user: Pokemon, target: Pokemon, move: Move, args?: any[]): boolean {
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this.effectChanceOverride = move.chance;
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const moveChance = this.getMoveChance(user, target, move, this.selfTarget);
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if (moveChance < 0 || moveChance === 100 || user.randSeedInt(100) < moveChance) {
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// effectChanceOverride used in the application of the actual secondary effect
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this.effectChanceOverride = 100;
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return true;
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} else {
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return false;
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}
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}
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/**
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* Used to apply the secondary effect to the target Pokemon
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* @returns `true` if a secondary effect is successfully applied
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*/
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override apply(user: Pokemon, target: Pokemon, move: Move, args?: any[]): boolean | Promise<boolean> {
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if (!super.apply(user, target, move, args)) {
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return false;
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}
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let secondaryEffect: MoveEffectAttr;
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const terrain = user.scene.arena.getTerrainType();
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if (terrain !== TerrainType.NONE) {
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secondaryEffect = this.determineTerrainEffect(terrain);
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} else {
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const biome = user.scene.arena.biomeType;
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secondaryEffect = this.determineBiomeEffect(biome);
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}
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return secondaryEffect.apply(user, target, move, []);
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}
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/**
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* Determines the secondary effect based on terrain.
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* Takes precedence over biome-based effects.
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* ```
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* Electric Terrain | Paralysis
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* Misty Terrain | SpAtk -1
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* Grassy Terrain | Sleep
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* Psychic Terrain | Speed -1
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* ```
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* @param terrain - {@linkcode TerrainType} The current terrain
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* @returns the chosen secondary effect {@linkcode MoveEffectAttr}
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*/
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private determineTerrainEffect(terrain: TerrainType): MoveEffectAttr {
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let secondaryEffect: MoveEffectAttr;
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switch (terrain) {
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case TerrainType.ELECTRIC:
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default:
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secondaryEffect = new StatusEffectAttr(StatusEffect.PARALYSIS, false);
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break;
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case TerrainType.MISTY:
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secondaryEffect = new StatStageChangeAttr([ Stat.SPATK ], -1, false);
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break;
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case TerrainType.GRASSY:
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secondaryEffect = new StatusEffectAttr(StatusEffect.SLEEP, false);
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break;
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case TerrainType.PSYCHIC:
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secondaryEffect = new StatStageChangeAttr([ Stat.SPD ], -1, false);
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break;
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}
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return secondaryEffect;
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}
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/**
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* Determines the secondary effect based on biome
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* ```
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* Town, Metropolis, Slum, Dojo, Laboratory, Power Plant + Default | Paralysis
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* Plains, Grass, Tall Grass, Forest, Jungle, Meadow | Sleep
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* Swamp, Mountain, Temple, Ruins | Speed -1
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* Ice Cave, Snowy Forest | Freeze
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* Volcano | Burn
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* Fairy Cave | SpAtk -1
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* Desert, Construction Site, Beach, Island, Badlands | Accuracy -1
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* Sea, Lake, Seabed | Atk -1
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* Cave, Wasteland, Graveyard, Abyss, Space | Flinch
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* End | Def -1
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* ```
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* @param biome - The current {@linkcode Biome} the battle is set in
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* @returns the chosen secondary effect {@linkcode MoveEffectAttr}
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*/
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private determineBiomeEffect(biome: Biome): MoveEffectAttr {
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let secondaryEffect: MoveEffectAttr;
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switch (biome) {
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case Biome.PLAINS:
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case Biome.GRASS:
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case Biome.TALL_GRASS:
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case Biome.FOREST:
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case Biome.JUNGLE:
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case Biome.MEADOW:
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secondaryEffect = new StatusEffectAttr(StatusEffect.SLEEP, false);
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break;
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case Biome.SWAMP:
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case Biome.MOUNTAIN:
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case Biome.TEMPLE:
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case Biome.RUINS:
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secondaryEffect = new StatStageChangeAttr([ Stat.SPD ], -1, false);
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break;
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case Biome.ICE_CAVE:
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case Biome.SNOWY_FOREST:
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secondaryEffect = new StatusEffectAttr(StatusEffect.FREEZE, false);
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break;
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case Biome.VOLCANO:
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secondaryEffect = new StatusEffectAttr(StatusEffect.BURN, false);
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break;
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case Biome.FAIRY_CAVE:
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secondaryEffect = new StatStageChangeAttr([ Stat.SPATK ], -1, false);
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break;
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case Biome.DESERT:
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case Biome.CONSTRUCTION_SITE:
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case Biome.BEACH:
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case Biome.ISLAND:
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case Biome.BADLANDS:
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secondaryEffect = new StatStageChangeAttr([ Stat.ACC ], -1, false);
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break;
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case Biome.SEA:
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case Biome.LAKE:
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case Biome.SEABED:
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secondaryEffect = new StatStageChangeAttr([ Stat.ATK ], -1, false);
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break;
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case Biome.CAVE:
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case Biome.WASTELAND:
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case Biome.GRAVEYARD:
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case Biome.ABYSS:
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case Biome.SPACE:
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secondaryEffect = new AddBattlerTagAttr(BattlerTagType.FLINCHED, false, true);
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break;
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case Biome.END:
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secondaryEffect = new StatStageChangeAttr([ Stat.DEF ], -1, false);
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break;
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case Biome.TOWN:
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case Biome.METROPOLIS:
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case Biome.SLUM:
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case Biome.DOJO:
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case Biome.FACTORY:
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case Biome.LABORATORY:
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case Biome.POWER_PLANT:
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default:
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secondaryEffect = new StatusEffectAttr(StatusEffect.PARALYSIS, false);
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break;
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}
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return secondaryEffect;
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}
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}
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export class PostVictoryStatStageChangeAttr extends MoveAttr {
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export class PostVictoryStatStageChangeAttr extends MoveAttr {
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private stats: BattleStat[];
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private stats: BattleStat[];
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private stages: number;
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private stages: number;
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@ -7898,7 +8054,7 @@ export function initMoves() {
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.unimplemented(),
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.unimplemented(),
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new AttackMove(Moves.SECRET_POWER, Type.NORMAL, MoveCategory.PHYSICAL, 70, 100, 20, 30, 0, 3)
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new AttackMove(Moves.SECRET_POWER, Type.NORMAL, MoveCategory.PHYSICAL, 70, 100, 20, 30, 0, 3)
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.makesContact(false)
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.makesContact(false)
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.partial(), // No effect implemented
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.attr(SecretPowerAttr),
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new AttackMove(Moves.DIVE, Type.WATER, MoveCategory.PHYSICAL, 80, 100, 10, -1, 0, 3)
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new AttackMove(Moves.DIVE, Type.WATER, MoveCategory.PHYSICAL, 80, 100, 10, -1, 0, 3)
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.attr(ChargeAttr, ChargeAnim.DIVE_CHARGING, i18next.t("moveTriggers:hidUnderwater", { pokemonName: "{USER}" }), BattlerTagType.UNDERWATER, true)
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.attr(ChargeAttr, ChargeAnim.DIVE_CHARGING, i18next.t("moveTriggers:hidUnderwater", { pokemonName: "{USER}" }), BattlerTagType.UNDERWATER, true)
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.attr(GulpMissileTagAttr)
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.attr(GulpMissileTagAttr)
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@ -0,0 +1,89 @@
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import { Abilities } from "#enums/abilities";
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import { Biome } from "#enums/biome";
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import { Moves } from "#enums/moves";
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import { Stat } from "#enums/stat";
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import { allMoves, SecretPowerAttr } from "#app/data/move";
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import { Species } from "#enums/species";
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import GameManager from "#test/utils/gameManager";
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import Phaser from "phaser";
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import { afterEach, beforeAll, beforeEach, describe, expect, it, vi } from "vitest";
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import { StatusEffect } from "#enums/status-effect";
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import { BattlerIndex } from "#app/battle";
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import { ArenaTagType } from "#enums/arena-tag-type";
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import { ArenaTagSide } from "#app/data/arena-tag";
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describe("Moves - Secret Power", () => {
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let phaserGame: Phaser.Game;
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let game: GameManager;
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beforeAll(() => {
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phaserGame = new Phaser.Game({
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type: Phaser.HEADLESS,
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});
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});
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afterEach(() => {
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game.phaseInterceptor.restoreOg();
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});
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beforeEach(() => {
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game = new GameManager(phaserGame);
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game.override
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.moveset([ Moves.SECRET_POWER ])
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.ability(Abilities.BALL_FETCH)
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.battleType("single")
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.disableCrits()
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.enemySpecies(Species.MAGIKARP)
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.enemyLevel(60)
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.enemyAbility(Abilities.BALL_FETCH);
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});
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it("Secret Power checks for an active terrain first then looks at the biome for its secondary effect", async () => {
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game.override
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.startingBiome(Biome.VOLCANO)
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.enemyMoveset([ Moves.SPLASH, Moves.MISTY_TERRAIN ]);
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vi.spyOn(allMoves[Moves.SECRET_POWER], "chance", "get").mockReturnValue(100);
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await game.classicMode.startBattle([ Species.FEEBAS ]);
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const enemyPokemon = game.scene.getEnemyPokemon()!;
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// No Terrain + Biome.VOLCANO --> Burn
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game.move.select(Moves.SECRET_POWER);
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await game.forceEnemyMove(Moves.SPLASH);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(enemyPokemon.status?.effect).toBe(StatusEffect.BURN);
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// Misty Terrain --> SpAtk -1
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game.move.select(Moves.SECRET_POWER);
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await game.forceEnemyMove(Moves.MISTY_TERRAIN);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(enemyPokemon.getStatStage(Stat.SPATK)).toBe(-1);
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});
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it("the 'rainbow' effect of fire+water pledge does not double the chance of secret power's secondary effect",
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async () => {
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game.override
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.moveset([ Moves.FIRE_PLEDGE, Moves.WATER_PLEDGE, Moves.SECRET_POWER, Moves.SPLASH ])
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.enemyMoveset([ Moves.SPLASH ])
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.battleType("double");
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await game.classicMode.startBattle([ Species.BLASTOISE, Species.CHARIZARD ]);
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const secretPowerAttr = allMoves[Moves.SECRET_POWER].getAttrs(SecretPowerAttr)[0];
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vi.spyOn(secretPowerAttr, "getMoveChance");
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game.move.select(Moves.WATER_PLEDGE, 0, BattlerIndex.ENEMY);
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game.move.select(Moves.FIRE_PLEDGE, 1, BattlerIndex.ENEMY_2);
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await game.phaseInterceptor.to("TurnEndPhase");
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expect(game.scene.arena.getTagOnSide(ArenaTagType.WATER_FIRE_PLEDGE, ArenaTagSide.PLAYER)).toBeDefined();
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game.move.select(Moves.SECRET_POWER, 0, BattlerIndex.ENEMY);
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game.move.select(Moves.SPLASH, 1);
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await game.phaseInterceptor.to("BerryPhase", false);
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expect(secretPowerAttr.getMoveChance).toHaveLastReturnedWith(30);
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}
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);
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});
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