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[Move] Add flavor text for Splash and Celebrate (#5392)
* Add flavor text for Splash and Celebrate * Remove unnecessary constructors * Use Splash move text from move triggers
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@ -61,6 +61,7 @@ import { RevivalBlessingPhase } from "#app/phases/revival-blessing-phase";
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import { LoadMoveAnimPhase } from "#app/phases/load-move-anim-phase";
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import { PokemonTransformPhase } from "#app/phases/pokemon-transform-phase";
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import { MoveAnimPhase } from "#app/phases/move-anim-phase";
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import { loggedInUser } from "#app/account";
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export enum MoveCategory {
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PHYSICAL,
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@ -1584,6 +1585,20 @@ export class SurviveDamageAttr extends ModifiedDamageAttr {
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}
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}
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export class SplashAttr extends MoveEffectAttr {
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
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globalScene.queueMessage(i18next.t("moveTriggers:splash"));
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return true;
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}
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}
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export class CelebrateAttr extends MoveEffectAttr {
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
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globalScene.queueMessage(i18next.t("moveTriggers:celebrate", { playerName: loggedInUser?.username }));
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return true;
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}
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}
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export class RecoilAttr extends MoveEffectAttr {
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private useHp: boolean;
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private damageRatio: number;
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@ -8852,6 +8867,7 @@ export function initMoves() {
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new AttackMove(Moves.PSYWAVE, Type.PSYCHIC, MoveCategory.SPECIAL, -1, 100, 15, -1, 0, 1)
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.attr(RandomLevelDamageAttr),
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new SelfStatusMove(Moves.SPLASH, Type.NORMAL, -1, 40, -1, 0, 1)
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.attr(SplashAttr)
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.condition(failOnGravityCondition),
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new SelfStatusMove(Moves.ACID_ARMOR, Type.POISON, -1, 20, -1, 0, 1)
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.attr(StatStageChangeAttr, [ Stat.DEF ], 2, true),
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@ -10294,7 +10310,8 @@ export function initMoves() {
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.target(MoveTarget.BOTH_SIDES),
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new AttackMove(Moves.DAZZLING_GLEAM, Type.FAIRY, MoveCategory.SPECIAL, 80, 100, 10, -1, 0, 6)
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.target(MoveTarget.ALL_NEAR_ENEMIES),
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new SelfStatusMove(Moves.CELEBRATE, Type.NORMAL, -1, 40, -1, 0, 6),
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new SelfStatusMove(Moves.CELEBRATE, Type.NORMAL, -1, 40, -1, 0, 6)
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.attr(CelebrateAttr),
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new StatusMove(Moves.HOLD_HANDS, Type.NORMAL, -1, 40, -1, 0, 6)
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.ignoresSubstitute()
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.target(MoveTarget.NEAR_ALLY),
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