* Sacrifical Moves (that dont require a target like explosion or self destruct) now also work if the target is flying, diving etc.
There is also a new catagorie of moves. "SacrificalMovesOnHit" for all moves that need to hit for them to be sacrifical like MEMENTO
* Added comments, added (what i think is TSDoc) to functions and classes. Removed empty lines i introduced
* .
* Added fixes for the Review by TempsRay.
* Added missing *
* Remove Target Requirement of SacrificialAttr
* Update move.ts
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Co-authored-by: Benjamin Odom <bennybroseph@gmail.com>
* Implement client session and re-implement hybrid saving (WiP)
* Fixes for hybrid saving
* Add local data clears where applicable
* Include client session ID in system update
* Change save threshold from 5 waves to 10 waves or 5 minutes
* Ability Corrosion
Implemented Corrosion Partially.
Tested against:
- Poison Powder
- Toxic
- Dire Claw
- Sludge Bomb
- Psycho Shift
They all work as expected
Missing ability Magic Bounce to test against.
* Added TSDoc Documentation
Added documentation to the new IgnoreTypeStatusEffectImunnityAbAttr and added comments to the checks for this ability attribute.
* Added More Documentation
Add comment into Phases for what sourcePokemon is for.
Renamed source to sourcePokemon onto trySetStatus and canSetStatus.
Added TSDoc head for what sourcePokemon is and anything else I am aware of what they are used for.
* Removed unfinished TSDoc
Removed TSDoc headers due to not having enough understanding to fill out all of the parameters
* Fix Formatting and Reorder Parameters
* Update arena-tag.ts
* Update phases.ts
* Update ability.ts
Added access modifiers to my class and the class I compared to.
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Co-authored-by: Benjamin Odom <bennybroseph@gmail.com>
* Implemented Snipe Shot and Stalwart/Propeller Tail
* Remove Testing Overrides
I don't know why these got pushed, they are in the gitignore file.
* Snipe Shot also has a high crit rate
* Add Comment
* Add TsDoc documentation to BypassRedirectAttr
* Add ability pop-up for when Propeller Tail/Stalwart proc.
* Fix Formatting
* Tab align comment
* added settings to manage how to display party experience at the end of fight
* added back stats changes support when setting is on but ignored when on skip
* removed a useless parameter
* added new level in the text
* only Lv. UP if level is greated than 200
* cleanup
* added some comment
* TSDoc comment block
* EXP_Party -> EXP_Party_Display, Only Up -> Level Up Notification
* better duration for the level up notification
* typo
Co-authored-by: Samuel H <flashfireex@gmail.com>
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Co-authored-by: Samuel H <flashfireex@gmail.com>
* adds frame for StatusCureAttr
* heal bell and aromatherapy functioning as intended
* refactor attr to solely handle party cure, party interaction unique enough to justify
* adds header to PartyStatusCureAttr
* code comment
* comment formatting improvement
* checks for passives as well
* code comment
* shows ability bar if immune
* implements cursed body
* 30 percent chance to proc
* check if max
* removes unimplemented tag
* bypasses faint
* un-disable message specifies pokemon name
* adds prefix to un-disable message
* space issue
* adds the ribbon asset, hooking it up
* works if override. need to add field on server side I imagine
* moves count to starterData, increments on win
* formatting
* increment works properly
* recursively check for prevolution
* cleaned up to use getRootSpeciesId()
* changes ribbon to gold medal version
* adds Akuma's ribbon achievements
* ribbons increment correctly
* missed ui handler update
* reorder achievements
* ribbon correct, vouchers not. currently investigating
* increments properly, but voucher reward phase not appearing
* some cleanup
* works great, need to better reflect who is getting ribbon in message and cry
* plays level fanfare, tabling cry for now
* reran items.bat
* Minor fixes
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Co-authored-by: Flashfyre <flashfireex@gmail.com>
* Fixes Struggle Softlock
Fixed an issue where moves marked as (N) would prevent you from being able to Struggle.
Also fixes messaging so that a message shows when you are out of PP, Disabled, or trying to use an unimplemented move consistently.
* Update phases.ts
Mind Blown targets all users and was triggering recoil every time it hit. Changed so that it only applies once after all targets take damage by adding a new MoveEffectTrigger, POST_TARGET. This also fixes an issue where dying to recoil stopped the rest of the damage from hitting the remaining targets.
This change also applies fixes for Steel Beam since they are have the same effect but is single target.
Also added missing messages for Damp and Recoil. All messaging is in line with Pokémon Showdown.
* abilities: implement guard dog, abilities that give intimidate immunity
* abilities: implement rattled's second effect, remove refs to mold breaker
* abilities: fix rattled not giving the attack drop still
* abilities: make ability bars pop in to some success
* abilities: implement suction cups since it has the same effect
* moves: add custom fail text, fix animation issues with Guard Dog/Roar
* abilities: manually show intimidate ability bar to prevent weirdness
* abilities: implement opportunist
* abilities: make it not infinitely loop like a dummy
* abilities: properly ignore only opportunist on opportunist boosts
* abilities: rename some things to make a bit more sense
* Expanding Force Implementation
Added target change attribute based on terrain
* Class change I guess
* Expanding Force Implementation
Added target change attribute based on terrain
Class change I guess
Squashed weird split commit
* Fixed removed commits
My bad
* ACTUALLY fixed removed commits
* Expanding Force Hotfix
Fixes a bug where Expanding Force would not act as a multi-target move in the MoveEffectPhase while in psychic terrain
* Smack down and thousand arrows should cancel charging fly
* Remove console log
* Update interruptible check to use flying tag instead of move history
* Remove extra comma
* Fix effect spore, tera blast distribution, and IVs shown on catch
* Forgot to add tms
* Unown does not learn any TMs
* Fix some tera blast learns
* delelele whooooop
* Select move UI shows PP
* Removed testing forced max pp
* PP only shows when using PP restoring items
* Removed testing max pp again
* Update src/phases.ts
* Update src/ui/party-ui-handler.ts
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Co-authored-by: Samuel H <flashfireex@gmail.com>
* Some Fixes
- HP ratio related checks (`getHpRatio`): Added rounding to 2 decimals for non-precise option.
- Hustle (`BattleStatMultiplierAbAttr`): added optional condition; Hustle now works only for physical attacks.
- Imposter (`PostSummonTransformAbAttr`): Switch in a double battle after both foes have been defeated no longer crashes the game.
- Sleep Talk (`RandomMovesetMoveAttr`): Single target moves no longer target allies.
* Formatting changes for consistency
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Co-authored-by: Flashfyre <flashfireex@gmail.com>
* Recharge checked earlier, Move Tags not checked if move cancelled
Recharge is now checked at the start of doMove to determine if other Tags need to be checked or if the pokemon is recharging. If the move is already cancelled, Move lapse tags are no longer checked (To account for Sleep/Paralyze happening before hand, so confusion would never trigger)
* PRE_MOVE Lapse added for Recharge, Recharge now cancels
Added a PRE_MOVE Identifier for Recharge specifically, which now cancels the move and shifts the move queue (since this will no longer occur in doMove. This prevents Confusion/Infatuation from also being triggered after a Pokemon is recharging.
* Changed spacing