* Save battler tags
Also saves the rest of the summonData except for transform specific things.
* Add missing values for type boost tag.
* Add intellisense comments
* Implements healer
* adds an ally check to the condition
* done testing, changes chance back to 30%
* adds comment header for PostTurnResetStatusAbAttr
* adds override to resetStatus to not allow revive
* dont revive
* override revert
* fix scrappy and mindseye working as passive ability
* update apply for ignoretypeimmunityabattr
* simplify logic for ignoretypeimmunityabattr
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Co-authored-by: contra1337 <jpbastyr@gmail.com>
* 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
The AI couldn't decide who to target with CounterDamageAttr moves which don't need a target. This change makes an exception. Now functions the same as when the player selects one of these moves.
Fixed having Shedinja share PP usage with the Ninjask it evolved from and vice versa.
The solution was to make a deep copy of each move in the moveset array rather than copying the array itself.
Shedinja wasn't taking the luck value from Ninjask so when it calculated its luck it just took the entire fused Pokemon's luck somehow. This has been fixed so it takes both the first and second part of the fusion's luck values instead.
Also fixes an issue where Shedinja crashed the game if it was the second part of a fusion combo. Now the correct pokemon species gets checked against and the correct pokemon evolution occurs to create Shedinja.
* 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>