Fixed an issue where targeting the user of a Semi-Invulnerable move caused the move to cancel. These moves now miss instead.
No Guard and other accuracy locking moves still function as they were already duplicating their check in hitCheck. Fixed an issue where IGNORE_ACCURACY was checking against the current move for targets instead of Lock-On's target
* Implements localization on ModifierType
* All languages' translation fallback to EN locale
* Fixed some typos
* Add missing QUICK_CLAW translation entry
* Added Gen names localizations in Starter Selection UI
* Added Gen names localizations in Starter Selection UI
* Added Gen names localizations in Starter Selection UI
* Added Gen names localizations in Starter Selection UI
* Added Gen names localizations in Starter Selection UI
* Added Gen names localizations in Starter Selection UI
* Added Gen names localizations in Starter Selection UI
* Added Gen names localizations in Starter Selection UI
* Added Gen names localizations in Starter Selection UI
* Added Gen names localizations in Starter Selection UI
* Added Gen names localizations in Starter Selection UI
* Update starter-select-ui-handler.ts
* Update starter-select-ui-handler.ts
* Added Gen names localizations in Starter Selection UI
* Added Gen names localizations in Starter Selection UI
* Updated with recent pt BR edits
* Fixes the ptBR text in starter menu popping out of the info box and added language personalization, changed some ptBR natures and ordered thw switch case in alphabetic order
* Small fix
* Implemented Power Split and Guard Split
* Update changeStat method to use summonData for Pokemon stats
This commit modifies the `changeStat` method in the `Pokemon` class to use the `summonData` object for updating Pokemon stats instead of directly modifying the `stats` object. This change ensures that the updated stats are correctly reflected in the `summonData` object, which is used for battle calculations and other related operations.
Refactor the `getStat` method to check if `summonData` exists and return the corresponding stat value from `summonData.stats` if it does. Otherwise, return the stat value from the `stats` object.
This change improves the accuracy of stat calculations during battles and ensures consistency between the `stats` and `summonData` objects.
* Added documentation for Power Split and Guard Split + linting
* removed incorrect files
* Removed incorrect folder
* removed unnecessary import
* Added documentation for getStat and changeSummonStat methods
* New description for getStat()
* Adjusting function descriptions
* adjusted descriptions according to guideline
---------
Co-authored-by: Frederico Santos <frederico.santos@fivedegrees.nl>
* added auto hit and 2x damage from certain moves when targetting a pokemon who used minimize
* review fixes and bad merge
* review fixes and bad merge v2
* changed to be double damage instead of power for the minimize condition
* added TSdocs for function]
* remove ability to add minimize tag to dynamax-mons
* status cannot be applied to max-mons, and falls off if they dynamax
* updated doccumentation
* Update move.ts
---------
Co-authored-by: Cae Rulius <cae@polywhack.com>
Co-authored-by: Benjamin Odom <bennybroseph@gmail.com>
* 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
---------
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
Replacing Cave's Beach link with Lake would weaken the "water loop", a situation where players get continually routed back to Beach, leading to frustration. Lake is a crossroads biome that connects to much of the rest of the game, while still connecting to Beach, making it not a drastic detour.
Infernal Vulpix simulated a hypothetical 10k wave endless run for me to see the difference this change would have on biome frequencies. Apologies for the broken formatting from me copying this from Discord:
Odds Alt
Abyss 1.98% 2.40%
Badlands 3.57% 3.46%
Beach 6.30% 4.06%
Cave 5.87% 5.91%
Construction Site 3.90% 4.83%
Desert 1.70% 1.70%
Dojo 2.05% 2.58%
Factory 2.03% 2.57%
Fairy Cave 0.86% 0.59%
Forest 5.79% 5.64%
Grass 2.12% 2.48%
Graveyard 2.03% 2.39%
Ice Cave 4.00% 2.68%
Island 0.79% 0.53%
Jungle 2.80% 2.72%
Laboratory 0.13% 0.13%
Lake 3.37% 6.26%
Meadow 2.93% 2.74%
Metropolis 2.33% 2.55%
Mountain 2.86% 2.40%
Plains 5.96% 6.94%
Power Plant 2.06% 2.63%
Ruins 2.51% 2.59%
Sea 6.16% 4.07%
Seabed 2.90% 2.04%
Slum 2.58% 2.67%
Snowy Forest 3.79% 2.60%
Space 0.37% 0.41%
Swamp 3.79% 4.64%
Tall Grass 4.18% 4.73%
Temple 2.98% 3.06%
Town 0.00% 0.00%
Volcano 2.58% 2.29%
Wasteland 0.72% 0.72%
End 2.00% 2.00%
* Made Sheer Cold not affect Ice Types, as well as implementing the Gen VII change of 20% for non ice types.
* Pushed accurancy change
* Updated and separated the accuracy attribute and the Ice no effect attribute
* Fixed the OHKO attribute (accidentally removed) and fixed multiplier
* Updated attribute names, as well as making the move cancelled instead of 0x multiplier
* Added TSDoc comments
* Updated accuracy logic
* Changed the text response for Sheer Cold immunity
* Added immune to the HitResult enum