* WIP: Adding the option to have named trainers be able to have a double battle together
* The team generation now works.
Also changed it so the special pools are now seperatly defined so we can access it for the team generation of the doubles.
They will happen at a 33% chance.
TODO: Option for seperate double dialogue (because for example the dialogue for tate and liza dont make sense since they reference their other sibling not beeing there...)
* Obviously didnt mean to push changes to battle.ts... (I made this change for a test)
* The doubles now have victory and encounter dialogue (the dialogue itself isnt THAT good since english isnt my first language)
* Changed signatureSpecies for the new galar elite 4
* Added Marnie & Piers as a double
* ESLint
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Co-authored-by: Benjamin Odom <bennybroseph@gmail.com>
* Added ability to get hex colour from type, added biome text, added functionality for querying biomeType with object.
* Revert "Added ability to get hex colour from type, added biome text, added functionality for querying biomeType with object."
This reverts commit 0f87000aa46ebb0a6d1fc628dd56ac39ef7229db.
* Reverted changes, added biome text to line one and renamed wavecounttext to a more standard name.
* Update battle-scene.ts
* Update Formatting
* Update Enums
* Revert
* Update overrides.ts
* Update battle-scene.ts
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Co-authored-by: Jon Studders <jonstudders1@gmail.com>
* Changed the move Acrobatics so it doesn't include
non-held items on it's damage calculations
* Changed exception so it includes within_party
items, and updated the move description
* Small typo e_e'
* Change Description of Move
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Co-authored-by: Benjamin Odom <bennybroseph@gmail.com>
* Use getBattleStat instead of getStat in BattleStatRatioPowerAttr
* Change unnecessary let into const
* Refactor BattleStatRatioPowerAttr into two distinct classes
* Add TSDoc for the new classes
* Implementation of Destiny Bond
* Add TSDocs
* Make the move fail in boss battles
* Fix boss immunity and ally fainting
* Update docs
* Add doc of return value of tag lapse
* Fix ESLint
When the wild evolution delays were updated, the biomes file wasn't updated to match, so that has been fixed.
Additionally, the previous refactor removed the commented-out outputPools function. It is where it is because it allows for easily filling out the biomes file for an update.
* eslint config + packages
* updated eslint config
* fix the issue eslint adding ;;;; at interfaces
* first round with eslint --fix .
* removed config for unused export
* Revert "first round with eslint --fix ."
This reverts commit 77a88e0895f7c3389cb223651b90d918af778fe9.
* removed config for camelCase
* for real this time, first round of eslint --fix .
* halfway to manual eslint fix
* eslint done
* added "how to setup" the hook to eslint --fix each new file before commit (if wanted)
* removed eslintrc config file duplicat
* fix human error + ignore build folder + merge overrides
* added curly brace style + eslint
* applied double quote linter rule
* added lefthook
* test precommit
* test precommit
* test precommit
* test precommit
* test precommit
* test precommit
* test precommit
* github action to run eslint
* added node_modules to ignore eslint
* different action for typescript
* no need for different glob (default src)
* node 20
* node 20
* removed no longer needed install file
* remove hooks part from README
* eslint fixes
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Co-authored-by: Frederico Santos <frederico.f.santos@tecnico.ulisboa.pt>
* Give certain Pokemon who start without a damage dealing move a Level 1 option.
A simple QOL change to certain Pokemon who otherwise didn't start with any sort of damage dealing move, or started out with unreliable moves that made the first biome a chore to get through such as Wrap/Bind or Astonish/Flail. The move choices were simply to help early game for these Pokemon and majority of these moves were moves the Pokemon had access to at some point save for some special cases. The following Pokemon were affected: Abra, Gastly, Lickitung, Dunsparce, Slugma, Wailmer, Spoink, Shuppet, Duskull, Burmy, Chingling, Bonsly, Carnivine, Giratina, Darkrai, Throh, Vanillite, Pumpkaboo, Bounsweet, Pyukumuku, Cosmog, Magearna, Applin, Sinistea, Poltchageist.
* Give certain Pokemon a level 1 damage dealing move
* Added Formatting to indicate what is custom, changed Spoink to pull from Confusion 2 levels earlier
It was causing some Pokémon to be unevolved in later Classic mode trainer battles (notably the fifth and sixth rival fights). Lowering their evolution delay *should* mean they are fully evolved by these fights now.
* Adds in the accuracy and evasion bypass for Mind's Eye
* Added comment to new IgnoreOpponentEvasionAbAttr class
* Added docs to apply so that it is actually complete
* test commit
* de modified readme
* first implementation, needs testing with healer
* fixed beahviour if 2+ opponents are on field, also added message
* further fixed
* reset of overrides.ts before merge to main
* fixed grammar
Co-authored-by: Jonas Pinson <jonas.pinson@gmail.com>
* Implemented changes suggested by @bennybroseph and @TempsRay
* Added more docs to the class
* removed old comments
* fixed ability name in comments
* added translation and made message localized
* fixed ability name
* added missing bracket
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Co-authored-by: Jonas Pinson <jonas.pinson@gmail.com>
* Set the name for the ace trainer female class
* Wrote out the name for all females trainer classes explicitly so they are always used.
Also made some changes (added missing classes) to languages
* Checks if Pokemon is Ghost type when determining if it is trapped
* Adding doc comments based on new standard
* Update ability.ts
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Co-authored-by: Benjamin Odom <bennybroseph@gmail.com>
* Implemented Ball Fetch
* Added once per battle condition
* Ability only functions on player side
* Update ability.ts
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Co-authored-by: SamuelHudson <samuel.hudson2017@gmail.com>
Co-authored-by: Benjamin Odom <bennybroseph@gmail.com>
* Implemented Merciless
Attribute CritIfTargetIsPoisonedAbAttr
Fix BlockCritAbAttr
* Changed CritIfTargetPoisonedAbAttr to ConditionalCritAbAttr
Now any condition related to user, target or the move used can be applied to guarantee a critical hit.