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Implement Foul Play
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@ -1691,6 +1691,16 @@ export class VariableAtkAttr extends MoveAttr {
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}
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}
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export class TargetAtkAsAtkAttr extends VariableAtkAttr {
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constructor(){
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super();
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}
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
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(args[0] as Utils.IntegerHolder).value = target.getBattleStat(Stat.ATK, target);
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return true;
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}
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}
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export class DefAtkAttr extends VariableAtkAttr {
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constructor() {
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super();
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@ -3906,7 +3916,8 @@ export function initMoves() {
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new AttackMove(Moves.ACID_SPRAY, "Acid Spray", Type.POISON, MoveCategory.SPECIAL, 40, 100, 20, "The user spits fluid that works to melt the target. This harshly lowers the target's Sp. Def stat.", 100, 0, 5)
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.attr(StatChangeAttr, BattleStat.SPDEF, -2)
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.ballBombMove(),
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new AttackMove(Moves.FOUL_PLAY, "Foul Play (P)", Type.DARK, MoveCategory.PHYSICAL, 95, 100, 15, "The user turns the target's power against it. The higher the target's Attack stat, the greater the damage it deals.", -1, 0, 5),
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new AttackMove(Moves.FOUL_PLAY, "Foul Play", Type.DARK, MoveCategory.PHYSICAL, 95, 100, 15, "The user turns the target's power against it. The higher the target's Attack stat, the greater the damage it deals.", -1, 0, 5)
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.attr(TargetAtkAsAtkAttr),
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new StatusMove(Moves.SIMPLE_BEAM, "Simple Beam (N)", Type.NORMAL, 100, 15, "The user's mysterious psychic wave changes the target's Ability to Simple.", -1, 0, 5),
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new StatusMove(Moves.ENTRAINMENT, "Entrainment (N)", Type.NORMAL, 100, 15, "The user dances with an odd rhythm that compels the target to mimic it, making the target's Ability the same as the user's.", -1, 0, 5),
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new StatusMove(Moves.AFTER_YOU, "After You (N)", Type.NORMAL, -1, 15, "The user helps the target and makes it use its move right after the user.", -1, 0, 5)
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