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Changes to display splash
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8555ef7cb7
commit
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@ -1646,6 +1646,16 @@ export class CenterOfAttentionTag extends BattlerTag {
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}
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}
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}
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}
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export class SplashTag extends BattlerTag {
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constructor() {
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super(BattlerTagType.SPLASH, BattlerTagLapseType.TURN_END, 1, Moves.SPLASH, undefined, false);
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}
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onAdd(pokemon: Pokemon): void {
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super.onAdd(pokemon);
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globalScene.queueMessage(i18next.t("battlerTags:splashLapse"));
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}
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}
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export class AbilityBattlerTag extends BattlerTag {
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export class AbilityBattlerTag extends BattlerTag {
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public ability: Abilities;
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public ability: Abilities;
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@ -3000,6 +3010,8 @@ export class MagicCoatTag extends BattlerTag {
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*/
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*/
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export function getBattlerTag(tagType: BattlerTagType, turnCount: number, sourceMove: Moves, sourceId: number): BattlerTag {
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export function getBattlerTag(tagType: BattlerTagType, turnCount: number, sourceMove: Moves, sourceId: number): BattlerTag {
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switch (tagType) {
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switch (tagType) {
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case BattlerTagType.SPLASH:
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return new SplashTag();
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case BattlerTagType.RECHARGING:
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case BattlerTagType.RECHARGING:
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return new RechargingTag(sourceMove);
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return new RechargingTag(sourceMove);
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case BattlerTagType.BEAK_BLAST_CHARGING:
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case BattlerTagType.BEAK_BLAST_CHARGING:
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@ -8791,6 +8791,7 @@ export function initMoves() {
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new AttackMove(Moves.PSYWAVE, Type.PSYCHIC, MoveCategory.SPECIAL, -1, 100, 15, -1, 0, 1)
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new AttackMove(Moves.PSYWAVE, Type.PSYCHIC, MoveCategory.SPECIAL, -1, 100, 15, -1, 0, 1)
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.attr(RandomLevelDamageAttr),
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.attr(RandomLevelDamageAttr),
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new SelfStatusMove(Moves.SPLASH, Type.NORMAL, -1, 40, -1, 0, 1)
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new SelfStatusMove(Moves.SPLASH, Type.NORMAL, -1, 40, -1, 0, 1)
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.attr(AddBattlerTagAttr, BattlerTagType.SPLASH)
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.condition(failOnGravityCondition),
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.condition(failOnGravityCondition),
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new SelfStatusMove(Moves.ACID_ARMOR, Type.POISON, -1, 20, -1, 0, 1)
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new SelfStatusMove(Moves.ACID_ARMOR, Type.POISON, -1, 20, -1, 0, 1)
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.attr(StatStageChangeAttr, [ Stat.DEF ], 2, true),
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.attr(StatStageChangeAttr, [ Stat.DEF ], 2, true),
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@ -95,4 +95,5 @@ export enum BattlerTagType {
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ENDURE_TOKEN = "ENDURE_TOKEN",
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ENDURE_TOKEN = "ENDURE_TOKEN",
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POWDER = "POWDER",
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POWDER = "POWDER",
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MAGIC_COAT = "MAGIC_COAT",
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MAGIC_COAT = "MAGIC_COAT",
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SPLASH = "SPLASH"
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}
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}
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