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added documentation
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@ -2875,23 +2875,42 @@ export class StatStageChangeAttr extends MoveEffectAttr {
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}
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}
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}
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}
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/**
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* Attribute used to determine the Biome/Terrain-based secondary effect of Secret Power
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*/
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export class SecretPowerAttr extends MoveEffectAttr {
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export class SecretPowerAttr extends MoveEffectAttr {
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constructor() {
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constructor() {
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super(false);
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super(false);
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}
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}
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/**
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* Used to determine if the move should apply a secondary effect based on Secret Power's 30% chance
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* @param user
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* @param target
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* @param move
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* @param args
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* @returns `true` if the move should | `false` if the roll fails and the move should not
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*/
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override canApply(user: Pokemon, target: Pokemon, move: Move, args?: any[]): boolean {
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override canApply(user: Pokemon, target: Pokemon, move: Move, args?: any[]): boolean {
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this.effectChanceOverride = move.chance;
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this.effectChanceOverride = move.chance;
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const moveChance = this.getMoveChance(user, target, move, this.selfTarget);
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const moveChance = this.getMoveChance(user, target, move, this.selfTarget);
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if (moveChance < 0 || moveChance === 100 || user.randSeedInt(100) < moveChance) {
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if (moveChance < 0 || moveChance === 100 || user.randSeedInt(100) < moveChance) {
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this.effectChanceOverride = 100;
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this.effectChanceOverride = 100; // effectChanceOverride used in the application of the actual secondary effect
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return true;
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return true;
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} else {
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} else {
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return false;
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return false;
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}
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}
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}
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}
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apply(user: Pokemon, target: Pokemon, move: Move, args?: any[] | undefined): boolean | Promise<boolean> {
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/**
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* Used to apply the secondary effect to the target Pokemon
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* @param user
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* @param target
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* @param move
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* @param args
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* @returns `true` if a secondary effect is successfully applied | 'false' if not
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*/
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override apply(user: Pokemon, target: Pokemon, move: Move, args?: any[] | undefined): boolean | Promise<boolean> {
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if (!super.apply(user, target, move, args)) {
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if (!super.apply(user, target, move, args)) {
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return false;
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return false;
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}
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}
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@ -2906,6 +2925,16 @@ export class SecretPowerAttr extends MoveEffectAttr {
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return secondaryEffect!.apply(user, target, move, []);
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return secondaryEffect!.apply(user, target, move, []);
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}
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}
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/**
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* Determines the secondary effect based on terrain
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* Takes precedence over biome
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* Electric Terrain | Paralysis
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* Misty Terrain | SpAtk -1
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* Grassy Terrain | Sleep
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* Psychic Terrain | Speed -1
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* @param terrain {@linkcode TerrainType}the current terrain
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* @returns the chosen secondary effect {@linkcode MoveEffectAttr}
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*/
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private determineTerrainEffect(terrain: TerrainType): MoveEffectAttr {
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private determineTerrainEffect(terrain: TerrainType): MoveEffectAttr {
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let secondaryEffect: MoveEffectAttr;
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let secondaryEffect: MoveEffectAttr;
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switch (terrain) {
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switch (terrain) {
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@ -2925,6 +2954,21 @@ export class SecretPowerAttr extends MoveEffectAttr {
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return secondaryEffect!;
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return secondaryEffect!;
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}
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}
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/**
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* Determines the secondary effect based on biome
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* Town, Metropolis, Slum, Dojo, Laboratory, Power Plant + Default | Paralysis
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* Plains, Grass, Tall Grass, Forest, Jungle, Meadow | Sleep
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* Swamp, Mountain, Temple, Ruins | Speed -1
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* Ice Cave, Snowy Forest | Freeze
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* Volcano | Burn
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* Fairy Cave | SpAtk -1
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* Desert, Construction Site, Beach, Island, Badlands | Accuracy -1
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* Sea, Lake, Seabed | Atk -1
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* Cave, Wasteland, Graveyard, Abyss, Space | Flinch
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* End | Def -1
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* @param biome {@linkcode Biome} the current biome the battle is set in
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* @returns the chosen secondary effect {@linkcode MoveEffectAttr}
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*/
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private determineBiomeEffect(biome: Biome): MoveEffectAttr {
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private determineBiomeEffect(biome: Biome): MoveEffectAttr {
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let secondaryEffect: MoveEffectAttr;
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let secondaryEffect: MoveEffectAttr;
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switch (biome) {
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switch (biome) {
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