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Sleeping
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export const Conditions: import('../../../sim/dex-conditions').ModdedConditionDataTable = {
brn: {
inherit: true,
onResidual(pokemon) {
this.damage(pokemon.baseMaxhp / 8);
},
},
par: {
inherit: true,
onModifySpe(spe, pokemon) {
// Paralysis occurs after all other Speed modifiers, so evaluate all modifiers up to this point first
spe = this.finalModify(spe);
if (!pokemon.hasAbility('quickfeet')) {
spe = Math.floor(spe * 25 / 100);
}
return spe;
},
},
confusion: {
inherit: true,
onBeforeMove(pokemon) {
pokemon.volatiles['confusion'].time--;
if (!pokemon.volatiles['confusion'].time) {
pokemon.removeVolatile('confusion');
return;
}
this.add('-activate', pokemon, 'confusion');
if (this.randomChance(1, 2)) {
return;
}
const damage = this.actions.getConfusionDamage(pokemon, 40);
if (typeof damage !== 'number') throw new Error("Confusion damage not dealt");
this.damage(damage, pokemon, pokemon, {
id: 'confused',
effectType: 'Move',
type: '???',
} as ActiveMove);
return false;
},
},
choicelock: {
inherit: true,
onBeforeMove() {},
},
};
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