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"use strict";
var __defProp = Object.defineProperty;
var __getOwnPropDesc = Object.getOwnPropertyDescriptor;
var __getOwnPropNames = Object.getOwnPropertyNames;
var __hasOwnProp = Object.prototype.hasOwnProperty;
var __export = (target, all) => {
for (var name in all)
__defProp(target, name, { get: all[name], enumerable: true });
};
var __copyProps = (to, from, except, desc) => {
if (from && typeof from === "object" || typeof from === "function") {
for (let key of __getOwnPropNames(from))
if (!__hasOwnProp.call(to, key) && key !== except)
__defProp(to, key, { get: () => from[key], enumerable: !(desc = __getOwnPropDesc(from, key)) || desc.enumerable });
}
return to;
};
var __toCommonJS = (mod) => __copyProps(__defProp({}, "__esModule", { value: true }), mod);
var cg_team_data_exports = {};
__export(cg_team_data_exports, {
ABILITY_MOVE_BONUSES: () => ABILITY_MOVE_BONUSES,
ABILITY_MOVE_TYPE_BONUSES: () => ABILITY_MOVE_TYPE_BONUSES,
HARDCODED_MOVE_WEIGHTS: () => HARDCODED_MOVE_WEIGHTS,
MOVE_PAIRINGS: () => MOVE_PAIRINGS,
TARGET_HP_BASED_MOVES: () => TARGET_HP_BASED_MOVES,
WEIGHT_BASED_MOVES: () => WEIGHT_BASED_MOVES
});
module.exports = __toCommonJS(cg_team_data_exports);
const MOVE_PAIRINGS = {
rest: "sleeptalk",
sleeptalk: "rest"
};
const ABILITY_MOVE_BONUSES = {
drought: { sunnyday: 0.2, solarbeam: 2 },
contrary: { terablast: 2 }
};
const ABILITY_MOVE_TYPE_BONUSES = {
darkaura: { Dark: 1.33 },
dragonsmaw: { Dragon: 1.5 },
fairyaura: { Fairy: 1.33 },
steelworker: { Steel: 1.5 },
steelyspirit: { Steel: 1.5 },
transistor: { Electric: 1.3 },
// -ate moves
pixilate: { Normal: 1.5 * 1.2 },
refrigerate: { Normal: 1.5 * 1.2 },
aerilate: { Normal: 1.5 * 1.2 },
normalize: { Normal: 1.2 },
// weather
drizzle: { Water: 1.4, Fire: 0.6 },
drought: { Fire: 1.4, Water: 0.6 }
};
const HARDCODED_MOVE_WEIGHTS = {
// Fails unless user is asleep
snore: 0,
// Hard to use
lastresort: 0.1,
dreameater: 0.1,
// Useless without Berry + sucks even then
belch: 0.2,
// Power increases in conditions out of our control that may occur
avalanche: 1.2,
ficklebeam: 1.3,
hex: 1.2,
stompingtantrum: 1.2,
temperflare: 1.2,
// Attacks that set hazards on hit
// We REALLY like hazards
stoneaxe: 16,
ceaselessedge: 16,
// screens
lightscreen: 3,
reflect: 3,
auroraveil: 3,
// TODO: make sure AVeil always gets Snow?
tailwind: 2,
// mess with the opponent
taunt: 2,
disable: 2,
encore: 3,
// healing moves
// TODO: should healing moves be more common on bulkier pokemon?
// 25%
junglehealing: 3,
lifedew: 3,
// 50%
milkdrink: 5,
moonlight: 5,
morningsun: 5,
recover: 5,
roost: 5,
shoreup: 5,
slackoff: 5,
softboiled: 5,
synthesis: 5,
// delayed/consequence
rest: 3,
// has sleeptalk potential
wish: 2,
// requires terrain
steelroller: 0.1
};
const WEIGHT_BASED_MOVES = ["heatcrash", "heavyslam", "lowkick", "grassknot"];
const TARGET_HP_BASED_MOVES = ["crushgrip", "hardpress"];
//# sourceMappingURL=cg-team-data.js.map
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