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{ | |
"version": 3, | |
"sources": ["../../data/cg-team-data.ts"], | |
"sourcesContent": ["// Data for computer-generated teams\n\nexport const MOVE_PAIRINGS: { [moveID: IDEntry]: IDEntry } = {\n\trest: 'sleeptalk',\n\tsleeptalk: 'rest',\n};\n\n// Bonuses to move ratings by ability\nexport const ABILITY_MOVE_BONUSES: { [abilityID: IDEntry]: { [moveID: IDEntry]: number } } = {\n\tdrought: { sunnyday: 0.2, solarbeam: 2 },\n\tcontrary: { terablast: 2 },\n};\n// Bonuses to move ratings by move type\nexport const ABILITY_MOVE_TYPE_BONUSES: { [abilityID: IDEntry]: { [typeName: string]: number } } = {\n\tdarkaura: { Dark: 1.33 },\n\tdragonsmaw: { Dragon: 1.5 },\n\tfairyaura: { Fairy: 1.33 },\n\tsteelworker: { Steel: 1.5 },\n\tsteelyspirit: { Steel: 1.5 },\n\ttransistor: { Electric: 1.3 },\n\n\t// -ate moves\n\tpixilate: { Normal: 1.5 * 1.2 },\n\trefrigerate: { Normal: 1.5 * 1.2 },\n\taerilate: { Normal: 1.5 * 1.2 },\n\tnormalize: { Normal: 1.2 },\n\n\t// weather\n\tdrizzle: { Water: 1.4, Fire: 0.6 },\n\tdrought: { Fire: 1.4, Water: 0.6 },\n};\n// For moves whose quality isn't obvious from data\n// USE SPARINGLY!\nexport const HARDCODED_MOVE_WEIGHTS: { [moveID: IDEntry]: number } = {\n\t// Fails unless user is asleep\n\tsnore: 0,\n\t// Hard to use\n\tlastresort: 0.1, dreameater: 0.1,\n\t// Useless without Berry + sucks even then\n\tbelch: 0.2,\n\n\t// Power increases in conditions out of our control that may occur\n\tavalanche: 1.2,\n\tficklebeam: 1.3,\n\thex: 1.2,\n\tstompingtantrum: 1.2,\n\ttemperflare: 1.2,\n\n\t// Attacks that set hazards on hit\n\t// We REALLY like hazards\n\tstoneaxe: 16,\n\tceaselessedge: 16,\n\n\t// screens\n\tlightscreen: 3, reflect: 3, auroraveil: 3, // TODO: make sure AVeil always gets Snow?\n\ttailwind: 2,\n\n\t// mess with the opponent\n\ttaunt: 2, disable: 2, encore: 3,\n\n\t// healing moves\n\t// TODO: should healing moves be more common on bulkier pokemon?\n\t// 25%\n\tjunglehealing: 3, lifedew: 3,\n\t// 50%\n\tmilkdrink: 5, moonlight: 5, morningsun: 5, recover: 5, roost: 5,\n\tshoreup: 5, slackoff: 5, softboiled: 5, synthesis: 5,\n\t// delayed/consequence\n\trest: 3, // has sleeptalk potential\n\twish: 2,\n\n\t// requires terrain\n\tsteelroller: 0.1,\n};\n\nexport const WEIGHT_BASED_MOVES = ['heatcrash', 'heavyslam', 'lowkick', 'grassknot'];\nexport const TARGET_HP_BASED_MOVES = ['crushgrip', 'hardpress'];\n"], | |
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