101 lines
2.9 KiB
JavaScript
101 lines
2.9 KiB
JavaScript
"use strict";
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var __defProp = Object.defineProperty;
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var __getOwnPropDesc = Object.getOwnPropertyDescriptor;
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var __getOwnPropNames = Object.getOwnPropertyNames;
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var __hasOwnProp = Object.prototype.hasOwnProperty;
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var __export = (target, all) => {
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for (var name in all)
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__defProp(target, name, { get: all[name], enumerable: true });
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};
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var __copyProps = (to, from, except, desc) => {
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if (from && typeof from === "object" || typeof from === "function") {
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for (let key of __getOwnPropNames(from))
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if (!__hasOwnProp.call(to, key) && key !== except)
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__defProp(to, key, { get: () => from[key], enumerable: !(desc = __getOwnPropDesc(from, key)) || desc.enumerable });
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}
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return to;
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};
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var __toCommonJS = (mod) => __copyProps(__defProp({}, "__esModule", { value: true }), mod);
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var cg_team_data_exports = {};
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__export(cg_team_data_exports, {
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ABILITY_MOVE_BONUSES: () => ABILITY_MOVE_BONUSES,
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ABILITY_MOVE_TYPE_BONUSES: () => ABILITY_MOVE_TYPE_BONUSES,
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HARDCODED_MOVE_WEIGHTS: () => HARDCODED_MOVE_WEIGHTS,
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MOVE_PAIRINGS: () => MOVE_PAIRINGS,
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SPEED_BASED_MOVES: () => SPEED_BASED_MOVES,
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WEIGHT_BASED_MOVES: () => WEIGHT_BASED_MOVES
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});
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module.exports = __toCommonJS(cg_team_data_exports);
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const MOVE_PAIRINGS = {
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rest: "sleeptalk",
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sleeptalk: "rest"
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};
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const ABILITY_MOVE_BONUSES = {
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drought: { sunnyday: 0.2, solarbeam: 2 }
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};
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const ABILITY_MOVE_TYPE_BONUSES = {
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darkaura: { Dark: 1.33 },
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fairyaura: { Fairy: 1.33 },
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// -ate moves
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pixilate: { Normal: 1.5 * 1.2 },
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refrigerate: { Normal: 1.5 * 1.2 },
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aerilate: { Normal: 1.5 * 1.2 },
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normalize: { Normal: 1.2 },
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// weather
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drizzle: { Water: 1.4, Fire: 0.6 },
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drought: { Fire: 1.4, Water: 0.6 }
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};
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const HARDCODED_MOVE_WEIGHTS = {
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// Fails unless user is asleep
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snore: 0,
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// Hard to use
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lastresort: 0.1,
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dreameater: 0.1,
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// Useless without Berry + sucks even then
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belch: 0.2,
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// Power increases in conditions within our control
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acrobatics: 1.75,
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// not 2 because of the opportunity cost of forgoing an item
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facade: 1.5,
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// not 2 because we forgo an item AND get badly poisoned
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// Power increases in conditions out of our control that may occur
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avalanche: 1.2,
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hex: 1.2,
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// screens
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lightscreen: 3,
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reflect: 3,
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auroraveil: 3,
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// TODO: make sure AVeil always gets Snow?
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// hazard removal
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defog: 2,
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rapidspin: 1.2,
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// mess with the opponent
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taunt: 2,
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disable: 2,
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encore: 3,
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// healing moves
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// TODO: should healing moves be more common on bulkier pokemon?
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// 25%
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junglehealing: 3,
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lifedew: 3,
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// 50%
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milkdrink: 5,
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moonlight: 5,
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morningsun: 5,
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recover: 5,
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roost: 5,
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shoreup: 5,
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slackoff: 5,
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softboiled: 5,
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synthesis: 5,
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// delayed/consequence
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rest: 3,
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// has sleeptalk potential
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wish: 2,
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// requires terrain
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steelroller: 0.1
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};
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const WEIGHT_BASED_MOVES = ["heatcrash", "heavyslam", "lowkick", "grassknot"];
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const SPEED_BASED_MOVES = ["gyroball", "electroball"];
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//# sourceMappingURL=cg-team-data.js.map
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