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| ; | |
| 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 | |