mirror of
https://github.com/smogon/pokemon-showdown.git
synced 2026-05-17 10:46:53 -05:00
864 lines
18 KiB
JavaScript
864 lines
18 KiB
JavaScript
exports.BattleMovedex = {
|
|
/******************************************************************
|
|
Perfect accuracy moves:
|
|
- base power increased 60 to 80
|
|
|
|
Justification:
|
|
- perfect accuracy is too underpowered to have such low base power
|
|
- it's not even an adequate counter to accuracy boosting, which
|
|
is why the latter is banned
|
|
|
|
Precedent:
|
|
- Giga Drain and Drain Punch, similar 60 base power moves, have
|
|
been upgraded
|
|
******************************************************************/
|
|
aerialace: {
|
|
inherit: true,
|
|
basePower: 80
|
|
},
|
|
faintattack: {
|
|
inherit: true,
|
|
basePower: 80
|
|
},
|
|
magicalleaf: {
|
|
inherit: true,
|
|
basePower: 80
|
|
},
|
|
shadowpunch: {
|
|
inherit: true,
|
|
basePower: 80
|
|
},
|
|
shockwave: {
|
|
inherit: true,
|
|
basePower: 80
|
|
},
|
|
swift: {
|
|
inherit: true,
|
|
basePower: 80
|
|
},
|
|
/******************************************************************
|
|
HMs:
|
|
- shouldn't suck (as much)
|
|
|
|
Justification:
|
|
- there are HMs that don't suck
|
|
|
|
Precedent:
|
|
- Dive! Technically, it was to be in-line with Dig, but still.
|
|
******************************************************************/
|
|
strength: {
|
|
inherit: true,
|
|
secondary: {
|
|
chance: 30,
|
|
self: {
|
|
boosts: {
|
|
atk: 1
|
|
}
|
|
}
|
|
}
|
|
},
|
|
cut: {
|
|
inherit: true,
|
|
secondary: {
|
|
chance: 100,
|
|
boosts: {
|
|
def: -1
|
|
}
|
|
}
|
|
},
|
|
rocksmash: {
|
|
inherit: true,
|
|
basePower: 50
|
|
},
|
|
/******************************************************************
|
|
Weather moves:
|
|
- have increased priority
|
|
|
|
Justification:
|
|
- several Rain abusers get Prankster, which makes Rain otherwise
|
|
overpowered
|
|
******************************************************************/
|
|
raindance: {
|
|
inherit: true,
|
|
priority: 1
|
|
},
|
|
sunnyday: {
|
|
inherit: true,
|
|
priority: 1
|
|
},
|
|
sandstorm: {
|
|
inherit: true,
|
|
priority: 1
|
|
},
|
|
hail: {
|
|
inherit: true,
|
|
priority: 1
|
|
},
|
|
/******************************************************************
|
|
Two-turn moves:
|
|
- now a bit better
|
|
|
|
Justification:
|
|
- Historically, these moves are useless.
|
|
******************************************************************/
|
|
solarbeam: {
|
|
inherit: true,
|
|
basePower: 60,
|
|
willCrit: true,
|
|
accuracy: true,
|
|
onTryHitPriority: 10,
|
|
onTryHit: function(target) {
|
|
target.removeVolatile('substitute');
|
|
},
|
|
effect: {
|
|
duration: 2,
|
|
onLockMove: 'solarbeam',
|
|
onStart: function(pokemon) {
|
|
this.heal(pokemon.maxhp/2);
|
|
}
|
|
},
|
|
breaksProtect: true
|
|
},
|
|
razorwind: {
|
|
inherit: true,
|
|
basePower: 40,
|
|
willCrit: true,
|
|
accuracy: true,
|
|
onTryHitPriority: 10,
|
|
onTryHit: function(target) {
|
|
target.removeVolatile('substitute');
|
|
},
|
|
secondary: {
|
|
chance: 100,
|
|
volatileStatus: 'confusion'
|
|
},
|
|
breaksProtect: true
|
|
},
|
|
skullbash: {
|
|
inherit: true,
|
|
basePower: 50,
|
|
willCrit: true,
|
|
accuracy: true,
|
|
onTryHitPriority: 10,
|
|
onTryHit: function(target) {
|
|
target.removeVolatile('substitute');
|
|
},
|
|
effect: {
|
|
duration: 2,
|
|
onLockMove: 'skullbash',
|
|
onStart: function(pokemon) {
|
|
this.boost({def:1,spd:1,accuracy:1}, pokemon, pokemon, this.getMove('skullbash'));
|
|
}
|
|
},
|
|
breaksProtect: true
|
|
},
|
|
skyattack: {
|
|
inherit: true,
|
|
basePower: 70,
|
|
willCrit: true,
|
|
accuracy: true,
|
|
onTryHitPriority: 10,
|
|
onTryHit: function(target) {
|
|
target.removeVolatile('substitute');
|
|
},
|
|
secondary: {
|
|
chance: 100,
|
|
boosts: {
|
|
def: -1
|
|
}
|
|
},
|
|
breaksProtect: true
|
|
},
|
|
freezeshock: {
|
|
inherit: true,
|
|
basePower: 70,
|
|
willCrit: true,
|
|
accuracy: true,
|
|
onTryHitPriority: 10,
|
|
onTryHit: function(target) {
|
|
target.removeVolatile('substitute');
|
|
},
|
|
secondary: {
|
|
chance: 100,
|
|
status: 'par'
|
|
},
|
|
breaksProtect: true
|
|
},
|
|
iceburn: {
|
|
inherit: true,
|
|
basePower: 70,
|
|
willCrit: true,
|
|
accuracy: true,
|
|
onTryHitPriority: 10,
|
|
onTryHit: function(target) {
|
|
target.removeVolatile('substitute');
|
|
},
|
|
secondary: {
|
|
chance: 100,
|
|
status: 'brn'
|
|
},
|
|
breaksProtect: true
|
|
},
|
|
bounce: {
|
|
inherit: true,
|
|
basePower: 45,
|
|
willCrit: true,
|
|
accuracy: true,
|
|
onTryHitPriority: 10,
|
|
onTryHit: function(target) {
|
|
target.removeVolatile('substitute');
|
|
},
|
|
secondary: {
|
|
chance: 100,
|
|
status: 'par'
|
|
},
|
|
breaksProtect: true
|
|
},
|
|
fly: {
|
|
inherit: true,
|
|
basePower: 45,
|
|
willCrit: true,
|
|
accuracy: true,
|
|
onTryHitPriority: 10,
|
|
onTryHit: function(target) {
|
|
target.removeVolatile('substitute');
|
|
},
|
|
secondary: {
|
|
chance: 100,
|
|
boosts: {
|
|
def: -1
|
|
}
|
|
},
|
|
breaksProtect: true
|
|
},
|
|
dig: {
|
|
inherit: true,
|
|
basePower: 45,
|
|
willCrit: true,
|
|
accuracy: true,
|
|
onTryHitPriority: 10,
|
|
onTryHit: function(target) {
|
|
target.removeVolatile('substitute');
|
|
},
|
|
secondary: {
|
|
chance: 100,
|
|
boosts: {
|
|
def: -1
|
|
}
|
|
},
|
|
breaksProtect: true
|
|
},
|
|
dive: {
|
|
inherit: true,
|
|
basePower: 45,
|
|
willCrit: true,
|
|
accuracy: true,
|
|
onTryHitPriority: 10,
|
|
onTryHit: function(target) {
|
|
target.removeVolatile('substitute');
|
|
},
|
|
secondary: {
|
|
chance: 100,
|
|
boosts: {
|
|
def: -1
|
|
}
|
|
},
|
|
breaksProtect: true
|
|
},
|
|
shadowforce: {
|
|
inherit: true,
|
|
basePower: 30,
|
|
willCrit: true,
|
|
accuracy: true,
|
|
onTryHitPriority: 10,
|
|
onTryHit: function(target) {
|
|
target.removeVolatile('substitute');
|
|
},
|
|
secondary: {
|
|
chance: 100,
|
|
volatileStatus: 'curse'
|
|
},
|
|
breaksProtect: true
|
|
},
|
|
skydrop: {
|
|
inherit: true,
|
|
basePower: 40,
|
|
willCrit: true,
|
|
accuracy: true,
|
|
secondary: {
|
|
chance: 100,
|
|
boosts: {
|
|
def: -1
|
|
}
|
|
},
|
|
breaksProtect: true
|
|
},
|
|
/******************************************************************
|
|
Snore:
|
|
- base power increased to 100
|
|
|
|
Justification:
|
|
- Sleep Talk needs some competition
|
|
******************************************************************/
|
|
snore: {
|
|
inherit: true,
|
|
basePower: 100,
|
|
affectedByImmunities: false
|
|
},
|
|
/******************************************************************
|
|
Sound-based Normal-type moves:
|
|
- not affected by immunities
|
|
|
|
Justification:
|
|
- they're already affected by Soundproof, also, ghosts can hear
|
|
sounds
|
|
******************************************************************/
|
|
hypervoice: {
|
|
inherit: true,
|
|
affectedByImmunities: false
|
|
},
|
|
round: {
|
|
inherit: true,
|
|
affectedByImmunities: false
|
|
},
|
|
uproar: {
|
|
inherit: true,
|
|
affectedByImmunities: false
|
|
},
|
|
/******************************************************************
|
|
Relic Song:
|
|
- secondary changed to 40% -Atk -SpA (80% after Serene Grace)
|
|
|
|
Justification:
|
|
- Meloetta-P needs viability
|
|
******************************************************************/
|
|
relicsong: {
|
|
inherit: true,
|
|
affectedByImmunities: false,
|
|
onHit: function(target, pokemon) {
|
|
if (pokemon.baseTemplate.species !== 'Meloetta' || pokemon.transformed) {
|
|
return;
|
|
}
|
|
var natureChange = {
|
|
'Modest': 'Adamant',
|
|
'Adamant': 'Modest',
|
|
'Timid': 'Jolly',
|
|
'Jolly': 'Timid'
|
|
};
|
|
if (pokemon.template.speciesid==='meloettapirouette' && pokemon.transformInto('Meloetta')) {
|
|
this.add('-formechange', pokemon, 'Meloetta');
|
|
var tmpAtkEVs = pokemon.set.evs.atk;
|
|
pokemon.set.evs.atk = pokemon.set.evs.spa;
|
|
pokemon.set.evs.spa = tmpAtkEVs;
|
|
if (natureChange[pokemon.set.nature]) pokemon.set.nature = natureChange[pokemon.set.nature];
|
|
var Atk2SpA = (pokemon.boosts.spa||0) - (pokemon.boosts.atk||0);
|
|
this.boost({
|
|
atk: Atk2SpA,
|
|
spa: -Atk2SpA
|
|
}, pokemon);
|
|
} else if (pokemon.transformInto('Meloetta-Pirouette')) {
|
|
this.add('-formechange', pokemon, 'Meloetta-Pirouette');
|
|
var tmpAtkEVs = pokemon.set.evs.atk;
|
|
pokemon.set.evs.atk = pokemon.set.evs.spa;
|
|
pokemon.set.evs.spa = tmpAtkEVs;
|
|
if (natureChange[pokemon.set.nature]) pokemon.set.nature = natureChange[pokemon.set.nature];
|
|
var Atk2SpA = (pokemon.boosts.spa||0) - (pokemon.boosts.atk||0);
|
|
this.boost({
|
|
atk: Atk2SpA,
|
|
spa: -Atk2SpA
|
|
}, pokemon);
|
|
}
|
|
// renderer takes care of this for us
|
|
pokemon.transformed = false;
|
|
},
|
|
secondary: {
|
|
chance: 40,
|
|
boosts: {
|
|
atk: -1,
|
|
spa: -1
|
|
}
|
|
},
|
|
},
|
|
/******************************************************************
|
|
Stealth Rock:
|
|
- 1/4 damage to Flying-types, 1/8 damage to everything else
|
|
|
|
Justification:
|
|
- Never has one move affected the viability of types been affected
|
|
by one move to such an extent. Stealth Rock makes many
|
|
interesting pokemon NU, changing it gives them a fighting chance.
|
|
|
|
Flavor justification:
|
|
- Removes from it the status of only residual damage affected by
|
|
weaknesses/resistances, which is nice. The double damage to
|
|
Flying can be explained as counteracting Flying's immunity to
|
|
Spikes.
|
|
******************************************************************/
|
|
stealthrock: {
|
|
inherit: true,
|
|
effect: {
|
|
// this is a side condition
|
|
onStart: function(side) {
|
|
this.add('-sidestart',side,'move: Stealth Rock');
|
|
},
|
|
onSwitchIn: function(pokemon) {
|
|
var factor = 8;
|
|
if (pokemon.hasType('Flying')) factor = 4;
|
|
var damage = this.damage(pokemon.maxhp/factor);
|
|
}
|
|
}
|
|
},
|
|
quiverdance: {
|
|
// Quiver Dance is nerfed because Volc
|
|
inherit: true,
|
|
boosts: {
|
|
spa: 1,
|
|
spe: 1,
|
|
accuracy: 1
|
|
},
|
|
onModifyMove: function(move, user) {
|
|
var GossamerWingUsers = {"Butterfree":1, "Masquerain":1, "Beautifly":1, "Mothim":1};
|
|
if (user.item === 'stick' && GossamerWingUsers[user.template.species]) {
|
|
move.boosts = {
|
|
spa: 1,
|
|
spd: 1,
|
|
spe: 1,
|
|
accuracy: 1
|
|
};
|
|
}
|
|
}
|
|
},
|
|
/******************************************************************
|
|
Silver Wind, Ominous Wind, AncientPower:
|
|
- 60% chance of raising one stat, instead of 10% chance of raising
|
|
all stats
|
|
- Silver Wind, Ominous Wind: 90 base power in Hail
|
|
|
|
Justification:
|
|
- Hail sucks
|
|
|
|
Precedent:
|
|
- Many weathers strengthen moves. SolarBeam's base power is
|
|
modified by weather.
|
|
|
|
Flavor justification:
|
|
- Winds are more damaging when it's hailing.
|
|
******************************************************************/
|
|
silverwind: {
|
|
inherit: true,
|
|
basePowerCallback: function() {
|
|
if (this.isWeather('hail')) {
|
|
return 90;
|
|
}
|
|
return 60;
|
|
},
|
|
secondary: {
|
|
chance: 60,
|
|
onHit: function(target) {
|
|
var stats = [];
|
|
for (var i in target.boosts) {
|
|
if (i !== 'accuracy' && i !== 'evasion' && target.boosts[i] < 6) {
|
|
stats.push(i);
|
|
}
|
|
}
|
|
if (stats.length) {
|
|
var i = stats[this.random(stats.length)];
|
|
var boost = {};
|
|
boost[i] = 1;
|
|
this.boost(boost);
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
},
|
|
ominouswind: {
|
|
inherit: true,
|
|
basePowerCallback: function() {
|
|
if (this.isWeather('hail')) {
|
|
return 90;
|
|
}
|
|
return 60;
|
|
},
|
|
secondary: {
|
|
chance: 60,
|
|
onHit: function(target) {
|
|
var stats = [];
|
|
for (var i in target.boosts) {
|
|
if (i !== 'accuracy' && i !== 'evasion' && target.boosts[i] < 6) {
|
|
stats.push(i);
|
|
}
|
|
}
|
|
if (stats.length) {
|
|
var i = stats[this.random(stats.length)];
|
|
var boost = {};
|
|
boost[i] = 1;
|
|
this.boost(boost);
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
},
|
|
ancientpower: {
|
|
inherit: true,
|
|
secondary: {
|
|
chance: 60,
|
|
onHit: function(target) {
|
|
var stats = [];
|
|
for (var i in target.boosts) {
|
|
if (i !== 'accuracy' && i !== 'evasion' && target.boosts[i] < 6) {
|
|
stats.push(i);
|
|
}
|
|
}
|
|
if (stats.length) {
|
|
var i = stats[this.random(stats.length)];
|
|
var boost = {};
|
|
boost[i] = 1;
|
|
this.boost(boost);
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
},
|
|
/******************************************************************
|
|
Moves relating to Hail:
|
|
- boost in some way
|
|
|
|
Justification:
|
|
- Hail sucks
|
|
******************************************************************/
|
|
avalanche: {
|
|
inherit: true,
|
|
basePowerCallback: function(pokemon, source) {
|
|
if ((source.lastDamage > 0 && pokemon.lastAttackedBy && pokemon.lastAttackedBy.thisTurn)) {
|
|
this.debug('Boosted for getting hit by '+pokemon.lastAttackedBy.move);
|
|
return this.isWeather('hail')?180:120;
|
|
}
|
|
return this.isWeather('hail')?90:60;
|
|
}
|
|
},
|
|
/******************************************************************
|
|
Direct phazing moves:
|
|
- changed to perfect accuracy
|
|
|
|
Justification:
|
|
- NEXT has buffed perfect accuracy to the point where unbanning
|
|
+evasion could be viable.
|
|
- as the primary counter to set-up, these should be able to counter
|
|
DT (and subDT) in case they are ever unbanned.
|
|
|
|
Precedent:
|
|
- Haze, a move with a similar role, has perfect accuracy
|
|
|
|
Flavor justification:
|
|
- Whirlwinds and roaring are wide-area enough that dodging them
|
|
isn't generally feasible.
|
|
******************************************************************/
|
|
roar: {
|
|
inherit: true,
|
|
accuracy: true
|
|
},
|
|
whirlwind: {
|
|
inherit: true,
|
|
accuracy: true
|
|
},
|
|
/******************************************************************
|
|
Multi-hit moves:
|
|
- changed to perfect accuracy
|
|
|
|
Justification:
|
|
- as an Interesting Mechanic in terms of being able to hit past
|
|
Substitute, it could use a buff
|
|
|
|
Flavor justification:
|
|
- You're going to attack that many times and they're all going to
|
|
miss?
|
|
******************************************************************/
|
|
armthrust: {
|
|
inherit: true,
|
|
accuracy: true
|
|
},
|
|
barrage: {
|
|
inherit: true,
|
|
accuracy: true
|
|
},
|
|
beatup: {
|
|
inherit: true,
|
|
accuracy: true
|
|
},
|
|
bonemerang: {
|
|
inherit: true,
|
|
accuracy: true
|
|
},
|
|
bonerush: {
|
|
inherit: true,
|
|
accuracy: true
|
|
},
|
|
bulletseed: {
|
|
inherit: true,
|
|
accuracy: true
|
|
},
|
|
cometpunch: {
|
|
inherit: true,
|
|
accuracy: true
|
|
},
|
|
doublehit: {
|
|
inherit: true,
|
|
accuracy: true
|
|
},
|
|
doublekick: {
|
|
inherit: true,
|
|
accuracy: true
|
|
},
|
|
doubleslap: {
|
|
inherit: true,
|
|
accuracy: true
|
|
},
|
|
dualchop: {
|
|
inherit: true,
|
|
accuracy: true
|
|
},
|
|
furyattack: {
|
|
inherit: true,
|
|
accuracy: true
|
|
},
|
|
furyswipes: {
|
|
inherit: true,
|
|
accuracy: true
|
|
},
|
|
geargrind: {
|
|
inherit: true,
|
|
accuracy: true
|
|
},
|
|
iciclespear: {
|
|
inherit: true,
|
|
accuracy: true
|
|
},
|
|
pinmissile: {
|
|
inherit: true,
|
|
accuracy: true
|
|
},
|
|
rockblast: {
|
|
inherit: true,
|
|
accuracy: true
|
|
},
|
|
spikecannon: {
|
|
inherit: true,
|
|
accuracy: true
|
|
},
|
|
tailslap: {
|
|
inherit: true,
|
|
accuracy: true
|
|
},
|
|
/******************************************************************
|
|
Draining moves:
|
|
- move types around, buff Leech Life
|
|
|
|
Justification:
|
|
- Poison, Bug, and Grass make sense for draining moves. Fighting
|
|
really doesn't.
|
|
******************************************************************/
|
|
leechlife: {
|
|
inherit: true,
|
|
basePower: 60
|
|
},
|
|
drainpunch: {
|
|
inherit: true,
|
|
type: 'Poison'
|
|
},
|
|
/******************************************************************
|
|
Flying moves:
|
|
- now a bit better
|
|
|
|
Justification:
|
|
- Flying has always been the type that's suffered from limited
|
|
distribution. Let's see how it does without that disadvantage.
|
|
******************************************************************/
|
|
twister: {
|
|
inherit: true,
|
|
basePower: 80,
|
|
secondary: {
|
|
chance: 30,
|
|
volatileStatus: 'confusion'
|
|
},
|
|
pp: 15,
|
|
type: "Flying"
|
|
},
|
|
wingattack: {
|
|
inherit: true,
|
|
basePower: 40,
|
|
accuracy: true,
|
|
multihit: [2,2]
|
|
},
|
|
/******************************************************************
|
|
Moves with not enough drawbacks:
|
|
- intensify drawbacks
|
|
|
|
Justification:
|
|
- Draco Meteor and Close Combat are way too common.
|
|
******************************************************************/
|
|
closecombat: {
|
|
inherit: true,
|
|
self: {
|
|
boosts: {
|
|
def: -2,
|
|
spd: -2
|
|
}
|
|
},
|
|
},
|
|
dracometeor: {
|
|
inherit: true,
|
|
basePower: 120,
|
|
accuracy: 100
|
|
},
|
|
/******************************************************************
|
|
Echoed Voice:
|
|
- change
|
|
|
|
Justification:
|
|
- no one uses Echoed Voice.
|
|
******************************************************************/
|
|
echoedvoice: {
|
|
inherit: true,
|
|
accuracy: 100,
|
|
basePower: 80,
|
|
category: "Special",
|
|
isViable: true,
|
|
priority: 0,
|
|
isNotProtectable: true,
|
|
affectedByImmunities: false,
|
|
onHit: function(target, source) {
|
|
source.side.addSideCondition('futuremove');
|
|
if (source.side.sideConditions['futuremove'].positions[source.position]) {
|
|
return false;
|
|
}
|
|
source.side.sideConditions['futuremove'].positions[source.position] = {
|
|
duration: 3,
|
|
move: 'echoedvoice',
|
|
targetPosition: target.position,
|
|
source: source,
|
|
moveData: {
|
|
basePower: 80,
|
|
category: "Special",
|
|
type: 'Normal'
|
|
}
|
|
};
|
|
this.add('-start', source, 'Echoed Voice');
|
|
},
|
|
target: "normal",
|
|
type: "Normal"
|
|
},
|
|
/******************************************************************
|
|
Signature moves and other moves with limited distribution:
|
|
- buffed in various ways
|
|
|
|
Justification:
|
|
- more metagame variety is always good
|
|
******************************************************************/
|
|
twineedle: {
|
|
inherit: true,
|
|
basePower: 50
|
|
},
|
|
drillpeck: {
|
|
inherit: true,
|
|
basePower: 100,
|
|
pp: 10
|
|
},
|
|
attackorder: {
|
|
inherit: true,
|
|
basePower: 100,
|
|
pp: 10
|
|
},
|
|
smog: {
|
|
inherit: true,
|
|
basePower: 60,
|
|
secondary: {
|
|
chance: 100,
|
|
status: 'psn'
|
|
}
|
|
},
|
|
sludge: {
|
|
inherit: true,
|
|
basePower: 60,
|
|
secondary: {
|
|
chance: 100,
|
|
status: 'psn'
|
|
}
|
|
},
|
|
octazooka: {
|
|
inherit: true,
|
|
basePower: 75,
|
|
accuracy: 90,
|
|
secondary: {
|
|
chance: 100,
|
|
boosts: {
|
|
accuracy: -1
|
|
}
|
|
}
|
|
},
|
|
leaftornado: {
|
|
inherit: true,
|
|
basePower: 75,
|
|
accuracy: 90,
|
|
secondary: {
|
|
chance: 100,
|
|
boosts: {
|
|
accuracy: -1
|
|
}
|
|
}
|
|
},
|
|
muddywater: {
|
|
inherit: true,
|
|
basePower: 85,
|
|
accuracy: 100,
|
|
secondary: {
|
|
chance: 30,
|
|
boosts: {
|
|
accuracy: -1
|
|
}
|
|
}
|
|
},
|
|
glaciate: {
|
|
inherit: true,
|
|
basePower: 100,
|
|
accuracy: 100
|
|
},
|
|
powergem: {
|
|
inherit: true,
|
|
basePower: 40,
|
|
accuracy: true,
|
|
multihit: [2,2]
|
|
},
|
|
triattack: {
|
|
num: 161,
|
|
accuracy: true,
|
|
basePower: 30,
|
|
category: "Special",
|
|
desc: "Hits 3 times. Has a 10% chance to burn, paralyze or freeze the target each time.",
|
|
shortDesc: "hits 3x; 10% chance to paralyze/burn/freeze.",
|
|
id: "triattack",
|
|
name: "Tri Attack",
|
|
pp: 10,
|
|
isViable: true,
|
|
priority: 0,
|
|
multihit: [3,3],
|
|
secondary: {
|
|
chance: 10,
|
|
onHit: function(target, source) {
|
|
var result = this.random(3);
|
|
if (result===0) {
|
|
target.trySetStatus('brn', source);
|
|
} else if (result===1) {
|
|
target.trySetStatus('par', source);
|
|
} else {
|
|
target.trySetStatus('frz', source);
|
|
}
|
|
}
|
|
},
|
|
target: "normal",
|
|
type: "Normal"
|
|
}
|
|
};
|