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* Computer Generated Teams: Teal Mask update * Dipplin * Update data/cg-teams.ts Co-authored-by: AnnikaCodes <annika@worldbrightening.net> * Update data/cg-teams.ts Co-authored-by: AnnikaCodes <annika@worldbrightening.net> * Add a comment about quadratic level scaling * Add weight to Tailwind plus extra for Wind Rider * Add DLC2 support plus more tweaks --------- Co-authored-by: AnnikaCodes <annika@worldbrightening.net>
73 lines
2.0 KiB
TypeScript
73 lines
2.0 KiB
TypeScript
// Data for computer-generated teams
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export const MOVE_PAIRINGS: {[moveID: string]: string} = {
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rest: 'sleeptalk',
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sleeptalk: 'rest',
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};
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// Bonuses to move ratings by ability
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export const ABILITY_MOVE_BONUSES: {[abilityID: string]: {[moveID: string]: number}} = {
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drought: {sunnyday: 0.2, solarbeam: 2},
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contrary: {terablast: 2},
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};
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// Bonuses to move ratings by move type
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export const ABILITY_MOVE_TYPE_BONUSES: {[abilityID: string]: {[typeID: string]: number}} = {
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darkaura: {Dark: 1.33},
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dragonsmaw: {Dragon: 1.5},
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fairyaura: {Fairy: 1.33},
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steelworker: {Steel: 1.5},
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steelyspirit: {Steel: 1.5},
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transistor: {Electric: 1.3},
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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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// For moves whose quality isn't obvious from data
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// USE SPARINGLY!
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export const HARDCODED_MOVE_WEIGHTS: {[moveID: string]: number} = {
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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, 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 out of our control that may occur
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avalanche: 1.2,
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ficklebeam: 1.3,
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hex: 1.2,
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stompingtantrum: 1.2,
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temperflare: 1.2,
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// screens
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lightscreen: 3, reflect: 3, auroraveil: 3, // TODO: make sure AVeil always gets Snow?
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tailwind: 2,
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// mess with the opponent
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taunt: 2, disable: 2, 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, lifedew: 3,
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// 50%
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milkdrink: 5, moonlight: 5, morningsun: 5, recover: 5, roost: 5,
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shoreup: 5, slackoff: 5, softboiled: 5, synthesis: 5,
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// delayed/consequence
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rest: 3, // 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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export const WEIGHT_BASED_MOVES = ['heatcrash', 'heavyslam', 'lowkick', 'grassknot'];
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export const TARGET_HP_BASED_MOVES = ['crushgrip', 'hardpress'];
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