// Data for computer-generated teams export const MOVE_PAIRINGS: {[moveID: string]: string} = { rest: 'sleeptalk', sleeptalk: 'rest', }; // Bonuses to move ratings by ability export const ABILITY_MOVE_BONUSES: {[abilityID: string]: {[moveID: string]: number}} = { drought: {sunnyday: 0.2, solarbeam: 2}, }; // Bonuses to move ratings by move type export const ABILITY_MOVE_TYPE_BONUSES: {[abilityID: string]: {[typeID: string]: number}} = { darkaura: {Dark: 1.33}, fairyaura: {Fairy: 1.33}, // -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}, }; // For moves whose quality isn't obvious from data // USE SPARINGLY! export const HARDCODED_MOVE_WEIGHTS: {[moveID: string]: number} = { // 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 within our control acrobatics: 1.75, // not 2 because of the opportunity cost of forgoing an item facade: 1.5, // not 2 because we forgo an item AND get badly poisoned // Power increases in conditions out of our control that may occur avalanche: 1.2, hex: 1.2, // screens lightscreen: 3, reflect: 3, auroraveil: 3, // TODO: make sure AVeil always gets Snow? // hazard removal defog: 2, rapidspin: 1.2, // 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, }; export const WEIGHT_BASED_MOVES = ['heatcrash', 'heavyslam', 'lowkick', 'grassknot']; export const SPEED_BASED_MOVES = ['gyroball', 'electroball'];