ashbaldry / oranguru Goto Github PK
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Home Page: https://ashbaldry.github.io/oranguru/
License: Other
Pokémon damage calculator for R
Home Page: https://ashbaldry.github.io/oranguru/
License: Other
I'm sure you're aware of move rest periods, like how hyper beam needs a recharge turn. I'm guessing there might need to be some logic for moves like rest, wrap, solar beam, etc. I can't recall if this sort of information is stored in PokeAPI, but having a feeling that it isn't?
Here's me spamming hyper beam on a poor Rhydon:
Raichu has used hyper-beam
hyper-beam did 58 damage
Rhydon has used seismic-toss
seismic-toss did 0 damage
P1: Raichu (63 / 120)
P2: Rhydon (107 / 165)
What would you like to do?
1: Attack
2: Switch
3: Check Stats
Selection: 1
Which move would you like to use?
1: hyper-beam
2: toxic
3: rest
4: thunderbolt
Selection: 1
Raichu has used hyper-beam
hyper-beam did 60 damage
Rhydon has used thunderbolt
thunderbolt did 22 damage
P1: Raichu (41 / 120)
P2: Rhydon (47 / 165)
What would you like to do?
1: Attack
2: Switch
3: Check Stats
There are times that a move has run out of PP and user can select it. This option should be visible, but unable to be used
As mentioned on Fosstodon: it would be amazing to introduce enemy trainer behaviour, where enemy move-selection, switches and use of potions are dependent on the player, their Pokemon and their choices.
Using a move labelled NA
results in an if
error.
Magikarp was totally ready to wipe the opposition when I accidentally used a NA
move!
P1: Magikarp (80 / 80)
P2: Rhydon (47 / 165)
What would you like to do?
1: Attack
2: Switch
3: Check Stats
Selection: 1
Which move would you like to use?
1: tackle
2: splash
3: NA
4: NA
Selection: 3
Error in if (m1_priority == m2_priority) { :
missing value where TRUE/FALSE needed
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