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pokemonkit's Issues

Attack on Force Switch bug

If a player needs to force switch in, the other player’s buttons aren’t disabled, allowing them to submit an Attack turn, which then damages the Pokémon switching in. This shouldn’t happen, as the player who causes the switch in should be able to send any attacks until the replacement Pokémon is switched in.

Opponent’s Pokémon switches never occur

e.g. If Player One switches to a different Pokémon in their team for any reason (switch out, forced switch), the Pokémon switch only gets applied on their own device. This causes desync problems, as different events run on both devices.

Implement Items

As a player, I want my Pokémon to be able to hold and use items, so that they may gain extra buffs, recover health, recover PP, etc.

Implement Mega Evolutions

Mega Evolutions are a specific kind of form change for Pokémon, where a Pokémon must be holding their Mega Stone (or know Dragon Ascent, in the case of Rayquaza), and the player must choose to activate it. Mega Evolution is usable once per battle. (For the avoidance of doubt, the process of Primal Reversion is functionally similar to Mega Evolution, but can likely be implemented as a separate form change condition)

This requires both #8 and #9 be fully implemented, for Pokémon to have Mega Evolutions as alternate forms, and to be able to hold Mega Stones.

Implement Accuracy

As a player, I would like Pokémon attacks to be affected by accuracy, so that the game is more cartridge accurate.
e.g. some attacks (e.g. Focus Blast) have lower than 100% accuracy, and a check should be added to make sure the attack hits, as happens on the cartridge

Implement Z-Moves

Z-Moves are special, once-per-battle moves, which deal far more damage than their non Z-Move equivalents, or add extra effects to Status moves.
Z-Moves are enabled on a per-Type basis, by having a Pokémon hold a Z-Crystal for that type. Therefore, this is dependent upon implementing #8 first, for Pokémon to be able to hold Z-Crystals. When a Pokémon holds a Z-Crystal of a certain type, activates it in battle, and uses a Move that Z-Crystal corresponds with, that Move will be replaced by its Z-Move replacement.

Implement forms

Forms are different versions of Pokémon species which either simply look different (e.g. different Unown letters), or have different stats and/or different typing to their base, normal form.
This second kind of forms can be further subdivided into different categories. Some form changes are user activated, some activated by battle conditions, some forms are only changeable outside of battle, and some aren’t changeable at all (e.g. Alola forms)

Castform provides an example of a Pokémon whose form differences are activated by battle conditions. Its ability, Forecast, changes its type based on the weather:

  • Normal Form (Normal type), activated by any weather not associated with a form
  • Sunny Form (Fire type), activated by sunlight
  • Rainy Form (Water type), activated by rain
  • Snowy Form (Ice type), activated by hail

Some Pokémon have what’s known as an Alola form, a form that is only obtainable in Pokémon (Ultra) Sun and Moon. These forms are set, and may have different types, stats, and movesets from their non-Alola forms.

As a player, I want to either be able to choose a form before battle, or have the ability to change form mid-battle as per form-change requirements, to broaden the strategy involved and to bring the battle engine closer to replicating the cartridge’s battle engine

Implement Critical Hits

The Pokémon cartridge games feature the idea of a critical hit - an attack which bypasses defence buffs, and applies a 1.5x modifier to final damage.
Therefore, PokemonKit should also implement critical hits.

Fix Effect Targets

Accurate Bonus Effect Targets are currently only implemented for Hyper Beam, Recover, and any attack where the bonus effect happens to be applied to the defender.

let effectTarget: Attack.EffectTarget = moveName == "Hyper Beam" || moveName == "Recover" ? .attacker : .defender

As a player, I want bonus effects to be applied to the correct Pokémon, so that the game is more cartridge accurate

Implement Power Points

As a player, I would like my Pokémon’s attack power points to decrease as I use attacks, so that the battle is more cartridge-accurate

Add Swift PM support

Add Swift Package Manager support
This will also require implementing some logic to download the SQL if it can’t detect it

Fainted Pokémon still attack on their opponent’s device

This causes desync issues, where one player’s Pokémon will have a different damage value on different devices
e.g.

As can be seen here, Greninja’s HP is correctly at 147 HP on Bulbasaur’s device. However, Greninja’s HP is at 134 HP on Greninja’s device, as if Bulbasaur had still been able to attack.

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