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<advance pose: no move>

<passive state: 98>


is_const?(self.ability, POKE_ABILITIES,
state?(40);
</passive state>
<passive state: 99>
is_const?(self.ability, POKE_ABILITIES,
state?(41);
</passive state>
<passive state: 100>
is_const?(self.ability, POKE_ABILITIES,
state?(42);
</passive state>
<passive state: 101>
is_const?(self.ability, POKE_ABILITIES,
state?(43);
</passive state>
<passive state: 102>
is_const?(self.ability, POKE_ABILITIES,
state?(44);
</passive state>
<passive state: 103>
is_const?(self.ability, POKE_ABILITIES,
state?(45);
</passive state>
<passive state: 104>
is_const?(self.ability, POKE_ABILITIES,
state?(46);
</passive state>
<passive state: 105>
is_const?(self.ability, POKE_ABILITIES,
state?(47);2
</passive state>
<passive state: 106>
is_const?(self.ability, POKE_ABILITIES,
state?(48);
</passive state>
<passive state: 107>
is_const?(self.ability, POKE_ABILITIES,
state?(49);
</passive state>
<passive state: 108>
is_const?(self.ability, POKE_ABILITIES,
state?(50);
</passive state>
<passive state: 109>
is_const?(self.ability, POKE_ABILITIES,
state?(51);
</passive state>
<passive state: 110>
is_const?(self.ability, POKE_ABILITIES,
state?(52);
</passive state>
<passive state: 111>
is_const?(self.ability, POKE_ABILITIES,
state?(53);
</passive state>
<passive state: 112>
is_const?(self.ability, POKE_ABILITIES,
state?(54);

:ADAPTABILITY);

:ADAPTABILITY);

:ADAPTABILITY);

:ADAPTABILITY);

:ADAPTABILITY);

:ADAPTABILITY);

:ADAPTABILITY);

:ADAPTABILITY);

:ADAPTABILITY);

:ADAPTABILITY);

:ADAPTABILITY);

:ADAPTABILITY);

:ADAPTABILITY);

:ADAPTABILITY);

:ADAPTABILITY);

</passive state>
<passive state: 113>
is_const?(self.ability, POKE_ABILITIES,
state?(55);
</passive state>
<passive state: 114>
is_const?(self.ability, POKE_ABILITIES,
state?(56);
</passive state>
<passive state: 115>
is_const?(self.ability, POKE_ABILITIES,
state?(58);
</passive state>
<passive state: 115>
is_const?(self.ability, POKE_ABILITIES,
state?(57);
</passive state>
<passive state: 97>
is_const?(self.ability, POKE_ABILITIES,
state?(59);
</passive state>
<passive state: 122>
is_const?(self.ability, POKE_ABILITIES,
state?(60);
</passive state>
<trait custom: debuff rate, 0, 0>
is_const?(self.ability, POKE_ABILITIES,
</trait custom>
<trait custom: debuff rate, 1, 0>
is_const?(self.ability, POKE_ABILITIES,
</trait custom>
<trait custom: debuff rate, 2, 0>
is_const?(self.ability, POKE_ABILITIES,
</trait custom>
<trait custom: debuff rate, 3, 0>
is_const?(self.ability, POKE_ABILITIES,
OKE_ABILITIES, :CLEAR_BODY);
</trait custom>
<trait custom: debuff rate, 4, 0>
is_const?(self.ability, POKE_ABILITIES,
</trait custom>
<trait custom: debuff rate, 5, 0>
is_const?(self.ability, POKE_ABILITIES,
</trait custom>
<trait custom: debuff rate, 6, 0>
is_const?(self.ability, POKE_ABILITIES,
</trait custom>
<trait custom: debuff rate, 7, 0>
is_const?(self.ability, POKE_ABILITIES,
</trait custom>
<trait custom: basic param, 2, 50>
is_const?(self.ability, POKE_ABILITIES,
self.hp <= self.mhp / 2;
</trait custom>
<trait custom: basic param, 4, 50>
is_const?(self.ability, POKE_ABILITIES,
self.hp <= self.mhp / 2;
</trait custom>
<passive state: 119>
is_const?(self.ability, POKE_ABILITIES,

:ADAPTABILITY);

:ADAPTABILITY);

:ADAPTABILITY);

:ADAPTABILITY);

:ADAPTABILITY);

:ADAPTABILITY);

:CLEAR_BODY);
:CLEAR_BODY);
:CLEAR_BODY);
:BIG_PECKS) || is_const?(self.ability, P

:CLEAR_BODY);
:CLEAR_BODY);
:CLEAR_BODY);
:CLEAR_BODY);
:DEFEATIST);

:DEFEATIST);

:BLAZE);

hp lower 33%;
</passive state>
<passive state: 200>
is_const?(self.ability, POKE_ABILITIES,
</passive state>
<trait custom: element rate, 2, 0>
self.ability == 18;
</trait custom>
<passive state: 123>
is_const?(self.ability, POKE_ABILITIES,
</passive state>
<passive state: 124>
is_const?(self.ability, POKE_ABILITIES,
</passive state>
<passive state: 201>
is_const?(self.ability, POKE_ABILITIES,
</passive state>
<passive state: 125>
is_const?(self.ability, POKE_ABILITIES,
</passive state>
<passive state: 126>
is_const?(self.ability, POKE_ABILITIES,
</passive state>
<passive state: 127>
is_const?(self.ability, POKE_ABILITIES,
</passive state>
<passive state: 128>
is_const?(self.ability, POKE_ABILITIES,
</passive state>
<passive state: 183>
is_const?(self.ability, POKE_ABILITIES,
</passive state>
<passive state: 185>
is_const?(self.ability, POKE_ABILITIES,
</passive state>
<passive state: 186>
is_const?(self.ability, POKE_ABILITIES,
</passive state>
<passive state: 187>
is_const?(self.ability, POKE_ABILITIES,
</passive state>
<passive state: 187>
is_const?(self.ability, POKE_ABILITIES,
</passive state>
<passive state: 188>
is_const?(self.ability, POKE_ABILITIES,
state?(85);
</passive state>
<passive state: 189>
is_const?(self.ability, POKE_ABILITIES,
</passive state>
<passive state: 190>
is_const?(self.ability, POKE_ABILITIES,
</passive state>
<passive state: 191>
is_const?(self.ability, POKE_ABILITIES,
</passive state>
<passive state: 192>
is_const?(self.ability, POKE_ABILITIES,
</passive state>

:DRY_SKIN);

:HEATPROOF);
:HUGE_POWER);
:SHELL_ARMOR);
:HUSTLE);
:HYPER_CUTTER);
:ICE_BODY);
:IMMUNITY);
:INFILTRATOR);
:INNER_FOCUS);
:INSOMNIA);
:INTIMIDATE);
:KEEN_EYE);
:LEAF_GUARD);

:LEVITATE);
:LIMBER);
:MAGMA_ARMOR);
:OBILIVIOUS);

<passive state: 193>


is_const?(self.ability, POKE_ABILITIES, :OVERGROW);
hp lower 33%;
</passive state>
<passive state: 194>
is_const?(self.ability, POKE_ABILITIES, :OWN_TEMPO);
</passive state>
<passive state: 195>
is_const?(self.ability, POKE_ABILITIES, :RAIN_DISH);
state?(86);
</passive state>
<passive state: 196>
is_const?(self.ability, POKE_ABILITIES, :SAND_VEIL);
</passive state>
<passive state: 197>
is_const?(a.ability, POKE_ABILITIES, :LIGHTNINGROD) | is_const?(a.ability, POKE_
ABILITIES, :MOTOR_DRIVE);
</passive state>
<passive state: 198>
is_const?(a.ability, POKE_ABILITIES, :STORM_DRAIN);
</passive state>
<passive state: 199>
is_const?(a.ability, POKE_ABILITIES, :SAP_SIPPER);
</passive state>
<passive state: 117>
opponents_unit.any? {|a| is_const?(a.ability, POKE_ABILITIES, :AREA_TRAP)};
</passive state>
<passive state: 200>
opponents_unit.any? {|a| is_const?(a.ability, POKE_ABILITIES, :SHADOW_TAG)};
</passive state>
<passive state: 203>
is_const?(a.ability, POKE_ABILITIES, :SNIPER);
</passive state>
<passive state: 204>
is_const?(a.ability, POKE_ABILITIES, :SNOW_CLOAK);
state?(87);
</passive state>
<passive state: 205>
is_const?(a.ability, POKE_ABILITIES, :SOLAR_POWER);
</passive state>
<passive state: 206>
is_const?(a.ability, POKE_ABILITIES, :STENCH);
</passive state>
<passive state: 208>
is_const?(self.ability, POKE_ABILITIES, :SUPER_LUCK);
</passive state>
<passive state: 209>
is_const?(self.ability, POKE_ABILITIES, :SWARM);
hp lower 33%;
</passive state>
<passive state: 210>
is_const?(self.ability, POKE_ABILITIES, :SWIFT_SWIM);
</passive state>
<passive state: 204>
is_const?(self.ability, POKE_ABILITIES, :TANGLED_FEET);
state?(8);
</passive state>
<passive state: 211>
is_const?(self.ability, POKE_ABILITIES, :THICK_FAT);
</passive state>

<passive state: 212>


is_const?(self.ability, POKE_ABILITIES, :TORRENT);
hp lower 33%;
</passive state>
<passive state: 213>
is_const?(self.ability, POKE_ABILITIES, :TOXIC_BOOST);
state?(5) | state?(6);
</passive state>
<passive state: 214>
is_const?(self.ability, POKE_ABILITIES, :TRUANT);
</passive state>
<passive state: 216>
friends_unit.any? {|a| is_const?(self.ability, POKE_ABILITIES, :VICTORY_STAR)};
</passive state>
<passive state: 186>
is_const?(self.ability, POKE_ABILITIES, :VITAL_SPIRIT);
</passive state>
<passive state: 218>
is_const?(self.ability, POKE_ABILITIES, :WATER_ABSORB);
</passive state>
<passive state: 219>
is_const?(self.ability, POKE_ABILITIES, :WATER_VEIL);
</passive state>
<passive state: 220>
is_const?(self.ability, POKE_ABILITIES, :WHITE_SMOKE);
</passive state>
<passive state: 61>
is_const?(self.ability, POKE_ABILITIES, :ZEN_MODE);
hp lower 50%;
</passive state>
<passive state: 229>
is_const?(self.ability, POKE_ABILITIES, :AROMA_VEIL);
</passive state>
<passive state: 230>
(opponents_unit + friends_unit).any? {|a| is_const?(self.ability, POKE_ABILITIES
, :DARK_AURA)};
</passive state>
<passive state: 231>
(opponents_unit + friends_unit).any? {|a| is_const?(self.ability, POKE_ABILITIES
, :FAIRY_AURA)};
</passive state>
<passive state: 232>
(opponents_unit + friends_unit).any? {|a| is_const?(self.ability, POKE_ABILITIES
, :AURA_BREAK)};
state?(230);
</passive state>
<passive state: 233>
(opponents_unit + friends_unit).any? {|a| is_const?(self.ability, POKE_ABILITIES
, :AURA_BREAK)};
state?(231);
</passive state>
<passive state: 234>
is_const?(self.ability, POKE_ABILITIES, :GRASS_PELT);
state?(182);
</passive state>
<passive state: 186>
friends_unit.any? {|a| is_const?(self.ability, POKE_ABILITIES, :SWEET_VEIL)};
</passive state>

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