cobbleaction-v7.jar
Curse Maven Snippet
What's new
## Added
### New move shapes
Damaging moves no longer all share the same two behaviors (melee dash / single projectile). They now come in different shapes:
- Cone: a 6-block fan in front of the user that hits everything inside the angle (Flamethrower, Ember, Dragon Breath...)
- Beam: an instant ray that pierces every enemy in line, up to 20 blocks, and stops at solid blocks (Ice Beam, Hyper Beam, Hydro Pump...)
- Explosive ball: a large, slow projectile that explodes on contact with an enemy or a block and hits everyone around the impact (Gunk Shot, Bug Buzz...)
- Long dash: a ~6-block charge that hits every enemy along the path once (Aqua Jet, Flare Blitz, Extreme Speed...)
- Heavy hit: a melee strike with much stronger knockback (Close Combat, Aqua Tail...)
- Meteor: marks a circle where you aim (up to 16 blocks) and lands about a second later, so it can be dodged (Draco Meteor, Thunder, Stone Edge...)
- Vortex: moves slowly for 2 seconds, pulls nearby enemies in and hits several times, each hit weaker (Fire Spin, Hurricane, Whirlpool...)
- Spread shot: 2 or 5 projectiles in a fan; multi-hit moves use the projectiles themselves as their hits (Bullet Seed, Pin Missile, Bonemerang...)
- Future Sight and Doom Desire mark the target and strike about 4 seconds later.
- Area moves (Earthquake, Surf...) keep the existing shockwave.
- Enemy and ally AI choose and use all the new shapes based on distance and situation.
### Reactive moves
These used to fall through to "But nothing happened".
- Counter, Mirror Coat, Metal Burst and Comeuppance: for 3 seconds, the next hit taken is sent back to the attacker (x2 for Counter/Mirror Coat, x1.5 for Metal Burst/Comeuppance). Counter does not affect Ghost, Mirror Coat does not affect Dark.
- Destiny Bond: for 10 seconds, whoever defeats the bound Pokémon faints too (never against raid bosses).
- Bide: stores incoming damage for 3 seconds, then returns double to the nearest enemy.
### Weather
- Thunder, Hurricane and the Storm moves (Bleakwind, Wildbolt, Sandsear) never miss in rain. Thunder and Hurricane have reduced accuracy in sun. Blizzard never misses in hail/snow.
- Solar Beam and Solar Blade need no charge in sun.
- Moonlight, Morning Sun and Synthesis heal 2/3 in sun and 1/4 in rain, sand or snow. Shore Up heals 2/3 in sand.
- Moves of the type favored by the weather recharge 15% faster (Fire/Grass in sun, Water/Electric in rain, Rock in sand, Ice in hail/snow).
## Fixed
- Prankster, Stall and Mycelium Might treated every special move as a status move, because the move data uses the same letter for both. Only real status moves count now.
- Moonlight, Morning Sun, Synthesis and Shore Up healed nothing (their healing lived in a script function in the move data). They now use the manual heal table.
- README: corrected the minimum/maximum move cooldown and the global cooldown, updated the "next steps" list, and fixed the "abilities without effect" list (Schooling, Zen Mode and Power Construct already work).
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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