#' status
#'
#' @param pokemon1
#' @param move
#' @param pokemon2
#'
#' @return
#' @export
#'
#' @examples
status <- function(pokemon1, move, pokemon2){
#Checking the turn-based constraint
if (pokemon1$turn == FALSE){
stop("It is not this Pokemon's turn",
call. = TRUE)
}
#Recover allows the Pokemon to recover some of it's own health. This is useful for Pokemon who don't have access to HP- absorbing attacks.
if (move == "Recover"){
pokemon1$hp <- pokemon1$hp + 0.333*pokemon1$hp
#Hone Claws allows the Pokemon to raise it's offense stat, sacrificing a turn in order to raise its baseline damage output.
} else if (move == "Hone.Claws"){
pokemon1$offense <- pokemon1$offense + 0.35*pokemon1$offense
#Defense Curl allows the user to raise its defense stat, sacrificing a turn to ensure that later it receives less damage.
} else if (move =="Defense.Curl"){
pokemon1$defense <- pokemon1$defense + 0.35*pokemon1$defense
#Belly Drum functions as a riskier version of Hone Claws by raising the user's attack by a huge amount at the user losing half of its HP.
} else if (move == "Belly.Drum"){
pokemon1$offense <- 2*pokemon1$offense
pokemon1$hp <- 0.5*pokemon1$hp
#Bulk Up serves as a middle-ground between Hone CLaws and Defense Curl, raising both the offense and defense stats by a smaller percentage.
} else if (move == "Bulk.Up"){
pokemon1$offense <- pokemon1$offense + 0.20*pokemon1$offense
pokemon1$defense <- pokemon1$defense + 0.20*pokemon1$defense
} else {
stop("This is not a status move.", call. = TRUE)
}
#flipping the turn-based boolean switch.
pokemon1$turn <- FALSE
pokemon2$turn <- TRUE
}
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