Module:Traits/List

From Coromon Wiki
Jump to navigation Jump to search

Documentation for this module may be created at Module:Traits/List/doc

local traits = {
ACCURATE = {
name = "Accurate",
type = "Passive",
coolDown = nil,
desc = "The Coromon has such good aim that its [stat.accuracy] is always increased by 1 stage.",
desc2 = "The Coromon has such good aim that its [stat.accuracy] and [stat.criticalHitChance] is always increased by 1 stage.",
desc3 = "The Coromon has such good aim that its [stat.accuracy] is always increased by 1 stage and [stat.criticalHitChance] by 2 stages.",
},
ACUPUNCTURE = {
name = "Acupuncture",
type = "Active",
coolDown = 10,
desc = "The Coromon treats a member of the [squad] to cure them of all status problems.",
desc2 = "The Coromon treats a member of the [squad] to cure them of all status problems. Cooldown is reduced.",
desc3 = "The Coromon treats all members of the [squad] to cure them of all status problems after every battle.",
},
AFTERBURNER = {
name = "Afterburner",
type = "Passive",
coolDown = nil,
desc = "When the Coromon is defeated in battle, inflict [condition.burn] on the opposing team.",
desc2 = "When the Coromon's [hp] drops below 50%, inflict [condition.burn] on the opposing team.",
desc3 = "When the Coromon's [hp] drops below 50%, increase its own [stat.specialAttack] by 2 stages and inflict [condition.burn] on the opposing team.",
},
AMPLIFIED = {
name = "Amplified",
type = "Passive",
coolDown = nil,
desc = "Very effective attacks against the opponent deal 25% extra damage.",
desc2 = "Very effective attacks against the opponent deal 50% extra damage.",
desc3 = "Very effective attacks against the opponent deal 75% extra damage.",
},
ANTARCTIC = {
name = "Antarctic",
type = "Passive",
coolDown = nil,
desc = "The Coromon makes it [weather.snow] for 5 rounds upon entering a battle.",
desc2 = "The Coromon makes it [weather.snow] for 8 rounds upon entering a battle.",
desc3 = "The Coromon makes it [weather.snow] for 8 rounds upon entering a battle and prevents it from changing.",
},
ANTIDOTE = {
name = "Antidote",
type = "Active",
coolDown = 10,
desc = "The Coromon builds up an antidote over time which can cure a [squad] member from [condition.poison].",
desc2 = "The Coromon builds up an antidote over time which can cure a [squad] member from [condition.poison]. Cooldown is reduced.",
desc3 = "The Coromon builds up an antidote over time which can cure all [squad] members from [condition.poison]. Triggers after every battle.",
},
ANTIFUNGAL = {
name = "Anti-fungal",
type = "Passive",
coolDown = nil,
desc = "By using [item SWAMP_MUSHROOM_PURPLE], the Coromon can fully restore its [hp].",
desc2 = "By using [item SWAMP_MUSHROOM_PURPLE], the Coromon can fully restore its [hp] and [sp].",
desc3 = "By using [item SWAMP_MUSHROOM_PURPLE], the Coromon can cure its status problems and fully restore its [hp] and [sp].",
},
BACKUP_PLAN = {
name = "Backup Plan",
type = "Passive",
coolDown = nil,
desc = "Once per battle, the Coromon will cling to life instead of fainting when hit by a very effective attack.",
desc2 = "Once per battle, the Coromon will cling to life and restore to 20% [hp] instead of fainting when hit by a very effective attack.",
desc3 = "Once per battle, the Coromon will cling to life and restore to 40% [hp] instead of fainting when hit by a very effective attack.",
},
BRAVE = {
name = "Brave",
type = "Passive",
coolDown = nil,
desc = "This Coromon is so brave that it can not be affected by [condition.curse].",
desc2 = "This Coromon is so brave that it can not be affected by [condition.curse] or [condition.poison].",
desc3 = "This Coromon is so brave that it can not be affected by [condition.curse] or [condition.poison], and upon entering a battle reduces the opponent's [stat.attack] by 2 stages.",
},
BRIGHT_LIGHT = {
name = "Bright Light",
type = "Passive",
coolDown = nil,
desc = "The Coromon emanates a bright light, blocking [weather.twilight] and lighting up caves.",
desc2 = "The Coromon emanates a bright light, blocking [weather.twilight] and lighting up caves, and upon entering a battle reduces the opponent's [stat.specialDefense] by 1 stage.",
desc3 = "The Coromon emanates a bright light, blocking [weather.twilight] and lighting up caves, and upon entering a battle reduces the opponent's [stat.specialDefense] by 2 stages.",
},
CAFFEINATED = {
name = "Caffeinated",
type = "Passive",
coolDown = nil,
desc = "The Coromon is hyper and its max [sp] is increased by up to 18 points based on its level.",
desc2 = "The Coromon is hyper and its max [sp] is increased by up to 18 points based on its level. Resting restores 100% [sp].",
desc3 = "The Coromon is hyper and its max [sp] is increased by up to 18 points based on its level. Resting restores 100% [sp] and the Coromon can't become drowsy.",
},
CLEANSE = {
name = "Cleanse",
type = "Passive",
coolDown = nil,
desc = "[weather.rain] has a soothing effect on this Coromon, curing all status problems.",
desc2 = "[weather.rain] has a soothing effect on this Coromon, restoring 5% [hp] each round and curing all status problems.",
desc3 = "[weather.rain] has a soothing effect on this Coromon, restoring 10% [hp] each round, and also curing all status problems.",
},
CLEAN_RETREAT = {
name = "Clean Retreat",
type = "Passive",
coolDown = nil,
desc = "The Coromon is cured of all status problems when returned to its [spinner.singular].",
desc2 = "The Coromon is cured of all status problems and recovers 15% of its max [hp] when returned to its [spinner.singular].",
desc3 = "The Coromon is cured of all status problems and recovers 15% of its max [hp] and [sp] when returned to its [spinner.singular].",
},
CLEAR_SKIES = {
name = "Clear Skies",
type = "Passive",
coolDown = nil,
desc = "Clear the skies and removes all entry hazards upon entering a battle. The Coromon prevents weather from changing.",
desc2 = "Clear the skies and removes all entry hazards upon entering a battle. The Coromon prevents weather from changing and ignores the effects from entry hazards.",
desc3 = "Clear the skies and removes nearby entry hazards upon entering a battle. The Coromon prevents weather from changing and ignores the effects from entry hazards.",
},
CLUMSY_POWER = {
name = "Clumsy Power",
type = "Passive",
coolDown = nil,
desc = "The Coromons attacks gain 25% more power but lose 10% accuracy."
},
COMEBACK = {
name = "Comeback",
type = "Passive",
coolDown = nil,
desc = "When its [hp] drops below 25%, the Coromon makes a comeback, increasing its [stat.attack] and [stat.specialAttack] by 1 stage.",
desc2 = "When its [hp] drops below 35%, the Coromon makes a comeback, increasing its [stat.attack] and [stat.specialAttack] by 1 stage.",
desc3 = "When its [hp] drops below 35%, the Coromon makes a comeback, increasing its [stat.attack] and [stat.specialAttack] by 2 stages.",
},
CONDUCTOR = {
name = "Conductor",
type = "Passive",
coolDown = nil,
desc = "The Coromon charges when hit by an [type.electric] attack, increasing its [stat.speed] by 1 stage.",
desc2 = "The Coromon charges when hit by an [type.electric] attack, taking 50% less damage and increasing its [stat.speed] by 1 stage.",
desc3 = "The Coromon charges when hit by an [type.electric] attack, taking no damage and increasing its [stat.speed] by 1 stage.",
},
CONSERVER = {
name = "Conserver",
type = "Passive",
coolDown = nil,
desc = "The Coromon requires 1 less [sp] to use Skills.",
desc2 = "The Coromon has up to 15 more max [sp] based on its level and requires 1 less [sp] to use Skills.",
desc3 = "The Coromon has up to 15 more max [sp] based on its level and requires 2 less [sp] to use Skills.",
},
CONTAINED_POWER = {
name = "Contained Power",
type = "Passive",
coolDown = nil,
desc = "The Coromon contains its power. Once every three damaging Skills its power unleashes, dealing 50% more damage.",
desc2 = "The Coromon contains its power. Once every three damaging Skills its power unleashes, dealing 75% more damage.",
desc3 = "The Coromon contains its power. Once every three damaging Skills its power unleashes, dealing double damage.",
},
COOL_BODY = {
name = "Cool body",
type = "Passive",
coolDown = nil,
desc = "The Coromon embraces the cold, increasing its [stat.defense] by 20%. Does not work in a [weather.heatwave].",
desc2 = "The Coromon embraces the cold, increasing its [stat.defense] by 20%, and an additional 40% in [weather.snow]. Does not work in a [weather.heatwave].",
desc3 = "The Coromon embraces the cold, increasing its [stat.defense] by 20%, and an additional 60% in [weather.snow]. Does not work in a [weather.heatwave].",
},
COPYCAT = {
name = "Copycat",
type = "Passive",
coolDown = nil,
desc = "Copy the trait of its opponent, making the trait its own."
},
COSMIC = {
name = "Cosmic",
type = "Passive",
coolDown = nil,
desc = "The Coromon draws power from the [weather.twilight], causing all negative stat changes applied to it to become positive.",
desc2 = "The Coromon draws power from any active weather, causing all negative stat changes applied to it to become positive.",
desc3 = "The Coromon draws power from any active weather, causing all negative stat changes applied to it to become positive and increased by 1 extra stage.",
},
COWARD = {
name = "Coward",
type = "Passive",
coolDown = nil,
desc = "When the Coromon receives a critical hit, it cowers and increases its [stat.defense] 2 stages.",
desc2 = "When the Coromon receives a critical hit or very effective damage, it cowers and increases its [stat.defense] 2 stages.",
desc3 = "When the Coromon receives a critical hit or very effective damage, it cowers and increases its [stat.defense] and [stat.speed] 2 stages.",
},
CRIPPLER = {
name = "Crippler",
type = "Passive",
coolDown = nil,
desc = "When the Coromon inflicts a status problem or stat change on an opponent, damage the target's [sp] by 10% of their max [sp].",
desc2 = "When the Coromon inflicts a status problem or stat change on an opponent, damage the target's [sp] by 15% of their max [sp].",
desc3 = "When the Coromon inflicts a status problem or stat change on an opponent, drain the target's [sp] by 15% of their max [sp].",
},
DARK_ATMOSPHERE = {
name = "Dark Atmosphere",
type = "Passive",
coolDown = nil,
desc = "The Coromon calls forth the [weather.twilight] for 5 rounds upon entering a battle.",
desc2 = "The Coromon calls forth the [weather.twilight] for 8 rounds upon entering a battle.",
desc3 = "The Coromon calls forth the [weather.twilight] for 8 rounds upon entering a battle and prevents it from changing.",
},
DIMENSIONAL_EYE = {
name = "Dimensional Eye",
type = "Passive",
coolDown = nil,
desc = "The Coromon excels at seeing weak points while in the [weather.twilight], [stat.criticalHitChance] is increased by 1 stage.",
desc2 = "The Coromon excels at seeing weak points while in the [weather.twilight], [stat.criticalHitChance] is increased by 2 stages.",
desc3 = "The Coromon excels while in the [weather.twilight], [stat.criticalHitChance] is increased by 2 stages while also being immune to critical hits.",
},
DIRT_COAT = {
name = "Dirt Coat",
type = "Passive",
coolDown = nil,
desc = "The Coromon covers itself in a sturdy dirt coat during a [weather.sandstorm], increasing its [stat.defense] by 50%.",
desc2 = "The Coromon covers itself in a sturdy dirt coat during a [weather.sandstorm], increasing its [stat.defense] and [stat.specialDefense] by 50%.",
desc3 = "The Coromon covers itself in a sturdy dirt coat during a [weather.sandstorm], increasing its [stat.defense] and [stat.specialDefense] by 75%.",
},
DISCHARGE = {
name = "Discharge",
type = "Passive",
coolDown = nil,
desc = "When not hit by an [type.electric] skill, the fusebox discharges, damaging and shocking its opponent."
},
DRY_WIND = {
name = "Dry Wind",
type = "Passive",
coolDown = nil,
desc = "The Coromon summons a [weather.sandstorm] for 5 rounds upon entering a battle.",
desc2 = "The Coromon summons a [weather.sandstorm] for 8 rounds upon entering a battle.",
desc3 = "The Coromon summons a [weather.sandstorm] for 8 rounds upon entering a battle and prevents it from changing.",
},
DISRUPTING_AURA = {
name = "Disrupting Aura",
type = "Passive",
coolDown = nil,
desc = "The Coromon's aura depletes 2 [sp] of any attacker making contact.",
desc2 = "The Coromon's aura depletes 5 [sp] of any attacker making contact.",
desc3 = "The Coromon's aura depletes 5 [sp] and inflicts [condition.curse] on any attacker making contact.",
},					
EMPATHETIC = {
name = "Empathetic",
type = "Passive",
coolDown = nil,
desc = "The Coromon is also affected by any stat changes the opponent is affected by.",
desc2 = "The Coromon is also affected by any positive stat changes the opponent is affected by, and is healed 50% of any healing the opponent receives.",
desc3 = "The Coromon is also affected by any positive stat changes the opponent is affected by, and is healed 100% of any healing the opponent receives.",
},
ESCAPIST = {
name = "Escapist",
type = "Passive",
coolDown = nil,
desc = "This Coromon is immune to being trapped, and in normal circumstances never fails to escape from a wild Coromon.",
desc2 = "This Coromon's [stat.speed] is always increased by 1 stage and it can't be trapped. In normal circumstances never fails to escape from a wild Coromon.",
desc3 = "This Coromon's [stat.speed] is always increased by 2 stages and it can't be trapped. In normal circumstances never fails to escape from a wild Coromon.",
},
FAST_LEARNER = {
name = "Fast Learner",
type = "Passive",
coolDown = nil,
desc = "The Coromon learns quickly, gaining 5% extra [xp] from battles.",
desc2 = "The Coromon learns quickly, gaining 15% extra [xp] from battles.",
desc3 = "The Coromon learns quickly, gaining 30% extra [xp] from battles.",
},
FEARLESS = {
name = "Fearless",
type = "Passive",
coolDown = nil,
desc = "The Coromon refuses to run from any fight, and its max [hp] is increased by up to 40 points based on its level.",
desc2 = "The Coromon refuses to run from any fight, and its max [hp] is increased by up to 60 points based on its level.",
desc3 = "The Coromon refuses to run from any fight, and its max [hp] is increased by up to 60 points based on its level. When its [hp] drops below 30% [hp], the Coromon increases its [stat.attack] 2 stages.",
},
FLARE_INTAKE = {
name = "Flare Intake",
type = "Passive",
coolDown = nil,
desc = "By absorbing flames, the Coromon raises its [stat.specialAttack] when hit by a [type.fire] move.",
desc2 = "By absorbing flames, the Coromon takes 50% reduced damage and raises its [stat.specialAttack] when hit by a [type.fire] move.",
desc3 = "By absorbing flames, the Coromon takes no damage and raises its [stat.specialAttack] when hit by a [type.fire] move.",
},
FROST_LAYER = {
name = "Frost Layer",
type = "Passive",
coolDown = nil,
desc = "A frosty layer reduces the damage of the first incoming Fire attack by 75%. Does not work in a [weather.heatwave].",
desc2 = "A frosty layer completely negates the damage of the first incoming Fire attack. Does not work in a [weather.heatwave].",
desc3 = "A frosty layer completely negates the damage of the first two incoming Fire attack. Does not work in a [weather.heatwave].",
},
FULLY_RESTED = {
name = "Fully Rested",
type = "Passive",
coolDown = nil,
desc = "When the Coromon has full [hp], any damage is reduced by 40%.",
desc2 = "When the Coromon has full [hp], any damage is reduced by 60%.",
desc3 = "When the Coromon has full [hp], any damage is reduced by 75%.",
},
GOOD_AIM = {
name = "Good Aim",
type = "Passive",
coolDown = nil,
desc = "Physical Skills hit the right spot, increasing critical hit damage by 35%.",
desc2 = "Physical Skills hit the right spot, increasing critical hit damage by 70%.",
desc3 = "Physical Skills hit the right spot, increasing critical hit damage by 70%. The Coromon's [stat.criticalHitChance] is always increased by 1 stage.",
},
GOURMAND = {
name = "Gourmand",
type = "Passive",
coolDown = nil,
desc = "The Coromon gains 50% additional [hp] and [sp] when consuming cakes.",
desc2 = "The Coromon gains 100% additional [hp] and [sp] when consuming cakes.",
desc3 = "The Coromon gains 150% additional [hp] and [sp] when consuming cakes.",
},
GLACIAL_AFFINITY = {
name = "Glacial Affinity",
type = "Passive",
coolDown = nil,
desc = "For every other [type.ice] type Coromon on their team, this Coromon Skills deal 10% extra damage.",
desc2 = "For every other [type.ice] type Coromon on their team, this Coromon Skills deal 20% extra damage.",
desc3 = "For every other [type.ice] type Coromon on their team or the opponent's team, this Coromon Skills deal 20% extra damage.",
},
GRAVITY_PULL = {
name = "Gravity Pull",
type = "Passive",
coolDown = nil,
desc = "This Coromon has such a big mass that any attacker making contact will be prevented from switching out or escaping for 5 rounds.",
desc2 = "This Coromon has such a big mass that any attacker making contact will be prevented from switching out or escaping for 5 rounds and will lose 10% [sp] each round while trapped.",
desc3 = "This Coromon has such a big mass that any attacker making contact will be prevented from switching out or escaping for 5 rounds and will lose 20% [sp] each round while trapped.",
},
GULLIBLE = {
name = "Gullible",
type = "Passive",
coolDown = nil,
desc = "The Coromon is very gullible, and every stat change is doubled.",
desc2 = "The Coromon is selectively gullible, and every positive stat change is doubled.",
desc3 = "The Coromon is selectively gullible, positive stat changes are doubled, while negative ones are ignored.",
},
HARDHEADED = {
name = "Hardheaded",
type = "Passive",
coolDown = nil,
desc = "Because of its hard head, the Coromon suffers 50% less recoil damage.",
desc2 = "Because of its hard head, the Coromon suffers 50% less recoil damage and always has its [stat.defense] increased by 1 stage.",
desc3 = "Because of its hard head, the Coromon doesn't suffer recoil damage and always has its [stat.defense] increased by 1 stage.",
},
HIDEOUS = {
name = "Hideous",
type = "Passive",
coolDown = nil,
desc = "The Coromon is so hideous that it causes all its opponent's attacks to cost more [sp]."
},
HOARDER = {
name = "Hoarder",
type = "Passive",
coolDown = nil,
desc = "After a battle, the Coromon has a 10% chance to hoard items it finds lying around the battlefield.",
desc2 = "After a battle, the Coromon has a 10% chance to hoard valuable looking items it finds lying around the battlefield.",
desc3 = "After a battle, the Coromon has a 10% chance to hoard very valuable looking items it finds lying around the battlefield.",
},
HOT_HEADED = {
name = "Hot Headed",
type = "Passive",
coolDown = nil,
desc = "[type.fire] Skills used by the Coromon deal 20% more damage. Does not work in [weather.snow].",
desc2 = "[type.fire] Skills used by the Coromon deal 20% more damage, and an additional 40% in a [weather.heatwave]. Does not work in a [weather.snow].",
desc3 = "[type.fire] Skills used by the Coromon deal 20% more damage, and an additional 60% in a [weather.heatwave]. Does not work in a [weather.snow].",
},
HUMIDIFIER = {
name = "Humidifier",
type = "Passive",
coolDown = nil,
desc = "The Coromon makes it [weather.rain] for 5 rounds upon entering a battle.",
desc2 = "The Coromon makes it [weather.rain] for 8 rounds upon entering a battle.",
desc3 = "The Coromon makes it [weather.rain] for 8 rounds upon entering a battle and prevents it from changing.",
},
IMPATIENT = {
name = "Impatient",
type = "Passive",
coolDown = nil,
desc = "Upon defeating an opponent, the Coromon gets impatient and raises its [stat.speed] by 1 stage.",
desc2 = "Upon defeating an opponent, the Coromon gets impatient and raises its [stat.speed] by 2 stages.",
desc3 = "Upon defeating an opponent, the Coromon gets impatient and raises its [stat.speed] by 3 stages.",
},
INNER_FIRE = {
name = "Inner Fire",
type = "Passive",
coolDown = nil,
desc = "The Coromon has an inner fire burning so hot, that it cannot be [condition.frozen].",
desc2 = "The Coromon has an inner fire burning so hot, that it cannot be [condition.frozen] and takes 50% reduced damage from [type.ice] Skills.",
desc3 = "The Coromon has an inner fire burning so hot, that it cannot be [condition.frozen], takes 50% reduced damage from [type.ice] Skills, and burns opponents on contact.",
},
INTELLIGENT = {
name = "Intelligent",
type = "Passive",
coolDown = nil,
desc = "The Coromon uses its knowledge to increase its [stat.evasion] by 25% when battling wild Coromon.",
desc2 = "The Coromon uses its knowledge to increase its [stat.evasion] by 35% when battling wild Coromon.",
desc3 = "The Coromon uses its knowledge to increase its [stat.evasion] by 45% when battling wild Coromon.",
},
INVERSE = {
name = "Inverse",
type = "Passive",
coolDown = nil,
desc = "The Coromon doesn't know left from right, so all stat changes are reversed.",
desc2 = "The Coromon doesn't know left from right, so all stat changes are reversed. When one of its stat decreases, it will decrease by 1 less stage.",
desc3 = "The Coromon doesn't know left from right, so all stat changes are reversed. When one of its stat decreases, it will decrease by 2 less stages.",
},
KINDRED_SOUL = {
name = "Kindred Soul",
type = "Passive",
coolDown = nil,
desc = "Upon entering a battle, if the opponent has higher max [stat.hp], the Coromon links their souls to match its [stat.hp] until the battle ends.",
desc2 = "Upon entering a battle, if the opponent has higher max [stat.hp], the Coromon links their souls to match its [stat.hp] +10% until the battle ends.",
desc3 = "Upon entering a battle, if the opponent has higher max [stat.hp], the Coromon links their souls to match its [stat.hp] +20% until the battle ends.",
},
LOW_DENSITY = {
name = "Low Density",
type = "Passive",
coolDown = nil,
desc = "During a [weather.sandstorm], the Coromon is immune to the contact effects of any opponent it attacks.",
desc2 = "During a [weather.sandstorm], the Coromon is immune to the contact effects of any opponent it attacks, and takes 25% less damage from Skills that make contact.",
desc3 = "The Coromon is immune to the contact effects of any opponent it attacks, and takes 25% less damage from Skills that make contact.",
},					
LUCKY = {
name = "Lucky",
type = "Passive",
coolDown = nil,
desc = "The Coromon is so lucky that its [stat.criticalHitChance] is always increased by 1 stage.",
desc2 = "The Coromon is so lucky that its [stat.criticalHitChance] is always increased by 2 stages.",
desc3 = "The Coromon is so lucky that its [stat.criticalHitChance] is always increased by 3 stages.",
},
MAGIC_LAYER = {
name = "Magic Layer",
type = "Passive",
coolDown = nil,
desc = "Because of it's aura of magic, the Coromon reduces special damage taken by 15% and increases special damage dealt by 10%.",
desc2 = "Because of it's aura of magic, the Coromon reduces special damage taken by 25% and increases special damage dealt by 20%.",
desc3 = "Because of it's aura of magic, the Coromon reduces special damage taken by 35% and increases special damage dealt by 30%.",
},
MAGNETIC = {
name = "Magnetic",
type = "Passive",
coolDown = nil,
desc = "When a [spinner.singular] fails to catch a wild Coromon, this Coromon tries to pull back the [spinner.singular] to the trainer with a 50% chance of success.",
desc2 = "When a [spinner.singular] fails to catch a wild Coromon, this Coromon tries to pull back the [spinner.singular] to the trainer with a 65% chance of success.",
desc3 = "When a [spinner.singular] fails to catch a wild Coromon, this Coromon tries to pull back the [spinner.singular] to the trainer with a 80% chance of success.",
},
MENACING = {
name = "Menacing",
type = "Passive",
coolDown = nil,
desc = "The Coromon intimidates its opponent, lowering its [stat.attack] by 1 stage. As the [squad] leader outside of battle it has a chance to repel much weaker wild Coromon.",
desc2 = "The Coromon intimidates its opponent and weaker wild Coromon. The opponent has its [stat.attack] reduced by 1 stage and requires 2 more [sp] to use skills.",
desc3 = "The Coromon intimidates its opponent and weaker wild Coromon. The opponent has its [stat.attack] reduced by 2 stages and requires 3 more [sp] to use skills.",
},
MOLTER = {
name = "Molter",
type = "Passive",
coolDown = nil,
desc = "The Coromon sheds its skin after each round, giving it 30% chance to cure status problems.",
desc2 = "The Coromon sheds its skin after each round, giving it 55% chance to cure status problems.",
desc3 = "The Coromon sheds its skin after each round, giving it 80% chance to cure status problems.",
},
MOTIVATED = {
name = "Motivated",
type = "Passive",
coolDown = nil,
desc = "Upon defeating an opponent, the Coromon gets motivated and raises its [stat.attack] and [stat.specialAttack] by 1 stage.",
desc2 = "Upon defeating an opponent, the Coromon gets motivated and raises its [stat.attack], [stat.specialAttack] and [stat.speed] by 1 stage.",
desc3 = "Upon defeating an opponent, the Coromon gets motivated and raises its [stat.attack] and [stat.specialAttack] by 2 stages, and [stat.speed] by 1 stage.",
},
NANO_SKIN = {
name = "Nano Skin",
type = "Passive",
coolDown = nil,
desc = "This Coromon's regenerative exoskeleton makes it immune to bleeding.",
desc2 = "This Coromon's regenerative exoskeleton makes it immune to bleeding. Recovers from status problems two rounds after they are inflicted.",
desc3 = "This Coromon's regenerative exoskeleton makes it immune to bleeding and all status problems.",
},
NIMBLE = {
name = "Nimble",
type = "Passive",
coolDown = nil,
desc = "When attacked, the Coromon steals any [fruit.singular] held by an attacker making contact.",
desc2 = "When attacked, the Coromon steals any item held by an attacker making contact.",
desc3 = "When attacked, the Coromon steals any item held by an attacker making contact and knocks them down after a successful steal.",
},
NINJA_SENSE = {
name = "Ninja Sense",
type = "Passive",
coolDown = nil,
desc = "Due to its sharp senses, the Coromon is able to evade any attack which hit in the previous round.",
desc2 = "Due to its sharp senses, the Coromon is able to evade an attack which was used in the previous round.",
desc3 = "Due to its sharp senses, the Coromon is able to evade an attack which was used in the previous round. Missing an attack makes the attacker [condition.hazy].",
},
NORMALIZED = {
name = "Normalized",
type = "Passive",
coolDown = nil,
desc = "The Coromon doesn't mind critical hits, and reduces their damage by 25%."
},
NOT_ALLOWED = {
name = " ",
type = "Passive",
coolDown = nil,
desc = "",
desc2 = "",
desc3 = "",
},
NULLIFIER = {
name = "Nullifier",
type = "Passive",
coolDown = nil,
desc = "While the Coromon is on the battlefield, attacker's traits will not trigger."
},
NURSE = {
name = "Nurse",
type = "Active",
coolDown = 10,
desc = "The Coromon takes care of a member of the [squad], restoring them to full [hp].",
desc2 = "The Coromon takes care of a member of the [squad], restoring them to full [hp] and overcharging their [sp] by 15 points.",
desc3 = "The Coromon takes care of a member of the [squad], restoring them to full [hp] and overcharging their [sp] by 15 points. Cooldown is reduced.",
},
OVERCLOCKER = {
name = "Overclocker",
type = "Passive",
coolDown = nil,
desc = "If the opponent has higher [stat.attack], the Coromon overclocks its own [stat.attack] to match it.",
desc2 = "If the opponent has higher [stat.attack], the Coromon overclocks its own [stat.attack] to match it, plus an additional 10%.",
desc3 = "If the opponent has higher [stat.attack], the Coromon overclocks its own [stat.attack] to match it, plus an additional 20%.",
},
PATDOWN = {
name = "Patdown",
type = "Passive",
coolDown = nil,
desc = "Upon entering a battle, the Coromon pats the opponent down to detect any held items.",
desc2 = "Upon entering a battle, the Coromon pats the opponent down to detect any held items, and will steal an item once per battle if it's not holding anything.",
desc3 = "Upon entering a battle, the Coromon pats the opponent down to detect any held items and will steal an item twice per battle if it's not holding anything.",
},
PEP_TALK = {
name = "Pep Talk",
type = "Active",
coolDown = 10,
desc = "The Coromon gives a pep talk to a member of the [squad], overcharging their [sp] by 15 points.",
desc2 = "The Coromon gives a pep talk to a member of the [squad], overcharging their [sp] by 15 points. Cooldown is reduced.",
desc3 = "The Coromon gives a pep talk to all members of the [squad], overcharging their [sp] by 15 points. Cooldown is reduced.",
},
POLISHED_BODY = {
name = "Polished Body",
type = "Passive",
coolDown = nil,
desc = "The Coromon's smooth body prevents any stat from lowering, unless caused by itself.",
desc2 = "The Coromon's smooth body reflects all negative stat changes used against it back onto the opponent.",
desc3 = "The Coromon's smooth body reflects all negative stat changes used against it back onto the opponent and increases their effect by 1 stage.",
},
POLLUTER = {
name = "Polluter",
type = "Passive",
coolDown = nil,
desc = "While on the battlefield, the Coromon pollutes the air on the opponent's side, making any opponent unable to eat Fruits.",
desc2 = "While on the battlefield, the Coromon pollutes the air on the opponent's side, making any opponent unable to eat Fruits. The polluted air lingers for 1 round after the Coromon exits the battlefield.",
desc3 = "While on the battlefield, the Coromon pollutes the air on the opponent's side, making any opponent unable to eat Fruits. The polluted air lingers for 2 rounds after the Coromon exits the battlefield.",
},
PREPARED = {
name = "Prepared",
type = "Passive",
coolDown = nil,
desc = "The Coromon is always prepared for a battle. The first turn after being sent out, the Coromon has double its [stat.speed].",
desc2 = "The Coromon is always prepared for a battle. The first turn after being sent out, the Coromon has double its [stat.speed] and is immune to stat changes.",
desc3 = "The Coromon is always prepared for a battle. The first turn after being sent out, the Coromon has double its [stat.speed], is immune to stat changes, and takes 50% less damage from attacks.",
},
RADIATOR = {
name = "Radiator",
type = "Passive",
coolDown = nil,
desc = "The body of the Coromon is so hot that the first Skill making contact will [condition.burn] the attacker, after which every fourth contact will.",
desc2 = "The body of the Coromon is so hot that the first Skill making contact will [condition.burn] the attacker, after which every second contact will.",
desc3 = "The body of the Coromon is so hot that making contact will [condition.burn] the attacker.",
},
REBIRTH = {
name = "Rebirth",
type = "Passive",
coolDown = nil,
desc = "Upon fainting, the Coromon will be reborn as [monster FIRE_PHOENIX_1]. After 3 battles [monster FIRE_PHOENIX_1] will hatch.",
},
RECONSTITUTION = {
name = "Reconstitution",
type = "Active",
coolDown = 5,
desc = "The Coromon reconstitutes itself, restoring 20% of its [hp] and [sp] and curing itself of status problems.",
desc2 = "The Coromon reconstitutes itself, restoring 50% of its [hp] and [sp] and curing itself of status problems. Cooldown is reduced.",
desc3 = "The Coromon reconstitutes itself, restoring 80% of its [hp] and [sp] and curing itself of status problems. Cooldown is reduced.",
},
REGURGITATOR = {
name = "Regurgitator",
type = "Passive",
coolDown = nil,
desc = "The Coromon regurgitates its [fruit.singular] after 4 rounds, after which the [fruit.singular] can be consumed again.",
desc2 = "The Coromon regurgitates its [fruit.singular] after 3 rounds, after which the [fruit.singular] can be consumed again.",
desc3 = "The Coromon regurgitates its [fruit.singular] after 2 rounds, after which the [fruit.singular] can be consumed again.",
},
REIGNITE = {
name = "Reignite",
type = "Passive",
coolDown = nil,
desc = "When falling below 25% [hp], the Coromon reignites and raises its [type.fire] Skill damage by 50%.",
desc2 = "When falling below 35% [hp], the Coromon reignites and raises its [type.fire] Skill damage by 50%.",
desc3 = "When falling below 35% [hp], the Coromon reignites and raises its [type.fire] Skill damage by 75%.",
},
RESISTANT = {
name = "Resistant",
type = "Passive",
coolDown = nil,
desc = "The Coromon doesn't mind special attacks, and reduces damage from special attacks by 25%.",
desc2 = "The Coromon doesn't mind special attacks, and reduces damage from special attacks by 40%.",
desc3 = "The Coromon doesn't mind special attacks, and reduces damage from special attacks by 60%.",
},
RESTLESS = {
name = "Restless",
type = "Passive",
coolDown = nil,
desc = "The Coromon is too restless to feel drowsy.",
desc2 = "The Coromon is too restless to feel drowsy or become [condition.hazy].",
desc3 = "The Coromon is too restless to feel drowsy or become [condition.hazy]. This restlessness helps regenerate 10% of its max [sp] per turn.",
},
ROBBER = {
name = "Robber",
type = "Passive",
coolDown = nil,
desc = "The spoils go to the victor. Steal 50% extra [currency.gold] when defeating a trainer.",
desc2 = "The spoils go to the victor. Steal 100% extra [currency.gold] when defeating a trainer.",
desc3 = "The spoils go to the victor. Steal 150% extra [currency.gold] when defeating a trainer.",
},
SCRAPPER = {
name = "Scrapper",
type = "Passive",
coolDown = nil,
desc = "The Coromon doesn't mind physical attacks, and reduces damage from physical attacks by 25%.",
desc2 = "The Coromon doesn't mind physical attacks, and reduces damage from physical attacks by 40%.",
desc3 = "The Coromon doesn't mind physical attacks, and reduces damage from physical attacks by 60%.",
},
SHARP_CLAWS = {
name = "Sharp Claws",
type = "Passive",
coolDown = nil,
desc = "Its claws are so sharp that lowering its [stat.attack] is impossible, and its contact Skills deal 15% additional damage.",
desc2 = "Its claws are so sharp that lowering its [stat.attack] is impossible, and its contact Skills deal 30% additional damage.",
desc3 = "Its claws are so sharp that lowering its [stat.attack] is impossible, and its contact Skills deal 45% additional damage.",
},
SHOCK_ABSORBER = {
name = "Shock Absorber",
type = "Passive",
coolDown = nil,
desc = "The Coromon doesn't mind critical hits, and reduces their damage by 25%.",
desc2 = "The Coromon likes critical hits, and reduces their damage by 50%.",
desc3 = "The Coromon likes critical hits, and reduces their damage by 50% while dealing 15% recoil damage to the opponent.",
},
SHINY = {
name = "Shiny",
type = "Passive",
coolDown = nil,
desc = "Upon entering a battle the Coromon's body shines bright and reduces the opponent's [stat.specialAttack] by 1 stage.",
desc2 = "Upon entering a battle the Coromon's body shines bright. The opponent has its [stat.specialAttack] reduced by 1 stage and requires 2 more [sp] to use skills.",
desc3 = "Upon entering a battle the Coromon's body shines bright. The opponent has its [stat.specialAttack] reduced by 2 stages and requires 3 more [sp] to use skills.",
},
SHORT_FUSED = {
name = "Short Fused",
type = "Passive",
coolDown = nil,
desc = "The Coromon gets angry upon receiving a critical hit, increasing its [stat.attack] by 2 stages.",
desc2 = "The Coromon gets angry upon receiving a critical hit or very effective damage, increasing its [stat.attack] by 2 stages.",
desc3 = "The Coromon gets angry upon receiving a critical hit or very effective damage, increasing its [stat.attack] by 2 stages and [stat.speed] by 1 stage.",
},
SLIPPERY = {
name = "Slippery",
type = "Passive",
coolDown = nil,
desc = "This slippery Coromon will dodge the first of every four status changing moves it is hit by.",
desc2 = "This slippery Coromon will dodge the first of every two status changing moves it is hit by.",
desc3 = "This slippery Coromon will dodge every status changing move it is hit by and is immune to secondary effects of attacks.",
},
SNOWMAN = {
name = "Snowman",
type = "Passive",
coolDown = nil,
desc = "The Coromon rebuilds itself using [weather.snow], restoring 5% [hp] after every round when [weather.snow] is falling.",
desc2 = "The Coromon rebuilds itself using [weather.snow], restoring 8% [hp] and [sp] after every round when [weather.snow] is falling.",
desc3 = "The Coromon rebuilds itself using [weather.snow], restoring 12% [hp] and [sp] after every round when [weather.snow] is falling.",
},
SOOTHING_AURA = {
name = "Soothing Aura",
type = "Active",
coolDown = 10,
desc = "The Coromon can call down a soothing aura, restoring 20% [hp] to all [squad] members.",
desc2 = "The Coromon can call down a soothing aura, restoring 30% [hp] to all [squad] members. Cooldown is slightly reduced.",
desc3 = "The Coromon can call down a soothing aura, restoring 40% [hp] to all [squad] members. Cooldown is reduced.",
},
SOUL_EATER = {
name = "Soul Eater",
type = "Passive",
coolDown = nil,
desc = "When defeating an opponent the Coromon absorbs the soul, raising the stat in which the opponent was most proficient.",
desc2 = "When defeating an opponent, the Coromon absorbs the soul to restore 15% of its max [hp] and raise the stat in which the opponent was most proficient by 1 stage.",
desc3 = "When defeating an opponent, the Coromon absorbs the soul to restore 15% of its max [hp] and raise the stat in which the opponent was most proficient by 2 stages.",
},
SPECIALIST = {
name = "Specialist",
type = "Passive",
coolDown = nil,
desc = "The Coromon restores 4% of its [sp] each turn, and 50% more [sp] than normal after each battle.",
desc2 = "The Coromon restores 6% of its [sp] each turn, and 100% more [sp] than normal after each battle.",
desc3 = "The Coromon restores 8% of its [sp] each turn, and fully recovers its [sp] after each battle.",
},
SPIKED_BODY = {
name = "Spiked Body",
type = "Passive",
coolDown = nil,
desc = "Sharp spikes or needles damage the attacker for 15% of its max [hp] upon contact.",
desc2 = "Sharp spikes or needles damage the attacker for 25% of its max [hp] upon contact.",
desc3 = "Sharp spikes or needles damage the attacker for 35% of its max [hp] upon contact.",
},
STATIC_BODY = {
name = "Static Body",
type = "Passive",
coolDown = nil,
desc = "Because of its static body, the first Skill making contact will [condition.shock] the attacker, after which every second contact will.",
desc2 = "Because of its static body, attackers making contact will get [condition.shocked].",
desc3 = "Because of its static body, attackers making contact will get [condition.shocked] and lose 10 [sp].",
},
STEADY = {
name = "Steady",
type = "Passive",
coolDown = nil,
desc = "This Coromon's strong stature prevents getting knocked down.",
desc2 = "This Coromon's strong stature prevents getting knocked down and makes it take 50% damage from [type.air] Skills.",
desc3 = "This Coromon's strong stature prevents getting knocked down and makes it immune to [type.air] Skills.",
},
STEAM_LAYER = {
name = "Steam Layer",
type = "Passive",
coolDown = nil,
desc = "The Coromon is protected by a layer of steam during a [weather.heatwave], increasing its [stat.specialDefense] by 50%.",
desc2 = "The Coromon is protected by a layer of steam during a [weather.heatwave], increasing its [stat.specialDefense] by 100%.",
desc3 = "The Coromon is protected by a layer of steam during a [weather.heatwave], increasing its [stat.specialDefense] by 150%.",
},
STICKY_LAYER = {
name = "Sticky Layer",
type = "Passive",
coolDown = nil,
desc = "The sticky layer of the Coromon lowers the [stat.speed] of an attacker making contact by 1 stage.",
desc2 = "The sticky layer of the Coromon lowers the [stat.speed] of an attacker making contact by 2 stages.",
desc3 = "The sticky layer of the Coromon lowers the [stat.speed] of an attacker making contact by 2 stages and traps them for 5 rounds.",
},
STINKY = {
name = "Stinky",
type = "Passive",
coolDown = nil,
desc = "Upon entering a battle, the Coromon's stinky scent has a 20% chance to make the opponent [condition.hazy]. As the [squad] leader outside of battle it has a chance to repel wild Coromon.",
desc2 = "Upon entering a battle, the Coromon's stinky scent has a 35% chance to make the opponent [condition.hazy]. As the [squad] leader outside of battle it has a moderate chance to repel wild Coromon.",
desc3 = "Upon entering a battle, the Coromon's stinky scent has a 50% chance to make the opponent [condition.hazy]. As the [squad] leader outside of battle it has a good chance to repel wild Coromon.",
},
STOIC = {
name = "Stoic",
type = "Passive",
coolDown = nil,
desc = "After taking very effective damage, the Coromon's [stat.defense] or [stat.specialDefense] increases by 2 stages, countering the type of damage taken.",
desc2 = "After taking very effective damage, the Coromon's [stat.defense] and [stat.specialDefense] increases by 2 stages.",
desc3 = "After taking very effective damage, the Coromon's [stat.defense] and [stat.specialDefense] increases by 2 stages. Once per battle, the Coromon can endure a very effective attack with 1 hp.",
},
STRATEGIST = {
name = "Strategist",
type = "Passive",
coolDown = nil,
desc = "When the Coromon moves later than its target, it strategically finds weak spots and attacks with 1 stage increased [stat.criticalHitChance].",
desc2 = "When the Coromon moves later than its target, it strategically finds weak spots and attacks with 2 stages [stat.criticalHitChance].",
desc3 = "When the Coromon moves later than its target, it strategically finds weak spots, inflicting heavy bleeding and attacking with 3 stages [stat.criticalHitChance].",
},
SUGAR_RUSH = {
name = "Sugar Rush",
type = "Passive",
coolDown = nil,
desc = "The Coromon raises its [stat.speed] by 1 stage when consuming Fruit",
desc2 = "The Coromon raises its [stat.speed] by 1 stage and restores 50% [sp] when consuming fruit",
desc3 = "The Coromon raises its [stat.speed] by 1 stage and restores all [sp] when consuming fruit",
},
SUPERSENSORY = {
name = "Supersensory",
type = "Passive",
coolDown = nil,
desc = "The Coromon raises its most proficient stat when one of its stats is lowered.",
desc2 = "The Coromon raises its two most proficient stats when one of its stats is lowered.",
desc3 = "The Coromon raises its two most proficient stats by two stages when one of its stats is lowered.",
},
TACTICAL_RETREAT = {
name = "Tactical Retreat",
type = "Passive",
coolDown = nil,
desc = "When the Coromon retreats to its [spinner.singular], it restores <color TEXT_HP>25%</color> of its [hp].",
desc2 = "When the Coromon retreats to its [spinner.singular], it restores <color TEXT_HP>25%</color> of its [hp] and [sp].",
desc3 = "When the Coromon retreats to its [spinner.singular], it restores <color TEXT_HP>45%</color> of its [hp] and [sp].",
},
THERMOGENESIS = {
name = "Thermogenesis",
type = "Passive",
coolDown = nil,
desc = "The Coromon creates a [weather.heatwave] for 5 rounds upon entering a battle.",
desc2 = "The Coromon creates a [weather.heatwave] for 8 rounds upon entering a battle.",
desc3 = "The Coromon creates a [weather.heatwave] for 8 rounds upon entering a battle and prevents it from changing.",
},
THICK_SKIN = {
name = "Thick Skin",
type = "Passive",
coolDown = nil,
desc = "Its thick skin makes the Coromon immune to critical hits.",
desc2 = "Its thick skin makes the Coromon immune to critical hits and bleeding.",
desc3 = "Its thick skin makes the Coromon immune to critical hits, [type.cut] Skills and bleeding.",
},
TITAN_ELECTRIC = {
name = "Pure Essence",
type = "Passive",
coolDown = nil,
desc = "Power overwhelming.",
},
TITAN_FIRE = {
name = "Pure Essence",
type = "Passive",
coolDown = nil,
desc = "Power overwhelming.",
},
TITAN_GHOST = {
name = "Pure Essence",
type = "Passive",
coolDown = nil,
desc = "Power overwhelming.",
},
TITAN_ICE = {
name = "Pure Essence",
type = "Passive",
coolDown = nil,
desc = "Power overwhelming.",
},
TITAN_SAND = {
name = "Pure Essence",
type = "Passive",
coolDown = nil,
desc = "Power overwhelming.",
},
TITAN_WATER = {
name = "Pure Essence",
type = "Passive",
coolDown = nil,
desc = "Power overwhelming.",
},
TOXIC_SKIN = {
name = "Toxic Skin",
type = "Passive",
coolDown = nil,
desc = "The Coromon has a toxic skin. The first Skill making contact will [condition.poison] the attacker, after which every second contact will.",
desc2 = "The Coromon has a toxic skin. Any contact with it will [condition.poison] the attacker.",
desc3 = "The Coromon has a toxic skin and is immune to [type.poison] Skills. Any contact with it will [condition.poison] the attacker.",
},
TOUGH_FEET = {
name = "Tough Feet",
type = "Passive",
coolDown = nil,
desc = "Its tough feet ensure that this Coromon is not affected by damaging entry hazards.",
desc2 = "Its tough feet ensure that this Coromon is not affected by any entry hazards.",
desc3 = "Its tough feet ensure that this Coromon is not affected by any entry hazards.Existing entry hazards around the Coromon are removed. ",
},
TUNNELER = {
name = "Tunneler",
type = "Passive",
coolDown = nil,
desc = "During a [weather.sandstorm], the Coromon is immune to the contact effects of any defending Coromon."
},
VACCINATED = {
name = "Vaccinated",
type = "Passive",
coolDown = nil,
desc = "The Coromon is vaccinated, which makes it immune to [condition.poison].",
desc2 = "The Coromon is vaccinated, which makes it immune to [condition.poison] and [condition.hazy].",
desc3 = "The Coromon is vaccinated, which makes it immune to [condition.poison], [condition.hazy] and [condition.drowsy].",
},
VEGETARIAN = {
name = "Vegetarian",
type = "Passive",
coolDown = nil,
desc = "[fruit.singular] is healthy. The Coromon restores <color TEXT_HP>30%</color> [hp] when consuming [fruit.singular].",
desc2 = "[fruit.singular] is healthy. The Coromon restores <color TEXT_HP>30%</color> [hp] and [sp] when consuming [fruit.singular].",
desc3 = "[fruit.singular] is healthy. The Coromon restores <color TEXT_HP>55%</color> [hp] and [sp] when consuming [fruit.singular].",
},
VIGILANT = {
name = "Vigilant",
type = "Passive",
coolDown = nil,
desc = "When its [hp] drops below 25% the Coromon becomes vigilant, increasing its [stat.speed] and [stat.accuracy] by 1 stage.",
desc2 = "When its [hp] drops below 35% the Coromon becomes vigilant, increasing its [stat.speed] and [stat.accuracy] by 1 stage.",
desc3 = "When its [hp] drops below 35% the Coromon becomes vigilant, increasing its [stat.speed] and [stat.accuracy] by 2 stages.",
},
WATER_COOLED = {
name = "Water Cooled",
type = "Passive",
coolDown = nil,
desc = "The Coromon is water cooled, making it immune to [condition.burn].",
desc2 = "The Coromon is water cooled, reducing [type.fire] Skill damage by 50% and making it immune to [condition.burn].",
desc3 = "The Coromon is water cooled, making it immune to [type.fire] Skills and [condition.burn] condition.",
},
WEATHERPROOF = {
name = "Weatherproof",
type = "Passive",
coolDown = nil,
desc = "The Coromon is not affected by any weather effect.",
desc2 = "The Coromon is not affected by any weather effect and gains 25% [stat.speed] while any weather is active.",
desc3 = "The Coromon adapts to the positive effects of any weather that is active.",
},
WET_COAT = {
name = "Wet Coat",
type = "Passive",
coolDown = nil,
desc = "The Coromon feels at home in [weather.rain], increasing its [stat.speed] by 50%.",
desc2 = "The Coromon feels at home in [weather.rain], increasing its [stat.speed] and [stat.accuracy] by 50%.",
desc3 = "The Coromon feels at home in [weather.rain], increasing its [stat.speed] and [stat.accuracy] by 100%.",
},
WINTER_COAT = {
name = "Winter Coat",
type = "Passive",
coolDown = nil,
desc = "The Coromon can move unimpeded in [weather.snow], increasing its [stat.evasion]."
},
ZEALOUS = {
name = "Zealous",
type = "Passive",
coolDown = nil,
desc = "Skills used by the Coromon deal 20% more damage but cost 2 more [sp].",
desc2 = "Skills used by the Coromon deal 30% more damage but cost 2 more [sp].",
desc3 = "Skills used by the Coromon deal 40% more damage but cost 2 more [sp]."
}
}
return traits