Ben Davies
77b4c77864
Dex: constructor is not a format alias
2017-09-18 21:20:03 -03:00
Guangcong Luo
6b870967e0
Fix bug in support for >10 pokemon in Team Preview
2017-09-09 20:31:54 -04:00
Guangcong Luo
737d9dbba0
Support more than 10 Pokemon in Team Preview
2017-09-09 20:19:24 -04:00
Guangcong Luo
066d970b54
Fix >6-pokemon Custom Games
2017-09-09 19:41:55 -04:00
Guangcong Luo
b42a322ecb
Support over 6 Pokemon in Custom Game
2017-09-09 18:25:26 -04:00
Guangcong Luo
1e87e989cc
Hacky fix to the 6-move bug
2017-09-08 18:20:08 -04:00
Guangcong Luo
057e6b4e89
Alias formats without gen number to Gen 7 formats
...
Closes #3785
2017-09-08 10:27:20 -04:00
urkerab
bd6743bbe7
Reveal own Ability in Gen 7 ( #3969 )
2017-09-06 23:21:19 -04:00
Guangcong Luo
25d0079b4f
Sim: Fix Berries not activating after weather
...
Previously, Berries would not activate after weather damage and before
other residual damage/healing.
According to: https://www.youtube.com/watch?v=FRI5PSekhR4
They should activate then. More research is needed to determine what
other situations Berries should activate but don't.
2017-09-05 07:00:55 -04:00
Guangcong Luo
7785375d14
Sim: Faint-switch in fainted pokemon Spe order
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Now, if multiple Pokemon fainted in one turn, they will be switched
out in Speed order (of the fainted Pokemon).
2017-09-05 06:53:56 -04:00
Ghoulean Algebra
f067ee13ee
Gen II: Fix Hidden Power's power calculation ( #3925 )
...
Before : HP_Power=(5*(v+2w+4x+8y)+min(Z, 3))/2 + 31
After: HP_Power=(5*(v+2w+4x+8y)+(Z % 4))/2 + 31
where
* v is 1 if SpcIV>=8; otherwise 0,
* w is 1 if SpeIV>=8; otherwise 0,
* x is 1 if DefIV>=8; otherwise 0,
* y is 1 if AtkIV>=8; otherwise 0,
* Z = SpcIV
See:
http://tasvideos.org/forum/viewtopic.php?p=361950#361950
https://github.com/pret/pokecrystal/blob/master/battle/hidden_power.asm#L52
2017-08-27 20:22:05 -04:00
Quinton Lee
0c94145c40
Fix remaining custom format issues ( #3910 )
...
Rules for custom formats are once again sanitized and can be passed
around more easily by attaching them to the format's id.
Fixes:
- "Rule:" being required to add or remove a rule
- ruleset changes not being shown in battles
- the display of custom rules being affected by user input
- custom formats being broken by /hotpatch formats
2017-08-23 22:27:09 -07:00
Guangcong Luo
18d656519c
Fix chooseMove again
2017-08-09 21:52:30 -05:00
Guangcong Luo
29bfa41f79
Fix crash in autoChoose
2017-08-09 20:28:25 -05:00
Marty-D
5aa7045900
Fix Solar Blade redirection issue
2017-08-05 12:32:35 -04:00
Guangcong Luo
4df6548cf4
Fix bugs in VGC auto-move resolver
2017-08-02 07:02:32 -04:00
HoeenHero
4af068a710
Fix custom banlists ( #3832 )
2017-07-31 02:18:24 -04:00
Guangcong Luo
bbf7bc98d2
Fix random battle sets
...
(There were doubles sets in singles games)
2017-07-27 17:49:38 -04:00
Guangcong Luo
acc165d4db
Fix bugs in previous commits
2017-07-27 17:24:55 -04:00
Guangcong Luo
7f72f09e5d
Rename Dex.format -> Dex.forFormat
2017-07-27 17:10:44 -04:00
Guangcong Luo
0e792dad80
Update default gen for formats to gen 7
2017-07-25 03:37:55 -04:00
Guangcong Luo
4cdf39f13c
Remove prototype hack for Battle
...
Simulator instances still get their scripts included somewhat hackily,
but it's overall much less hacky than before. In particular, the
init code is now an actual constructor, allowing TypeScript to perhaps
validate it one future day.
2017-07-25 02:59:59 -04:00
Guangcong Luo
0ba508bbd3
Support ./pokemon-showdown generate-team
...
I might regret supporting this syntax, but it's now possible to make
PS generate teams on the commandline using:
./pokemon-showdown generate-team [optional format name] [optional seed]
The output will be in packed team format (which can be pasted into
a teambuilder import box).
The seed-passing should make it significantly more straightforward to
debug team generation weirdness.
2017-07-25 02:59:59 -04:00
Guangcong Luo
3b4d8b3ff0
Split random-teams.js out of scripts.js
...
Random team generation scripts are no longer in scripts.js, but instead
in a new file random-teams.js.
The scripts are now also no longer run from inside battles, but in a
new team generator object. This makes it easier for external scripts
to generate random teams by running Dex.generateTeam(format).
2017-07-25 02:59:59 -04:00
Guangcong Luo
a86762e4ea
Fix in-battle clauses
2017-07-23 22:20:42 -07:00
Guangcong Luo
f38de6d775
Remove padStart shim
...
The padStart shim is currently unused and commented out. If we ever do
need it, we should increase the minimum Node version to 8.0.
2017-07-23 22:17:07 -07:00
Guangcong Luo
6c1a60df2e
Fix limit rules in ruleTable team validation
2017-07-20 19:35:02 -05:00
Guangcong Luo
2b1d7b2cc3
Properly fix crash in /learn
2017-07-20 16:33:40 -05:00
Guangcong Luo
d79e348ebc
Refactor banlistTable -> ruleTable
...
PS's rule table has been renamed from banlistTable, and works a bit
differently now. It's a Map instead of an object now, and the keys
work a bit differently.
The original banlistTable was designed to store bans, and later
additions shoved rules and then unbans in there. The new table is
designed to support all of these.
2017-07-20 12:50:41 -05:00
Konrad Borowski
212b99ed90
Remove Object.values shim ( #3787 )
...
It's not correct as far ES2017 specification is concerned, and Showdown
requires Node.js 7 anyway
2017-07-16 17:39:53 -05:00
asgdf
6dc5c877e3
Fix comment typos ( #3757 )
2017-07-10 16:57:07 +09:00
Guangcong Luo
58a1af0f0f
Rename supplementaryBanlist -> customBanlist
...
It's shorter and clearer.
2017-07-04 09:36:37 +09:00
Guangcong Luo
3f6f9e61a5
Fix supplementary banlists
...
They're coded as nullable and are better treated that way.
2017-07-04 09:36:37 +09:00
Marty-D
3bf0ffdc97
Gen III: Fix Ingrain
2017-06-29 18:38:36 -04:00
Guangcong Luo
83f70fcf3a
Export PRNG from sim/
2017-06-22 20:57:51 -07:00
Quinton Lee
e3b964a65d
Show correct rulesets in custom format battles ( #3674 )
...
Also add more format documentation
2017-06-22 15:25:31 -07:00
Quinton Lee
5ab919d858
Refactor supplementary banlists into custom formats ( #3671 )
2017-06-22 03:10:15 -07:00
Quinton Lee
ec10d30996
eslint: Lint sim/ directory ( #3670 )
2017-06-21 20:00:17 -07:00
Marty-D
d60c007f3d
Update move flag descriptions
2017-06-17 09:36:52 -04:00
Guangcong Luo
cf7607cb90
Move cache tables out of Dex.data
...
Template/Item/Move/Ability caches are now direct properties of Dex,
instead of being inside Dex.data.
2017-06-13 21:45:53 -05:00
Guangcong Luo
00448ac865
TypeScript: Update for latest nightly
...
The latest nightly of TypeScript changes how the checks work, and I'm
tracking it because it also fixes several major bugs in --checkJs.
2017-06-11 12:03:38 -05:00
Caleb Young
9dab8e50e1
Implement DPP damage formula ( #3583 )
2017-06-11 10:18:34 -05:00
asgdf
f22963c718
Fix Last Will crash ( #3561 )
...
By moving BeforeFaint right before the faint message, so the move is done
by then.
2017-05-28 17:24:17 +09:00
urkerab
f24d7cbadb
Move Illusion-breaking out of the battle engine ( #3549 )
2017-05-24 20:36:17 -04:00
asgdf
8a33238544
Fix statuses still being effective after being removed that turn ( #3538 )
2017-05-24 23:55:35 +09:00
urkerab
d212b9f128
Move, Ability and Item effects should inherit the name ( #3547 )
2017-05-24 23:12:38 +09:00
Guangcong Luo
cd3ac06987
Fix Hail/Sandstorm damage regression
...
(Also add a test for it since this isn't even the first time this
exact regression has happened.)
2017-05-18 06:29:25 -05:00
Guangcong Luo
109b2cfe1d
Slightly refactor teamsize
2017-05-18 05:38:14 -05:00
QuiteQuiet
1be924f6e8
Send team size at the start of battles ( #3512 )
2017-05-18 05:09:38 -05:00
Guangcong Luo
149ca3759c
Add classes for data
...
Having classes for data will make it better for documenting and make
for overall nicer code that's easier to statically analyze.
2017-05-17 04:10:01 -05:00