The routine for burn and para drops is checked after applying boosts to the Pokémon whose turn is not, regardless of the target of the move, when a Pokémon uses a move that results in a stat change.
- The lock starts even if the move is blocked by Protect, misses, or the
target is immune
- The lock ends without causing confusion whenever the move cannot be
executed
- When the lock ends normally, confusion begins even if the user is
already confused, and there is no indication that confusion has started
- In Gen 1 the duration is 3-4 turns
Instead of having a hardcode in scripts.js that people needed to
reference, it seemed more intuitive to take advantage of the Damage
event instead, and have Rock Head negate damage within the event.
Fixed a bug in Gen-NEXT Rock Head exhibiting the same behavior that
was causing the original Rock Head + Mummy glitch.
BattlePokemon#ignoringItem and BattlePokemon#ignoringAbility are
hardcodedto return true for any situation where pokemon.ignore['Item']
or pokemon.ignore['Ability'] respectively would have been true.
This is quite complex.
In gen 2, the egg moves pass through father and species through mother.
Therefore, we must check that:
1. Two egg moves come from the same father or are learned in another way.
2. If two egg moves come from the same father, check if the father can learn those two as well.
Also, we must keep track of the state of egg and machine moves in the learnset in order to properly reject them when the problem is found.
Related commits: 17e8515486 and 33cc1e09eb
As gen 1, Stadium has its own stat modifying mechanics.
It's basically an extension of gen 1's, only it changes the approach and runs a recalculation on all changes only for the proper Pokémon.
In order to emulate Gen 1 perfectly and to let the metagame adapt to the correct mechanics, stat calculation has been refactored.
Burn and Paralyse drop are applied whenever a Pokémon switches in with the status.
Also whenever a Pokémon gets a stat boost, if the Pokémon whose turn is not has the status.
Stat boosts recalculate that stat, minus burn and para drops (that's why Agility ignores para drop and Rest keeps drops).
Additionally, Reflect and Light Screen are only calculated in damage calculation.
Part of this code has been added to battle-engine.js with a gen === 1 conditional to avoid a ton of code repetition that would have been necessary otherwise.
Keep in mind that .modifiedStats for a BattlePokemon and the modifyStat function must only be available for gen 1 games.
All this code was done before the main battle-engine was reworked to have exceptions for past gens.
Furthermore, due to how inheritance works, it was messing up team preview in Stadium formats.
All what was dealt with this code is now dealt with in battle-engine.js and all future gen 2 exceptions should be there.
Slow Down now also reduces damage done by 15%.
Add a new full defensive moveset for Tanks.
Change Evasion for new move, Sacred Shield, for support.
Add an extra moveset for support.
Update information.
- High crit moves start at stage 2 (stage 0 being normal moves)
- Focus Energy adds 1 stage
- Lucky Punch and Stick set the stage at 2 and skip the other effects
- Sky Attack is not a high crit move
- Also fix Razor Wind's accuracy
- Fissure can hit Dig and Whirlwind can hit Fly
- Use BasePower instead of ModifyDamage for doubled power moves
- Also correct current-gen Fly to modify damage instead of base power
- add the new /seasonaldata alias to the beginning message
- change all single quotes surrounding the move animations into double
qoutes (just because it was like that in the Mar+Apr Seasonal)
- remove unnecessary line at the end of the seasonal's moves.js
Nerf slightly spread moves.
Make all Pokémon more resilient to damage.
Add EVs to make each Pokémon flavour unique to its character.
Randomise damage slightly more.
Eliminate all immunities.
The intention for this event is to remove the move disabling code away
from ModifyPokemon and to an event that can be run a fewer number of
times. Since the disabledMoves index is used to gray-out moves that cannot
be used, and not for any other purpose, there is no need for the related
code to be run at the ModifyPokemon timing, instead working better as a
once per turn event.
- add an alias for /seasonaldata
- add a check in /seasonaldata if there is no target
- change quotes in formats.js and add the same alias
- fix some missed instances of followe