- Only give Porygon-Z Z-Conversion under the right circumstances
- Slightly reduce the rating of Download so Porygon gets Adaptability a bit more
- Improve Haxorus' movepool
- Remove unviable Genesect sets
- Allow U-turn as the only STAB on Genesect
- Improve Magearna's movepool (+Fairium Z)
- Don't reject Flash Cannon with Special setup
- Give Fairies STAB when they need it
- Set Shift Gear as a Speed setup move
- Change the Life Orb bulk requirement to match Focus Sash
- Reject Trick with Speed setup
Fixes Drapion, who has 3 different moves with a rating of 1. Keen Eye is
less useful than Battle Armor or Sniper because of a lack of accuracy
reduction moves in random battle, so this ensures that it is not chosen.
Problem: Parental Bond when changed to Mummy midstrike would cause the second move to miss the .25 base power modification
Added Parental Bond check in Mummy to maintain the power modification
The types Template, Move, Ability, and Item are now read-only. This
should guard against accidental writing to types that shouldn't be
written to.
A new type, ActiveMove, has been introduced. Like it sounds, it's
used for moves that are currently actively being used. A lot of
attributes that are only relevant to active moves, such as
`hasBounced`, are now only available on ActiveMove, not on Move.
ActiveMoves are mutable, unlike Moves.
getMoveCopy has been renamed getActiveMove, to better reflect its
role. `isCopy` has been deprecated, and distinguishing Moves from
ActiveMoves is now done by `typeof move.hit === 'number'` where
necessary.
ActiveMoves now internally track which hit of a multihit move
they're on, in move.hit, so move.hit doesn't need to be manually
incremented by Triple Kick and Parental Bond anymore.
move.hasParentalBond has been replaced by a more generic
move.multihitType.
Often, you just need a random item in an array. Throughout Pokemon
Showdown's code, there are many instances of the following pattern:
let randomThing = things[this.random(things.length)];
Make this code easier to read by factoring the indexing into the
PRNG#sample function:
let randomThing = this.sample(things);
Run the following sed script to refactor lots of code to use sample:
s/\([a-zA-Z0-9.]\{1,\}\)\[this\.random(\1\.length)\]/this.sample(\1)/
This commit should not change behaviour. In particular, PRNG#next is
called the same number of times with the same number of parameter as
before this commit, and PRNG#next's results are interpreted in the same
way as before this commit.
Often, you just need a random boolean. Throughout Pokemon Showdown's
code, there are many creative ways of requesting random booleans. For
example:
if (this.random(10) < 3) {
if (this.isWeather(['sunnyday', 'desolateland']) || this.random(2) === 0) {
let shiny = !this.random(1024);
if (uberCount > 1 && this.random(5) >= 1) continue;
if (!this.random(3)) ability = ability1.name;
} else if ((ability === 'Iron Barbs' || ability === 'Rough Skin') && this.random(2)) {
if (typeof secondary.chance === 'undefined' || this.random(256) <= effectChance) {
if (accuracy !== true && this.random(256) > accuracy) {
Enable these methods to converge by introducing the PRNG#randomChance
function. It accepts a probability and returns true with that
probability.
Run the following sed script to refactor many common patterns to use
randomChance:
s/this\.random(\([0-9]\{1,\}\)) >= \([0-9]\{1,\}\)/!this.randomChance(\2, \1)/g
s/this\.random(\([0-9]\{1,\}\)) < \([0-9]\{1,\}\)/this.randomChance(\2, \1)/g
s/this\.random(\([0-9]\{1,\}\)) === 0/this.randomChance(1, \1)/g
s/!this\.random(\([0-9]\{1,\}\))/this.randomChance(1, \1)/g
The sed script takes advantage of the following properties:
random(x) < y is equivalent to randomChance(y, x)
random(x) >= y is equivalent to !(random(x) < y), i.e. !randomChance(y, x)
random(x) === 0 is equivalent to random(x) < 1, i.e. randomChance(1, x)
!random(x) is equivalent to random(x) === 0, i.e. randomChance(1, x)
This commit should not change behaviour. In particular, PRNG#next is
called the same number of times with the same number of parameter as
before this commit, and PRNG#next's results are interpreted in the same
way as before this commit.