It's a judgment call that doesn't belong among the other factual
information in `moves.ts`.
The information is still around; in the client's `battle-dex-search.ts`
in `BattleMoveSearch#moveIsNotUseless`. But now it's all in one place.
fb18721e82
This check exists for maxMove.basePower but not zMove. Thank you
SadisticMystic for confirming that while "it has an entry of 1 in
the data table, [it]'s a meaningless entry which is impossible
to access"
This mostly serves to provide cleaner and more consistent field
naming. maxMove currently doesn't have boosts or effects to group
together but who knows what will be thrown at us via DLC, and being
symmetrical with zMoves is a nice.
- `Modded[Effect]Data` are now correctly defined: they must either have
`inherit: true` and be partial, or not have `inherit: true` and be a
complete `[Effect]Data` entry
- `id` is no longer allowed; instead, it's calculated directly from
`toID(name)`. The one exception, Hidden Power, gets a `realMove`
property to track this (it's still used to set `.id`, though;
TODO: really fix it properly).
- `num` is still required in `data/pokedex.ts` (dex number),
`data/moves.ts` (move index number, for Metronome), and
`data/items.ts` (minisprite sprite-sheet location). It's still not
required for mod-only items and moves.
- `num` is no longer allowed for PureEffects (in `statuses.ts`) where
it's always been meaningless.
- `color` and `heightm`, being completely flavor, are still not
required for `pokedex.ts` in mods. They're still required in the base
pokedex.
The whole `checkBattleForme` system, introduced in 4410843e5a
and currently used in Gen 6 and 7, seems to have always been bugged.
As TI mentions in #5970, we already use `getPokemonPool` for alternate
forme handling.
I've replaced it with a roll for cosmetic formes.
As confirmed by SadisticMystic, base power cannot be above 255, so
this move data is clearly incorrect and results in downstream users
of the data files such as the Smogon or PS dex or the tooltips
displaying misleading information.
Apparently our old hack was to prevent Unown formes completely, because
locked users would sometimes use them to spell bad words.
I don't like that approach, so now only locked users can't use Unown
formes.
The server now uses the same approach as the client of treating
cosmetic formes as real formes, as documented in `FORMES.md`.
This eliminates the need for the `.forme` and `.speciesid` properties
of `Pokemon`.
`pokemon.id` has also been removed: useful, since it turns out half
of its uses were bugs that should have used `pokemon.species.id`.
In addition, they should not activate for a spread move that ends the game.
(This contrasts with Soul-Heart, which will activate until the last target.)
PS wasn't correctly detecting `disabled: 'hidden'` moves as disabled
for the purposes of detecting Struggle activation. This has been fixed.
Thanks to DaWoblefet for unit tests!
Fixes#6620
BasicEffect always had a `status` property to support the pattern of
testing it to see if it's a move that sets status directly.
This is just a situation that TypeScript is bad at.
Another possibility would be to set `status: undefined` on PureEffect,
Ability, Item, and Species, but I think that's also ugly. Casting to
Move is probably the best approach, so that's what we do now.
For historical reasons, move property definitions have been very blurry
across `EffectData`. Fortunately, recent refactors have made it
possible to put them all where they're supposed to be.
The data/.ts refactor left a few .js files in, which weren't deleted
between 13 and 3 days ago:
c85f5bccb0
Because of this, the corresponding `.ts` files were considered new,
rather than renamed, and changes to the `.js` files got deleted rather
than merged.
Fortunately, this only affected `moves.js`, which has now been manually
re-merged with the changes.
Previously, format bans/unbans were processed in order of "most specific
to least specific".
So `+Giratina-Origin` trumps `-Giratina` trumps `+Uber` trumps
`-All Pokemon`.
And nonstandard reasons (`Unobtainable`, `Past`, `CAP`, etc) were
slotted between `Uber` and `All Pokemon`.
This has the unfortunate effect that if a base ruleset allows a certain
normally-banned category of Pokémon, you can't use `-All Pokemon` to
whitelist a list of Pokémon.
Moving nonstandard reasons to lowest precedence once again allows
`-All Pokemon` to be used as intended.
Custom Game is intended to be a "choose your own rules" format. It's usually pretty easy to tell if a
rule is being followed or not (a level 500 Pokémon is rather conspicuous) but EVs are generally
considered a secret.
For this reason, I've added a message for a discrepancy in EV use: one player adhering to the 510 EV
limit, and the other player not adhering to it.
This message is specific to Debug Mode (which Custom Game is, by default), which already leaks some
minor information, anyway.
To avoid information leaks completely, use Custom Rules:
https://github.com/smogon/pokemon-showdown/blob/master/config/CUSTOM-RULES.md
Frankenstein checkJs-Typescript with globals derps out and lets this
kind of thing slide, but without `hit` (which is only assigned the
line below) you can't cast to ActiveMove.
Apparently the teambuilder still defaults nicknames to full species
names, instead of base names as you might expect. This will have to be
fixed later...
Renames:
- .status -> .effect
- .statusData -> .state
- .thing -> .effectHolder
`thing` was always a really weird "I don't know what to call this"
variable name, but it's been renamed `effectHolder`, which should be
much clearer. `status` -> `effect` is I think the last remnant of old
PS code which called all effects "statuses". `statusData` -> `state`,
on the other hand, is the very first step in an initiative to calling
less things "data".
This allows OMs like Cross Evolution to use nicknames of other species
in `onValidateSet`.
Enforcement also now generates an error message, instead of silently
changing the name.