/** * Gen 1 mechanics are fairly different to those we know on current gen. * Therefor we need to make a lot of changes to the battle engine for this game simulation. * This generation inherits all the changes from older generations, that must be taken into account when editing code. */ export const Scripts: ModdedBattleScriptsData = { inherit: 'gen2', gen: 1, init() { for (const i in this.data.Pokedex) { (this.data.Pokedex[i] as any).gender = 'N'; (this.data.Pokedex[i] as any).eggGroups = null; } }, // Gen 1 stores the last damage dealt by a move in the battle. // This is used for the move Counter. lastDamage: 0, // BattleSide scripts. // In gen 1, last move information is stored on the side rather than on the active Pokémon. // This is because there was actually no side, just Battle and active Pokémon effects. // Side's lastMove is used for Counter and Mirror Move. side: { lastMove: null, }, // BattlePokemon scripts. pokemon: { getStat(statName, unmodified) { // @ts-ignore - type checking prevents 'hp' from being passed, but we're paranoid if (statName === 'hp') throw new Error("Please read `maxhp` directly"); if (unmodified) return this.storedStats[statName]; return this.modifiedStats![statName]; }, // Gen 1 function to apply a stat modification that is only active until the stat is recalculated or mon switched. modifyStat(statName, modifier) { if (!(statName in this.storedStats)) throw new Error("Invalid `statName` passed to `modifyStat`"); const modifiedStats = this.battle.clampIntRange(Math.floor(this.modifiedStats![statName] * modifier), 1, 999); this.modifiedStats![statName] = modifiedStats; }, // In generation 1, boosting function increases the stored modified stat and checks for opponent's status. boostBy(boost) { let changed = false; let i: BoostName; for (i in boost) { const delta = boost[i]; if (delta === undefined) continue; if (delta > 0 && this.boosts[i] >= 6) continue; if (delta < 0 && this.boosts[i] <= -6) continue; this.boosts[i] += delta; if (this.boosts[i] > 6) { this.boosts[i] = 6; } if (this.boosts[i] < -6) { this.boosts[i] = -6; } changed = true; // Recalculate the modified stat if (i === 'evasion' || i === 'accuracy') continue; let stat = this.species.baseStats[i]; stat = Math.floor(Math.floor(2 * stat + this.set.ivs[i] + Math.floor(this.set.evs[i] / 4)) * this.level / 100 + 5); this.modifiedStats![i] = this.storedStats[i] = Math.floor(stat); if (this.boosts[i] >= 0) { this.modifyStat!(i, [1, 1.5, 2, 2.5, 3, 3.5, 4][this.boosts[i]]); } else { this.modifyStat!(i, [100, 66, 50, 40, 33, 28, 25][-this.boosts[i]] / 100); } } return changed; }, }, // Battle scripts. // runMove can be found in scripts.js. This function is the main one when running a move. // It deals with the beforeMove and AfterMoveSelf events. // This leads with partial trapping moves shennanigans after the move has been used. // It also deals with how PP reduction works on gen 1. runMove(moveOrMoveName, pokemon, targetLoc, sourceEffect) { const target = this.getTarget(pokemon, moveOrMoveName, targetLoc); const move = this.dex.getActiveMove(moveOrMoveName); if (target?.subFainted) target.subFainted = null; this.setActiveMove(move, pokemon, target); if (pokemon.moveThisTurn || !this.runEvent('BeforeMove', pokemon, target, move)) { // Prevent invulnerability from persisting until the turn ends. pokemon.removeVolatile('twoturnmove'); // Rampage moves end without causing confusion delete pokemon.volatiles['lockedmove']; this.clearActiveMove(true); // This is only run for sleep. this.runEvent('AfterMoveSelf', pokemon, target, move); return; } if (move.beforeMoveCallback) { if (move.beforeMoveCallback.call(this, pokemon, target, move)) { this.clearActiveMove(true); return; } } pokemon.lastDamage = 0; let lockedMove = this.runEvent('LockMove', pokemon); if (lockedMove === true) lockedMove = false; if ( !lockedMove && (!pokemon.volatiles['partialtrappinglock'] || pokemon.volatiles['partialtrappinglock'].locked !== target) ) { pokemon.deductPP(move, null, target); // On gen 1 moves are stored when they are chosen and a PP is deducted. pokemon.side.lastMove = move; pokemon.lastMove = move; } else { sourceEffect = move; } if (pokemon.volatiles['partialtrappinglock'] && target !== pokemon.volatiles['partialtrappinglock'].locked) { const moveSlot = pokemon.moveSlots.find(ms => ms.id === move.id); if (moveSlot && moveSlot.pp < 0) { moveSlot.pp = 63; this.hint("In Gen 1, if a player is forced to use a move with 0 PP, the move will underflow to have 63 PP."); } } this.useMove(move, pokemon, target, sourceEffect); this.singleEvent('AfterMove', move, null, pokemon, target, move); // If target fainted if (target && target.hp <= 0) { // We remove recharge if (pokemon.volatiles['mustrecharge']) pokemon.removeVolatile('mustrecharge'); delete pokemon.volatiles['partialtrappinglock']; // We remove screens target.side.removeSideCondition('reflect'); target.side.removeSideCondition('lightscreen'); pokemon.removeVolatile('twoturnmove'); } else if (pokemon.hp) { this.runEvent('AfterMoveSelf', pokemon, target, move); } if (pokemon.volatiles['mustrecharge']) this.add('-mustrecharge', pokemon); // For partial trapping moves, we are saving the target if (move.volatileStatus === 'partiallytrapped' && target && target.hp > 0) { // Let's check if the lock exists if (pokemon.volatiles['partialtrappinglock'] && target.volatiles['partiallytrapped']) { // Here the partialtrappinglock volatile has been already applied const sourceVolatile = pokemon.volatiles['partialtrappinglock']; const targetVolatile = target.volatiles['partiallytrapped']; if (!sourceVolatile.locked) { // If it's the first hit, we save the target sourceVolatile.locked = target; } else if (target !== pokemon && target !== sourceVolatile.locked) { // Our target switched out! Re-roll the duration, damage, and accuracy. const duration = this.sample([2, 2, 2, 3, 3, 3, 4, 5]); sourceVolatile.duration = duration; sourceVolatile.locked = target; // Duration reset thus partially trapped at 2 always. targetVolatile.duration = 2; } } // If we move to here, the move failed and there's no partial trapping lock. } }, // useMove can be found on scripts.js // It is the function that actually uses the move, running ModifyMove events. // It uses the move and then deals with the effects after the move. useMove(moveOrMoveName, pokemon, target, sourceEffect) { if (!sourceEffect && this.effect.id) sourceEffect = this.effect; const baseMove = this.dex.getMove(moveOrMoveName); let move = this.dex.getActiveMove(baseMove); if (target === undefined) target = this.getRandomTarget(pokemon, move); if (move.target === 'self') { target = pokemon; } if (sourceEffect) move.sourceEffect = sourceEffect.id; this.setActiveMove(move, pokemon, target); this.singleEvent('ModifyMove', move, null, pokemon, target, move, move); if (baseMove.target !== move.target) { // Target changed in ModifyMove, so we must adjust it here target = this.getRandomTarget(pokemon, move); } move = this.runEvent('ModifyMove', pokemon, target, move, move); if (baseMove.target !== move.target) { // Check again, this shouldn't ever happen on Gen 1. target = this.getRandomTarget(pokemon, move); this.debug('not a gen 1 mechanic'); } if (!move) return false; let attrs = ''; if (pokemon.fainted) { // Removing screens upon faint. pokemon.side.removeSideCondition('reflect'); pokemon.side.removeSideCondition('lightscreen'); return false; } if (sourceEffect) attrs += '|[from]' + this.dex.getEffect(sourceEffect); this.addMove('move', pokemon, move.name, target + attrs); if (!this.singleEvent('Try', move, null, pokemon, target, move)) { return true; } if (!this.singleEvent('TryMove', move, null, pokemon, target, move) || !this.runEvent('TryMove', pokemon, target, move)) { return true; } if (move.ignoreImmunity === undefined) { move.ignoreImmunity = (move.category === 'Status'); } let damage: number | undefined | false | '' = false; if (!target || target.fainted) { this.attrLastMove('[notarget]'); this.add('-notarget'); return true; } damage = this.tryMoveHit(target, pokemon, move); // Store 0 damage for last damage if move failed or dealt 0 damage. // This only happens on moves that don't deal damage but call GetDamageVarsForPlayerAttack (disassembly). const neverDamageMoves = [ 'conversion', 'haze', 'mist', 'focusenergy', 'confuseray', 'supersonic', 'transform', 'lightscreen', 'reflect', 'substitute', 'mimic', 'leechseed', 'splash', 'softboiled', 'recover', 'rest', ]; if ( !damage && (move.category !== 'Status' || (move.status && !['psn', 'tox', 'par'].includes(move.status))) && !neverDamageMoves.includes(move.id) ) { this.lastDamage = 0; } // Go ahead with results of the used move. if (damage === false) { this.singleEvent('MoveFail', move, null, target, pokemon, move); return true; } if (!move.negateSecondary) { this.singleEvent('AfterMoveSecondarySelf', move, null, pokemon, target, move); this.runEvent('AfterMoveSecondarySelf', pokemon, target, move); } return true; }, // tryMoveHit can be found on scripts.js // This function attempts a move hit and returns the attempt result before the actual hit happens. // It deals with partial trapping weirdness and accuracy bugs as well. tryMoveHit(target, pokemon, move) { let damage: number | false | undefined = 0; // First, check if the target is semi-invulnerable let hitResult = this.runEvent('Invulnerability', target, pokemon, move); if (hitResult === false) { if (!move.spreadHit) this.attrLastMove('[miss]'); this.add('-miss', pokemon); return false; } // Then, check if the Pokémon is immune to this move. if ( (!move.ignoreImmunity || (move.ignoreImmunity !== true && !move.ignoreImmunity[move.type])) && !target.runImmunity(move.type, true) ) { if (move.selfdestruct) { this.faint(pokemon, pokemon, move); } return false; } hitResult = this.singleEvent('TryImmunity', move, null, target, pokemon, move); if (hitResult === false) { this.add('-immune', target); return false; } // Now, let's calculate the accuracy. let accuracy = move.accuracy; // Partial trapping moves: true accuracy while it lasts if (move.volatileStatus === 'partiallytrapped' && target === pokemon.volatiles['partialtrappinglock']?.locked) { accuracy = true; } // If a sleep inducing move is used while the user is recharging, the accuracy is true. if (move.status === 'slp' && target && target.volatiles['mustrecharge']) { accuracy = true; } // OHKO moves only have a chance to hit if the user is at least as fast as the target if (move.ohko) { if (target.speed > pokemon.speed) { this.add('-immune', target, '[ohko]'); return false; } } // Calculate true accuracy for gen 1, which uses 0-255. // Gen 1 uses the same boost table for accuracy and evasiveness as every other stat const boostTable = [25, 28, 33, 40, 50, 66, 100, 150, 200, 250, 300, 350, 400]; if (accuracy !== true) { accuracy = Math.floor(accuracy * 255 / 100); // Check also for accuracy modifiers. if (!move.ignoreAccuracy) { accuracy = Math.floor(accuracy * (boostTable[pokemon.boosts.accuracy + 6] / 100)); } if (!move.ignoreEvasion) { accuracy = Math.floor(accuracy * (boostTable[-target.boosts.evasion + 6] / 100)); } accuracy = Math.min(accuracy, 255); } accuracy = this.runEvent('Accuracy', target, pokemon, move, accuracy); // Moves that target the user do not suffer from the 1/256 miss chance. if (move.target === 'self' && accuracy !== true) accuracy++; // 1/256 chance of missing always, no matter what. Besides the aforementioned exceptions. if (accuracy !== true && !this.randomChance(accuracy, 256)) { this.attrLastMove('[miss]'); this.add('-miss', pokemon); if (accuracy === 255) this.hint("In Gen 1, moves with 100% accuracy can still miss 1/256 of the time."); damage = false; } // If damage is 0 and not false it means it didn't miss, let's calc. if (damage !== false) { pokemon.lastDamage = 0; if (move.multihit) { let hits = move.multihit; if (Array.isArray(hits)) { // Yes, it's hardcoded... meh if (hits[0] === 2 && hits[1] === 5) { hits = this.sample([2, 2, 3, 3, 4, 5]); } else { hits = this.random(hits[0], hits[1] + 1); } } hits = Math.floor(hits); // In gen 1, all the hits have the same damage for multihits move let moveDamage: number | undefined | false = 0; let i: number; for (i = 0; i < hits && target.hp && pokemon.hp; i++) { move.hit = i + 1; moveDamage = this.moveHit(target, pokemon, move); if (moveDamage === false) break; damage = (moveDamage || 0); // Move damage is fixed to be the first move's damage if (i === 0) move.damage = damage; if (target.subFainted) { i++; break; } } move.damage = null; if (i === 0) return 1; this.add('-hitcount', target, i); } else { damage = this.moveHit(target, pokemon, move); } } if (move.category !== 'Status') { target.gotAttacked(move, damage, pokemon); } if (move.selfdestruct) { if (!target.subFainted) { this.faint(pokemon, pokemon, move); } else { this.hint(`In Gen 1, the user of ${move.name} will not take damage if it breaks a Substitute.`); } } // The move missed. if (!damage && damage !== 0) { // Delete the partial trap lock if necessary. delete pokemon.volatiles['partialtrappinglock']; return false; } if (move.ohko) this.add('-ohko'); if (!move.negateSecondary) { this.singleEvent('AfterMoveSecondary', move, null, target, pokemon, move); this.runEvent('AfterMoveSecondary', target, pokemon, move); } return damage; }, // move Hit can be found on scripts.js // It deals with the actual move hit, as the name indicates, dealing damage and/or effects. // This function also deals with the Gen 1 Substitute behaviour on the hitting process. moveHit(target, pokemon, move, moveData, isSecondary, isSelf) { let damage: number | false | null | undefined = 0; if (!isSecondary && !isSelf) this.setActiveMove(move, pokemon, target); let hitResult: number | boolean = true; if (!moveData) moveData = move; if (move.ignoreImmunity === undefined) { move.ignoreImmunity = (move.category === 'Status'); } // We get the sub to the target to see if it existed const targetSub = (target) ? target.volatiles['substitute'] : false; const targetHadSub = (targetSub !== null && targetSub !== false && (typeof targetSub !== 'undefined')); if (target) { hitResult = this.singleEvent('TryHit', moveData, {}, target, pokemon, move); // Handle here the applying of partial trapping moves to Pokémon with Substitute if (targetSub && moveData.volatileStatus && moveData.volatileStatus === 'partiallytrapped') { target.addVolatile(moveData.volatileStatus, pokemon, move); } if (!hitResult) { if (hitResult === false) this.add('-fail', target); return false; } // Only run the hit events for the hit itself, not the secondary or self hits if (!isSelf && !isSecondary) { hitResult = this.runEvent('TryHit', target, pokemon, move); if (!hitResult) { if (hitResult === false) this.add('-fail', target); // Special Substitute hit flag if (hitResult !== 0) { return false; } } if (!this.runEvent('TryFieldHit', target, pokemon, move)) { return false; } } else if (isSecondary && !moveData.self) { hitResult = this.runEvent('TrySecondaryHit', target, pokemon, moveData); } if (hitResult === 0) { target = null; } else if (!hitResult) { if (hitResult === false) this.add('-fail', target); return false; } } if (target) { let didSomething = false; damage = this.getDamage(pokemon, target, moveData); // getDamage has several possible return values: // // a number: // means that much damage is dealt (0 damage still counts as dealing // damage for the purposes of things like Static) // false: // gives error message: "But it failed!" and move ends // null: // the move ends, with no message (usually, a custom fail message // was already output by an event handler) // undefined: // means no damage is dealt and the move continues // // basically, these values have the same meanings as they do for event // handlers. if ((damage || damage === 0) && !target.fainted) { damage = this.damage(damage, target, pokemon, move); if (!(damage || damage === 0)) return false; didSomething = true; } else if (damage === false && typeof hitResult === 'undefined') { this.add('-fail', target); } if (damage === false || damage === null) { return false; } if (moveData.boosts && target.hp) { if (!this.boost(moveData.boosts, target, pokemon, move)) { this.add('-fail', target); return false; } didSomething = true; // Check the status of the Pokémon whose turn is not. // When a move that affects stat levels is used, if the Pokémon whose turn it is not right now is paralyzed or // burned, the correspoding stat penalties will be applied again to that Pokémon. if (pokemon.side.foe.active[0].status) { // If it's paralysed, quarter its speed. if (pokemon.side.foe.active[0].status === 'par') { pokemon.side.foe.active[0].modifyStat!('spe', 0.25); } // If it's burned, halve its attack. if (pokemon.side.foe.active[0].status === 'brn') { pokemon.side.foe.active[0].modifyStat!('atk', 0.5); } } } if (moveData.heal && !target.fainted) { const d = target.heal(Math.floor(target.maxhp * moveData.heal[0] / moveData.heal[1])); if (!d) { this.add('-fail', target); return false; } this.add('-heal', target, target.getHealth); didSomething = true; } if (moveData.status) { // Gen 1 bug: If the target has just used hyperbeam and must recharge, its status will be ignored and put to sleep. // This does NOT revert the paralyse speed drop or the burn attack drop. // Also, being put to sleep clears the recharge condition. if (moveData.status === 'slp' && target.volatiles['mustrecharge']) { // The sleep move is guaranteed to hit in this situation, unless Sleep Clause activates. // Do not clear recharge in that case. if (target.setStatus(moveData.status, pokemon, move)) { target.removeVolatile('mustrecharge'); this.hint( "In Gen 1, if a Pokémon that has just used Hyper Beam and has yet to recharge is targeted with a sleep inducing move, " + "any other status it may already have will be ignored and sleep will be induced regardless." ); } } else if (!target.status) { if (target.setStatus(moveData.status, pokemon, move)) { // Gen 1 mechanics: The burn attack drop and the paralyse speed drop are applied here directly on stat modifiers. if (moveData.status === 'brn') target.modifyStat!('atk', 0.5); if (moveData.status === 'par') target.modifyStat!('spe', 0.25); } } else if (!isSecondary) { if (target.status === moveData.status) { this.add('-fail', target, target.status); } else { this.add('-fail', target); } } didSomething = true; } if (moveData.forceStatus) { if (target.setStatus(moveData.forceStatus, pokemon, move)) { if (moveData.forceStatus === 'brn') target.modifyStat!('atk', 0.5); if (moveData.forceStatus === 'par') target.modifyStat!('spe', 0.25); didSomething = true; } } if (moveData.volatileStatus) { if (target.addVolatile(moveData.volatileStatus, pokemon, move)) { didSomething = true; } } if (moveData.sideCondition) { if (target.side.addSideCondition(moveData.sideCondition, pokemon, move)) { didSomething = true; } } if (moveData.pseudoWeather) { if (this.field.addPseudoWeather(moveData.pseudoWeather, pokemon, move)) { didSomething = true; } } // Hit events hitResult = this.singleEvent('Hit', moveData, {}, target, pokemon, move); if (!isSelf && !isSecondary) { this.runEvent('Hit', target, pokemon, move); } if (!hitResult && !didSomething) { if (hitResult === false) this.add('-fail', target); return false; } } const targetHasSub = !!(target?.volatiles['substitute']); // Here's where self effects are applied. const doSelf = (targetHadSub && targetHasSub) || !targetHadSub; if (moveData.self && (doSelf || (moveData.self !== true && moveData.self.volatileStatus === 'partialtrappinglock'))) { this.moveHit(pokemon, pokemon, move, moveData.self, isSecondary, true); } // Now we can save the partial trapping damage. if (pokemon.volatiles['partialtrappinglock']) { pokemon.volatiles['partialtrappinglock'].damage = pokemon.lastDamage; } // Apply move secondaries. if (moveData.secondaries) { for (const secondary of moveData.secondaries) { // We check here whether to negate the probable secondary status if it's para, burn, or freeze. // In the game, this is checked and if true, the random number generator is not called. // That means that a move that does not share the type of the target can status it. // If a move that was not fire-type would exist on Gen 1, it could burn a Pokémon. if (!(secondary.status && ['par', 'brn', 'frz'].includes(secondary.status) && target && target.hasType(move.type))) { if (secondary.chance === undefined || this.randomChance(Math.ceil(secondary.chance * 256 / 100), 256)) { this.moveHit(target, pokemon, move, secondary, true, isSelf); } } } } if (move.selfSwitch && pokemon.hp) { pokemon.switchFlag = move.selfSwitch; } return damage; }, // boost can be found on sim/battle.js on Battle object. // It deals with Pokémon stat boosting, including Gen 1 buggy behaviour with burn and paralyse. boost(boost, target, source = null, effect = null) { if (this.event) { if (!target) target = this.event.target; if (!source) source = this.event.source; if (!effect) effect = this.effect; } if (typeof effect === 'string') effect = this.dex.getEffect(effect); if (!target?.hp) return 0; let success = null; boost = this.runEvent('Boost', target, source, effect, {...boost}); let i: BoostName; for (i in boost) { const currentBoost: SparseBoostsTable = {}; currentBoost[i] = boost[i]; if (boost[i] !== 0 && target.boostBy(currentBoost)) { success = true; let msg = '-boost'; if (boost[i]! < 0) { msg = '-unboost'; boost[i] = -boost[i]!; // Re-add attack and speed drops if not present if (i === 'atk' && target.status === 'brn' && !target.volatiles['brnattackdrop']) { target.addVolatile('brnattackdrop'); } if (i === 'spe' && target.status === 'par' && !target.volatiles['parspeeddrop']) { target.addVolatile('parspeeddrop'); } } else { // Check for boost increases deleting attack or speed drops if (i === 'atk' && target.status === 'brn' && target.volatiles['brnattackdrop']) { target.removeVolatile('brnattackdrop'); } if (i === 'spe' && target.status === 'par' && target.volatiles['parspeeddrop']) { target.removeVolatile('parspeeddrop'); } } if (!effect || effect.effectType === 'Move') { this.add(msg, target, i, boost[i]); } else { this.add(msg, target, i, boost[i], '[from] ' + effect.fullname); } this.runEvent('AfterEachBoost', target, source, effect, currentBoost); } } this.runEvent('AfterBoost', target, source, effect, boost); return success; }, // getDamage can be found on sim/battle.js on the Battle object. // It calculates the damage pokemon does to target with move. getDamage(pokemon, target, move, suppressMessages) { // First of all, we get the move. if (typeof move === 'string') { move = this.dex.getActiveMove(move); } else if (typeof move === 'number') { move = { basePower: move, type: '???', category: 'Physical', willCrit: false, flags: {}, } as ActiveMove; } // Let's see if the target is immune to the move. if (!move.ignoreImmunity || (move.ignoreImmunity !== true && !move.ignoreImmunity[move.type])) { if (!target.runImmunity(move.type, true)) { return false; } } // Is it an OHKO move? if (move.ohko) { return target.maxhp; } // We edit the damage through move's damage callback if necessary. if (move.damageCallback) { return move.damageCallback.call(this, pokemon, target); } // We take damage from damage=level moves (seismic toss). if (move.damage === 'level') { return pokemon.level; } // If there's a fix move damage, we return that. if (move.damage) { return move.damage; } // If it's the first hit on a Normal-type partially trap move, it hits Ghosts anyways but damage is 0. if (move.volatileStatus === 'partiallytrapped' && move.type === 'Normal' && target.hasType('Ghost')) { return 0; } // Let's check if we are in middle of a partial trap sequence to return the previous damage. if (pokemon.volatiles['partialtrappinglock'] && (target === pokemon.volatiles['partialtrappinglock'].locked)) { return pokemon.volatiles['partialtrappinglock'].damage; } // We check the category and typing to calculate later on the damage. if (!move.category) move.category = 'Physical'; if (!move.defensiveCategory) move.defensiveCategory = move.category; // '???' is typeless damage: used for Struggle and Confusion etc if (!move.type) move.type = '???'; const type = move.type; // We get the base power and apply basePowerCallback if necessary. let basePower: number | false | null = move.basePower; if (move.basePowerCallback) { basePower = move.basePowerCallback.call(this, pokemon, target, move); } if (!basePower) { return basePower === 0 ? undefined : basePower; } basePower = this.clampIntRange(basePower, 1); // Checking for the move's Critical Hit possibility. We check if it's a 100% crit move, otherwise we calculate the chance. let isCrit = move.willCrit || false; if (!isCrit) { // In gen 1, the critical chance is based on speed. // First, we get the base speed, divide it by 2 and floor it. This is our current crit chance. let critChance = Math.floor(pokemon.species.baseStats['spe'] / 2); // Now we check for focus energy volatile. if (pokemon.volatiles['focusenergy']) { // If it exists, crit chance is divided by 2 again and floored. critChance = Math.floor(critChance / 2); } else { // Normally, without focus energy, crit chance is multiplied by 2 and capped at 255 here. critChance = this.clampIntRange(critChance * 2, 1, 255); } // Now we check for the move's critical hit ratio. if (move.critRatio === 1) { // Normal hit ratio, we divide the crit chance by 2 and floor the result again. critChance = Math.floor(critChance / 2); } else if (move.critRatio === 2) { // High crit ratio, we multiply the result so far by 4 and cap it at 255. critChance = this.clampIntRange(critChance * 4, 1, 255); } // Last, we check deppending on ratio if the move critical hits or not. // We compare our critical hit chance against a random number between 0 and 255. // If the random number is lower, we get a critical hit. This means there is always a 1/255 chance of not hitting critically. if (critChance > 0) { isCrit = this.randomChance(critChance, 256); } } if (isCrit) target.getMoveHitData(move).crit = true; // Happens after crit calculation. if (basePower) { basePower = this.runEvent('BasePower', pokemon, target, move, basePower); if (basePower && move.basePowerModifier) { basePower *= move.basePowerModifier; } } if (!basePower) return 0; basePower = this.clampIntRange(basePower, 1); // We now check attacker's and defender's stats. let level = pokemon.level; let attacker = pokemon; const defender = target; if (move.useTargetOffensive) attacker = target; const atkType: StatNameExceptHP = (move.category === 'Physical') ? 'atk' : 'spa'; const defType: StatNameExceptHP = (move.defensiveCategory === 'Physical') ? 'def' : 'spd'; let attack = attacker.getStat(move.useSourceDefensiveAsOffensive ? defType : atkType); let defense = defender.getStat(defType); // In gen 1, screen effect is applied here. if ((defType === 'def' && defender.volatiles['reflect']) || (defType === 'spd' && defender.volatiles['lightscreen'])) { this.debug('Screen doubling (Sp)Def'); defense *= 2; defense = this.clampIntRange(defense, 1, 1998); } // In the event of a critical hit, the offense and defense changes are ignored. // This includes both boosts and screens. // Also, level is doubled in damage calculation. if (isCrit) { move.ignoreOffensive = true; move.ignoreDefensive = true; level *= 2; if (!suppressMessages) this.add('-crit', target); } if (move.ignoreOffensive) { this.debug('Negating (sp)atk boost/penalty.'); attack = attacker.getStat(atkType, true); } if (move.ignoreDefensive) { this.debug('Negating (sp)def boost/penalty.'); // No screens defense = target.getStat(defType, true); } // When either attack or defense are higher than 256, they are both divided by 4 and moded by 256. // This is what cuases the roll over bugs. if (attack >= 256 || defense >= 256) { attack = this.clampIntRange(Math.floor(attack / 4) % 256, 1); // Defense isn't checked on the cartridge, but we don't want those / 0 bugs on the sim. defense = this.clampIntRange(Math.floor(defense / 4) % 256, 1); } // Self destruct moves halve defense at this point. if (move.selfdestruct && defType === 'def') { defense = this.clampIntRange(Math.floor(defense / 2), 1); } // Let's go with the calculation now that we have what we need. // We do it step by step just like the game does. let damage = level * 2; damage = Math.floor(damage / 5); damage += 2; damage *= basePower; damage *= attack; damage = Math.floor(damage / defense); damage = this.clampIntRange(Math.floor(damage / 50), 1, 997); damage += 2; // STAB damage bonus, the "???" type never gets STAB if (type !== '???' && pokemon.hasType(type)) { damage += Math.floor(damage / 2); } // Type effectiveness. // The order here is not correct, must change to check the move versus each type. const totalTypeMod = target.runEffectiveness(move); // Super effective attack if (totalTypeMod > 0) { if (!suppressMessages) this.add('-supereffective', target); damage *= 20; damage = Math.floor(damage / 10); if (totalTypeMod >= 2) { damage *= 20; damage = Math.floor(damage / 10); } } if (totalTypeMod < 0) { if (!suppressMessages) this.add('-resisted', target); damage *= 5; damage = Math.floor(damage / 10); if (totalTypeMod <= -2) { damage *= 5; damage = Math.floor(damage / 10); } } // If damage becomes 0, the move is made to miss. // This occurs when damage was either 2 or 3 prior to applying STAB/Type matchup, and target is 4x resistant to the move. if (damage === 0) return damage; // Apply random factor is damage is greater than 1 if (damage > 1) { damage *= this.random(217, 256); damage = Math.floor(damage / 255); if (damage > target.hp && !target.volatiles['substitute']) damage = target.hp; } // And we are done. return Math.floor(damage); }, };