/** * Gen 2 scripts. */ exports.BattleScripts = { inherit: 'gen3', gen: 2, // BattlePokemon scripts. pokemon: { getStat: function (statName, unboosted, unmodified) { statName = toId(statName); if (statName === 'hp') return this.maxhp; // base stat var stat = this.stats[statName]; // Stat boosts. if (!unboosted) { var boost = this.boosts[statName]; if (boost > 6) boost = 6; if (boost < -6) boost = -6; if (boost >= 0) { var boostTable = [1, 1.5, 2, 2.5, 3, 3.5, 4]; stat = Math.floor(stat * boostTable[boost]); } else { var numerators = [100, 66, 50, 40, 33, 28, 25]; stat = Math.floor(stat * numerators[-boost] / 100); } // On Gen 2 we check modifications here from moves and items var statTable = {atk:'Atk', def:'Def', spa:'SpA', spd:'SpD', spe:'Spe'}; var statMod = 1; statMod = this.battle.runEvent('Modify' + statTable[statName], this, null, null, statMod); stat = this.battle.modify(stat, statMod); } if (!unmodified) { // Burn attack drop is checked when you get the attack stat upon switch in and used until switch out. if (this.status === 'brn' && statName === 'atk') { stat = this.battle.clampIntRange(Math.floor(stat / 2), 1); } } // Gen 2 caps stats at 999 and min is 1. stat = this.battle.clampIntRange(stat, 1, 999); // Treat here the items. if ((this.species in {'Cubone':1, 'Marowak':1} && this.item === 'thickclub' && statName === 'atk') || (this.species === 'Pikachu' && this.item === 'lightball' && statName === 'spa')) { stat *= 2; } else if (this.species === 'Ditto' && this.item === 'metalpowder' && statName in {'def':1, 'spd':1}) { // what. the. fuck. stop playing pokémon stat *= 1.5; } return stat; } }, // Battle scripts. runMove: function (move, pokemon, target, sourceEffect) { if (!sourceEffect && toId(move) !== 'struggle') { var changedMove = this.runEvent('OverrideDecision', pokemon, target, move); if (changedMove && changedMove !== true) { move = changedMove; target = null; } } move = this.getMove(move); if (!target && target !== false) target = this.resolveTarget(pokemon, move); this.setActiveMove(move, pokemon, target); if (pokemon.moveThisTurn) { // THIS IS PURELY A SANITY CHECK // DO NOT TAKE ADVANTAGE OF THIS TO PREVENT A POKEMON FROM MOVING; // USE this.cancelMove INSTEAD this.debug('' + pokemon.id + ' INCONSISTENT STATE, ALREADY MOVED: ' + pokemon.moveThisTurn); this.clearActiveMove(true); return; } if (!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 and fully paralysed. 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; var lockedMove = this.runEvent('LockMove', pokemon); if (lockedMove === true) lockedMove = false; if (!lockedMove) { if (!pokemon.deductPP(move, null, target) && (move.id !== 'struggle')) { this.add('cant', pokemon, 'nopp', move); this.clearActiveMove(true); return; } } pokemon.moveUsed(move); this.useMove(move, pokemon, target, sourceEffect); this.singleEvent('AfterMove', move, null, pokemon, target, move); if (!move.selfSwitch && target.hp > 0) this.runEvent('AfterMoveSelf', pokemon, target, move); }, moveHit: function (target, pokemon, move, moveData, isSecondary, isSelf) { var damage; move = this.getMoveCopy(move); if (!moveData) moveData = move; var hitResult = true; if (move.target === 'all' && !isSelf) { hitResult = this.singleEvent('TryHitField', moveData, {}, target, pokemon, move); } else if ((move.target === 'foeSide' || move.target === 'allySide') && !isSelf) { hitResult = this.singleEvent('TryHitSide', moveData, {}, target.side, pokemon, move); } else if (target) { hitResult = this.singleEvent('TryHit', moveData, {}, target, pokemon, move); } if (!hitResult) { if (hitResult === false) this.add('-fail', target); return false; } if (target && !isSecondary && !isSelf) { hitResult = this.runEvent('TryPrimaryHit', target, pokemon, moveData); if (hitResult === 0) { // special Substitute flag hitResult = true; target = null; } } if (target && isSecondary && !moveData.self) { hitResult = true; } if (!hitResult) { return false; } if (target) { var didSomething = false; damage = this.getDamage(pokemon, target, moveData); if ((damage || damage === 0) && !target.fainted) { if (move.noFaint && damage >= target.hp) { damage = target.hp - 1; } damage = this.damage(damage, target, pokemon, move); if (!(damage || damage === 0)) { this.debug('damage interrupted'); return false; } didSomething = true; } if (damage === false || damage === null) { if (damage === false && !isSecondary && !isSelf) { this.add('-fail', target); } this.debug('damage calculation interrupted'); return false; } if (moveData.boosts && !target.fainted) { hitResult = this.boost(moveData.boosts, target, pokemon, move); didSomething = didSomething || hitResult; } if (moveData.heal && !target.fainted) { var d = target.heal(Math.round(target.maxhp * moveData.heal[0] / moveData.heal[1])); if (!d && d !== 0) { this.add('-fail', target); this.debug('heal interrupted'); return false; } this.add('-heal', target, target.getHealth); didSomething = true; } if (moveData.status) { if (!target.status) { hitResult = target.setStatus(moveData.status, pokemon, move); didSomething = didSomething || hitResult; } else if (!isSecondary) { if (target.status === moveData.status) { this.add('-fail', target, target.status); } else { this.add('-fail', target); } return false; } } if (moveData.forceStatus) { hitResult = target.setStatus(moveData.forceStatus, pokemon, move); didSomething = didSomething || hitResult; } if (moveData.volatileStatus) { hitResult = target.addVolatile(moveData.volatileStatus, pokemon, move); didSomething = didSomething || hitResult; } if (moveData.sideCondition) { hitResult = target.side.addSideCondition(moveData.sideCondition, pokemon, move); didSomething = didSomething || hitResult; } if (moveData.weather) { hitResult = this.setWeather(moveData.weather, pokemon, move); didSomething = didSomething || hitResult; } if (moveData.pseudoWeather) { hitResult = this.addPseudoWeather(moveData.pseudoWeather, pokemon, move); didSomething = didSomething || hitResult; } if (moveData.forceSwitch) { if (this.canSwitch(target.side)) didSomething = true; // at least defer the fail message to later } if (moveData.selfSwitch) { if (this.canSwitch(pokemon.side)) didSomething = true; // at least defer the fail message to later } // Hit events // These are like the TryHit events, except we don't need a FieldHit event. // Scroll up for the TryHit event documentation, and just ignore the "Try" part. ;) hitResult = null; if (move.target === 'all' && !isSelf) { if (moveData.onHitField) hitResult = this.singleEvent('HitField', moveData, {}, target, pokemon, move); } else if ((move.target === 'foeSide' || move.target === 'allySide') && !isSelf) { if (moveData.onHitSide) hitResult = this.singleEvent('HitSide', moveData, {}, target.side, pokemon, move); } else { if (moveData.onHit) hitResult = this.singleEvent('Hit', moveData, {}, target, pokemon, move); if (!isSelf && !isSecondary) { this.runEvent('Hit', target, pokemon, move); } if (moveData.onAfterHit) hitResult = this.singleEvent('AfterHit', moveData, {}, target, pokemon, move); } if (!hitResult && !didSomething && !moveData.self && !moveData.selfdestruct) { if (!isSelf && !isSecondary) { if (hitResult === false || didSomething === false) this.add('-fail', target); } this.debug('move failed because it did nothing'); return false; } } if (moveData.self) { var selfRoll; if (!isSecondary && moveData.self.boosts) selfRoll = this.random(100); // This is done solely to mimic in-game RNG behaviour. All self drops have a 100% chance of happening but still grab a random number. if (typeof moveData.self.chance === 'undefined' || selfRoll < moveData.self.chance) { this.moveHit(pokemon, pokemon, move, moveData.self, isSecondary, true); } } if (moveData.secondaries && this.runEvent('TrySecondaryHit', target, pokemon, moveData)) { for (var i = 0; i < moveData.secondaries.length; i++) { // We check here whether to negate the probable secondary status if it's 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. // This means tri-attack can burn fire-types and freeze ice-types. // Unlike gen 1, though, paralysis works for all unless the target is immune to direct move (ie. ground-types and t-wave). if (!(moveData.secondaries[i].status && moveData.secondaries[i].status in {'brn':1, 'frz':1} && target && target.hasType(move.type))) { var effectChance = Math.floor(moveData.secondaries[i].chance * 255 / 100); if (typeof moveData.secondaries[i].chance === 'undefined' || this.random(256) <= effectChance) { this.moveHit(target, pokemon, move, moveData.secondaries[i], true, isSelf); } } } } if (target && target.hp > 0 && pokemon.hp > 0 && moveData.forceSwitch && this.canSwitch(target.side)) { hitResult = this.runEvent('DragOut', target, pokemon, move); if (hitResult) { target.forceSwitchFlag = true; } else if (hitResult === false) { this.add('-fail', target); } } if (move.selfSwitch && pokemon.hp) { pokemon.switchFlag = move.selfSwitch; } return damage; }, getDamage: function (pokemon, target, move, suppressMessages) { // First of all, we get the move. if (typeof move === 'string') move = this.getMove(move); if (typeof move === 'number') move = { basePower: move, type: '???', category: 'Physical', flags: {} }; // Let's test for immunities. 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 (move.damageCallback) { return move.damageCallback.call(this, pokemon, target); } // We take damage from damage=level moves if (move.damage === 'level') { return pokemon.level; } // If there's a fix move damage, we run it if (move.damage) { return move.damage; } // We check the category and typing to calculate later on the damage move.category = this.getCategory(move); if (!move.defensiveCategory) move.defensiveCategory = move.category; // '???' is typeless damage: used for Struggle and Confusion etc if (!move.type) move.type = '???'; var type = move.type; // We get the base power and apply basePowerCallback if necessary var basePower = move.basePower; if (move.basePowerCallback) { basePower = move.basePowerCallback.call(this, pokemon, target, move); } // We check for Base Power if (!basePower) { if (basePower === 0) return; // Returning undefined means not dealing damage return basePower; } basePower = this.clampIntRange(basePower, 1); // Checking for the move's Critical Hit ratio move.critRatio = this.clampIntRange(move.critRatio, 0, 5); var critMult = [0, 16, 8, 4, 3, 2]; move.crit = move.willCrit || false; if (typeof move.willCrit === 'undefined') { if (move.critRatio) { move.crit = (this.random(critMult[move.critRatio]) === 0); } } if (move.crit) { move.crit = this.runEvent('CriticalHit', target, null, move); } // Happens after crit calculation if (basePower) { basePower = this.runEvent('BasePower', pokemon, target, move, basePower, true); if (move.basePowerModifier) { basePower *= move.basePowerModifier; } } if (!basePower) return 0; basePower = this.clampIntRange(basePower, 1); // We now check for attacker and defender var level = pokemon.level; var attacker = pokemon; var defender = target; if (move.useTargetOffensive) attacker = target; if (move.useSourceDefensive) defender = pokemon; var atkType = (move.category === 'Physical') ? 'atk' : 'spa'; var defType = (move.defensiveCategory === 'Physical') ? 'def' : 'spd'; var unboosted = false; var noburndrop = false; // The move is a critical hit. Several things happen here. if (move.crit) { // Level is doubled for damage calculation. level *= 2; if (!suppressMessages) this.add('-crit', target); // If the attacker is burned, stat level modifications are always ignored. This includes screens. if (attacker.status === 'brn') unboosted = true; // Stat level modifications are ignored if they are neutral to or favour the defender. // Reflect and Light Screen defensive boosts are only ignored if stat level modifications were also ignored as a result of that. if (attacker.boosts[atkType] <= defender.boosts[defType]) { unboosted = true; noburndrop = true; } } // Get stats now. var attack = attacker.getStat(atkType, unboosted, noburndrop); var defense = defender.getStat(defType, unboosted); // Moves that ignore offense and defense respectively. if (move.ignoreOffensive) { this.debug('Negating (sp)atk boost/penalty.'); // The attack drop from the burn is only applied when attacker's attack level is higher than defender's defense level. attack = attacker.getStat(atkType, true, true); } if (move.ignoreDefensive) { this.debug('Negating (sp)def boost/penalty.'); defense = target.getStat(defType, true, 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 = 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. var 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 var totalTypeMod = this.getEffectiveness(type, target); // Super effective attack if (totalTypeMod > 0) { if (!suppressMessages) this.add('-supereffective', target); damage *= 2; if (totalTypeMod >= 2) { damage *= 2; } } // Resisted attack if (totalTypeMod < 0) { if (!suppressMessages) this.add('-resisted', target); damage = Math.floor(damage / 2); if (totalTypeMod <= -2) { damage = Math.floor(damage / 2); } } // Apply random factor is damage is greater than 1 if (damage > 1) { damage *= this.random(217, 256); damage = Math.floor(damage / 255); } // If damage is less than 1, we return 1 if (basePower && !Math.floor(damage)) { return 1; } // We are done, this is the final damage return damage; }, damage: function (damage, target, source, effect) { if (this.event) { if (!target) target = this.event.target; if (!source) source = this.event.source; if (!effect) effect = this.effect; } if (!target || !target.hp) return 0; effect = this.getEffect(effect); if (!(damage || damage === 0)) return damage; if (damage !== 0) damage = this.clampIntRange(damage, 1); if (effect.id !== 'struggle-recoil') { // Struggle recoil is not affected by effects if (effect.effectType === 'Weather' && !target.runImmunity(effect.id)) { this.debug('weather immunity'); return 0; } damage = this.runEvent('Damage', target, source, effect, damage); if (!(damage || damage === 0)) { this.debug('damage event failed'); return damage; } if (target.illusion && effect && effect.effectType === 'Move') { this.debug('illusion cleared'); target.illusion = null; this.add('replace', target, target.getDetails); } } if (damage !== 0) damage = this.clampIntRange(damage, 1); damage = target.damage(damage, source, effect); if (source) source.lastDamage = damage; var name = effect.fullname; if (name === 'tox') name = 'psn'; switch (effect.id) { case 'partiallytrapped': this.add('-damage', target, target.getHealth, '[from] ' + this.effectData.sourceEffect.fullname, '[partiallytrapped]'); break; default: if (effect.effectType === 'Move') { this.add('-damage', target, target.getHealth); } else if (source && source !== target) { this.add('-damage', target, target.getHealth, '[from] ' + effect.fullname, '[of] ' + source); } else { this.add('-damage', target, target.getHealth, '[from] ' + name); } break; } if (effect.drain && source) { this.heal(Math.ceil(damage * effect.drain[0] / effect.drain[1]), source, target, 'drain'); } if (target.fainted || target.hp <= 0) { this.debug('instafaint: ' + this.faintQueue.map('target').map('name')); this.faintMessages(true); target.faint(); } else { damage = this.runEvent('AfterDamage', target, source, effect, damage); } return damage; }, randomTeam: function (side) { var pokemonLeft = 0; var pokemon = []; var handicapMons = {'magikarp':1, 'weedle':1, 'kakuna':1, 'caterpie':1, 'metapod':1, 'ditto':1}; var nuTiers = {'UU':1, 'BL':1, 'NFE':1, 'LC':1}; var uuTiers = {'NFE':1, 'UU':1, 'BL':1}; var n = 1; var pokemonPool = []; for (var id in this.data.FormatsData) { // FIXME: Not ES-compliant if (n++ > 251 || !this.data.FormatsData[id].randomBattleMoves) continue; pokemonPool.push(id); } // Setup storage. var typeCount = {}; var uberCount = 0; var nuCount = 0; var hasShitmon = false; while (pokemonPool.length && pokemonLeft < 6) { var template = this.getTemplate(this.sampleNoReplace(pokemonPool)); if (!template.exists) continue; // Bias the tiers so you get less shitmons and only one of the two Ubers. // If you have a shitmon, you're covered in OUs and Ubers if possible var tier = template.tier; switch (tier) { case 'LC': if (nuCount > 1 || hasShitmon) continue; break; case 'Uber': // Unless you have one of the worst mons, in that case we allow luck to give you all Ubers. if (uberCount >= 1 && !hasShitmon) continue; break; default: if (uuTiers[tier] && (hasShitmon || (nuCount > 2 && this.random(2) >= 1))) continue; } // Limit 2 of any type. Diversity and minor weakness count. // The second of a same type has halved chance of being added. var types = template.types; var skip = false; for (var t = 0; t < types.length; t++) { if (typeCount[types[t]] > 1 || (typeCount[types[t]] === 1 && this.random(2) >= 1)) { skip = true; break; } } if (skip) continue; // The set passes the limitations. var set = this.randomSet(template, pokemon.length); pokemon.push(set); // Now let's increase the counters. First, the Pokémon left. pokemonLeft++; // Type counter. for (var t = 0; t < types.length; t++) { if (typeCount[types[t]]) { typeCount[types[t]]++; } else { typeCount[types[t]] = 1; } } // Increment type bias counters. if (tier === 'Uber') { uberCount++; } else if (nuTiers[tier]) { nuCount++; } // Is it a shitmon? if (handicapMons[template.speciesid]) hasShitmon = true; } return pokemon; }, // Random set generation for Gen 2 Random Battles. randomSet: function (template, slot) { if (slot === undefined) slot = 1; template = this.getTemplate(template); if (!template.exists) template = this.getTemplate('unown'); var movePool = template.randomBattleMoves.slice(); var moves = []; var hasType = {}; hasType[template.types[0]] = true; if (template.types[1]) hasType[template.types[1]] = true; var hasMove = {}; var counter = {}; var setupType = ''; var item = 'leftovers'; var ivs = {hp: 30, atk: 30, def: 30, spa: 30, spd: 30, spe: 30}; // Moves that boost Attack: var PhysicalSetup = { swordsdance:1, sharpen:1 }; // Moves which boost Special Attack: var SpecialSetup = { amnesia:1, growth:1 }; do { // Keep track of all moves we have: hasMove = {}; for (var k = 0; k < moves.length; k++) { if (moves[k].substr(0, 11) === 'hiddenpower') { hasMove['hiddenpower'] = true; } else { hasMove[moves[k]] = true; } } // Choose next 4 moves from learnset/viable moves and add them to moves list: while (moves.length < 4 && movePool.length) { var moveid = this.sampleNoReplace(movePool); if (moveid.substr(0, 11) === 'hiddenpower') { if (hasMove['hiddenpower']) continue; hasMove['hiddenpower'] = true; } else { hasMove[moveid] = true; } moves.push(moveid); } counter = {Physical: 0, Special: 0, Status: 0, physicalsetup: 0, specialsetup: 0}; for (var k = 0; k < moves.length; k++) { var move = this.getMove(moves[k]); var moveid = move.id; if (!move.damage && !move.damageCallback) { counter[move.category]++; } if (PhysicalSetup[moveid]) { counter['physicalsetup']++; } if (SpecialSetup[moveid]) { counter['specialsetup']++; } } if (counter['specialsetup']) { setupType = 'Special'; } else if (counter['physicalsetup']) { setupType = 'Physical'; } for (var k = 0; k < moves.length; k++) { var moveid = moves[k]; var move = this.getMove(moveid); var rejected = false; if (moveid.substr(0, 11) === 'hiddenpower') { // Check for hidden power DVs var HPivs = this.getType(move.type).HPivs; for (var iv in HPivs) { ivs[iv] = HPivs[iv]; } moveid = 'hiddenpower'; } if (!template.essentialMove || moveid !== template.essentialMove) { var isSetup = false; switch (moveid) { // bad after setup case 'seismictoss': case 'nightshade': if (setupType) rejected = true; break; // bit redundant to have both case 'flamethrower': if (hasMove['fireblast']) rejected = true; break; case 'fireblast': if (hasMove['flamethrower']) rejected = true; break; case 'icebeam': if (hasMove['blizzard']) rejected = true; break; // Hydropump and surf are both valid options, just avoid one with eachother. case 'hydropump': if (hasMove['surf']) rejected = true; break; case 'surf': if (hasMove['hydropump']) rejected = true; break; case 'petaldance': case 'solarbeam': if (hasMove['megadrain'] || hasMove['razorleaf']) rejected = true; break; case 'megadrain': if (hasMove['razorleaf']) rejected = true; break; case 'thunder': if (hasMove['thunderbolt']) rejected = true; break; case 'thunderbolt': if (hasMove['thunder']) rejected = true; break; case 'bonemerang': if (hasMove['earthquake']) rejected = true; break; case 'rest': if (hasMove['recover'] || hasMove['softboiled']) rejected = true; break; case 'softboiled': if (hasMove['recover']) rejected = true; break; case 'sharpen': case 'swordsdance': if (counter['Special'] > counter['Physical'] || hasMove['slash'] || !counter['Physical'] || hasMove['growth']) rejected = true; break; case 'growth': if (counter['Special'] < counter['Physical'] || hasMove['swordsdance']) rejected = true; break; case 'doubleedge': if (hasMove['bodyslam']) rejected = true; break; case 'mimic': if (hasMove['mirrormove']) rejected = true; break; case 'superfang': if (hasMove['bodyslam']) rejected = true; break; case 'rockslide': if (hasMove['earthquake'] && hasMove['bodyslam'] && hasMove['hyperbeam']) rejected = true; break; case 'bodyslam': if (hasMove['thunderwave']) rejected = true; break; case 'megakick': if (hasMove['bodyslam']) rejected = true; break; case 'eggbomb': if (hasMove['hyperbeam']) rejected = true; break; case 'triattack': if (hasMove['doubleedge']) rejected = true; break; case 'growth': if (hasMove['amnesia']) rejected = true; break; case 'supersonic': if (hasMove['confuseray']) rejected = true; break; case 'poisonpowder': if (hasMove['toxic'] || counter['Status'] > 1) rejected = true; break; case 'stunspore': if (hasMove['sleeppowder'] || counter['Status'] > 1) rejected = true; break; case 'sleeppowder': if (hasMove['stunspore'] || counter['Status'] > 2) rejected = true; break; case 'toxic': if (hasMove['sleeppowder'] || hasMove['stunspore'] || counter['Status'] > 1) rejected = true; break; case 'sleeptalk': if (!hasMove['rest']) rejected = true; break; case 'rest': if (hasMove['roar']) rejected = true; break; } // End of switch for moveid } if (rejected && movePool.length) { moves.splice(k, 1); break; } counter[move.category]++; } // End of for } while (moves.length < 4 && movePool.length); // Add specific items. switch (template.species) { case 'Cubone': case 'Marowak': item = 'thickclub'; ivs.atk = 26; break; case 'Pikachu': item = 'lightball'; break; case 'Ditto': item = 'metalpowder'; break; } var levelScale = { LC: 96, NFE: 90, UU: 85, BL: 83, OU: 79, Uber: 74 }; // Hollistic judgment. var customScale = { Caterpie: 99, Kakuna: 99, Magikarp: 99, Metapod: 99, Weedle: 99, Pichu: 99, Smoochum: 99, Clefairy: 95, "Farfetch'd": 99, Igglybuff: 99, Jigglypuff: 99, Ditto: 99, Mewtwo: 70, Dragonite: 85, Cloyster: 83, Staryu: 90 }; var level = levelScale[template.tier] || 90; if (customScale[template.name]) level = customScale[template.name]; return { name: template.name, moves: moves, ability: 'None', evs: {hp: 255, atk: 255, def: 255, spa: 255, spd: 255, spe: 255}, ivs: ivs, item: item, level: level, shiny: false, gender: 'M' }; } };