/** * Stadium mechanics inherit from gen 1 mechanics, but fixes some stuff. */ exports.BattleScripts = { inherit: 'gen1', gen: 1, // BattlePokemon scripts. pokemon: { // Stadium shares gen 1 code but it fixes some problems with it. getStat: function (statName, unmodified) { statName = toId(statName); if (statName === 'hp') return this.maxhp; if (unmodified) return this.stats[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. // Modified stats are declared in BattlePokemon object in battle-engine.js in about line 303. modifyStat: function (stat, modifier) { if (!(stat in this.stats)) return; this.modifiedStats[stat] = this.battle.clampIntRange(Math.floor(this.modifiedStats[stat] * modifier), 1); }, // This is run on Stadium after boosts and status changes. recalculateStats: function () { for (var statName in this.stats) { var stat = this.template.baseStats[statName]; stat = Math.floor(Math.floor(2 * stat + this.set.ivs[statName] + Math.floor(this.set.evs[statName] / 4)) * this.level / 100 + 5); this.baseStats[statName] = this.stats[statName] = Math.floor(stat); this.modifiedStats[statName] = Math.floor(stat); // Re-apply drops, if necessary. if (this.status === 'par') this.modifyStat('spe', 0.25); if (this.status === 'brn') this.modifyStat('atk', 0.5); if (this.boosts[statName] !== 0) { if (this.boosts[statName] >= 0) { this.modifyStat(statName, [1, 1.5, 2, 2.5, 3, 3.5, 4][this.boosts[statName]]); } else { this.modifyStat(statName, [100, 66, 50, 40, 33, 28, 25][-this.boosts[statName]] / 100); } } } }, // Stadium's fixed boosting function. boostBy: function (boost) { var changed = false; for (var i in boost) { var delta = boost[i]; this.boosts[i] += delta; if (this.boosts[i] > 6) { delta -= this.boosts[i] - 6; this.boosts[i] = 6; } if (this.boosts[i] < -6) { delta -= this.boosts[i] - (-6); this.boosts[i] = -6; } if (delta) changed = true; } this.recalculateStats(); this.update(); return changed; } }, // Battle scripts. runMove: function (move, pokemon, target, sourceEffect) { move = this.getMove(move); if (!target) target = this.resolveTarget(pokemon, move); if (target.subFainted) delete target.subFainted; this.setActiveMove(move, pokemon, target); if (pokemon.movedThisTurn || !this.runEvent('BeforeMove', pokemon, target, move)) { this.debug('' + pokemon.id + ' move interrupted; movedThisTurn: ' + pokemon.movedThisTurn); 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; var lockedMove = this.runEvent('LockMove', pokemon); if (lockedMove === true) lockedMove = false; if (!lockedMove && !pokemon.volatiles['partialtrappinglock']) { pokemon.deductPP(move, null, target); } this.useMove(move, pokemon, target, sourceEffect); this.singleEvent('AfterMove', move, null, pokemon, target, move); // If rival fainted if (target.hp <= 0) { // We remove screens target.side.removeSideCondition('reflect'); target.side.removeSideCondition('lightscreen'); } else { this.runEvent('AfterMoveSelf', pokemon, target, move); } // For partial trapping moves, we are saving the target. if (move.volatileStatus === 'partiallytrapped' && target && target.hp > 0) { // It hit, so let's remove must recharge volatile. Yup, this happens on Stadium. target.removeVolatile('mustrecharge'); // Let's check if the lock exists if (pokemon.volatiles['partialtrappinglock'] && target.volatiles['partiallytrapped']) { // Here the partialtrappinglock volatile has been already applied if (!pokemon.volatiles['partialtrappinglock'].locked) { // If it's the first hit, we save the target pokemon.volatiles['partialtrappinglock'].locked = target; } } // If we move to here, the move failed and there's no partial trapping lock } }, tryMoveHit: function (target, pokemon, move, spreadHit) { var boostTable = [1, 4 / 3, 5 / 3, 2, 7 / 3, 8 / 3, 3]; var doSelfDestruct = true; var damage = 0; // First, check if the Pokémon is immune to this move. if (move.ignoreImmunity !== true && !move.ignoreImmunity[move.type] && !target.runImmunity(move.type, true)) { if (move.selfdestruct) { this.faint(pokemon, pokemon, move); } return false; } // Now, let's calculate the accuracy. var accuracy = move.accuracy; // Partial trapping moves: true accuracy while it lasts if (pokemon.volatiles['partialtrappinglock']) { if (move.volatileStatus === 'partiallytrapped' && target === pokemon.volatiles['partialtrappinglock'].locked) { accuracy = true; } else if (pokemon.volatiles['partialtrappinglock'].locked !== target) { // The target switched, therefor, you fail using wrap. delete pokemon.volatiles['partialtrappinglock']; return false; } } // 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. if (accuracy !== true) { accuracy = Math.floor(accuracy * 255 / 100); // Check also for accuracy modifiers. if (!move.ignoreAccuracy) { if (pokemon.boosts.accuracy > 0) { accuracy *= boostTable[pokemon.boosts.accuracy]; } else { accuracy = Math.floor(accuracy / boostTable[-pokemon.boosts.accuracy]); } } if (!move.ignoreEvasion) { if (target.boosts.evasion > 0 && !move.ignorePositiveEvasion) { accuracy = Math.floor(accuracy / boostTable[target.boosts.evasion]); } else if (target.boosts.evasion < 0) { accuracy *= boostTable[-target.boosts.evasion]; } } } accuracy = this.runEvent('Accuracy', target, pokemon, move, accuracy); // Stadium fixes the 1/256 accuracy bug. if (accuracy !== true && this.random(256) > accuracy) { this.attrLastMove('[miss]'); this.add('-miss', pokemon); 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) { var hits = move.multihit; if (hits.length) { // Yes, it's hardcoded... meh if (hits[0] === 2 && hits[1] === 5) { hits = [2, 2, 3, 3, 4, 5][this.random(6)]; } 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 var moveDamage = 0; var firstDamage; var i; for (i = 0; i < hits && target.hp && pokemon.hp; i++) { if (i === 0) { // First hit, we calculate moveDamage = this.moveHit(target, pokemon, move); firstDamage = moveDamage; } else { // We get the previous damage to make it fix damage move.damage = firstDamage; moveDamage = this.moveHit(target, pokemon, move); } if (moveDamage === false) break; damage = (moveDamage || 0); if (target.subFainted) { i++; break; } } move.damage = null; if (i === 0) return true; this.add('-hitcount', target, i); } else { damage = this.moveHit(target, pokemon, move); } } if (move.category !== 'Status') target.gotAttacked(move, damage, pokemon); // Checking if substitute fainted if (target.subFainted) doSelfDestruct = false; if (move.selfdestruct && doSelfDestruct) { this.faint(pokemon, pokemon, move); } // 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; }, moveHit: function (target, pokemon, move, moveData, isSecondary, isSelf) { var damage = 0; move = this.getMoveCopy(move); if (!isSecondary && !isSelf) this.setActiveMove(move, pokemon, target); var hitResult = 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 var targetSub = (target) ? target.volatiles['substitute'] : false; var 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) { 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)) 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.fainted) { this.boost(moveData.boosts, target, pokemon, move); } if (moveData.heal && !target.fainted) { var 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) { if (!target.status) { target.setStatus(moveData.status, pokemon, move); target.recalculateStats(); } 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)) { target.recalculateStats(); 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.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; } } // Here's where self effects are applied. if (moveData.self) { 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 (var i = 0; i < moveData.secondaries.length; i++) { // 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 (!(moveData.secondaries[i].status && moveData.secondaries[i].status in {'par':1, '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 (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 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 = '???'; 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 if the base power is proper. 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 possibility. We check if it's a 100% crit move, otherwise we calculate the chance. move.crit = move.willCrit || false; if (!move.crit) { // In Stadium, the critical chance is based on speed. // First, we get the base speed and store it. Then we add 76. This is our current crit chance. var critChance = pokemon.template.baseStats['spe'] + 76; // Now we right logical shift it two places, essentially dividing by 4 and flooring it. critChance = critChance >> 2; // Now we check for focus energy volatile. if (pokemon.volatiles['focusenergy']) { // If it exists, crit chance is multiplied by 4 and floored with a logical left shift. critChance = critChance << 2; // Then we add 160. critChance += 160; } else { // If it is not active, we left shift it by 1. critChance = critChance << 1; } // Now we check for the move's critical hit ratio. if (move.critRatio === 2) { // High crit ratio, we multiply the result so far by 4. critChance = critChance << 2; } else if (move.critRatio === 1) { // Normal hit ratio, we divide the crit chance by 2 and floor the result again. critChance = critChance >> 1; } // Now we make sure it's a number between 1 and 255. critChance = this.clampIntRange(critChance, 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) { move.crit = (this.random(256) < critChance); } } // There is a critical hit. 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); if (move.basePowerModifier) { basePower *= move.basePowerModifier; } } if (!basePower) return 0; basePower = this.clampIntRange(basePower, 1); // We now check attacker's and defender's stats. 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 attack = attacker.getStat(atkType); var 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 ofense and defense changes are ignored. // This includes both boosts and screens. // Also, level is doubled in damage calculation. if (move.crit) { 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.'); 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. 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. // The order here is not correct, must change to check the move versus each type. var totalTypeMod = this.getEffectiveness(type, target); // 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; if (target.volatiles['substitute'] && damage > target.volatiles['substitute'].hp) damage = target.volatiles['substitute'].hp; } // We are done, this is the final damage. return Math.floor(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 damage = this.runEvent('Damage', target, source, effect, damage); if (!(damage || damage === 0)) { this.debug('damage event failed'); return damage; } } if (damage !== 0) damage = this.clampIntRange(damage, 1); target.battle.lastDamage = damage; 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; } // In Stadium, recoil doesn't happen if you faint an opponent. if (effect.recoil && source && target && target.hp > 0) { this.damage(this.clampIntRange(Math.floor(damage * effect.recoil[0] / effect.recoil[1]), 1), source, target, 'recoil'); } if (effect.drain && source) { this.heal(this.clampIntRange(Math.floor(damage * effect.drain[0] / effect.drain[1]), 1), source, target, 'drain'); } if (target.fainted) { this.faint(target); } else { damage = this.runEvent('AfterDamage', target, source, effect, damage); } return damage; }, directDamage: 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; if (!damage) return 0; damage = this.clampIntRange(damage, 1); damage = target.damage(damage, source, effect); // Now we sent the proper -damage. switch (effect.id) { case 'strugglerecoil': this.add('-damage', target, target.getHealth, '[from] recoil'); break; case 'confusion': this.add('-damage', target, target.getHealth, '[from] confusion'); break; default: this.add('-damage', target, target.getHealth); break; } if (target.fainted) this.faint(target); return damage; } };