'use strict'; /** * 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 let stat = this.stats[statName]; // Stat boosts. if (!unboosted) { let boost = this.boosts[statName]; if (boost > 6) boost = 6; if (boost < -6) boost = -6; if (boost >= 0) { let boostTable = [1, 1.5, 2, 2.5, 3, 3.5, 4]; stat = Math.floor(stat * boostTable[boost]); } else { let 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 let statTable = {atk:'Atk', def:'Def', spa:'SpA', spd:'SpD', spe:'Spe'}; stat = this.battle.runEvent('Modify' + statTable[statName], this, null, null, stat); } 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); // Screens if (!unboosted) { if ((this.side.sideConditions['reflect'] && statName === 'def') || (this.side.sideConditions['lightscreen'] && statName === 'spd')) { stat *= 2; } } // 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, targetLoc, sourceEffect) { let target = this.getTarget(pokemon, move, targetLoc); if (!sourceEffect && toId(move) !== 'struggle') { let 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'); // End Bide pokemon.removeVolatile('bide'); // 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; let 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) { let damage; move = this.getMoveCopy(move); if (!moveData) moveData = move; let 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) { let 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) { if (pokemon.volatiles['lockon'] && target === pokemon.volatiles['lockon'].source && target.isSemiInvulnerable() && !isSelf) { if (!isSecondary) this.add('-fail', target); return false; } hitResult = this.boost(moveData.boosts, target, pokemon, move); didSomething = didSomething || hitResult; } if (moveData.heal && !target.fainted) { let 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) { hitResult = target.trySetStatus(moveData.status, pokemon, move); if (!hitResult && move.status) return hitResult; didSomething = didSomething || hitResult; } 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) { let 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 (let 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))) { let 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) { this.dragIn(target.side, target.position); } 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', willCrit: false, 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 = '???'; let type = move.type; // We get the base power and apply basePowerCallback if necessary let 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); let 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) { if (move.isSelfHit) { move.type = move.baseMoveType; basePower = this.runEvent('BasePower', pokemon, target, move, basePower, true); move.type = '???'; } else { 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 let level = pokemon.level; let attacker = pokemon; let defender = target; if (move.useTargetOffensive) attacker = target; if (move.useSourceDefensive) defender = pokemon; let atkType = (move.category === 'Physical') ? 'atk' : 'spa'; let defType = (move.defensiveCategory === 'Physical') ? 'def' : 'spd'; let unboosted = false; let 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); // 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. let attack = attacker.getStat(atkType, unboosted, noburndrop); let 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. 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; // Weather modifiers if ((this.isWeather('raindance') && type === 'Water') || (this.isWeather('sunnyday') && type === 'Fire')) { damage = Math.floor(damage * 1.5); } else if ((this.isWeather('raindance') && (type === 'Fire' || move.id === 'solarbeam')) || (this.isWeather('sunnyday') && type === 'Water')) { damage = Math.floor(damage / 2); } // STAB damage bonus, the "???" type never gets STAB if (type !== '???' && pokemon.hasType(type)) { damage += Math.floor(damage / 2); } // Type effectiveness let 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, except for Flail and Reversal if (!move.noDamageVariance && 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.runStatusImmunity(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; let 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(entry => entry.target).map(pokemon => pokemon.name)); this.faintMessages(true); target.faint(); } else { damage = this.runEvent('AfterDamage', target, source, effect, damage); } return damage; }, randomTeam: function (side) { let pokemonLeft = 6; let pokemon = []; let n = 1; let pokemonPool = []; for (let id in this.data.FormatsData) { // FIXME: Not ES-compliant if (n++ > 251 || !this.data.FormatsData[id].randomSet1) continue; pokemonPool.push(id); } // Setup storage. let tierCount = {}; let typeCount = {}; let weaknessCount = { 'Normal':0, 'Fighting':0, 'Flying':0, 'Poison':0, 'Ground':0, 'Rock':0, 'Bug':0, 'Ghost':0, 'Steel':0, 'Fire':0, 'Water':0, 'Grass':0, 'Electric':0, 'Psychic':0, 'Ice':0, 'Dragon':0, 'Dark':0, }; let resistanceCount = { 'Normal':0, 'Fighting':0, 'Flying':0, 'Poison':0, 'Ground':0, 'Rock':0, 'Bug':0, 'Ghost':0, 'Steel':0, 'Fire':0, 'Water':0, 'Grass':0, 'Electric':0, 'Psychic':0, 'Ice':0, 'Dragon':0, 'Dark':0, }; let restrictMoves = { 'reflect':1, 'lightscreen':1, 'rapidspin':1, 'spikes':1, 'bellydrum':1, 'haze':1, 'healbell':1, 'thief':1, 'phazing':1, 'sleeptalk':2, 'sleeping':2, }; while (pokemonPool.length && pokemonLeft > 0) { let template = this.getTemplate(this.sampleNoReplace(pokemonPool)); if (!template.exists) continue; let skip = false; // Ensure 1 Uber at most // Ensure 2 mons of same tier at most (this includes OU,BL,UU,NU; other tiers not supported yet) let tier = template.tier; switch (tier) { case 'Uber': if (tierCount['Uber']) skip = true; break; default: if (tierCount[tier] > 1) skip = true; } // Ensure the same type not more than twice // 33% discard single-type mon if that type already exists // 66% discard double-type mon if both types already exist let types = template.types; if (types.length === 1) { if (typeCount[types[0]] > 1) skip = true; if (typeCount[types[0]] && this.random(3) === 0) skip = true; } else if (types.length === 2) { if (typeCount[types[0]] > 1 || typeCount[types[1]] > 1) skip = true; if (typeCount[types[0]] && typeCount[types[1]] && this.random(3) > 0) skip = true; } // Ensure the weakness-resistance balance is 2 points or lower for all types, // but ensure no more than 3 pokemon weak to the same regardless. let weaknesses = []; for (let type in weaknessCount) { let weak = this.getImmunity(type, template) && this.getEffectiveness(type, template) > 0; if (!weak) continue; if (weaknessCount[type] > 2 || weaknessCount[type] - resistanceCount[type] > 1) { skip = true; } weaknesses.push(type); } let resistances = []; for (let type in resistanceCount) { let resist = !this.getImmunity(type, template) || this.getEffectiveness(type, template) < 0; if (resist) resistances.push(type); } // In worst case scenario, make sure teams have 6 mons. This shouldn't be necessary if (skip && pokemonPool.length + 1 > pokemonLeft) continue; // The set passes the randomTeam limitations. let set = this.randomSet(template, pokemon.length, restrictMoves); if (set.other.discard && pokemonPool.length + 1 > pokemonLeft) continue; // The set also passes the randomSet limitations. pokemon.push(set.moveset); // Now let's update the counters. First, the Pokémon left. pokemonLeft--; // Moves counter. restrictMoves = set.other.restrictMoves; let moves = set.moveset.moves; for (let i = 0; i < moves.length; i++) { if (restrictMoves[moves[i]]) restrictMoves[moves[i]]--; if (restrictMoves['phazing'] && (moves[i] === "roar" || moves[i] === "whirlwind")) { restrictMoves['phazing']--; } if (restrictMoves['sleeping'] && (moves[i] === "sleeppowder" || moves[i] === "lovelykiss" || moves[i] === "sing" || moves[i] === "hypnosis" || moves[i] === "spore")) { restrictMoves['sleeping']--; } } // Tier counter. if (tierCount[tier]) { tierCount[tier]++; } else { tierCount[tier] = 1; } // Type counter. for (let i = 0; i < types.length; i++) { if (typeCount[types[i]]) { typeCount[types[i]]++; } else { typeCount[types[i]] = 1; } } // Weakness and resistance counter. for (let i = 0; i < weaknesses.length; i++) { weaknessCount[weaknesses[i]]++; } for (let i = 0; i < resistances.length; i++) { resistanceCount[resistances[i]]++; } } return pokemon; }, // Random set generation for Gen 2 Random Battles. randomSet: function (template, slot, restrictMoves) { if (slot === undefined) slot = 1; template = this.getTemplate(template); if (!template.exists) template = this.getTemplate('unown'); let randomSetNumber = 0; let set = template.randomSet1; let moves = []; let hasMove = {}; let item = ''; let ivs = {hp: 30, atk: 30, def: 30, spa: 30, spd: 30, spe: 30}; let discard = false; let rerollsLeft = 3; let isPhazingMove = function (move) { return (move === "roar" || move === "whirlwind"); }; let isSleepMove = function (move) { return (move === "sleeppowder" || move === "lovelykiss" || move === "sing" || move === "hypnosis" || move === "spore"); }; // Choose one of the available sets (up to four) at random // Prevent certain moves from showing up more than once or twice: // sleeptalk, reflect, lightscreen, rapidspin, spikes, bellydrum, heal bell, (p)hazing moves, sleep moves do { moves = []; hasMove = {}; if (template.randomSet2) { randomSetNumber = this.random(15); if (randomSetNumber < template.randomSet1.chance) { set = template.randomSet1; } else if (randomSetNumber < template.randomSet2.chance) { set = template.randomSet2; } else if (template.randomSet3 && randomSetNumber < template.randomSet3.chance) { set = template.randomSet3; } else if (template.randomSet4 && randomSetNumber < template.randomSet4.chance) { set = template.randomSet4; } else if (template.randomSet5) { set = template.randomSet5; } } // Even if we want to discard this set, return a proper moveset in case there's no room to discard more Pokemon // Add the base moves (between 0 and 4) of the chosen set if (set.baseMove1 && moves.length < 4) moves.push(set.baseMove1); if (set.baseMove2 && moves.length < 4) moves.push(set.baseMove2); if (set.baseMove3 && moves.length < 4) moves.push(set.baseMove3); if (set.baseMove4 && moves.length < 4) moves.push(set.baseMove4); // Add the filler moves (between 0 and 4) of the chosen set if (set.fillerMoves1 && moves.length < 4) this.randomMove(moves, hasMove, set.fillerMoves1); if (set.fillerMoves2 && moves.length < 4) this.randomMove(moves, hasMove, set.fillerMoves2); if (set.fillerMoves3 && moves.length < 4) this.randomMove(moves, hasMove, set.fillerMoves3); if (set.fillerMoves4 && moves.length < 4) this.randomMove(moves, hasMove, set.fillerMoves4); // Make sure it's not an undesired moveset according to restrictMoves and the rest of the team rerollsLeft--; discard = false; for (let i = 0; i < moves.length; i++) { if (restrictMoves[moves[i]] === 0) { discard = true; break; } if (isPhazingMove(moves[i]) && restrictMoves['phazing'] === 0) { discard = true; break; } if (isSleepMove(moves[i]) && restrictMoves['sleeping'] === 0) { discard = true; break; } } } while (rerollsLeft > 0 && discard); // many restrictMoves are also rare and/or useful all around, so encourage adding them once to the team // Start accounting for this after the first half of the team has been added let discourage = false; if (!discard && slot > 3) { discourage = true; for (let i = 0; i < moves.length; i++) { if (moves[i] === "sleeptalk" && restrictMoves['sleeptalk'] > 1) { discourage = false; break; } if (moves[i] !== "bellydrum" && moves[i] !== "haze" && moves[i] !== "thief" && restrictMoves[moves[i]] > 0) { discourage = false; break; } if (isPhazingMove(moves[i]) && restrictMoves['phazing'] > 0) { discourage = false; break; } if (isSleepMove(moves[i]) && restrictMoves['sleeping'] > 1) { discourage = false; break; } } } if (discourage && this.random(2) === 0) discard = true; // Add the held item // TODO: for some reason, items like Thick Club are not working in randbats if (set.item) item = set.item[this.random(set.item.length)]; // Adjust ivs for hiddenpower for (let i = 0; i < moves.length; i++) { if (moves[i].substr(0, 11) !== 'hiddenpower') continue; let hpType = moves[i].substr(11, moves[i].length); switch (hpType) { case 'dragon': ivs.def = 28; break; case 'ice': ivs.def = 26; break; case 'psychic': ivs.def = 24; break; case 'electric': ivs.atk = 28; break; case 'grass': ivs.atk = 28; ivs.def = 28; break; case 'water': ivs.atk = 28; ivs.def = 26; break; case 'fire': ivs.atk = 28; ivs.def = 24; break; case 'steel': ivs.atk = 26; break; case 'ghost': ivs.atk = 26; ivs.def = 28; break; case 'bug': ivs.atk = 26; ivs.def = 26; break; case 'rock': ivs.atk = 26; ivs.def = 24; break; case 'ground': ivs.atk = 24; break; case 'poison': ivs.atk = 24; ivs.def = 28; break; case 'flying': ivs.atk = 24; ivs.def = 26; break; case 'fighting': ivs.atk = 24; ivs.def = 24; break; } if (ivs.atk === 28 || ivs.atk === 24) ivs.hp = 14; if (ivs.def === 28 || ivs.def === 24) ivs.hp -= 8; } let levelScale = { LC: 90, // unused NFE: 84, // unused NU: 78, UU: 74, BL: 70, OU: 68, Uber: 64, }; let customScale = { Caterpie: 99, Kakuna: 99, Magikarp: 99, Metapod: 99, Weedle: 99, // unused Unown: 98, Wobbuffet: 82, Ditto: 82, Snorlax: 66, Nidoqueen: 70, }; let level = levelScale[template.tier] || 90; if (customScale[template.name]) level = customScale[template.name]; return { moveset: { species: 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: template.gender ? template.gender : 'M', }, other: { discard: discard, restrictMoves: restrictMoves, }, }; }, randomMove: function (moves, hasMove, fillerMoves) { let index = 0; let done = false; do { index = this.random(fillerMoves.length); if (!hasMove[fillerMoves[index]] && !(hasMove[fillerMoves[index].substr(0, 11)])) { // push the move if not yet known moves.push(fillerMoves[index]); done = true; if (fillerMoves[index].substr(0, 11) === 'hiddenpower') { // only one hiddenpower is allowed hasMove['hiddenpower'] = true; } else { hasMove[fillerMoves[index]] = true; } } } while (!done); }, };