/** * Gen 2 scripts. */ exports.BattleScripts = { inherit: 'gen3', gen: 2, // BattlePokemon scripts. pokemon: { getStat: function (statName, unboosted, unmodified, burndrop) { statName = toId(statName); if (statName === 'hp') return this.maxhp; // base stat var stat = this.stats[statName]; // Stat boosts. // If the attacker is burned, stat level modifications are always ignored. if (!unboosted && (statName !== 'atk' || (statName === 'atk' && this.status !== 'brn'))) { 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); } } // Stat modifier effects. if (!unmodified) { 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); // 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); } } // Critical hits may apply burn even if unmodified is in effect. if (unmodified && burndrop && 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 in {'spa':1, 'atk':1})) { 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)) { 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.runEvent('AfterMove', target, pokemon, move); if (!move.selfSwitch) this.runEvent('AfterMoveSelf', pokemon, target, move); }, 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' }; // Let's test for immunities. if (move.affectedByImmunities) { if (!target.runImmunity(move.type, true)) { return false; } } // Is it an OHKO move? if (move.ohko) { // If it is, move hits if the Pokémon is more level. if (target.level > pokemon.level) { this.add('-failed', target); return false; } 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); 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 attack = attacker.getStat(atkType); var defense = defender.getStat(defType); // The move is a critical hit. Several things happen here. // Level is doubled for damage calculation. // 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 (move.crit) { level *= 2; if (!suppressMessages) this.add('-crit', target); if (attacker.status === 'brn' || attacker.boosts[atkType] <= defender.boosts[defType]) { move.ignoreOffensive = true; move.ignoreDefensive = true; } } // Ignore offense only if attack is lower than boosted and modified. 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, attack > defense); } 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 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 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 > target.hp) damage = target.hp; } // 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; }, faint: function (pokemon, source, effect) { pokemon.faint(source, effect); this.queue = []; }, comparePriority: function (a, b) { a.priority = a.priority || 0; a.subPriority = a.subPriority || 0; a.speed = a.speed || 0; b.priority = b.priority || 0; b.subPriority = b.subPriority || 0; b.speed = b.speed || 0; if ((typeof a.order === 'number' || typeof b.order === 'number') && a.order !== b.order) { if (typeof a.order !== 'number') { return -1; } if (typeof b.order !== 'number') { return 1; } if (b.order - a.order) { return -(b.order - a.order); } } if (b.priority - a.priority) { return b.priority - a.priority; } if (b.speed - a.speed) { if (b.priority === -1 && a.priority === -1) return a.speed - b.speed; return b.speed - a.speed; } if (b.subOrder - a.subOrder) { return -(b.subOrder - a.subOrder); } return Math.random() - 0.5; }, getResidualStatuses: function (thing, callbackType) { var statuses = this.getRelevantEffectsInner(thing || this, callbackType || 'residualCallback', null, null, false, true, 'duration'); statuses.sort(this.comparePriority); return statuses; }, residualEvent: function (eventid, relayVar) { var statuses = this.getRelevantEffectsInner(this, 'on' + eventid, null, null, false, true, 'duration'); statuses.sort(this.comparePriority); while (statuses.length) { var statusObj = statuses.shift(); var status = statusObj.status; if (statusObj.thing.fainted) continue; if (statusObj.statusData && statusObj.statusData.duration) { statusObj.statusData.duration--; if (!statusObj.statusData.duration) { statusObj.end.call(statusObj.thing, status.id); continue; } } this.singleEvent(eventid, status, statusObj.statusData, statusObj.thing, relayVar); } }, getRelevantEffects: function (thing, callbackType, foeCallbackType, foeThing, checkChildren) { var statuses = this.getRelevantEffectsInner(thing, callbackType, foeCallbackType, foeThing, true, false); statuses.sort(this.comparePriority); return statuses; }, addQueue: function (decision, noSort, side) { if (decision) { if (Array.isArray(decision)) { for (var i = 0; i < decision.length; i++) { this.addQueue(decision[i], noSort); } return; } if (decision.choice === 'pass') return; if (!decision.side && side) decision.side = side; if (!decision.side && decision.pokemon) decision.side = decision.pokemon.side; if (!decision.choice && decision.move) decision.choice = 'move'; if (!decision.priority) { var priorities = { 'beforeTurn': 100, 'beforeTurnMove': 99, 'switch': 6, 'runSwitch': 6.1, 'residual': -100, 'team': 102, 'start': 101 }; if (priorities[decision.choice]) { decision.priority = priorities[decision.choice]; } } if (decision.choice === 'move') { if (this.getMove(decision.move).beforeTurnCallback) { this.addQueue({choice: 'beforeTurnMove', pokemon: decision.pokemon, move: decision.move, targetLoc: decision.targetLoc}, true); } } else if (decision.choice === 'switch') { if (decision.pokemon.switchFlag && decision.pokemon.switchFlag !== true) { decision.pokemon.switchCopyFlag = decision.pokemon.switchFlag; } decision.pokemon.switchFlag = false; if (!decision.speed && decision.pokemon && decision.pokemon.isActive) decision.speed = decision.pokemon.speed; } if (decision.move) { var target; if (!decision.targetPosition) { target = this.resolveTarget(decision.pokemon, decision.move); decision.targetSide = target.side; decision.targetPosition = target.position; } decision.move = this.getMove(decision.move); if (!decision.priority) { var priority = decision.move.priority; priority = this.runEvent('ModifyPriority', decision.pokemon, target, decision.move, priority); decision.priority = priority; } } if (!decision.pokemon && !decision.speed) decision.speed = 1; if (!decision.speed && decision.choice === 'switch' && decision.target) decision.speed = decision.target.speed; if (!decision.speed) decision.speed = decision.pokemon.speed; if (decision.choice === 'switch' && !decision.side.pokemon[0].isActive) { // if there's no actives, switches happen before activations decision.priority = 6.2; } this.queue.push(decision); } if (!noSort) { this.queue.sort(this.comparePriority); } } };