pokemon-showdown/mods/gen2/scripts.js
Joimer 00a5f991fb Gen 2: Fix Light Screen and Reflect
Ater Light so they modify Def and SpD.
On critical hit, choose unmodified stat.
This also does half the work of crit mechanics.
2013-08-12 15:47:19 +02:00

196 lines
6.0 KiB
JavaScript

/**
* Gen 2 scripts.
*/
exports.BattleScripts = {
gen: 2,
getCategory: function(move) {
move = this.getMove(move);
var specialTypes = {Fire:1, Water:1, Grass:1, Ice:1, Electric:1, Dark:1, Psychic:1, Dragon:1};
if (move.category === 'Status') return 'Status';
return specialTypes[move.type]?'Special':'Physical';
},
getStatCallback: function (stat, statName, pokemon) {
// Gen 2 caps stats at 999 and min is 1. Stats over 1023 with items roll over (Marowak, Pikachu)
if (pokemon.species === 'Marowak' && pokemon.item === 'thickclub' && statName === 'atk' && stat > 1023) {
stat = stat - 1024;
} else if (pokemon.species === 'Pikachu' && pokemon.item === 'lightball' && statName === 'spa' && stat > 1023) {
stat = stat - 1024;
} else if (pokemon.species === 'Ditto' && pokemon.item === 'metalpowder' && statName in {def:1, spd:1} && stat > 1023) {
// what. the. fuck. stop playing pokémon
stat = stat - 1024;
} else {
if (stat > 999) stat = 999;
}
if (stat < 1) stat = 1;
return stat;
},
getDamage: function(pokemon, target, move, suppressMessages) {
// We get the move
if (typeof move === 'string') move = this.getMove(move);
if (typeof move === 'number') move = {
basePower: move,
type: '???',
category: 'Physical'
};
// First of all, we test for immunities
if (move.affectedByImmunities) {
if (!target.runImmunity(move.type, true)) {
return false;
}
}
// Is it ok?
if (move.ohko) {
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;
}
// There's no move for some reason, create it
if (!move) {
move = {};
}
// 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 = clampIntRange(basePower, 1);
// Checking for the move's Critical Hit ratio
move.critRatio = 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 = 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);
if (move.crit) {
move.ignoreNegativeOffensive = true;
move.ignorePositiveDefensive = true;
}
if (move.ignoreNegativeOffensive && attack < attacker.getStat(move.category==='Physical'?'atk':'spa', true, true)) {
move.ignoreOffensive = true;
}
if (move.ignoreOffensive) {
this.debug('Negating (sp)atk boost/penalty.');
attack = attacker.getStat(move.category==='Physical'?'atk':'spa', true, true);
}
if (move.ignorePositiveDefensive && defense > target.getStat(move.defensiveCategory==='Physical'?'def':'spd', true, true)) {
move.ignoreDefensive = true;
}
if (move.ignoreDefensive) {
this.debug('Negating (sp)def boost/penalty.');
defense = target.getStat(move.defensiveCategory==='Physical'?'def':'spd', true, true);
}
// Gen 2 damage formula
var baseDamage = Math.min(Math.floor(Math.floor(Math.floor(2 * level / 5 + 2) * attack * basePower / defense) / 50), 997) + 2;
// Crit damage addition (usually doubling)
if (move.crit) {
if (!suppressMessages) this.add('-crit', target);
baseDamage = this.modify(baseDamage, move.critModifier || 2);
}
// STAB damage bonus, the "???" type never gets STAB
if (type !== '???' && pokemon.hasType(type)) {
baseDamage = Math.floor(baseDamage * 1.5);
}
// Type effectiveness
var totalTypeMod = this.getEffectiveness(type, target);
// Super effective attack
if (totalTypeMod > 0) {
if (!suppressMessages) this.add('-supereffective', target);
baseDamage *= 2;
if (totalTypeMod >= 2) {
baseDamage *= 2;
}
}
// Resisted attack
if (totalTypeMod < 0) {
if (!suppressMessages) this.add('-resisted', target);
baseDamage = Math.floor(baseDamage / 2);
if (totalTypeMod <= -2) {
baseDamage = Math.floor(baseDamage / 2);
}
}
// Randomizer, it's a number between 217 and 255
var randFactor = Math.floor(Math.random()*39)+217;
baseDamage *= Math.floor(randFactor * 100 / 255) / 100;
// If damage is less than 1, we return 1
if (basePower && !Math.floor(baseDamage)) {
return 1;
}
// We are done, this is the final damage
return Math.floor(baseDamage);
},
faint: function(pokemon, source, effect) {
pokemon.faint(source, effect);
this.queue = [];
}
};