mirror of
https://github.com/smogon/pokemon-showdown.git
synced 2026-03-21 17:25:10 -05:00
748 lines
24 KiB
JavaScript
748 lines
24 KiB
JavaScript
'use strict';
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/**
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* Stadium mechanics inherit from gen 1 mechanics, but fixes some stuff.
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*/
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/**@type {ModdedBattleScriptsData} */
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let BattleScripts = {
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inherit: 'gen1',
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gen: 1,
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// BattlePokemon scripts.
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pokemon: {
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// Stadium shares gen 1 code but it fixes some problems with it.
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getStat(statName, unmodified) {
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statName = toId(statName);
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if (statName === 'hp') return this.maxhp;
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if (unmodified) return this.stats[statName];
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// @ts-ignore
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return this.modifiedStats[statName];
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},
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// Gen 1 function to apply a stat modification that is only active until the stat is recalculated or mon switched.
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// Modified stats are declared in the Pokemon object in sim/pokemon.js in about line 681.
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modifyStat(stat, modifier) {
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if (!(stat in this.stats)) return;
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// @ts-ignore
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this.modifiedStats[stat] = this.battle.clampIntRange(Math.floor(this.modifiedStats[stat] * modifier), 1);
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},
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// This is run on Stadium after boosts and status changes.
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recalculateStats() {
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for (let statName in this.stats) {
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/**@type {number} */
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// @ts-ignore
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let stat = this.template.baseStats[statName];
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// @ts-ignore
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stat = Math.floor(Math.floor(2 * stat + this.set.ivs[statName] + Math.floor(this.set.evs[statName] / 4)) * this.level / 100 + 5);
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// @ts-ignore
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this.baseStats[statName] = this.stats[statName] = Math.floor(stat);
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// @ts-ignore
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this.modifiedStats[statName] = Math.floor(stat);
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// Re-apply drops, if necessary.
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// @ts-ignore
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if (this.status === 'par') this.modifyStat('spe', 0.25);
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// @ts-ignore
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if (this.status === 'brn') this.modifyStat('atk', 0.5);
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// @ts-ignore
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if (this.boosts[statName] !== 0) {
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// @ts-ignore
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if (this.boosts[statName] >= 0) {
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// @ts-ignore
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this.modifyStat(statName, [1, 1.5, 2, 2.5, 3, 3.5, 4][this.boosts[statName]]);
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} else {
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// @ts-ignore
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this.modifyStat(statName, [100, 66, 50, 40, 33, 28, 25][-this.boosts[statName]] / 100);
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}
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}
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}
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},
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// Stadium's fixed boosting function.
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boostBy(boost) {
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let changed = false;
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for (let i in boost) {
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// @ts-ignore
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let delta = boost[i];
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if (delta === undefined) continue;
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// @ts-ignore
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this.boosts[i] += delta;
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// @ts-ignore
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if (this.boosts[i] > 6) {
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// @ts-ignore
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delta -= this.boosts[i] - 6;
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// @ts-ignore
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this.boosts[i] = 6;
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}
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// @ts-ignore
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if (this.boosts[i] < -6) {
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// @ts-ignore
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delta -= this.boosts[i] - (-6);
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// @ts-ignore
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this.boosts[i] = -6;
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}
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if (delta) changed = true;
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}
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// @ts-ignore
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this.recalculateStats();
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return changed;
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},
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},
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// Battle scripts.
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runMove(moveOrMoveName, pokemon, targetLoc, sourceEffect) {
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let target = this.getTarget(pokemon, moveOrMoveName, targetLoc);
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let move = this.getActiveMove(moveOrMoveName);
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if (!target) target = this.resolveTarget(pokemon, move);
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if (target.subFainted) delete target.subFainted;
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this.setActiveMove(move, pokemon, target);
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if (pokemon.moveThisTurn || !this.runEvent('BeforeMove', pokemon, target, move)) {
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this.debug('' + pokemon.id + ' move interrupted; movedThisTurn: ' + pokemon.moveThisTurn);
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this.clearActiveMove(true);
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// This is only run for sleep
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this.runEvent('AfterMoveSelf', pokemon, target, move);
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return;
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}
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if (move.beforeMoveCallback) {
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if (move.beforeMoveCallback.call(this, pokemon, target, move)) {
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this.clearActiveMove(true);
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return;
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}
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}
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pokemon.lastDamage = 0;
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let lockedMove = this.runEvent('LockMove', pokemon);
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if (lockedMove === true) lockedMove = false;
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if (!lockedMove && !pokemon.volatiles['partialtrappinglock']) {
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pokemon.deductPP(move, null, target);
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}
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pokemon.moveUsed(move);
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this.useMove(move, pokemon, target, sourceEffect);
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this.singleEvent('AfterMove', move, null, pokemon, target, move);
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// If rival fainted
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if (target.hp <= 0) {
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// We remove screens
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target.side.removeSideCondition('reflect');
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target.side.removeSideCondition('lightscreen');
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} else {
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this.runEvent('AfterMoveSelf', pokemon, target, move);
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}
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// For partial trapping moves, we are saving the target.
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if (move.volatileStatus === 'partiallytrapped' && target && target.hp > 0) {
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// It hit, so let's remove must recharge volatile. Yup, this happens on Stadium.
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target.removeVolatile('mustrecharge');
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// Let's check if the lock exists
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if (pokemon.volatiles['partialtrappinglock'] && target.volatiles['partiallytrapped']) {
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// Here the partialtrappinglock volatile has been already applied
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if (!pokemon.volatiles['partialtrappinglock'].locked) {
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// If it's the first hit, we save the target
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pokemon.volatiles['partialtrappinglock'].locked = target;
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}
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} // If we move to here, the move failed and there's no partial trapping lock
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}
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},
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tryMoveHit(target, pokemon, move) {
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let boostTable = [1, 4 / 3, 5 / 3, 2, 7 / 3, 8 / 3, 3];
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let doSelfDestruct = true;
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/**@type {number | false} */
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let damage = 0;
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// First, check if the Pokémon is immune to this move.
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if ((!move.ignoreImmunity || (move.ignoreImmunity !== true && !move.ignoreImmunity[move.type])) && !target.runImmunity(move.type, true)) {
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if (move.selfdestruct) {
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this.faint(pokemon, pokemon, move);
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}
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return false;
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}
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// Now, let's calculate the accuracy.
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/**@type {number | true} */
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let accuracy = move.accuracy;
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// Partial trapping moves: true accuracy while it lasts
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if (pokemon.volatiles['partialtrappinglock']) {
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if (move.volatileStatus === 'partiallytrapped' && target === pokemon.volatiles['partialtrappinglock'].locked) {
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accuracy = true;
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} else if (pokemon.volatiles['partialtrappinglock'].locked !== target) {
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// The target switched, therefor, you fail using wrap.
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delete pokemon.volatiles['partialtrappinglock'];
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return false;
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}
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}
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// OHKO moves only have a chance to hit if the user is at least as fast as the target
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if (move.ohko) {
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if (target.speed > pokemon.speed) {
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this.add('-immune', target, '[ohko]');
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return false;
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}
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}
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// Calculate true accuracy for gen 1, which uses 0-255.
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if (accuracy !== true) {
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accuracy = Math.floor(accuracy * 255 / 100);
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// Check also for accuracy modifiers.
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if (!move.ignoreAccuracy) {
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if (pokemon.boosts.accuracy > 0) {
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accuracy *= boostTable[pokemon.boosts.accuracy];
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} else {
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accuracy = Math.floor(accuracy / boostTable[-pokemon.boosts.accuracy]);
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}
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}
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if (!move.ignoreEvasion) {
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if (target.boosts.evasion > 0 && !move.ignorePositiveEvasion) {
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accuracy = Math.floor(accuracy / boostTable[target.boosts.evasion]);
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} else if (target.boosts.evasion < 0) {
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accuracy *= boostTable[-target.boosts.evasion];
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}
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}
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}
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accuracy = this.runEvent('Accuracy', target, pokemon, move, accuracy);
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// Stadium fixes the 1/256 accuracy bug.
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if (accuracy !== true && !this.randomChance(accuracy + 1, 256)) {
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this.attrLastMove('[miss]');
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this.add('-miss', pokemon);
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damage = false;
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}
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// If damage is 0 and not false it means it didn't miss, let's calc.
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if (damage !== false) {
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pokemon.lastDamage = 0;
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if (move.multihit) {
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let hits = move.multihit;
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if (Array.isArray(hits)) {
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// Yes, it's hardcoded... meh
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if (hits[0] === 2 && hits[1] === 5) {
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hits = this.sample([2, 2, 3, 3, 4, 5]);
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} else {
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hits = this.random(hits[0], hits[1] + 1);
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}
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}
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hits = Math.floor(hits);
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// In gen 1, all the hits have the same damage for multihits move
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/**@type {number | false} */
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let moveDamage = 0;
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let firstDamage;
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let i;
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for (i = 0; i < hits && target.hp && pokemon.hp; i++) {
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if (i === 0) {
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// First hit, we calculate
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moveDamage = this.moveHit(target, pokemon, move);
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firstDamage = moveDamage;
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} else {
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// We get the previous damage to make it fix damage
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move.damage = firstDamage;
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moveDamage = this.moveHit(target, pokemon, move);
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}
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if (moveDamage === false) break;
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damage = (moveDamage || 0);
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if (target.subFainted) {
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i++;
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break;
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}
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}
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move.damage = null;
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if (i === 0) return 1;
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this.add('-hitcount', target, i);
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} else {
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damage = this.moveHit(target, pokemon, move);
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}
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}
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if (move.category !== 'Status') target.gotAttacked(move, damage, pokemon);
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// Checking if substitute fainted
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if (target.subFainted) doSelfDestruct = false;
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if (move.selfdestruct && doSelfDestruct) {
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this.faint(pokemon, pokemon, move);
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}
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// The move missed.
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if (!damage && damage !== 0) {
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// Delete the partial trap lock if necessary.
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delete pokemon.volatiles['partialtrappinglock'];
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return false;
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}
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if (move.ohko) this.add('-ohko');
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if (!move.negateSecondary) {
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this.singleEvent('AfterMoveSecondary', move, null, target, pokemon, move);
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this.runEvent('AfterMoveSecondary', target, pokemon, move);
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}
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return damage;
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},
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moveHit(target, pokemon, moveOrMoveName, moveData, isSecondary, isSelf) {
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/**@type {number | false} */
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let damage = 0;
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let move = this.getActiveMove(moveOrMoveName);
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if (!isSecondary && !isSelf) this.setActiveMove(move, pokemon, target);
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/**@type {number | boolean} */
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let hitResult = true;
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if (!moveData) moveData = move;
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if (move.ignoreImmunity === undefined) {
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move.ignoreImmunity = (move.category === 'Status');
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}
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if (target) {
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hitResult = this.singleEvent('TryHit', moveData, {}, target, pokemon, move);
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// Partial trapping moves still apply their volatile to Pokémon behind a Sub
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const targetHadSub = !!target.volatiles['substitute'];
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if (targetHadSub && moveData.volatileStatus && moveData.volatileStatus === 'partiallytrapped') {
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target.addVolatile(moveData.volatileStatus, pokemon, move);
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}
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if (!hitResult) {
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if (hitResult === false) this.add('-fail', target);
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return false;
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}
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// Only run the hit events for the hit itself, not the secondary or self hits
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if (!isSelf && !isSecondary) {
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hitResult = this.runEvent('TryHit', target, pokemon, move);
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if (!hitResult) {
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if (hitResult === false) this.add('-fail', target);
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// Special Substitute hit flag
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if (hitResult !== 0) {
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return false;
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}
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}
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if (!this.runEvent('TryFieldHit', target, pokemon, move)) {
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return false;
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}
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} else if (isSecondary && !moveData.self) {
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hitResult = this.runEvent('TrySecondaryHit', target, pokemon, moveData);
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}
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if (hitResult === 0) {
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target = null;
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} else if (!hitResult) {
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if (hitResult === false) this.add('-fail', target);
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return false;
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}
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}
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if (target) {
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let didSomething = false;
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damage = this.getDamage(pokemon, target, moveData);
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if ((damage || damage === 0) && !target.fainted) {
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if (move.noFaint && damage >= target.hp) {
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damage = target.hp - 1;
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}
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damage = this.damage(damage, target, pokemon, move);
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if (!(damage || damage === 0)) return false;
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didSomething = true;
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} else if (damage === false && typeof hitResult === 'undefined') {
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this.add('-fail', target);
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}
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if (damage === false || damage === null) {
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return false;
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}
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if (moveData.boosts && !target.fainted) {
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this.boost(moveData.boosts, target, pokemon, move);
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}
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if (moveData.heal && !target.fainted) {
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let d = target.heal(Math.floor(target.maxhp * moveData.heal[0] / moveData.heal[1]));
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if (!d) {
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this.add('-fail', target);
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return false;
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}
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this.add('-heal', target, target.getHealth);
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didSomething = true;
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}
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if (moveData.status) {
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if (!target.status) {
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target.setStatus(moveData.status, pokemon, move);
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// @ts-ignore
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target.recalculateStats();
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} else if (!isSecondary) {
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if (target.status === moveData.status) {
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this.add('-fail', target, target.status);
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} else {
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this.add('-fail', target);
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}
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}
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didSomething = true;
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}
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if (moveData.forceStatus) {
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if (target.setStatus(moveData.forceStatus, pokemon, move)) {
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// @ts-ignore
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target.recalculateStats();
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didSomething = true;
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}
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}
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if (moveData.volatileStatus) {
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if (target.addVolatile(moveData.volatileStatus, pokemon, move)) {
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didSomething = true;
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}
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}
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if (moveData.sideCondition) {
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if (target.side.addSideCondition(moveData.sideCondition, pokemon, move)) {
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didSomething = true;
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}
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}
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if (moveData.pseudoWeather) {
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if (this.addPseudoWeather(moveData.pseudoWeather, pokemon, move)) {
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didSomething = true;
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}
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}
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// Hit events
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hitResult = this.singleEvent('Hit', moveData, {}, target, pokemon, move);
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if (!isSelf && !isSecondary) {
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this.runEvent('Hit', target, pokemon, move);
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}
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if (!hitResult && !didSomething) {
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if (hitResult === false) this.add('-fail', target);
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return false;
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}
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}
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// Here's where self effects are applied.
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if (moveData.self) {
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this.moveHit(pokemon, pokemon, move, moveData.self, isSecondary, true);
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}
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// Now we can save the partial trapping damage.
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if (pokemon.volatiles['partialtrappinglock']) {
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pokemon.volatiles['partialtrappinglock'].damage = pokemon.lastDamage;
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}
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// Apply move secondaries.
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if (moveData.secondaries) {
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for (const secondary of moveData.secondaries) {
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// We check here whether to negate the probable secondary status if it's para, burn, or freeze.
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// In the game, this is checked and if true, the random number generator is not called.
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// That means that a move that does not share the type of the target can status it.
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// If a move that was not fire-type would exist on Gen 1, it could burn a Pokémon.
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if (!(secondary.status && ['par', 'brn', 'frz'].includes(secondary.status) && target && target.hasType(move.type))) {
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let effectChance = Math.floor((secondary.chance || 100) * 255 / 100);
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if (typeof secondary.chance === 'undefined' || this.randomChance(effectChance + 1, 256)) {
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this.moveHit(target, pokemon, move, secondary, true, isSelf);
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}
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}
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}
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}
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if (move.selfSwitch && pokemon.hp) {
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pokemon.switchFlag = move.selfSwitch;
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}
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return damage;
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},
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getDamage(pokemon, target, move, suppressMessages) {
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// First of all, we get the move.
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if (typeof move === 'string') {
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move = this.getActiveMove(move);
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} else if (typeof move === 'number') {
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move = /** @type {ActiveMove} */ ({
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basePower: move,
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type: '???',
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category: 'Physical',
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willCrit: false,
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flags: {},
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});
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}
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// Let's see if the target is immune to the move.
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if (!move.ignoreImmunity || (move.ignoreImmunity !== true && !move.ignoreImmunity[move.type])) {
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if (!target.runImmunity(move.type, true)) {
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return false;
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}
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}
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// Is it an OHKO move?
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if (move.ohko) {
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return target.maxhp;
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}
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// We edit the damage through move's damage callback if necessary.
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if (move.damageCallback) {
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return move.damageCallback.call(this, pokemon, target);
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}
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// We take damage from damage=level moves (seismic toss).
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if (move.damage === 'level') {
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return pokemon.level;
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}
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// If there's a fix move damage, we return that.
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if (move.damage) {
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return move.damage;
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}
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// If it's the first hit on a Normal-type partially trap move, it hits Ghosts anyways but damage is 0.
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if (move.volatileStatus === 'partiallytrapped' && move.type === 'Normal' && target.hasType('Ghost')) {
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return 0;
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}
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// Let's check if we are in middle of a partial trap sequence to return the previous damage.
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if (pokemon.volatiles['partialtrappinglock'] && (target === pokemon.volatiles['partialtrappinglock'].locked)) {
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return pokemon.volatiles['partialtrappinglock'].damage;
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}
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|
|
|
// 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 = '???';
|
|
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 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.
|
|
let 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.randomChance(critChance, 256);
|
|
}
|
|
}
|
|
// 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.
|
|
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 attack = attacker.getStat(atkType);
|
|
let 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 offense 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.
|
|
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;
|
|
|
|
// 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.
|
|
let 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);
|
|
},
|
|
// @ts-ignore
|
|
damage(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);
|
|
this.lastDamage = damage;
|
|
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;
|
|
}
|
|
|
|
// 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(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;
|
|
},
|
|
};
|
|
|
|
exports.BattleScripts = BattleScripts;
|