pokemon-showdown/mods/gen1/scripts.js
Kevin Lau 2e56120ad9 Move refactor: affectedByImmunities -> ignoreImmunity
While move.affectedByImmunities was always a Boolean value to denote if
the move was affected by immunities, move.ignoreImmunity can be a Boolean
value if it ignores or is affected by all type immunities, but also can
act as an object such that !!move.ignoreImmunity[type] means it ignores
immunities of that type.
2015-04-08 00:17:12 -07:00

1308 lines
45 KiB
JavaScript

/**
* Gen 1 mechanics are fairly different to those we know on current gen.
* Therefor we need to make a lot of changes to the battle engine for this game simulation.
* This generation inherits all the changes from older generations, that must be taken into account when editing code.
*/
exports.BattleScripts = {
inherit: 'gen2',
gen: 1,
debug: function (activity) {
if (this.getFormat().debug) {
this.add('debug', activity);
}
},
// Gen 1 stores the last damage dealt by a move in the battle.
// This is used for the move Counter.
lastDamage: 0,
// BattleSide scripts.
// In gen 1, last move information is stored on the side rather than on the active Pokémon.
// This is because there was actually no side, just Battle and active Pokémon effects.
// Side's lastMove is used for Counter and Mirror Move.
side: {
lastMove: ''
},
// BattlePokemon scripts.
pokemon: {
getStat: function (statName, unboosted, unmodified, noscreens) {
statName = toId(statName);
if (statName === 'hp') return this.maxhp;
// base stat
var stat = this.stats[statName];
// stat boosts
if (!unboosted) {
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 modifiers: burn, paralyse.
if (!unmodified) {
// Burn attack drop is checked when you get the attack stat upon switch in and used until switch out.
if (this.volatiles['brnattackdrop'] && statName === 'atk') {
stat = this.battle.clampIntRange(Math.floor(stat / 2), 1);
}
if (this.volatiles['parspeeddrop'] && statName === 'spe') {
stat = this.battle.clampIntRange(Math.floor(stat / 4), 1);
}
}
// Hard coded Reflect and Light Screen boosts
if (this.volatiles['reflect'] && statName === 'def' && !unboosted && !noscreens) {
this.battle.debug('Reflect doubles Defense');
stat *= 2;
stat = this.battle.clampIntRange(stat, 1, 1998);
} else if (this.volatiles['lightscreen'] && statName === 'spd' && !unboosted && !noscreens) {
this.battle.debug('Light Screen doubles Special Defense');
stat *= 2;
stat = this.battle.clampIntRange(stat, 1, 1998);
} else {
// Gen 1 normally caps stats at 999 and min is 1.
stat = this.battle.clampIntRange(stat, 1, 999);
}
return stat;
}
},
// Battle scripts.
// runMove can be found in scripts.js. This function is the main one when running a move.
// It deals with the beforeMove and AfterMoveSelf events.
// This leads with partial trapping moves shennanigans after the move has been used.
// It also deals with how PP reduction works on gen 1.
runMove: function (move, pokemon, target, sourceEffect) {
move = this.getMove(move);
if (!target) target = this.resolveTarget(pokemon, move);
if (target.subFainted) delete target.subFainted;
this.setActiveMove(move, pokemon, target);
if (pokemon.movedThisTurn || !this.runEvent('BeforeMove', pokemon, target, move)) {
// Prevent invulnerability from persisting until the turn ends.
pokemon.removeVolatile('twoturnmove');
this.clearActiveMove(true);
// This is only run for sleep.
this.runEvent('AfterMoveSelf', pokemon, target, move);
return;
}
if (move.beforeMoveCallback) {
if (move.beforeMoveCallback.call(this, pokemon, target, move)) {
this.clearActiveMove(true);
return;
}
}
pokemon.lastDamage = 0;
var lockedMove = this.runEvent('LockMove', pokemon);
if (lockedMove === true) lockedMove = false;
if (!lockedMove && (!pokemon.volatiles['partialtrappinglock'] || pokemon.volatiles['partialtrappinglock'].locked !== target)) {
pokemon.deductPP(move, null, target);
// On gen 1 moves are stored when they are chosen and a PP is deducted.
pokemon.side.lastMove = move.id;
pokemon.lastMove = move.id;
}
this.useMove(move, pokemon, target, sourceEffect);
this.runEvent('AfterMove', target, pokemon, move);
// If rival fainted
if (target.hp <= 0) {
// We remove recharge
if (pokemon.volatiles['mustrecharge']) pokemon.removeVolatile('mustrecharge');
delete pokemon.volatiles['partialtrappinglock'];
// We remove screens
target.side.removeSideCondition('reflect');
target.side.removeSideCondition('lightscreen');
pokemon.removeVolatile('twoturnmove');
} else {
this.runEvent('AfterMoveSelf', pokemon, target, move);
}
// For partial trapping moves, we are saving the target
if (move.volatileStatus === 'partiallytrapped' && target && target.hp > 0) {
// Let's check if the lock exists
if (pokemon.volatiles['partialtrappinglock'] && target.volatiles['partiallytrapped']) {
// Here the partialtrappinglock volatile has been already applied
if (!pokemon.volatiles['partialtrappinglock'].locked) {
// If it's the first hit, we save the target
pokemon.volatiles['partialtrappinglock'].locked = target;
} else {
if (pokemon.volatiles['partialtrappinglock'].locked !== target && target !== pokemon) {
// The target switched, therefor, we must re-roll the duration, damage, and accuracy.
var duration = [2, 2, 2, 3, 3, 3, 4, 5][this.random(8)];
pokemon.volatiles['partialtrappinglock'].duration = duration;
pokemon.volatiles['partialtrappinglock'].locked = target;
// Duration reset thus partially trapped at 2 always.
target.volatiles['partiallytrapped'].duration = 2;
// We deduct an additional PP that was not deducted earlier.
// Also get the move position for the PP change.
var usedMovePos = -1;
for (var m in pokemon.moveset) {
if (pokemon.moveset[m].id === move.id) usedMovePos = m;
}
if (usedMovePos > -1 && pokemon.moveset[usedMovePos].pp === 0) {
// If we were on the middle of the 0 PP sequence, the PPs get reset to 63.
pokemon.moveset[usedMovePos].pp = 63;
} else {
// Otherwise, plain reduct.
pokemon.deductPP(move, null, target);
}
}
}
} // If we move to here, the move failed and there's no partial trapping lock.
}
},
// useMove can be found on scripts.js
// It is the function that actually uses the move, running ModifyMove events.
// It uses the move and then deals with the effects after the move.
useMove: function (move, pokemon, target, sourceEffect) {
if (!sourceEffect && this.effect.id) sourceEffect = this.effect;
move = this.getMove(move);
var baseMove = move;
move = this.getMoveCopy(move);
if (!target) target = this.resolveTarget(pokemon, move);
if (move.target === 'self') {
target = pokemon;
}
if (sourceEffect) move.sourceEffect = sourceEffect.id;
this.setActiveMove(move, pokemon, target);
this.singleEvent('ModifyMove', move, null, pokemon, target, move, move);
if (baseMove.target !== move.target) {
// Target changed in ModifyMove, so we must adjust it here
target = this.resolveTarget(pokemon, move);
}
move = this.runEvent('ModifyMove', pokemon, target, move, move);
if (baseMove.target !== move.target) {
// Check again, this shouldn't ever happen on Gen 1.
target = this.resolveTarget(pokemon, move);
}
if (!move) return false;
var attrs = '';
var missed = false;
if (pokemon.fainted) {
// Removing screens upon faint.
pokemon.side.removeSideCondition('reflect');
pokemon.side.removeSideCondition('lightscreen');
return false;
}
if (move.flags['charge'] && !pokemon.volatiles[move.id]) {
attrs = '|[still]'; // Suppress the default move animation
}
if (sourceEffect) attrs += '|[from]' + this.getEffect(sourceEffect);
this.addMove('move', pokemon, move.name, target + attrs);
if (!this.singleEvent('Try', move, null, pokemon, target, move)) {
return true;
}
if (!this.runEvent('TryMove', pokemon, target, move)) {
return true;
}
if (move.ignoreImmunity === undefined) {
move.ignoreImmunity = (move.category === 'Status');
}
var damage = false;
if (target.fainted) {
this.attrLastMove('[notarget]');
this.add('-notarget');
return true;
}
damage = this.tryMoveHit(target, pokemon, move);
// Store 0 damage for last damage if move failed or dealt 0 damage.
// This only happens on moves that don't deal damage but call GetDamageVarsForPlayerAttack (disassembly).
if (!damage && (move.category !== 'Status' || (move.category === 'Status' && !(move.status in {'psn':1, 'tox':1, 'par':1}))) &&
!(move.id in {'conversion':1, 'haze':1, 'mist':1, 'focusenergy':1, 'confuseray':1, 'transform':1, 'lightscreen':1, 'reflect':1, 'substitute':1, 'mimic':1, 'leechseed':1, 'splash':1, 'softboiled':1, 'recover':1, 'rest':1})) {
pokemon.battle.lastDamage = 0;
}
// Go ahead with results of the used move.
if (!damage && damage !== 0) {
this.singleEvent('MoveFail', move, null, target, pokemon, move);
return true;
}
if (!move.negateSecondary) {
this.singleEvent('AfterMoveSecondarySelf', move, null, pokemon, target, move);
this.runEvent('AfterMoveSecondarySelf', pokemon, target, move);
}
return true;
},
// tryMoveHit can be found on scripts.js
// This function attempts a move hit and returns the attempt result before the actual hit happens.
// It deals with partial trapping weirdness and accuracy bugs as well.
tryMoveHit: function (target, pokemon, move, spreadHit) {
var boostTable = [1, 4 / 3, 5 / 3, 2, 7 / 3, 8 / 3, 3];
var doSelfDestruct = true;
var damage = 0;
// First, let's calculate the accuracy.
var accuracy = move.accuracy;
// Partial trapping moves: true accuracy while it lasts
if (move.volatileStatus === 'partiallytrapped' && pokemon.volatiles['partialtrappinglock'] && target === pokemon.volatiles['partialtrappinglock'].locked) {
accuracy = true;
}
// If a sleep inducing move is used while the user is recharging, the accuracy is true.
if (move.status === 'slp' && target && target.volatiles['mustrecharge']) {
accuracy = true;
}
// Calculate true accuracy for gen 1, which uses 0-255.
if (accuracy !== true) {
accuracy = Math.floor(accuracy * 255 / 100);
// Check also for accuracy modifiers.
if (!move.ignoreAccuracy) {
if (pokemon.boosts.accuracy > 0) {
accuracy *= boostTable[pokemon.boosts.accuracy];
} else {
accuracy = Math.floor(accuracy / boostTable[-pokemon.boosts.accuracy]);
}
}
if (!move.ignoreEvasion) {
if (target.boosts.evasion > 0 && !move.ignorePositiveEvasion) {
accuracy = Math.floor(accuracy / boostTable[target.boosts.evasion]);
} else if (target.boosts.evasion < 0) {
accuracy *= boostTable[-target.boosts.evasion];
}
}
}
accuracy = this.runEvent('Accuracy', target, pokemon, move, accuracy);
// Moves that target the user do not suffer from the 1/256 miss chance.
if (move.target === 'self' && accuracy !== true) accuracy++;
// 1/256 chance of missing always, no matter what. Besides the aforementioned exceptions.
if (accuracy !== true && this.random(256) >= accuracy) {
this.attrLastMove('[miss]');
this.add('-miss', pokemon);
damage = false;
}
// Check if the Pokémon is immune to this move.
if (move.ignoreImmunity !== true && !move.ignoreImmunity[move.type] && !target.runImmunity(move.type, true)) {
damage = false;
}
// If damage is 0 and not false it means it didn't miss, let's calc.
if (damage !== false) {
pokemon.lastDamage = 0;
if (move.multihit) {
var hits = move.multihit;
if (hits.length) {
// Yes, it's hardcoded... meh
if (hits[0] === 2 && hits[1] === 5) {
hits = [2, 2, 3, 3, 4, 5][this.random(6)];
} else {
hits = this.random(hits[0], hits[1] + 1);
}
}
hits = Math.floor(hits);
// In gen 1, all the hits have the same damage for multihits move
var moveDamage = 0;
var firstDamage;
var i;
for (i = 0; i < hits && target.hp && pokemon.hp; i++) {
if (i === 0) {
// First hit, we calculate
moveDamage = this.moveHit(target, pokemon, move);
firstDamage = moveDamage;
} else {
// We get the previous damage to make it fix damage
move.damage = firstDamage;
moveDamage = this.moveHit(target, pokemon, move);
}
if (moveDamage === false) break;
damage = (moveDamage || 0);
if (target.subFainted) {
i++;
break;
}
}
move.damage = null;
if (i === 0) return true;
this.add('-hitcount', target, i);
} else {
damage = this.moveHit(target, pokemon, move);
}
}
if (move.category !== 'Status') target.gotAttacked(move, damage, pokemon);
// Checking if substitute fainted
if (target.subFainted) doSelfDestruct = false;
if (move.selfdestruct && doSelfDestruct) {
this.faint(pokemon, pokemon, move);
}
// The move missed.
if (!damage && damage !== 0) {
// Delete the partial trap lock if necessary.
delete pokemon.volatiles['partialtrappinglock'];
return false;
}
if (!move.negateSecondary) {
this.singleEvent('AfterMoveSecondary', move, null, target, pokemon, move);
this.runEvent('AfterMoveSecondary', target, pokemon, move);
}
return damage;
},
// move Hit can be found on scripts.js
// It deals with the actual move hit, as the name indicates, dealing damage and/or effects.
// This function also deals with the Gen 1 Substitute behaviour on the hitting process.
moveHit: function (target, pokemon, move, moveData, isSecondary, isSelf) {
var damage = 0;
move = this.getMoveCopy(move);
if (!isSecondary && !isSelf) this.setActiveMove(move, pokemon, target);
var hitResult = true;
if (!moveData) moveData = move;
if (move.ignoreImmunity === undefined) {
move.ignoreImmunity = (move.category === 'Status');
}
// We get the sub to the target to see if it existed
var targetSub = (target) ? target.volatiles['substitute'] : false;
var targetHadSub = (targetSub !== null && targetSub !== false && (typeof targetSub !== 'undefined'));
if (target) {
hitResult = this.singleEvent('TryHit', moveData, {}, target, pokemon, move);
// Handle here the applying of partial trapping moves to Pokémon with Substitute
if (targetSub && moveData.volatileStatus && moveData.volatileStatus === 'partiallytrapped') {
target.addVolatile(moveData.volatileStatus, pokemon, move);
}
if (!hitResult) {
if (hitResult === false) this.add('-fail', target);
return false;
}
// Only run the hit events for the hit itself, not the secondary or self hits
if (!isSelf && !isSecondary) {
hitResult = this.runEvent('TryHit', target, pokemon, move);
if (!hitResult) {
if (hitResult === false) this.add('-fail', target);
// Special Substitute hit flag
if (hitResult !== 0) {
return false;
}
}
if (!this.runEvent('TryFieldHit', target, pokemon, move)) {
return false;
}
} else if (isSecondary && !moveData.self) {
hitResult = this.runEvent('TrySecondaryHit', target, pokemon, moveData);
}
if (hitResult === 0) {
target = null;
} else if (!hitResult) {
if (hitResult === false) this.add('-fail', target);
return false;
}
}
if (target) {
var didSomething = false;
damage = this.getDamage(pokemon, target, moveData);
// getDamage has several possible return values:
//
// a number:
// means that much damage is dealt (0 damage still counts as dealing
// damage for the purposes of things like Static)
// false:
// gives error message: "But it failed!" and move ends
// null:
// the move ends, with no message (usually, a custom fail message
// was already output by an event handler)
// undefined:
// means no damage is dealt and the move continues
//
// basically, these values have the same meanings as they do for event
// handlers.
if ((damage || damage === 0) && !target.fainted) {
if (move.noFaint && damage >= target.hp) {
damage = target.hp - 1;
}
damage = this.damage(damage, target, pokemon, move);
if (!(damage || damage === 0)) return false;
didSomething = true;
} else if (damage === false && typeof hitResult === 'undefined') {
this.add('-fail', target);
}
if (damage === false || damage === null) {
return false;
}
if (moveData.boosts && !target.fainted) {
this.boost(moveData.boosts, target, pokemon, move);
}
if (moveData.heal && !target.fainted) {
var d = target.heal(Math.floor(target.maxhp * moveData.heal[0] / moveData.heal[1]));
if (!d) {
this.add('-fail', target);
return false;
}
this.add('-heal', target, target.getHealth);
didSomething = true;
}
if (moveData.status) {
// Gen 1 bug: If the target has just used hyperbeam and must recharge, its status will be ignored and put to sleep.
// This does NOT revert the paralyse speed drop or the burn attack drop.
if (!target.status || moveData.status === 'slp' && target.volatiles['mustrecharge']) {
target.setStatus(moveData.status, pokemon, move);
} else if (!isSecondary) {
if (target.status === moveData.status) {
this.add('-fail', target, target.status);
} else {
this.add('-fail', target);
}
}
didSomething = true;
}
if (moveData.forceStatus) {
if (target.setStatus(moveData.forceStatus, pokemon, move)) {
didSomething = true;
}
}
if (moveData.volatileStatus) {
if (target.addVolatile(moveData.volatileStatus, pokemon, move)) {
didSomething = true;
}
}
if (moveData.sideCondition) {
if (target.side.addSideCondition(moveData.sideCondition, pokemon, move)) {
didSomething = true;
}
}
if (moveData.pseudoWeather) {
if (this.addPseudoWeather(moveData.pseudoWeather, pokemon, move)) {
didSomething = true;
}
}
// Hit events
hitResult = this.singleEvent('Hit', moveData, {}, target, pokemon, move);
if (!isSelf && !isSecondary) {
this.runEvent('Hit', target, pokemon, move);
}
if (!hitResult && !didSomething) {
if (hitResult === false) this.add('-fail', target);
return false;
}
}
var targetHasSub = false;
if (target) {
var targetSub = target.getVolatile('substitute');
if (targetSub !== null) {
targetHasSub = (targetSub.hp > 0);
}
}
// Here's where self effects are applied.
var doSelf = (targetHadSub && targetHasSub) || !targetHadSub;
if (moveData.self && (doSelf || moveData.self.volatileStatus === 'partialtrappinglock')) {
this.moveHit(pokemon, pokemon, move, moveData.self, isSecondary, true);
}
// Now we can save the partial trapping damage.
if (pokemon.volatiles['partialtrappinglock']) {
pokemon.volatiles['partialtrappinglock'].damage = pokemon.lastDamage;
}
// Apply move secondaries.
if (moveData.secondaries) {
for (var i = 0; i < moveData.secondaries.length; i++) {
// We check here whether to negate the probable secondary status if it's para, burn, or freeze.
// In the game, this is checked and if true, the random number generator is not called.
// That means that a move that does not share the type of the target can status it.
// If a move that was not fire-type would exist on Gen 1, it could burn a Pokémon.
if (!(moveData.secondaries[i].status && moveData.secondaries[i].status in {'par':1, 'brn':1, 'frz':1} && target && target.hasType(move.type))) {
var effectChance = Math.floor(moveData.secondaries[i].chance * 255 / 100);
if (typeof moveData.secondaries[i].chance === 'undefined' || this.random(256) < effectChance) {
this.moveHit(target, pokemon, move, moveData.secondaries[i], true, isSelf);
}
}
}
}
if (move.selfSwitch && pokemon.hp) {
pokemon.switchFlag = move.selfSwitch;
}
return damage;
},
// boost can be found on battle-engine.js on Battle object.
// It deals with Pokémon stat boosting, including Gen 1 buggy behaviour with burn and paralyse.
boost: function (boost, 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);
boost = this.runEvent('Boost', target, source, effect, Object.clone(boost));
for (var i in boost) {
var currentBoost = {};
currentBoost[i] = boost[i];
if (boost[i] !== 0 && target.boostBy(currentBoost)) {
var msg = '-boost';
if (boost[i] < 0) {
msg = '-unboost';
boost[i] = -boost[i];
// Re-add attack and speed drops if not present
if (i === 'atk' && target.status === 'brn' && !target.volatiles['brnattackdrop']) {
target.addVolatile('brnattackdrop');
}
if (i === 'spe' && target.status === 'par' && !target.volatiles['parspeeddrop']) {
target.addVolatile('parspeeddrop');
}
} else {
// Check for boost increases deleting attack or speed drops
if (i === 'atk' && target.status === 'brn' && target.volatiles['brnattackdrop']) {
target.removeVolatile('brnattackdrop');
}
if (i === 'spe' && target.status === 'par' && target.volatiles['parspeeddrop']) {
target.removeVolatile('parspeeddrop');
}
}
if (effect.effectType === 'Move') {
this.add(msg, target, i, boost[i]);
} else {
this.add(msg, target, i, boost[i], '[from] ' + effect.fullname);
}
this.runEvent('AfterEachBoost', target, source, effect, currentBoost);
}
}
this.runEvent('AfterBoost', target, source, effect, boost);
},
// damage can be found in battle-engine.js on the Battle object. Not to confuse with BattlePokemon.prototype.damage
// It calculates and executes the damage damage from source to target with effect.
// It also deals with recoil and drains.
damage: function (damage, target, source, effect) {
if (this.event) {
if (!target) target = this.event.target;
if (!source) source = this.event.source;
if (!effect) effect = this.effect;
}
if (!target || !target.hp) return 0;
effect = this.getEffect(effect);
if (!(damage || damage === 0)) return damage;
if (damage !== 0) damage = this.clampIntRange(damage, 1);
if (effect.id !== 'struggle-recoil') { // Struggle recoil is not affected by effects
damage = this.runEvent('Damage', target, source, effect, damage);
if (!(damage || damage === 0)) {
this.debug('damage event failed');
return damage;
}
}
if (damage !== 0) damage = this.clampIntRange(damage, 1);
if (!(effect.id in {'recoil':1, 'drain':1}) && effect.effectType !== 'Status') target.battle.lastDamage = damage;
damage = target.damage(damage, source, effect);
if (source) source.lastDamage = damage;
var name = effect.fullname;
if (name === 'tox') name = 'psn';
switch (effect.id) {
case 'partiallytrapped':
this.add('-damage', target, target.getHealth, '[from] ' + this.effectData.sourceEffect.fullname, '[partiallytrapped]');
break;
default:
if (effect.effectType === 'Move') {
this.add('-damage', target, target.getHealth);
} else if (source && source !== target) {
this.add('-damage', target, target.getHealth, '[from] ' + effect.fullname, '[of] ' + source);
} else {
this.add('-damage', target, target.getHealth, '[from] ' + name);
}
break;
}
if (effect.recoil && source) {
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 || target.hp <= 0) {
this.faint(target);
this.queue = [];
} else {
damage = this.runEvent('AfterDamage', target, source, effect, damage);
}
return damage;
},
// directDamage can be found on battle-engine.js in Battle object
// It deals direct damage damage from source to target with effect.
// It also deals with Gen 1 weird Substitute behaviour.
directDamage: function (damage, target, source, effect) {
if (this.event) {
if (!target) target = this.event.target;
if (!source) source = this.event.source;
if (!effect) effect = this.effect;
}
if (!target || !target.hp) return 0;
if (!damage) return 0;
damage = this.clampIntRange(damage, 1);
// Check here for Substitute on confusion since it's not exactly a move that causes the damage and thus it can't TryMoveHit.
// The hi jump kick recoil also hits the sub.
if (effect.id in {'confusion': 1, 'highjumpkick': 1} && target.volatiles['substitute']) {
target.volatiles['substitute'].hp -= damage;
if (target.volatiles['substitute'].hp <= 0) {
target.removeVolatile('substitute');
target.subFainted = true;
} else {
this.add('-activate', target, 'Substitute', '[damage]');
}
} else {
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;
},
// getDamage can be found on battle-engine.js on the Battle object.
// It calculates the damage pokemon does to target with 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',
flags: {}
};
// Let's see if the target is immune to the move.
if (move.ignoreImmunity !== true && !move.ignoreImmunity[move.type]) {
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 faster.
if (target.speed > pokemon.speed) {
this.add('-failed', target);
return false;
}
return target.maxhp;
}
// We edit the damage through move's damage callback if necessary.
if (move.damageCallback) {
return move.damageCallback.call(this, pokemon, target);
}
// We take damage from damage=level moves (seismic toss).
if (move.damage === 'level') {
return pokemon.level;
}
// If there's a fix move damage, we return that.
if (move.damage) {
return move.damage;
}
// If it's the first hit on a Normal-type partially trap move, it hits Ghosts anyways but damage is 0.
if (move.volatileStatus === 'partiallytrapped' && move.type === 'Normal' && target.hasType('Ghost')) {
return 0;
}
// Let's check if we are in middle of a partial trap sequence to return the previous damage.
if (pokemon.volatiles['partialtrappinglock'] && (target === pokemon.volatiles['partialtrappinglock'].locked)) {
return pokemon.volatiles['partialtrappinglock'].damage;
}
// We check the category and typing to calculate later on the damage.
if (!move.category) move.category = 'Physical';
if (!move.defensiveCategory) move.defensiveCategory = move.category;
// '???' is typeless damage: used for Struggle and Confusion etc
if (!move.type) move.type = '???';
var type = move.type;
// We get the base power and apply basePowerCallback if necessary.
var basePower = move.basePower;
if (move.basePowerCallback) {
basePower = move.basePowerCallback.call(this, pokemon, target, move);
}
// We check if the base power is proper.
if (!basePower) {
if (basePower === 0) return; // Returning undefined means not dealing damage
return basePower;
}
basePower = this.clampIntRange(basePower, 1);
// Checking for the move's Critical Hit possibility. We check if it's a 100% crit move, otherwise we calculate the chance.
move.crit = move.willCrit || false;
if (!move.crit) {
// In gen 1, the critical chance is based on speed.
// First, we get the base speed, divide it by 2 and floor it. This is our current crit chance.
var critChance = Math.floor(pokemon.template.baseStats['spe'] / 2);
// Now we check for focus energy volatile.
if (pokemon.volatiles['focusenergy']) {
// If it exists, crit chance is divided by 2 again and floored.
critChance = Math.floor(critChance / 2);
} else {
// Normally, without focus energy, crit chance is multiplied by 2 and capped at 255 here.
critChance = this.clampIntRange(critChance * 2, 1, 255);
}
// Now we check for the move's critical hit ratio.
if (move.critRatio === 1) {
// Normal hit ratio, we divide the crit chance by 2 and floor the result again.
critChance = Math.floor(critChance / 2);
} else if (move.critRatio === 2) {
// High crit ratio, we multiply the result so far by 4 and cap it at 255.
critChance = this.clampIntRange(critChance * 4, 1, 255);
}
// Last, we check deppending on ratio if the move critical hits or not.
// We compare our critical hit chance against a random number between 0 and 255.
// If the random number is lower, we get a critical hit. This means there is always a 1/255 chance of not hitting critically.
if (critChance > 0) {
move.crit = (this.random(256) < critChance);
}
}
// Happens after crit calculation.
if (basePower) {
basePower = this.runEvent('BasePower', pokemon, target, move, basePower);
if (move.basePowerModifier) {
basePower *= move.basePowerModifier;
}
}
if (!basePower) return 0;
basePower = this.clampIntRange(basePower, 1);
// We now check attacker's and defender's stats.
var level = pokemon.level;
var attacker = pokemon;
var defender = target;
if (move.useTargetOffensive) attacker = target;
if (move.useSourceDefensive) defender = pokemon;
var atkType = (move.category === 'Physical') ? 'atk' : 'spa';
var defType = (move.defensiveCategory === 'Physical') ? 'def' : 'spd';
var attack = attacker.getStat(atkType);
var defense = defender.getStat(defType);
// In the event of a critical hit, the ofense and defense changes are ignored.
// This includes both boosts and screens.
// Also, level is doubled in damage calculation.
if (move.crit) {
move.ignoreOffensive = true;
move.ignoreDefensive = true;
level *= 2;
if (!suppressMessages) this.add('-crit', target);
}
if (move.ignoreOffensive) {
this.debug('Negating (sp)atk boost/penalty.');
attack = attacker.getStat(atkType, true, true);
}
if (move.ignoreDefensive) {
this.debug('Negating (sp)def boost/penalty.');
defense = target.getStat(defType, true);
}
// When either attack or defense are higher than 256, they are both divided by 4 and moded by 256.
// This is what cuases the roll over bugs.
if (attack >= 256 || defense >= 256) {
attack = this.clampIntRange(Math.floor(attack / 4) % 256, 1);
// Defense isn't checked on the cartridge, but we don't want those / 0 bugs on the sim.
defense = this.clampIntRange(Math.floor(defense / 4) % 256, 1);
}
// Self destruct moves halve defense at this point.
if (move.selfdestruct && defType === 'def') {
defense = this.clampIntRange(Math.floor(defense / 2), 1);
}
// Let's go with the calculation now that we have what we need.
// We do it step by step just like the game does.
var damage = level * 2;
damage = Math.floor(damage / 5);
damage += 2;
damage *= basePower;
damage *= attack;
damage = Math.floor(damage / defense);
damage = this.clampIntRange(Math.floor(damage / 50), 1, 997);
damage += 2;
// STAB damage bonus, the "???" type never gets STAB
if (type !== '???' && pokemon.hasType(type)) {
damage += Math.floor(damage / 2);
}
// Type effectiveness.
// The order here is not correct, must change to check the move versus each type.
var totalTypeMod = this.getEffectiveness(type, target);
// Super effective attack
if (totalTypeMod > 0) {
if (!suppressMessages) this.add('-supereffective', target);
damage *= 20;
damage = Math.floor(damage / 10);
if (totalTypeMod >= 2) {
damage *= 20;
damage = Math.floor(damage / 10);
}
}
if (totalTypeMod < 0) {
if (!suppressMessages) this.add('-resisted', target);
damage *= 5;
damage = Math.floor(damage / 10);
if (totalTypeMod <= -2) {
damage *= 5;
damage = Math.floor(damage / 10);
}
}
// If damage becomes 0, the move is made to miss.
// This occurs when damage was either 2 or 3 prior to applying STAB/Type matchup, and target is 4x resistant to the move.
if (damage === 0) return damage;
// Apply random factor is damage is greater than 1
if (damage > 1) {
damage *= this.random(217, 256);
damage = Math.floor(damage / 255);
if (damage > target.hp && !target.volatiles['substitute']) damage = target.hp;
if (target.volatiles['substitute'] && damage > target.volatiles['substitute'].hp) damage = target.volatiles['substitute'].hp;
}
// And we are done.
return Math.floor(damage);
},
// This is random teams making for gen 1.
// Challenge Cup or CC teams are basically fully random teams.
randomCCTeam: function (side) {
var teamdexno = [];
var team = [];
// Pick six random Pokémon, no repeats.
for (var i = 0; i < 6; i++) {
while (true) {
var x = Math.floor(Math.random() * 151) + 1;
if (teamdexno.indexOf(x) === -1) {
teamdexno.push(x);
break;
}
}
}
for (var i = 0; i < 6; i++) {
// Choose forme.
var formes = [];
for (var j in this.data.Pokedex) {
if (this.data.Pokedex[j].num === teamdexno[i] && this.getTemplate(this.data.Pokedex[j].species).learnset && this.data.Pokedex[j].species !== 'Pichu-Spiky-eared') {
formes.push(this.data.Pokedex[j].species);
}
}
var poke = formes.sample();
var template = this.getTemplate(poke);
// Level balance: calculate directly from stats rather than using some silly lookup table.
var mbstmin = 1307;
var stats = template.baseStats;
// Modified base stat total assumes 15 DVs, 255 EVs in every stat
var mbst = (stats["hp"] * 2 + 30 + 63 + 100) + 10;
mbst += (stats["atk"] * 2 + 30 + 63 + 100) + 5;
mbst += (stats["def"] * 2 + 30 + 63 + 100) + 5;
mbst += (stats["spa"] * 2 + 30 + 63 + 100) + 5;
mbst += (stats["spd"] * 2 + 30 + 63 + 100) + 5;
mbst += (stats["spe"] * 2 + 30 + 63 + 100) + 5;
var level = Math.floor(100 * mbstmin / mbst); // Initial level guess will underestimate
while (level < 100) {
mbst = Math.floor((stats["hp"] * 2 + 30 + 63 + 100) * level / 100 + 10);
mbst += Math.floor(((stats["atk"] * 2 + 30 + 63 + 100) * level / 100 + 5) * level / 100); //since damage is roughly proportional to lvl
mbst += Math.floor((stats["def"] * 2 + 30 + 63 + 100) * level / 100 + 5);
mbst += Math.floor(((stats["spa"] * 2 + 30 + 63 + 100) * level / 100 + 5) * level / 100);
mbst += Math.floor((stats["spd"] * 2 + 30 + 63 + 100) * level / 100 + 5);
mbst += Math.floor((stats["spe"] * 2 + 30 + 63 + 100) * level / 100 + 5);
if (mbst >= mbstmin)
break;
level++;
}
// Random DVs.
var ivs = {
hp: Math.floor(Math.random() * 30),
atk: Math.floor(Math.random() * 30),
def: Math.floor(Math.random() * 30),
spa: Math.floor(Math.random() * 30),
spd: Math.floor(Math.random() * 30),
spe: Math.floor(Math.random() * 30)
};
// All EVs.
var evs = {
hp: 255,
atk: 255,
def: 255,
spa: 255,
spd: 255,
spe: 255
};
// Four random unique moves from movepool. don't worry about "attacking" or "viable".
// Since Gens 1 and 2 learnsets are shared, we need to weed out Gen 2 moves.
var moves;
var pool = [];
for (var move in template.learnset) {
if (this.getMove(move).gen === 1) pool.push(move);
}
if (pool.length > 4) {
moves = pool.sample(4);
} else if (pool.length > 0) {
moves = pool;
} else {
moves = ['struggle'];
}
team.push({
name: poke,
moves: moves,
ability: 'None',
evs: evs,
ivs: ivs,
item: '',
level: level,
happiness: 0,
shiny: false,
nature: 'Serious'
});
}
return team;
},
// Random team generation for Gen 1 Random Battles.
randomTeam: function (side) {
// Get what we need ready.
var keys = [];
var pokemonLeft = 0;
var pokemon = [];
var i = 1;
// We need to check it's one of the first 151 because formats data are installed onto main format data, not replaced.
for (var n in this.data.FormatsData) {
if (this.data.FormatsData[n].randomBattleMoves && i < 152) {
keys.push(n);
}
i++;
}
keys = keys.randomize();
// Now let's store what we are getting.
var typeCount = {};
var weaknessCount = {'electric':0, 'psychic':0, 'water':0, 'ice':0};
var uberCount = 0;
var nuCount = 0;
var hasShitmon = false;
for (var i = 0; i < keys.length && pokemonLeft < 6; i++) {
var template = this.getTemplate(keys[i]);
if (!template || !template.name || !template.types) continue;
// Bias the tiers so you get less shitmons and only one of the two Ubers.
// If you have a shitmon, you're covered in OUs and Ubers if possible
var tier = template.tier;
if (tier === 'LC' && (nuCount > 1 || hasShitmon)) continue;
if ((tier === 'NFE' || tier === 'UU') && (hasShitmon || (nuCount > 2 && this.random(1)))) continue;
// Unless you have one of the worst mons, in that case we allow luck to give you both Mew and Mewtwo.
if (tier === 'Uber' && uberCount >= 1 && !hasShitmon) continue;
// We need a weakness count of spammable attacks to avoid being swept by those.
// Spammable attacks are: Thunderbolt, Psychic, Surf, Blizzard.
var skip = false;
Object.keys(weaknessCount).forEach(function (type) {
var notImmune = Tools.getImmunity(type, template);
if (notImmune && Tools.getEffectiveness(type, template) > 0) {
weaknessCount[type]++;
}
if (weaknessCount[type] > 2) skip = true;
});
if (skip) continue;
// Limit 2 of any type as well. Diversity and minor weakness count.
// The second of a same type has halved chance of being added.
var types = template.types;
for (var t = 0; t < types.length; t++) {
if (typeCount[types[t]] > 1 || (typeCount[types[t]] === 1 && this.random(1))) {
skip = true;
break;
}
}
if (skip) continue;
// The set passes the limitations.
var set = this.randomSet(template, i);
pokemon.push(set);
// Now let's increase the counters. First, the Pokémon left.
pokemonLeft++;
// Type counter.
for (var t = 0; t < types.length; t++) {
if (types[t] in typeCount) {
typeCount[types[t]]++;
} else {
typeCount[types[t]] = 1;
}
}
// Increment type bias counters.
if (tier === 'Uber') {
uberCount++;
} else if (tier === 'UU' || tier === 'NFE' || tier === 'LC') {
nuCount++;
}
// Is it Magikarp?
if (keys[i] in {'magikarp':1, 'weedle':1, 'kakuna':1, 'caterpie':1, 'metapod':1, 'ditto':1}) hasShitmon = true;
}
return pokemon;
},
// Random set generation for Gen 1 Random Battles.
randomSet: function (template, i) {
if (i === undefined) i = 1;
template = this.getTemplate(template);
if (!template.exists) template = this.getTemplate('pikachu'); // Because Gen 1.
var moveKeys = template.randomBattleMoves;
moveKeys = moveKeys.randomize();
var moves = [];
var hasType = {};
hasType[template.types[0]] = true;
if (template.types[1]) hasType[template.types[1]] = true;
var hasMove = {};
var counter = {};
var setupType = '';
var j = 0;
do {
// Choose next 4 moves from learnset/viable moves and add them to moves list:
var howMany = (template.essentialMove) ? 3 : 4;
while (moves.length < howMany && j < moveKeys.length) {
var moveid = toId(moveKeys[j]);
j++;
moves.push(moveid);
}
// Add now the mandatory move
if (template.essentialMove) {
moves.unshift(template.essentialMove);
j++;
}
// Only do move choosing if we have more than four on the moveset...
if (moveKeys.length > howMany) {
hasMove = {};
counter = {Physical: 0, Special: 0, Status: 0, physicalsetup: 0, specialsetup: 0};
for (var k = 0; k < moves.length; k++) {
var move = this.getMove(moves[k]);
var moveid = move.id;
hasMove[moveid] = true;
if (!move.damage && !move.damageCallback) {
counter[move.category]++;
}
if ({swordsdance:1, sharpen:1}[moveid]) {
counter['physicalsetup']++;
}
if ({amnesia:1, growth:1}[moveid]) {
counter['specialsetup']++;
}
}
if (counter['specialsetup']) {
setupType = 'Special';
} else if (counter['physicalsetup']) {
setupType = 'Physical';
}
for (var k = 0; k < moves.length; k++) {
var moveid = moves[k];
var move = this.getMove(moveid);
var rejected = false;
if (hasMove[moveid]) rejected = true;
if (!template.essentialMove || moveid !== template.essentialMove) {
var isSetup = false;
switch (moveid) {
// bad after setup
case 'seismictoss': case 'nightshade':
if (setupType) rejected = true;
break;
// bit redundant to have both
case 'flamethrower':
if (hasMove['fireblast']) rejected = true;
break;
case 'fireblast':
if (hasMove['flamethrower']) rejected = true;
break;
case 'icebeam':
if (hasMove['blizzard']) rejected = true;
break;
// Hydropump and surf are both valid options, just avoid one with eachother.
case 'hydropump':
if (hasMove['surf']) rejected = true;
break;
case 'surf':
if (hasMove['hydropump']) rejected = true;
break;
case 'petaldance': case 'solarbeam':
if (hasMove['megadrain'] || hasMove['razorleaf']) rejected = true;
break;
case 'megadrain':
if (hasMove['razorleaf']) rejected = true;
break;
case 'thunder':
if (hasMove['thunderbolt']) rejected = true;
break;
case 'thunderbolt':
if (hasMove['thunder']) rejected = true;
break;
case 'bonemerang':
if (hasMove['earthquake']) rejected = true;
break;
case 'rest':
if (hasMove['recover'] || hasMove['softboiled']) rejected = true;
break;
case 'softboiled':
if (hasMove['recover']) rejected = true;
break;
case 'sharpen':
case 'swordsdance':
if (counter['Special'] > counter['Physical'] || hasMove['slash'] || !counter['Physical'] || hasMove['growth']) rejected = true;
break;
case 'growth':
if (counter['Special'] < counter['Physical'] || hasMove['swordsdance']) rejected = true;
break;
case 'doubleedge':
if (hasMove['bodyslam']) rejected = true;
break;
case 'mimic':
if (hasMove['mirrormove']) rejected = true;
break;
case 'superfang':
if (hasMove['bodyslam']) rejected = true;
break;
case 'rockslide':
if (hasMove['earthquake'] && hasMove['bodyslam'] && hasMove['hyperbeam']) rejected = true;
break;
case 'bodyslam':
if (hasMove['thunderwave']) rejected = true;
break;
case 'bubblebeam':
if (hasMove['blizzard']) rejected = true;
break;
case 'screech':
if (hasMove['slash']) rejected = true;
break;
case 'slash':
if (hasMove['swordsdance']) rejected = true;
break;
case 'megakick':
if (hasMove['bodyslam']) rejected = true;
break;
case 'eggbomb':
if (hasMove['hyperbeam']) rejected = true;
break;
case 'triattack':
if (hasMove['doubleedge']) rejected = true;
break;
case 'growth':
if (hasMove['amnesia']) rejected = true;
break;
case 'supersonic':
if (hasMove['confuseray']) rejected = true;
break;
case 'poisonpowder':
if (hasMove['toxic'] || counter['Status'] > 1) rejected = true;
break;
case 'stunspore':
if (hasMove['sleeppowder'] || counter['Status'] > 1) rejected = true;
break;
case 'sleeppowder':
if (hasMove['stunspore'] || counter['Status'] > 2) rejected = true;
break;
case 'toxic':
if (hasMove['sleeppowder'] || hasMove['stunspore'] || counter['Status'] > 1) rejected = true;
break;
} // End of switch for moveid
}
if (rejected && j < moveKeys.length) {
moves.splice(k, 1);
break;
}
counter[move.category]++;
} // End of for
} // End of the check for more than 4 moves on moveset.
} while (moves.length < 4 && j < moveKeys.length);
var levelScale = {
LC: 96,
NFE: 90,
UU: 85,
OU: 79,
Uber: 74
};
// Really bad Pokemon and jokemons, MEWTWO, Pokémon with higher tier in Wrap metas.
var customScale = {
Caterpie: 99, Kakuna: 99, Magikarp: 99, Metapod: 99, Weedle: 99,
Clefairy: 95, "Farfetch'd": 99, Jigglypuff: 99, Ditto: 99, Mewtwo: 70,
Dragonite: 85, Cloyster: 83, Staryu: 90
};
var level = levelScale[template.tier] || 90;
if (customScale[template.name]) level = customScale[template.name];
if (template.name === 'Mewtwo' && hasMove['amnesia']) level = 68;
return {
name: template.name,
moves: moves,
ability: 'None',
evs: {hp: 255, atk: 255, def: 255, spa: 255, spd: 255, spe: 255},
ivs: {hp: 30, atk: 30, def: 30, spa: 30, spd: 30, spe: 30},
item: '',
level: level,
shiny: false,
gender: false
};
}
};