pokemon-showdown/mods/gen2/scripts.js
Guangcong Luo 54947b665f Merge pull request #1728 from ascriptmaster/move-fixes
Move refactor: moves/items that ignore immunity/effectiveness
2015-04-14 17:05:22 +00:00

1179 lines
38 KiB
JavaScript

/**
* Gen 2 scripts.
*/
exports.BattleScripts = {
inherit: 'gen3',
gen: 2,
// BattlePokemon scripts.
pokemon: {
getStat: function (statName, unboosted, unmodified) {
statName = toId(statName);
if (statName === 'hp') return this.maxhp;
// base stat
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);
}
// On Gen 2 we check modifications here from moves and items
var statTable = {atk:'Atk', def:'Def', spa:'SpA', spd:'SpD', spe:'Spe'};
var statMod = 1;
statMod = this.battle.runEvent('Modify' + statTable[statName], this, null, null, statMod);
stat = this.battle.modify(stat, statMod);
}
if (!unmodified) {
// Burn attack drop is checked when you get the attack stat upon switch in and used until switch out.
if (this.status === 'brn' && statName === 'atk') {
stat = this.battle.clampIntRange(Math.floor(stat / 2), 1);
}
}
// Gen 2 caps stats at 999 and min is 1.
stat = this.battle.clampIntRange(stat, 1, 999);
// Treat here the items.
if ((this.species in {'Cubone':1, 'Marowak':1} && this.item === 'thickclub' && statName === 'atk') || (this.species === 'Pikachu' && this.item === 'lightball' && statName === 'spa')) {
stat *= 2;
} else if (this.species === 'Ditto' && this.item === 'metalpowder' && statName in {'def':1, 'spd':1}) {
// what. the. fuck. stop playing pokémon
stat *= 1.5;
}
return stat;
}
},
// Battle scripts.
runMove: function (move, pokemon, target, sourceEffect) {
if (!sourceEffect && toId(move) !== 'struggle') {
var changedMove = this.runEvent('OverrideDecision', pokemon, target, move);
if (changedMove && changedMove !== true) {
move = changedMove;
target = null;
}
}
move = this.getMove(move);
if (!target && target !== false) target = this.resolveTarget(pokemon, move);
this.setActiveMove(move, pokemon, target);
if (pokemon.moveThisTurn) {
// THIS IS PURELY A SANITY CHECK
// DO NOT TAKE ADVANTAGE OF THIS TO PREVENT A POKEMON FROM MOVING;
// USE this.cancelMove INSTEAD
this.debug('' + pokemon.id + ' INCONSISTENT STATE, ALREADY MOVED: ' + pokemon.moveThisTurn);
this.clearActiveMove(true);
return;
}
if (!this.runEvent('BeforeMove', pokemon, target, move)) {
// Prevent invulnerability from persisting until the turn ends
pokemon.removeVolatile('twoturnmove');
this.clearActiveMove(true);
// This is only run for sleep and fully paralysed.
this.runEvent('AfterMoveSelf', pokemon, target, move);
return;
}
if (move.beforeMoveCallback) {
if (move.beforeMoveCallback.call(this, pokemon, target, move)) {
this.clearActiveMove(true);
return;
}
}
pokemon.lastDamage = 0;
var lockedMove = this.runEvent('LockMove', pokemon);
if (lockedMove === true) lockedMove = false;
if (!lockedMove) {
if (!pokemon.deductPP(move, null, target) && (move.id !== 'struggle')) {
this.add('cant', pokemon, 'nopp', move);
this.clearActiveMove(true);
return;
}
}
pokemon.moveUsed(move);
this.useMove(move, pokemon, target, sourceEffect);
this.runEvent('AfterMove', target, pokemon, move);
if (!move.selfSwitch && target.hp > 0) this.runEvent('AfterMoveSelf', pokemon, target, move);
},
moveHit: function (target, pokemon, move, moveData, isSecondary, isSelf) {
var damage;
move = this.getMoveCopy(move);
if (!moveData) moveData = move;
var hitResult = true;
if (move.target === 'all' && !isSelf) {
hitResult = this.singleEvent('TryHitField', moveData, {}, target, pokemon, move);
} else if ((move.target === 'foeSide' || move.target === 'allySide') && !isSelf) {
hitResult = this.singleEvent('TryHitSide', moveData, {}, target.side, pokemon, move);
} else if (target) {
hitResult = this.singleEvent('TryHit', moveData, {}, target, pokemon, move);
}
if (!hitResult) {
if (hitResult === false) this.add('-fail', target);
return false;
}
if (target && !isSecondary && !isSelf) {
hitResult = this.runEvent('TryPrimaryHit', target, pokemon, moveData);
if (hitResult === 0) {
// special Substitute flag
hitResult = true;
target = null;
}
}
if (target && isSecondary && !moveData.self) {
hitResult = true;
}
if (!hitResult) {
return false;
}
if (target) {
var didSomething = false;
damage = this.getDamage(pokemon, target, moveData);
if ((damage || damage === 0) && !target.fainted) {
if (move.noFaint && damage >= target.hp) {
damage = target.hp - 1;
}
damage = this.damage(damage, target, pokemon, move);
if (!(damage || damage === 0)) {
this.debug('damage interrupted');
return false;
}
didSomething = true;
}
if (damage === false || damage === null) {
if (damage === false) {
this.add('-fail', target);
}
this.debug('damage calculation interrupted');
return false;
}
if (moveData.boosts && !target.fainted) {
hitResult = this.boost(moveData.boosts, target, pokemon, move);
didSomething = didSomething || hitResult;
}
if (moveData.heal && !target.fainted) {
var d = target.heal(Math.round(target.maxhp * moveData.heal[0] / moveData.heal[1]));
if (!d && d !== 0) {
this.add('-fail', target);
this.debug('heal interrupted');
return false;
}
this.add('-heal', target, target.getHealth);
didSomething = true;
}
if (moveData.status) {
if (!target.status) {
hitResult = target.setStatus(moveData.status, pokemon, move);
didSomething = didSomething || hitResult;
} else if (!isSecondary) {
if (target.status === moveData.status) {
this.add('-fail', target, target.status);
} else {
this.add('-fail', target);
}
return false;
}
}
if (moveData.forceStatus) {
hitResult = target.setStatus(moveData.forceStatus, pokemon, move);
didSomething = didSomething || hitResult;
}
if (moveData.volatileStatus) {
hitResult = target.addVolatile(moveData.volatileStatus, pokemon, move);
didSomething = didSomething || hitResult;
}
if (moveData.sideCondition) {
hitResult = target.side.addSideCondition(moveData.sideCondition, pokemon, move);
didSomething = didSomething || hitResult;
}
if (moveData.weather) {
hitResult = this.setWeather(moveData.weather, pokemon, move);
didSomething = didSomething || hitResult;
}
if (moveData.pseudoWeather) {
hitResult = this.addPseudoWeather(moveData.pseudoWeather, pokemon, move);
didSomething = didSomething || hitResult;
}
if (moveData.forceSwitch) {
if (this.canSwitch(target.side)) didSomething = true; // at least defer the fail message to later
}
if (moveData.selfSwitch) {
if (this.canSwitch(pokemon.side)) didSomething = true; // at least defer the fail message to later
}
// Hit events
// These are like the TryHit events, except we don't need a FieldHit event.
// Scroll up for the TryHit event documentation, and just ignore the "Try" part. ;)
hitResult = null;
if (move.target === 'all' && !isSelf) {
if (moveData.onHitField) hitResult = this.singleEvent('HitField', moveData, {}, target, pokemon, move);
} else if ((move.target === 'foeSide' || move.target === 'allySide') && !isSelf) {
if (moveData.onHitSide) hitResult = this.singleEvent('HitSide', moveData, {}, target.side, pokemon, move);
} else {
if (moveData.onHit) hitResult = this.singleEvent('Hit', moveData, {}, target, pokemon, move);
if (!isSelf && !isSecondary) {
this.runEvent('Hit', target, pokemon, move);
}
if (moveData.onAfterHit) hitResult = this.singleEvent('AfterHit', moveData, {}, target, pokemon, move);
}
if (!hitResult && !didSomething && !moveData.self && !moveData.selfdestruct) {
if (!isSelf && !isSecondary) {
if (hitResult === false || didSomething === false) this.add('-fail', target);
}
this.debug('move failed because it did nothing');
return false;
}
}
if (moveData.self) {
var selfRoll;
if (!isSecondary && moveData.self.boosts) selfRoll = this.random(100);
// This is done solely to mimic in-game RNG behaviour. All self drops have a 100% chance of happening but still grab a random number.
if (typeof moveData.self.chance === 'undefined' || selfRoll < moveData.self.chance) {
this.moveHit(pokemon, pokemon, move, moveData.self, isSecondary, true);
}
}
if (moveData.secondaries && this.runEvent('TrySecondaryHit', target, pokemon, moveData)) {
for (var i = 0; i < moveData.secondaries.length; i++) {
// We check here whether to negate the probable secondary status if it's burn or freeze.
// In the game, this is checked and if true, the random number generator is not called.
// That means that a move that does not share the type of the target can status it.
// This means tri-attack can burn fire-types and freeze ice-types.
// Unlike gen 1, though, paralysis works for all unless the target is immune to direct move (ie. ground-types and t-wave).
if (!(moveData.secondaries[i].status && moveData.secondaries[i].status in {'brn':1, 'frz':1} && target && target.hasType(move.type))) {
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 (target && target.hp > 0 && pokemon.hp > 0 && moveData.forceSwitch && this.canSwitch(target.side)) {
hitResult = this.runEvent('DragOut', target, pokemon, move);
if (hitResult) {
target.forceSwitchFlag = true;
} else if (hitResult === false) {
this.add('-fail', target);
}
}
if (move.selfSwitch && pokemon.hp) {
pokemon.switchFlag = move.selfSwitch;
}
return damage;
},
getDamage: function (pokemon, target, move, suppressMessages) {
// First of all, we get the move.
if (typeof move === 'string') move = this.getMove(move);
if (typeof move === 'number') move = {
basePower: move,
type: '???',
category: 'Physical',
flags: {}
};
// Let's test for immunities.
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 more level.
if (target.level > pokemon.level) {
this.add('-failed', target);
return false;
}
return target.maxhp;
}
// We edit the damage through move's damage callback
if (move.damageCallback) {
return move.damageCallback.call(this, pokemon, target);
}
// We take damage from damage=level moves
if (move.damage === 'level') {
return pokemon.level;
}
// If there's a fix move damage, we run it
if (move.damage) {
return move.damage;
}
// We check the category and typing to calculate later on the damage
move.category = this.getCategory(move);
if (!move.defensiveCategory) move.defensiveCategory = move.category;
// '???' is typeless damage: used for Struggle and Confusion etc
if (!move.type) move.type = '???';
var type = move.type;
// We get the base power and apply basePowerCallback if necessary
var basePower = move.basePower;
if (move.basePowerCallback) {
basePower = move.basePowerCallback.call(this, pokemon, target, move);
}
// We check for Base Power
if (!basePower) {
if (basePower === 0) return; // Returning undefined means not dealing damage
return basePower;
}
basePower = this.clampIntRange(basePower, 1);
// Checking for the move's Critical Hit ratio
move.critRatio = this.clampIntRange(move.critRatio, 0, 5);
var critMult = [0, 16, 8, 4, 3, 2];
move.crit = move.willCrit || false;
if (typeof move.willCrit === 'undefined') {
if (move.critRatio) {
move.crit = (this.random(critMult[move.critRatio]) === 0);
}
}
if (move.crit) {
move.crit = this.runEvent('CriticalHit', target, null, move);
}
// Happens after crit calculation
if (basePower) {
basePower = this.runEvent('BasePower', pokemon, target, move, basePower);
if (move.basePowerModifier) {
basePower *= move.basePowerModifier;
}
}
if (!basePower) return 0;
basePower = this.clampIntRange(basePower, 1);
// We now check for attacker and defender
var level = pokemon.level;
var attacker = pokemon;
var defender = target;
if (move.useTargetOffensive) attacker = target;
if (move.useSourceDefensive) defender = pokemon;
var atkType = (move.category === 'Physical') ? 'atk' : 'spa';
var defType = (move.defensiveCategory === 'Physical') ? 'def' : 'spd';
var unboosted = false;
var noburndrop = false;
// The move is a critical hit. Several things happen here.
if (move.crit) {
// Level is doubled for damage calculation.
level *= 2;
if (!suppressMessages) this.add('-crit', target);
// If the attacker is burned, stat level modifications are always ignored. This includes screens.
if (attacker.status === 'brn') unboosted = true;
// Stat level modifications are ignored if they are neutral to or favour the defender.
// Reflect and Light Screen defensive boosts are only ignored if stat level modifications were also ignored as a result of that.
if (attacker.boosts[atkType] <= defender.boosts[defType]) {
unboosted = true;
noburndrop = true;
}
}
// Get stats now.
var attack = attacker.getStat(atkType, unboosted, noburndrop);
var defense = defender.getStat(defType, unboosted);
// Moves that ignore offense and defense respectively.
if (move.ignoreOffensive) {
this.debug('Negating (sp)atk boost/penalty.');
// The attack drop from the burn is only applied when attacker's attack level is higher than defender's defense level.
attack = attacker.getStat(atkType, true, true);
}
if (move.ignoreDefensive) {
this.debug('Negating (sp)def boost/penalty.');
defense = target.getStat(defType, true, true);
}
// When either attack or defense are higher than 256, they are both divided by 4 and moded by 256.
// This is what cuases the roll over bugs.
if (attack >= 256 || defense >= 256) {
attack = this.clampIntRange(Math.floor(attack / 4) % 256, 1);
defense = this.clampIntRange(Math.floor(defense / 4) % 256, 1);
}
// Self destruct moves halve defense at this point.
if (move.selfdestruct && defType === 'def') {
defense = this.clampIntRange(Math.floor(defense / 2), 1);
}
// Let's go with the calculation now that we have what we need.
// We do it step by step just like the game does.
var damage = level * 2;
damage = Math.floor(damage / 5);
damage += 2;
damage *= basePower;
damage *= attack;
damage = Math.floor(damage / defense);
damage = this.clampIntRange(Math.floor(damage / 50), 1, 997);
damage += 2;
// STAB damage bonus, the "???" type never gets STAB
if (type !== '???' && pokemon.hasType(type)) {
damage += Math.floor(damage / 2);
}
// Type effectiveness
var totalTypeMod = this.getEffectiveness(type, target);
// Super effective attack
if (totalTypeMod > 0) {
if (!suppressMessages) this.add('-supereffective', target);
damage *= 2;
if (totalTypeMod >= 2) {
damage *= 2;
}
}
// Resisted attack
if (totalTypeMod < 0) {
if (!suppressMessages) this.add('-resisted', target);
damage = Math.floor(damage / 2);
if (totalTypeMod <= -2) {
damage = Math.floor(damage / 2);
}
}
// Apply random factor is damage is greater than 1
if (damage > 1) {
damage *= this.random(217, 256);
damage = Math.floor(damage / 255);
}
// If damage is less than 1, we return 1
if (basePower && !Math.floor(damage)) {
return 1;
}
// We are done, this is the final damage
return damage;
},
getResidualStatuses: function (thing, callbackType) {
var statuses = this.getRelevantEffectsInner(thing || this, callbackType || 'residualCallback', null, null, false, true, 'duration');
statuses.sort(this.comparePriority);
return statuses;
},
residualEvent: function (eventid, relayVar) {
var statuses = this.getRelevantEffectsInner(this, 'on' + eventid, null, null, false, true, 'duration');
statuses.sort(this.comparePriority);
while (statuses.length) {
var statusObj = statuses.shift();
var status = statusObj.status;
if (statusObj.thing.fainted) continue;
if (statusObj.statusData && statusObj.statusData.duration) {
statusObj.statusData.duration--;
if (!statusObj.statusData.duration) {
statusObj.end.call(statusObj.thing, status.id);
continue;
}
}
this.singleEvent(eventid, status, statusObj.statusData, statusObj.thing, relayVar);
}
},
getRelevantEffects: function (thing, callbackType, foeCallbackType, foeThing, checkChildren) {
var statuses = this.getRelevantEffectsInner(thing, callbackType, foeCallbackType, foeThing, true, false);
statuses.sort(this.comparePriority);
return statuses;
},
addQueue: function (decision, noSort, side) {
if (decision) {
if (Array.isArray(decision)) {
for (var i = 0; i < decision.length; i++) {
this.addQueue(decision[i], noSort);
}
return;
}
if (decision.choice === 'pass') return;
if (!decision.side && side) decision.side = side;
if (!decision.side && decision.pokemon) decision.side = decision.pokemon.side;
if (!decision.choice && decision.move) decision.choice = 'move';
if (!decision.priority) {
var priorities = {
'beforeTurn': 100,
'beforeTurnMove': 99,
'switch': 6,
'runSwitch': 6.1,
'residual': -100,
'team': 102,
'start': 101
};
if (priorities[decision.choice]) {
decision.priority = priorities[decision.choice];
}
}
if (decision.choice === 'move') {
if (this.getMove(decision.move).beforeTurnCallback) {
this.addQueue({choice: 'beforeTurnMove', pokemon: decision.pokemon, move: decision.move, targetLoc: decision.targetLoc}, true);
}
} else if (decision.choice === 'switch') {
if (decision.pokemon.switchFlag && decision.pokemon.switchFlag !== true) {
decision.pokemon.switchCopyFlag = decision.pokemon.switchFlag;
}
decision.pokemon.switchFlag = false;
if (!decision.speed && decision.pokemon && decision.pokemon.isActive) decision.speed = decision.pokemon.speed;
}
if (decision.move) {
var target;
if (!decision.targetPosition) {
target = this.resolveTarget(decision.pokemon, decision.move);
decision.targetSide = target.side;
decision.targetPosition = target.position;
}
decision.move = this.getMove(decision.move);
if (!decision.priority) {
var priority = decision.move.priority;
priority = this.runEvent('ModifyPriority', decision.pokemon, target, decision.move, priority);
decision.priority = priority;
}
}
if (!decision.pokemon && !decision.speed) decision.speed = 1;
if (!decision.speed && decision.choice === 'switch' && decision.target) decision.speed = decision.target.speed;
if (!decision.speed) decision.speed = decision.pokemon.speed;
if (decision.choice === 'switch' && !decision.side.pokemon[0].isActive) {
// if there's no actives, switches happen before activations
decision.priority = 6.2;
}
this.queue.push(decision);
}
if (!noSort) {
this.queue.sort(this.comparePriority);
}
},
comparePriority: function (a, b) {
a.priority = a.priority || 0;
a.subPriority = a.subPriority || 0;
a.speed = a.speed || 0;
b.priority = b.priority || 0;
b.subPriority = b.subPriority || 0;
b.speed = b.speed || 0;
if ((typeof a.order === 'number' || typeof b.order === 'number') && a.order !== b.order) {
if (typeof a.order !== 'number') {
return -1;
}
if (typeof b.order !== 'number') {
return 1;
}
if (b.order - a.order) {
return -(b.order - a.order);
}
}
if (b.priority - a.priority) {
return b.priority - a.priority;
}
if (b.speed - a.speed) {
return b.speed - a.speed;
}
if (b.subOrder - a.subOrder) {
return -(b.subOrder - a.subOrder);
}
return Math.random() - 0.5;
},
runDecision: function (decision) {
// We have to declare here the vars we are going to use on the switch outside of blocks due to the let hack on the gulpfile.
var pokemon, beginCallback, target, i;
// returns whether or not we ended in a callback
switch (decision.choice) {
case 'start':
// I GIVE UP, WILL WRESTLE WITH EVENT SYSTEM LATER
beginCallback = this.getFormat().onBegin;
if (beginCallback) beginCallback.call(this);
this.add('start');
for (var pos = 0; pos < this.p1.active.length; pos++) {
this.switchIn(this.p1.pokemon[pos], pos);
}
for (var pos = 0; pos < this.p2.active.length; pos++) {
this.switchIn(this.p2.pokemon[pos], pos);
}
for (var pos = 0; pos < this.p1.pokemon.length; pos++) {
pokemon = this.p1.pokemon[pos];
this.singleEvent('Start', this.getEffect(pokemon.species), pokemon.speciesData, pokemon);
}
for (var pos = 0; pos < this.p2.pokemon.length; pos++) {
pokemon = this.p2.pokemon[pos];
this.singleEvent('Start', this.getEffect(pokemon.species), pokemon.speciesData, pokemon);
}
this.midTurn = true;
break;
case 'move':
if (!decision.pokemon.isActive) return false;
if (decision.pokemon.fainted) return false;
this.runMove(decision.move, decision.pokemon, this.getTarget(decision), decision.sourceEffect);
break;
case 'beforeTurnMove':
if (!decision.pokemon.isActive) return false;
if (decision.pokemon.fainted) return false;
this.debug('before turn callback: ' + decision.move.id);
target = this.getTarget(decision);
if (!target) return false;
decision.move.beforeTurnCallback.call(this, decision.pokemon, target);
break;
case 'event':
this.runEvent(decision.event, decision.pokemon);
break;
case 'team':
i = parseInt(decision.team[0], 10) - 1;
if (i >= 6 || i < 0) return;
if (decision.team[1]) {
// validate the choice
var len = decision.side.pokemon.length;
var newPokemon = [null, null, null, null, null, null].slice(0, len);
for (var j = 0; j < len; j++) {
var i = parseInt(decision.team[j], 10) - 1;
newPokemon[j] = decision.side.pokemon[i];
}
var reject = false;
for (var j = 0; j < len; j++) {
if (!newPokemon[j]) reject = true;
}
if (!reject) {
for (var j = 0; j < len; j++) {
newPokemon[j].position = j;
}
decision.side.pokemon = newPokemon;
return;
}
}
if (i === 0) return;
pokemon = decision.side.pokemon[i];
if (!pokemon) return;
decision.side.pokemon[i] = decision.side.pokemon[0];
decision.side.pokemon[0] = pokemon;
decision.side.pokemon[i].position = i;
decision.side.pokemon[0].position = 0;
// we return here because the update event would crash since there are no active pokemon yet
return;
case 'pass':
if (!decision.priority || decision.priority <= 101) return;
if (decision.pokemon) {
decision.pokemon.switchFlag = false;
}
break;
case 'switch':
if (decision.pokemon) {
decision.pokemon.beingCalledBack = true;
var lastMove = this.getMove(decision.pokemon.lastMove);
if (lastMove.selfSwitch !== 'copyvolatile') {
this.runEvent('BeforeSwitchOut', decision.pokemon);
}
if (!this.runEvent('SwitchOut', decision.pokemon)) {
break;
}
this.singleEvent('End', this.getAbility(decision.pokemon.ability), decision.pokemon.abilityData, decision.pokemon);
}
if (decision.pokemon && !decision.pokemon.hp && !decision.pokemon.fainted) {
// A pokemon fainted from Pursuit before it could switch.
// In gen 2, the switch still happens.
decision.priority = -101;
this.queue.unshift(decision);
this.debug('Pursuit target fainted');
break;
}
if (decision.target.isActive) {
this.debug('Switch target is already active');
break;
}
this.switchIn(decision.target, decision.pokemon.position);
break;
case 'runSwitch':
this.runEvent('SwitchIn', decision.pokemon);
if (!decision.pokemon.side.faintedThisTurn && decision.pokemon.draggedIn !== this.turn) this.runEvent('AfterSwitchInSelf', decision.pokemon);
if (!decision.pokemon.hp) break;
decision.pokemon.isStarted = true;
if (!decision.pokemon.fainted) {
this.singleEvent('Start', decision.pokemon.getAbility(), decision.pokemon.abilityData, decision.pokemon);
this.singleEvent('Start', decision.pokemon.getItem(), decision.pokemon.itemData, decision.pokemon);
}
delete decision.pokemon.draggedIn;
break;
case 'beforeTurn':
this.eachEvent('BeforeTurn');
break;
case 'residual':
this.add('');
this.clearActiveMove(true);
this.residualEvent('Residual');
break;
}
// phazing (Roar, etc)
var self = this;
function checkForceSwitchFlag(a) {
if (!a) return false;
if (a.hp && a.forceSwitchFlag) {
self.dragIn(a.side, a.position);
}
delete a.forceSwitchFlag;
}
this.p1.active.forEach(checkForceSwitchFlag);
this.p2.active.forEach(checkForceSwitchFlag);
this.clearActiveMove();
// fainting
this.faintMessages();
if (this.ended) return true;
// switching (fainted pokemon, U-turn, Baton Pass, etc)
if (!this.queue.length || this.queue[0].choice in {move:1, residual:1}) {
// in gen 3 or earlier, switching in fainted pokemon is done after
// every move, rather than only at the end of the turn.
this.checkFainted();
} else if (decision.choice === 'pass') {
this.eachEvent('Update');
return false;
}
function hasSwitchFlag(a) { return a ? a.switchFlag : false; }
function removeSwitchFlag(a) { if (a) a.switchFlag = false; }
var p1switch = this.p1.active.any(hasSwitchFlag);
var p2switch = this.p2.active.any(hasSwitchFlag);
if (p1switch && !this.canSwitch(this.p1)) {
this.p1.active.forEach(removeSwitchFlag);
p1switch = false;
}
if (p2switch && !this.canSwitch(this.p2)) {
this.p2.active.forEach(removeSwitchFlag);
p2switch = false;
}
if (p1switch || p2switch) {
this.makeRequest('switch');
return true;
}
this.eachEvent('Update');
return false;
},
dragIn: function (side, pos) {
if (pos >= side.active.length) return false;
var pokemon = this.getRandomSwitchable(side);
if (!pos) pos = 0;
if (!pokemon || pokemon.isActive) return false;
this.runEvent('BeforeSwitchIn', pokemon);
if (side.active[pos]) {
var oldActive = side.active[pos];
if (!oldActive.hp) {
return false;
}
if (!this.runEvent('DragOut', oldActive)) {
return false;
}
this.runEvent('SwitchOut', oldActive);
this.singleEvent('End', this.getAbility(oldActive.ability), oldActive.abilityData, oldActive);
oldActive.isActive = false;
oldActive.isStarted = false;
oldActive.position = pokemon.position;
pokemon.position = pos;
side.pokemon[pokemon.position] = pokemon;
side.pokemon[oldActive.position] = oldActive;
this.cancelMove(oldActive);
oldActive.clearVolatile();
}
side.active[pos] = pokemon;
pokemon.isActive = true;
pokemon.activeTurns = 0;
pokemon.draggedIn = this.turn;
for (var m in pokemon.moveset) {
pokemon.moveset[m].used = false;
}
this.add('drag', pokemon, pokemon.getDetails);
pokemon.update();
this.addQueue({pokemon: pokemon, choice: 'runSwitch'});
return true;
},
damage: function (damage, target, source, effect) {
if (this.event) {
if (!target) target = this.event.target;
if (!source) source = this.event.source;
if (!effect) effect = this.effect;
}
if (!target || !target.hp) return 0;
effect = this.getEffect(effect);
if (!(damage || damage === 0)) return damage;
if (damage !== 0) damage = this.clampIntRange(damage, 1);
if (effect.id !== 'struggle-recoil') { // Struggle recoil is not affected by effects
if (effect.effectType === 'Weather' && !target.runImmunity(effect.id)) {
this.debug('weather immunity');
return 0;
}
damage = this.runEvent('Damage', target, source, effect, damage);
if (!(damage || damage === 0)) {
this.debug('damage event failed');
return damage;
}
if (target.illusion && effect && effect.effectType === 'Move') {
this.debug('illusion cleared');
target.illusion = null;
this.add('replace', target, target.getDetails);
}
}
if (damage !== 0) damage = this.clampIntRange(damage, 1);
damage = target.damage(damage, source, effect);
if (source) source.lastDamage = damage;
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.drain && source) {
this.heal(Math.ceil(damage * effect.drain[0] / effect.drain[1]), source, target, 'drain');
}
if (target.fainted || target.hp <= 0) {
this.debug('instafaint: ' + this.faintQueue.map('target').map('name'));
this.faintMessages(true);
target.faint();
} else {
damage = this.runEvent('AfterDamage', target, source, effect, damage);
}
return damage;
},
// Random team generation for Gen 2 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 251 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 < 252) {
keys.push(n);
}
i++;
}
keys = keys.randomize();
// Now let's store what we are getting.
var typeCount = {};
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' || tier === 'BL') && (hasShitmon || (nuCount > 2 && this.random(1)))) continue;
// Unless you have one of the worst mons, in that case we allow luck to give you all Ubers.
if (tier === 'Uber' && uberCount >= 1 && !hasShitmon) 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;
var skip = false;
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 === 'BL' || tier === 'NFE' || tier === 'LC') {
nuCount++;
}
// Is it a shitmon?
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 2 Random Battles.
randomSet: function (template, i) {
if (i === undefined) i = 1;
template = this.getTemplate(template);
if (!template.exists) template = this.getTemplate('unown');
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 item = 'leftovers';
var ivs = {hp: 30, atk: 30, def: 30, spa: 30, spd: 30, spe: 30};
var j = 0;
do {
// Keep track of all moves we have:
hasMove = {};
for (var k = 0; k < moves.length; k++) {
if (moves[k].substr(0, 11) === 'hiddenpower') {
hasMove['hiddenpower'] = true;
} else {
hasMove[moves[k]] = true;
}
}
// Choose next 4 moves from learnset/viable moves and add them to moves list:
while (moves.length < 4 && moveKeys.length) {
var moveid = this.sampleNoReplace(moveKeys);
if (moveid.substr(0, 11) === 'hiddenpower') {
if (hasMove['hiddenpower']) continue;
hasMove['hiddenpower'] = true;
} else {
hasMove[moveid] = true;
}
moves.push(moveid);
}
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;
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 (moveid.substr(0, 11) === 'hiddenpower') {
// Check for hidden power DVs
var HPivs = this.getType(move.type).HPivs;
for (var iv in HPivs) {
ivs[iv] = HPivs[iv];
}
moveid = 'hiddenpower';
}
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 '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;
case 'sleeptalk':
if (!hasMove['rest']) rejected = true;
break;
case 'rest':
if (hasMove['roar']) rejected = true;
break;
} // End of switch for moveid
}
if (rejected && j < moveKeys.length - 1) {
moves.splice(k, 1);
break;
}
counter[move.category]++;
} // End of for
} while (moves.length < 4 && j < moveKeys.length);
// Add specific items.
switch (template.species) {
case 'Cubone':
case 'Marowak':
item = 'thickclub';
ivs.atk = 26;
break;
case 'Pikachu':
item = 'lightball';
break;
case 'Ditto':
item = 'metalpowder';
break;
}
var levelScale = {
LC: 96,
NFE: 90,
UU: 85,
BL: 83,
OU: 79,
Uber: 74
};
// Hollistic judgment.
var customScale = {
Caterpie: 99, Kakuna: 99, Magikarp: 99, Metapod: 99, Weedle: 99, Pichu: 99, Smoochum: 99,
Clefairy: 95, "Farfetch'd": 99, Igglybuff: 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];
return {
name: template.name,
moves: moves,
ability: 'None',
evs: {hp: 255, atk: 255, def: 255, spa: 255, spd: 255, spe: 255},
ivs: ivs,
item: item,
level: level,
shiny: false,
gender: 'M'
};
}
};