mirror of
https://github.com/smogon/pokemon-showdown.git
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1179 lines
38 KiB
JavaScript
1179 lines
38 KiB
JavaScript
/**
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* Gen 2 scripts.
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*/
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exports.BattleScripts = {
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inherit: 'gen3',
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gen: 2,
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// BattlePokemon scripts.
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pokemon: {
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getStat: function (statName, unboosted, unmodified) {
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statName = toId(statName);
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if (statName === 'hp') return this.maxhp;
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// base stat
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var stat = this.stats[statName];
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// Stat boosts.
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if (!unboosted) {
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var boost = this.boosts[statName];
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if (boost > 6) boost = 6;
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if (boost < -6) boost = -6;
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if (boost >= 0) {
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var boostTable = [1, 1.5, 2, 2.5, 3, 3.5, 4];
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stat = Math.floor(stat * boostTable[boost]);
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} else {
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var numerators = [100, 66, 50, 40, 33, 28, 25];
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stat = Math.floor(stat * numerators[-boost] / 100);
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}
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// On Gen 2 we check modifications here from moves and items
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var statTable = {atk:'Atk', def:'Def', spa:'SpA', spd:'SpD', spe:'Spe'};
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var statMod = 1;
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statMod = this.battle.runEvent('Modify' + statTable[statName], this, null, null, statMod);
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stat = this.battle.modify(stat, statMod);
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}
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if (!unmodified) {
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// Burn attack drop is checked when you get the attack stat upon switch in and used until switch out.
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if (this.status === 'brn' && statName === 'atk') {
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stat = this.battle.clampIntRange(Math.floor(stat / 2), 1);
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}
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}
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// Gen 2 caps stats at 999 and min is 1.
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stat = this.battle.clampIntRange(stat, 1, 999);
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// Treat here the items.
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if ((this.species in {'Cubone':1, 'Marowak':1} && this.item === 'thickclub' && statName === 'atk') || (this.species === 'Pikachu' && this.item === 'lightball' && statName === 'spa')) {
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stat *= 2;
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} else if (this.species === 'Ditto' && this.item === 'metalpowder' && statName in {'def':1, 'spd':1}) {
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// what. the. fuck. stop playing pokémon
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stat *= 1.5;
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}
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return stat;
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}
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},
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// Battle scripts.
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runMove: function (move, pokemon, target, sourceEffect) {
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if (!sourceEffect && toId(move) !== 'struggle') {
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var changedMove = this.runEvent('OverrideDecision', pokemon, target, move);
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if (changedMove && changedMove !== true) {
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move = changedMove;
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target = null;
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}
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}
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move = this.getMove(move);
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if (!target && target !== false) target = this.resolveTarget(pokemon, move);
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this.setActiveMove(move, pokemon, target);
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if (pokemon.moveThisTurn) {
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// THIS IS PURELY A SANITY CHECK
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// DO NOT TAKE ADVANTAGE OF THIS TO PREVENT A POKEMON FROM MOVING;
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// USE this.cancelMove INSTEAD
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this.debug('' + pokemon.id + ' INCONSISTENT STATE, ALREADY MOVED: ' + pokemon.moveThisTurn);
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this.clearActiveMove(true);
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return;
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}
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if (!this.runEvent('BeforeMove', pokemon, target, move)) {
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// Prevent invulnerability from persisting until the turn ends
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pokemon.removeVolatile('twoturnmove');
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this.clearActiveMove(true);
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// This is only run for sleep and fully paralysed.
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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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var lockedMove = this.runEvent('LockMove', pokemon);
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if (lockedMove === true) lockedMove = false;
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if (!lockedMove) {
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if (!pokemon.deductPP(move, null, target) && (move.id !== 'struggle')) {
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this.add('cant', pokemon, 'nopp', 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.moveUsed(move);
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this.useMove(move, pokemon, target, sourceEffect);
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this.runEvent('AfterMove', target, pokemon, move);
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if (!move.selfSwitch && target.hp > 0) this.runEvent('AfterMoveSelf', pokemon, target, move);
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},
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moveHit: function (target, pokemon, move, moveData, isSecondary, isSelf) {
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var damage;
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move = this.getMoveCopy(move);
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if (!moveData) moveData = move;
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var hitResult = true;
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if (move.target === 'all' && !isSelf) {
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hitResult = this.singleEvent('TryHitField', moveData, {}, target, pokemon, move);
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} else if ((move.target === 'foeSide' || move.target === 'allySide') && !isSelf) {
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hitResult = this.singleEvent('TryHitSide', moveData, {}, target.side, pokemon, move);
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} else if (target) {
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hitResult = this.singleEvent('TryHit', moveData, {}, target, 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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if (target && !isSecondary && !isSelf) {
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hitResult = this.runEvent('TryPrimaryHit', target, pokemon, moveData);
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if (hitResult === 0) {
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// special Substitute flag
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hitResult = true;
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target = null;
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}
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}
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if (target && isSecondary && !moveData.self) {
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hitResult = true;
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}
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if (!hitResult) {
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return false;
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}
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if (target) {
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var 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)) {
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this.debug('damage interrupted');
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return false;
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}
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didSomething = true;
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}
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if (damage === false || damage === null) {
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if (damage === false) {
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this.add('-fail', target);
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}
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this.debug('damage calculation interrupted');
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return false;
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}
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if (moveData.boosts && !target.fainted) {
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hitResult = this.boost(moveData.boosts, target, pokemon, move);
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didSomething = didSomething || hitResult;
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}
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if (moveData.heal && !target.fainted) {
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var d = target.heal(Math.round(target.maxhp * moveData.heal[0] / moveData.heal[1]));
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if (!d && d !== 0) {
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this.add('-fail', target);
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this.debug('heal interrupted');
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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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hitResult = target.setStatus(moveData.status, pokemon, move);
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didSomething = didSomething || hitResult;
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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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return false;
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}
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}
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if (moveData.forceStatus) {
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hitResult = target.setStatus(moveData.forceStatus, pokemon, move);
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didSomething = didSomething || hitResult;
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}
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if (moveData.volatileStatus) {
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hitResult = target.addVolatile(moveData.volatileStatus, pokemon, move);
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didSomething = didSomething || hitResult;
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}
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if (moveData.sideCondition) {
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hitResult = target.side.addSideCondition(moveData.sideCondition, pokemon, move);
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didSomething = didSomething || hitResult;
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}
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if (moveData.weather) {
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hitResult = this.setWeather(moveData.weather, pokemon, move);
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didSomething = didSomething || hitResult;
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}
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if (moveData.pseudoWeather) {
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hitResult = this.addPseudoWeather(moveData.pseudoWeather, pokemon, move);
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didSomething = didSomething || hitResult;
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}
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if (moveData.forceSwitch) {
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if (this.canSwitch(target.side)) didSomething = true; // at least defer the fail message to later
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}
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if (moveData.selfSwitch) {
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if (this.canSwitch(pokemon.side)) didSomething = true; // at least defer the fail message to later
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}
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// Hit events
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// These are like the TryHit events, except we don't need a FieldHit event.
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// Scroll up for the TryHit event documentation, and just ignore the "Try" part. ;)
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hitResult = null;
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if (move.target === 'all' && !isSelf) {
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if (moveData.onHitField) hitResult = this.singleEvent('HitField', moveData, {}, target, pokemon, move);
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} else if ((move.target === 'foeSide' || move.target === 'allySide') && !isSelf) {
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if (moveData.onHitSide) hitResult = this.singleEvent('HitSide', moveData, {}, target.side, pokemon, move);
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} else {
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if (moveData.onHit) 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 (moveData.onAfterHit) hitResult = this.singleEvent('AfterHit', moveData, {}, target, pokemon, move);
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}
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if (!hitResult && !didSomething && !moveData.self && !moveData.selfdestruct) {
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if (!isSelf && !isSecondary) {
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if (hitResult === false || didSomething === false) this.add('-fail', target);
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}
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this.debug('move failed because it did nothing');
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return false;
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}
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}
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if (moveData.self) {
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var selfRoll;
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if (!isSecondary && moveData.self.boosts) selfRoll = this.random(100);
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// 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.
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if (typeof moveData.self.chance === 'undefined' || selfRoll < moveData.self.chance) {
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this.moveHit(pokemon, pokemon, move, moveData.self, isSecondary, true);
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}
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}
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if (moveData.secondaries && this.runEvent('TrySecondaryHit', target, pokemon, moveData)) {
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for (var i = 0; i < moveData.secondaries.length; i++) {
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// We check here whether to negate the probable secondary status if it's 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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// This means tri-attack can burn fire-types and freeze ice-types.
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// Unlike gen 1, though, paralysis works for all unless the target is immune to direct move (ie. ground-types and t-wave).
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if (!(moveData.secondaries[i].status && moveData.secondaries[i].status in {'brn':1, 'frz':1} && target && target.hasType(move.type))) {
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var effectChance = Math.floor(moveData.secondaries[i].chance * 255 / 100);
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if (typeof moveData.secondaries[i].chance === 'undefined' || this.random(256) <= effectChance) {
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this.moveHit(target, pokemon, move, moveData.secondaries[i], true, isSelf);
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}
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}
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}
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}
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if (target && target.hp > 0 && pokemon.hp > 0 && moveData.forceSwitch && this.canSwitch(target.side)) {
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hitResult = this.runEvent('DragOut', target, pokemon, move);
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if (hitResult) {
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target.forceSwitchFlag = true;
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} else if (hitResult === false) {
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this.add('-fail', target);
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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: function (pokemon, target, move, suppressMessages) {
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// First of all, we get the move.
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if (typeof move === 'string') move = this.getMove(move);
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if (typeof move === 'number') move = {
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basePower: move,
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type: '???',
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category: 'Physical',
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flags: {}
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};
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// Let's test for immunities.
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if (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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// If it is, move hits if the Pokémon is more level.
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if (target.level > pokemon.level) {
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this.add('-failed', target);
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return false;
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}
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return target.maxhp;
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}
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// We edit the damage through move's damage callback
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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
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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 run it
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if (move.damage) {
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return move.damage;
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}
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// We check the category and typing to calculate later on the damage
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move.category = this.getCategory(move);
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if (!move.defensiveCategory) move.defensiveCategory = move.category;
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// '???' is typeless damage: used for Struggle and Confusion etc
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if (!move.type) move.type = '???';
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var type = move.type;
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// We get the base power and apply basePowerCallback if necessary
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var basePower = move.basePower;
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if (move.basePowerCallback) {
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basePower = move.basePowerCallback.call(this, pokemon, target, move);
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}
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// We check for Base Power
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if (!basePower) {
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if (basePower === 0) return; // Returning undefined means not dealing damage
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return basePower;
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}
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basePower = this.clampIntRange(basePower, 1);
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// Checking for the move's Critical Hit ratio
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move.critRatio = this.clampIntRange(move.critRatio, 0, 5);
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var critMult = [0, 16, 8, 4, 3, 2];
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move.crit = move.willCrit || false;
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if (typeof move.willCrit === 'undefined') {
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if (move.critRatio) {
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move.crit = (this.random(critMult[move.critRatio]) === 0);
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}
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}
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if (move.crit) {
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move.crit = this.runEvent('CriticalHit', target, null, move);
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}
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// Happens after crit calculation
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if (basePower) {
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basePower = this.runEvent('BasePower', pokemon, target, move, basePower);
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if (move.basePowerModifier) {
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basePower *= move.basePowerModifier;
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}
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}
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if (!basePower) return 0;
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basePower = this.clampIntRange(basePower, 1);
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// We now check for attacker and defender
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var level = pokemon.level;
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var attacker = pokemon;
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var defender = target;
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if (move.useTargetOffensive) attacker = target;
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if (move.useSourceDefensive) defender = pokemon;
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var atkType = (move.category === 'Physical') ? 'atk' : 'spa';
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var defType = (move.defensiveCategory === 'Physical') ? 'def' : 'spd';
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var unboosted = false;
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var noburndrop = false;
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// The move is a critical hit. Several things happen here.
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if (move.crit) {
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// Level is doubled for damage calculation.
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level *= 2;
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if (!suppressMessages) this.add('-crit', target);
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// If the attacker is burned, stat level modifications are always ignored. This includes screens.
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if (attacker.status === 'brn') unboosted = true;
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// Stat level modifications are ignored if they are neutral to or favour the defender.
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// Reflect and Light Screen defensive boosts are only ignored if stat level modifications were also ignored as a result of that.
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if (attacker.boosts[atkType] <= defender.boosts[defType]) {
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unboosted = true;
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noburndrop = true;
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}
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}
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// Get stats now.
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var attack = attacker.getStat(atkType, unboosted, noburndrop);
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var defense = defender.getStat(defType, unboosted);
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// Moves that ignore offense and defense respectively.
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if (move.ignoreOffensive) {
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this.debug('Negating (sp)atk boost/penalty.');
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// The attack drop from the burn is only applied when attacker's attack level is higher than defender's defense level.
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attack = attacker.getStat(atkType, true, true);
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}
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if (move.ignoreDefensive) {
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this.debug('Negating (sp)def boost/penalty.');
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defense = target.getStat(defType, true, true);
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}
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// When either attack or defense are higher than 256, they are both divided by 4 and moded by 256.
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// This is what cuases the roll over bugs.
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if (attack >= 256 || defense >= 256) {
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attack = this.clampIntRange(Math.floor(attack / 4) % 256, 1);
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defense = this.clampIntRange(Math.floor(defense / 4) % 256, 1);
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}
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// Self destruct moves halve defense at this point.
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if (move.selfdestruct && defType === 'def') {
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defense = this.clampIntRange(Math.floor(defense / 2), 1);
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}
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// Let's go with the calculation now that we have what we need.
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// We do it step by step just like the game does.
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var damage = level * 2;
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damage = Math.floor(damage / 5);
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damage += 2;
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damage *= basePower;
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damage *= attack;
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damage = Math.floor(damage / defense);
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damage = this.clampIntRange(Math.floor(damage / 50), 1, 997);
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damage += 2;
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// STAB damage bonus, the "???" type never gets STAB
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if (type !== '???' && pokemon.hasType(type)) {
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damage += Math.floor(damage / 2);
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}
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// Type effectiveness
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var totalTypeMod = this.getEffectiveness(type, target);
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// Super effective attack
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if (totalTypeMod > 0) {
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if (!suppressMessages) this.add('-supereffective', target);
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damage *= 2;
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if (totalTypeMod >= 2) {
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damage *= 2;
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}
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}
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// Resisted attack
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if (totalTypeMod < 0) {
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if (!suppressMessages) this.add('-resisted', target);
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damage = Math.floor(damage / 2);
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if (totalTypeMod <= -2) {
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damage = Math.floor(damage / 2);
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}
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}
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// Apply random factor is damage is greater than 1
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if (damage > 1) {
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damage *= this.random(217, 256);
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damage = Math.floor(damage / 255);
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}
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// If damage is less than 1, we return 1
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if (basePower && !Math.floor(damage)) {
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return 1;
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}
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// We are done, this is the final damage
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return damage;
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},
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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'
|
|
};
|
|
}
|
|
};
|