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* Lint arrow-body-style * Lint prefer-object-spread Object spread is faster _and_ more readable. This also fixes a few unnecessary object clones. * Enable no-parameter-properties This isn't currently used, but this makes clear that it shouldn't be. * Refactor more Promises to async/await * Remove unnecessary code from getDataMoveHTML etc * Lint prefer-string-starts-ends-with * Stop using no-undef According to the typescript-eslint FAQ, this is redundant with TypeScript, and they're not wrong. This will save us from needing to specify globals in two different places which will be nice.
862 lines
32 KiB
TypeScript
862 lines
32 KiB
TypeScript
/**
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* Gen 1 mechanics are fairly different to those we know on current gen.
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* Therefor we need to make a lot of changes to the battle engine for this game simulation.
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* This generation inherits all the changes from older generations, that must be taken into account when editing code.
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*/
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export const Scripts: ModdedBattleScriptsData = {
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inherit: 'gen2',
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gen: 1,
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init() {
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for (const i in this.data.Pokedex) {
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(this.data.Pokedex[i] as any).gender = 'N';
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(this.data.Pokedex[i] as any).eggGroups = null;
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}
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},
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// Gen 1 stores the last damage dealt by a move in the battle.
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// This is used for the move Counter.
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lastDamage: 0,
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// BattleSide scripts.
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// In gen 1, last move information is stored on the side rather than on the active Pokémon.
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// This is because there was actually no side, just Battle and active Pokémon effects.
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// Side's lastMove is used for Counter and Mirror Move.
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side: {
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lastMove: null,
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},
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// BattlePokemon scripts.
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pokemon: {
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getStat(statName, unmodified) {
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// @ts-ignore - type checking prevents 'hp' from being passed, but we're paranoid
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if (statName === 'hp') throw new Error("Please read `maxhp` directly");
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if (unmodified) return this.storedStats[statName];
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return this.modifiedStats![statName];
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},
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// Gen 1 function to apply a stat modification that is only active until the stat is recalculated or mon switched.
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modifyStat(statName, modifier) {
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if (!(statName in this.storedStats)) throw new Error("Invalid `statName` passed to `modifyStat`");
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const modifiedStats = this.battle.clampIntRange(Math.floor(this.modifiedStats![statName] * modifier), 1, 999);
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this.modifiedStats![statName] = modifiedStats;
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},
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// In generation 1, boosting function increases the stored modified stat and checks for opponent's status.
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boostBy(boost) {
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let changed = false;
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let i: BoostName;
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for (i in boost) {
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const delta = boost[i];
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if (delta === undefined) continue;
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if (delta > 0 && this.boosts[i] >= 6) continue;
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if (delta < 0 && this.boosts[i] <= -6) continue;
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this.boosts[i] += delta;
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if (this.boosts[i] > 6) {
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this.boosts[i] = 6;
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}
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if (this.boosts[i] < -6) {
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this.boosts[i] = -6;
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}
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changed = true;
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// Recalculate the modified stat
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if (i === 'evasion' || i === 'accuracy') continue;
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let stat = this.species.baseStats[i];
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stat = Math.floor(Math.floor(2 * stat + this.set.ivs[i] + Math.floor(this.set.evs[i] / 4)) * this.level / 100 + 5);
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this.modifiedStats![i] = this.storedStats[i] = Math.floor(stat);
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if (this.boosts[i] >= 0) {
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this.modifyStat!(i, [1, 1.5, 2, 2.5, 3, 3.5, 4][this.boosts[i]]);
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} else {
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this.modifyStat!(i, [100, 66, 50, 40, 33, 28, 25][-this.boosts[i]] / 100);
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}
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}
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return changed;
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},
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},
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// Battle scripts.
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// runMove can be found in scripts.js. This function is the main one when running a move.
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// It deals with the beforeMove and AfterMoveSelf events.
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// This leads with partial trapping moves shennanigans after the move has been used.
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// It also deals with how PP reduction works on gen 1.
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runMove(moveOrMoveName, pokemon, targetLoc, sourceEffect) {
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const target = this.getTarget(pokemon, moveOrMoveName, targetLoc);
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const move = this.dex.getActiveMove(moveOrMoveName);
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if (target?.subFainted) target.subFainted = null;
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this.setActiveMove(move, pokemon, target);
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if (pokemon.moveThisTurn || !this.runEvent('BeforeMove', pokemon, target, move)) {
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// Prevent invulnerability from persisting until the turn ends.
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pokemon.removeVolatile('twoturnmove');
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// Rampage moves end without causing confusion
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delete pokemon.volatiles['lockedmove'];
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this.clearActiveMove(true);
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// This is only run for sleep.
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this.runEvent('AfterMoveSelf', pokemon, target, move);
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return;
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}
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if (move.beforeMoveCallback) {
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if (move.beforeMoveCallback.call(this, pokemon, target, move)) {
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this.clearActiveMove(true);
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return;
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}
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}
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pokemon.lastDamage = 0;
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let lockedMove = this.runEvent('LockMove', pokemon);
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if (lockedMove === true) lockedMove = false;
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if (
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!lockedMove &&
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(!pokemon.volatiles['partialtrappinglock'] || pokemon.volatiles['partialtrappinglock'].locked !== target)
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) {
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pokemon.deductPP(move, null, target);
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// On gen 1 moves are stored when they are chosen and a PP is deducted.
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pokemon.side.lastMove = move;
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pokemon.lastMove = move;
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} else {
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sourceEffect = move;
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}
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if (pokemon.volatiles['partialtrappinglock'] && target !== pokemon.volatiles['partialtrappinglock'].locked) {
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const moveSlot = pokemon.moveSlots.find(ms => ms.id === move.id);
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if (moveSlot && moveSlot.pp < 0) {
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moveSlot.pp = 63;
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this.hint("In Gen 1, if a player is forced to use a move with 0 PP, the move will underflow to have 63 PP.");
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}
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}
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this.useMove(move, pokemon, target, sourceEffect);
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this.singleEvent('AfterMove', move, null, pokemon, target, move);
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// If target fainted
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if (target && target.hp <= 0) {
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// We remove recharge
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if (pokemon.volatiles['mustrecharge']) pokemon.removeVolatile('mustrecharge');
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delete pokemon.volatiles['partialtrappinglock'];
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// We remove screens
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target.side.removeSideCondition('reflect');
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target.side.removeSideCondition('lightscreen');
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pokemon.removeVolatile('twoturnmove');
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} else if (pokemon.hp) {
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this.runEvent('AfterMoveSelf', pokemon, target, move);
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}
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if (pokemon.volatiles['mustrecharge']) this.add('-mustrecharge', pokemon);
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// For partial trapping moves, we are saving the target
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if (move.volatileStatus === 'partiallytrapped' && target && target.hp > 0) {
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// Let's check if the lock exists
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if (pokemon.volatiles['partialtrappinglock'] && target.volatiles['partiallytrapped']) {
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// Here the partialtrappinglock volatile has been already applied
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const sourceVolatile = pokemon.volatiles['partialtrappinglock'];
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const targetVolatile = target.volatiles['partiallytrapped'];
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if (!sourceVolatile.locked) {
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// If it's the first hit, we save the target
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sourceVolatile.locked = target;
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} else if (target !== pokemon && target !== sourceVolatile.locked) {
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// Our target switched out! Re-roll the duration, damage, and accuracy.
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const duration = this.sample([2, 2, 2, 3, 3, 3, 4, 5]);
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sourceVolatile.duration = duration;
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sourceVolatile.locked = target;
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// Duration reset thus partially trapped at 2 always.
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targetVolatile.duration = 2;
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}
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} // If we move to here, the move failed and there's no partial trapping lock.
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}
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},
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// useMove can be found on scripts.js
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// It is the function that actually uses the move, running ModifyMove events.
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// It uses the move and then deals with the effects after the move.
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useMove(moveOrMoveName, pokemon, target, sourceEffect) {
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if (!sourceEffect && this.effect.id) sourceEffect = this.effect;
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const baseMove = this.dex.getMove(moveOrMoveName);
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let move = this.dex.getActiveMove(baseMove);
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if (target === undefined) target = this.getRandomTarget(pokemon, move);
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if (move.target === 'self') {
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target = pokemon;
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}
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if (sourceEffect) move.sourceEffect = sourceEffect.id;
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this.setActiveMove(move, pokemon, target);
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this.singleEvent('ModifyMove', move, null, pokemon, target, move, move);
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if (baseMove.target !== move.target) {
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// Target changed in ModifyMove, so we must adjust it here
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target = this.getRandomTarget(pokemon, move);
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}
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move = this.runEvent('ModifyMove', pokemon, target, move, move);
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if (baseMove.target !== move.target) {
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// Check again, this shouldn't ever happen on Gen 1.
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target = this.getRandomTarget(pokemon, move);
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this.debug('not a gen 1 mechanic');
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}
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if (!move) return false;
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let attrs = '';
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if (pokemon.fainted) {
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// Removing screens upon faint.
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pokemon.side.removeSideCondition('reflect');
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pokemon.side.removeSideCondition('lightscreen');
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return false;
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}
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if (sourceEffect) attrs += '|[from]' + this.dex.getEffect(sourceEffect);
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this.addMove('move', pokemon, move.name, target + attrs);
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if (!this.singleEvent('Try', move, null, pokemon, target, move)) {
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return true;
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}
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if (!this.singleEvent('TryMove', move, null, pokemon, target, move) ||
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!this.runEvent('TryMove', pokemon, target, move)) {
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return true;
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}
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if (move.ignoreImmunity === undefined) {
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move.ignoreImmunity = (move.category === 'Status');
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}
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let damage: number | undefined | false | '' = false;
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if (!target || target.fainted) {
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this.attrLastMove('[notarget]');
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this.add('-notarget');
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return true;
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}
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damage = this.tryMoveHit(target, pokemon, move);
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// Store 0 damage for last damage if move failed or dealt 0 damage.
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// This only happens on moves that don't deal damage but call GetDamageVarsForPlayerAttack (disassembly).
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const neverDamageMoves = [
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'conversion', 'haze', 'mist', 'focusenergy', 'confuseray', 'supersonic', 'transform', 'lightscreen', 'reflect', 'substitute', 'mimic', 'leechseed', 'splash', 'softboiled', 'recover', 'rest',
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];
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if (
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!damage &&
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(move.category !== 'Status' || (move.status && !['psn', 'tox', 'par'].includes(move.status))) &&
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!neverDamageMoves.includes(move.id)
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) {
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this.lastDamage = 0;
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}
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// Go ahead with results of the used move.
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if (damage === false) {
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this.singleEvent('MoveFail', move, null, target, pokemon, move);
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return true;
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}
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if (!move.negateSecondary) {
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this.singleEvent('AfterMoveSecondarySelf', move, null, pokemon, target, move);
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this.runEvent('AfterMoveSecondarySelf', pokemon, target, move);
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}
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return true;
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},
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// tryMoveHit can be found on scripts.js
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// This function attempts a move hit and returns the attempt result before the actual hit happens.
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// It deals with partial trapping weirdness and accuracy bugs as well.
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tryMoveHit(target, pokemon, move) {
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let damage: number | false | undefined = 0;
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// First, check if the target is semi-invulnerable
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let hitResult = this.runEvent('Invulnerability', target, pokemon, move);
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if (hitResult === false) {
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if (!move.spreadHit) this.attrLastMove('[miss]');
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this.add('-miss', pokemon);
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return false;
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}
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// Then, check if the Pokémon is immune to this move.
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if (
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(!move.ignoreImmunity || (move.ignoreImmunity !== true && !move.ignoreImmunity[move.type])) &&
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!target.runImmunity(move.type, true)
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) {
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if (move.selfdestruct) {
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this.faint(pokemon, pokemon, move);
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}
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return false;
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}
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hitResult = this.singleEvent('TryImmunity', move, null, target, pokemon, move);
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if (hitResult === false) {
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this.add('-immune', target);
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return false;
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}
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// Now, let's calculate the accuracy.
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let accuracy = move.accuracy;
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// Partial trapping moves: true accuracy while it lasts
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if (move.volatileStatus === 'partiallytrapped' && target === pokemon.volatiles['partialtrappinglock']?.locked) {
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accuracy = true;
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}
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// If a sleep inducing move is used while the user is recharging, the accuracy is true.
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if (move.status === 'slp' && target && target.volatiles['mustrecharge']) {
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accuracy = true;
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}
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// OHKO moves only have a chance to hit if the user is at least as fast as the target
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if (move.ohko) {
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if (target.speed > pokemon.speed) {
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this.add('-immune', target, '[ohko]');
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return false;
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}
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}
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// Calculate true accuracy for gen 1, which uses 0-255.
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// Gen 1 uses the same boost table for accuracy and evasiveness as every other stat
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const boostTable = [25, 28, 33, 40, 50, 66, 100, 150, 200, 250, 300, 350, 400];
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if (accuracy !== true) {
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accuracy = Math.floor(accuracy * 255 / 100);
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// Check also for accuracy modifiers.
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if (!move.ignoreAccuracy) {
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accuracy = Math.floor(accuracy * (boostTable[pokemon.boosts.accuracy + 6] / 100));
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}
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if (!move.ignoreEvasion) {
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accuracy = Math.floor(accuracy * (boostTable[-target.boosts.evasion + 6] / 100));
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}
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accuracy = Math.min(accuracy, 255);
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}
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accuracy = this.runEvent('Accuracy', target, pokemon, move, accuracy);
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// Moves that target the user do not suffer from the 1/256 miss chance.
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if (move.target === 'self' && accuracy !== true) accuracy++;
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// 1/256 chance of missing always, no matter what. Besides the aforementioned exceptions.
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if (accuracy !== true && !this.randomChance(accuracy, 256)) {
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this.attrLastMove('[miss]');
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this.add('-miss', pokemon);
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if (accuracy === 255) this.hint("In Gen 1, moves with 100% accuracy can still miss 1/256 of the time.");
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damage = false;
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}
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// If damage is 0 and not false it means it didn't miss, let's calc.
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if (damage !== false) {
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pokemon.lastDamage = 0;
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if (move.multihit) {
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let hits = move.multihit;
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if (Array.isArray(hits)) {
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// Yes, it's hardcoded... meh
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if (hits[0] === 2 && hits[1] === 5) {
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hits = this.sample([2, 2, 3, 3, 4, 5]);
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} else {
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hits = this.random(hits[0], hits[1] + 1);
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}
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}
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hits = Math.floor(hits);
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// In gen 1, all the hits have the same damage for multihits move
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let moveDamage: number | undefined | false = 0;
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let i: number;
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for (i = 0; i < hits && target.hp && pokemon.hp; i++) {
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move.hit = i + 1;
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moveDamage = this.moveHit(target, pokemon, move);
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if (moveDamage === false) break;
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damage = (moveDamage || 0);
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// Move damage is fixed to be the first move's damage
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if (i === 0) move.damage = damage;
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if (target.subFainted) {
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i++;
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break;
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}
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}
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move.damage = null;
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if (i === 0) return 1;
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this.add('-hitcount', target, i);
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} else {
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damage = this.moveHit(target, pokemon, move);
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}
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}
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if (move.category !== 'Status') {
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target.gotAttacked(move, damage, pokemon);
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}
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if (move.selfdestruct) {
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if (!target.subFainted) {
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this.faint(pokemon, pokemon, move);
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} else {
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this.hint(`In Gen 1, the user of ${move.name} will not take damage if it breaks a Substitute.`);
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}
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}
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// The move missed.
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if (!damage && damage !== 0) {
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// Delete the partial trap lock if necessary.
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delete pokemon.volatiles['partialtrappinglock'];
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return false;
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}
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if (move.ohko) this.add('-ohko');
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if (!move.negateSecondary) {
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this.singleEvent('AfterMoveSecondary', move, null, target, pokemon, move);
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this.runEvent('AfterMoveSecondary', target, pokemon, move);
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}
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return damage;
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},
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// move Hit can be found on scripts.js
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// It deals with the actual move hit, as the name indicates, dealing damage and/or effects.
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// This function also deals with the Gen 1 Substitute behaviour on the hitting process.
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moveHit(target, pokemon, move, moveData, isSecondary, isSelf) {
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let damage: number | false | null | undefined = 0;
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if (!isSecondary && !isSelf) this.setActiveMove(move, pokemon, target);
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let hitResult: number | boolean = true;
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if (!moveData) moveData = move;
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if (move.ignoreImmunity === undefined) {
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move.ignoreImmunity = (move.category === 'Status');
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}
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// We get the sub to the target to see if it existed
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const targetSub = (target) ? target.volatiles['substitute'] : false;
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const targetHadSub = (targetSub !== null && targetSub !== false && (typeof targetSub !== 'undefined'));
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if (target) {
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hitResult = this.singleEvent('TryHit', moveData, {}, target, pokemon, move);
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// Handle here the applying of partial trapping moves to Pokémon with Substitute
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if (targetSub && moveData.volatileStatus && moveData.volatileStatus === 'partiallytrapped') {
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target.addVolatile(moveData.volatileStatus, pokemon, move);
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}
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if (!hitResult) {
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if (hitResult === false) this.add('-fail', target);
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return false;
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}
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// Only run the hit events for the hit itself, not the secondary or self hits
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if (!isSelf && !isSecondary) {
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hitResult = this.runEvent('TryHit', target, pokemon, move);
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if (!hitResult) {
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if (hitResult === false) this.add('-fail', target);
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// Special Substitute hit flag
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if (hitResult !== 0) {
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return false;
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}
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}
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if (!this.runEvent('TryFieldHit', target, pokemon, move)) {
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return false;
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}
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} else if (isSecondary && !moveData.self) {
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hitResult = this.runEvent('TrySecondaryHit', target, pokemon, moveData);
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}
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if (hitResult === 0) {
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target = null;
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} else if (!hitResult) {
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if (hitResult === false) this.add('-fail', target);
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return false;
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}
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}
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if (target) {
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let didSomething = false;
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damage = this.getDamage(pokemon, target, moveData);
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// getDamage has several possible return values:
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//
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// a number:
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// means that much damage is dealt (0 damage still counts as dealing
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// damage for the purposes of things like Static)
|
|
// false:
|
|
// gives error message: "But it failed!" and move ends
|
|
// null:
|
|
// the move ends, with no message (usually, a custom fail message
|
|
// was already output by an event handler)
|
|
// undefined:
|
|
// means no damage is dealt and the move continues
|
|
//
|
|
// basically, these values have the same meanings as they do for event
|
|
// handlers.
|
|
|
|
if ((damage || damage === 0) && !target.fainted) {
|
|
if (move.noFaint && damage >= target.hp) {
|
|
damage = target.hp - 1;
|
|
}
|
|
damage = this.damage(damage, target, pokemon, move);
|
|
if (!(damage || damage === 0)) return false;
|
|
didSomething = true;
|
|
} else if (damage === false && typeof hitResult === 'undefined') {
|
|
this.add('-fail', target);
|
|
}
|
|
if (damage === false || damage === null) {
|
|
return false;
|
|
}
|
|
if (moveData.boosts && target.hp) {
|
|
if (!this.boost(moveData.boosts, target, pokemon, move)) {
|
|
this.add('-fail', target);
|
|
return false;
|
|
}
|
|
didSomething = true;
|
|
// Check the status of the Pokémon whose turn is not.
|
|
// When a move that affects stat levels is used, if the Pokémon whose turn it is not right now is paralyzed or
|
|
// burned, the correspoding stat penalties will be applied again to that Pokémon.
|
|
if (pokemon.side.foe.active[0].status) {
|
|
// If it's paralysed, quarter its speed.
|
|
if (pokemon.side.foe.active[0].status === 'par') {
|
|
pokemon.side.foe.active[0].modifyStat!('spe', 0.25);
|
|
}
|
|
// If it's burned, halve its attack.
|
|
if (pokemon.side.foe.active[0].status === 'brn') {
|
|
pokemon.side.foe.active[0].modifyStat!('atk', 0.5);
|
|
}
|
|
}
|
|
}
|
|
if (moveData.heal && !target.fainted) {
|
|
const d = target.heal(Math.floor(target.maxhp * moveData.heal[0] / moveData.heal[1]));
|
|
if (!d) {
|
|
this.add('-fail', target);
|
|
return false;
|
|
}
|
|
this.add('-heal', target, target.getHealth);
|
|
didSomething = true;
|
|
}
|
|
if (moveData.status) {
|
|
// Gen 1 bug: If the target has just used hyperbeam and must recharge, its status will be ignored and put to sleep.
|
|
// This does NOT revert the paralyse speed drop or the burn attack drop.
|
|
// Also, being put to sleep clears the recharge condition.
|
|
if (moveData.status === 'slp' && target.volatiles['mustrecharge']) {
|
|
// The sleep move is guaranteed to hit in this situation, unless Sleep Clause activates.
|
|
// Do not clear recharge in that case.
|
|
if (target.setStatus(moveData.status, pokemon, move)) {
|
|
target.removeVolatile('mustrecharge');
|
|
this.hint(
|
|
"In Gen 1, if a Pokémon that has just used Hyper Beam and has yet to recharge is targeted with a sleep inducing move, " +
|
|
"any other status it may already have will be ignored and sleep will be induced regardless."
|
|
);
|
|
}
|
|
} else if (!target.status) {
|
|
if (target.setStatus(moveData.status, pokemon, move)) {
|
|
// Gen 1 mechanics: The burn attack drop and the paralyse speed drop are applied here directly on stat modifiers.
|
|
if (moveData.status === 'brn') target.modifyStat!('atk', 0.5);
|
|
if (moveData.status === 'par') target.modifyStat!('spe', 0.25);
|
|
}
|
|
} else if (!isSecondary) {
|
|
if (target.status === moveData.status) {
|
|
this.add('-fail', target, target.status);
|
|
} else {
|
|
this.add('-fail', target);
|
|
}
|
|
}
|
|
didSomething = true;
|
|
}
|
|
if (moveData.forceStatus) {
|
|
if (target.setStatus(moveData.forceStatus, pokemon, move)) {
|
|
if (moveData.forceStatus === 'brn') target.modifyStat!('atk', 0.5);
|
|
if (moveData.forceStatus === 'par') target.modifyStat!('spe', 0.25);
|
|
didSomething = true;
|
|
}
|
|
}
|
|
if (moveData.volatileStatus) {
|
|
if (target.addVolatile(moveData.volatileStatus, pokemon, move)) {
|
|
didSomething = true;
|
|
}
|
|
}
|
|
if (moveData.sideCondition) {
|
|
if (target.side.addSideCondition(moveData.sideCondition, pokemon, move)) {
|
|
didSomething = true;
|
|
}
|
|
}
|
|
if (moveData.pseudoWeather) {
|
|
if (this.field.addPseudoWeather(moveData.pseudoWeather, pokemon, move)) {
|
|
didSomething = true;
|
|
}
|
|
}
|
|
// Hit events
|
|
hitResult = this.singleEvent('Hit', moveData, {}, target, pokemon, move);
|
|
if (!isSelf && !isSecondary) {
|
|
this.runEvent('Hit', target, pokemon, move);
|
|
}
|
|
if (!hitResult && !didSomething) {
|
|
if (hitResult === false) this.add('-fail', target);
|
|
return false;
|
|
}
|
|
}
|
|
const targetHasSub = !!(target?.volatiles['substitute']);
|
|
|
|
// Here's where self effects are applied.
|
|
const doSelf = (targetHadSub && targetHasSub) || !targetHadSub;
|
|
if (moveData.self && (doSelf || (moveData.self !== true && moveData.self.volatileStatus === 'partialtrappinglock'))) {
|
|
this.moveHit(pokemon, pokemon, move, moveData.self, isSecondary, true);
|
|
}
|
|
|
|
// Now we can save the partial trapping damage.
|
|
if (pokemon.volatiles['partialtrappinglock']) {
|
|
pokemon.volatiles['partialtrappinglock'].damage = pokemon.lastDamage;
|
|
}
|
|
|
|
// Apply move secondaries.
|
|
if (moveData.secondaries) {
|
|
for (const secondary of moveData.secondaries) {
|
|
// We check here whether to negate the probable secondary status if it's para, burn, or freeze.
|
|
// In the game, this is checked and if true, the random number generator is not called.
|
|
// That means that a move that does not share the type of the target can status it.
|
|
// If a move that was not fire-type would exist on Gen 1, it could burn a Pokémon.
|
|
if (!(secondary.status && ['par', 'brn', 'frz'].includes(secondary.status) && target && target.hasType(move.type))) {
|
|
if (secondary.chance === undefined || this.randomChance(Math.ceil(secondary.chance * 256 / 100), 256)) {
|
|
this.moveHit(target, pokemon, move, secondary, true, isSelf);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (move.selfSwitch && pokemon.hp) {
|
|
pokemon.switchFlag = move.selfSwitch;
|
|
}
|
|
|
|
return damage;
|
|
},
|
|
// boost can be found on sim/battle.js on Battle object.
|
|
// It deals with Pokémon stat boosting, including Gen 1 buggy behaviour with burn and paralyse.
|
|
boost(boost, target, source = null, effect = null) {
|
|
if (this.event) {
|
|
if (!target) target = this.event.target;
|
|
if (!source) source = this.event.source;
|
|
if (!effect) effect = this.effect;
|
|
}
|
|
if (typeof effect === 'string') effect = this.dex.getEffect(effect);
|
|
if (!target || !target.hp) return 0;
|
|
let success = null;
|
|
boost = this.runEvent('Boost', target, source, effect, {...boost});
|
|
let i: BoostName;
|
|
for (i in boost) {
|
|
const currentBoost: SparseBoostsTable = {};
|
|
currentBoost[i] = boost[i];
|
|
if (boost[i] !== 0 && target.boostBy(currentBoost)) {
|
|
success = true;
|
|
let msg = '-boost';
|
|
if (boost[i]! < 0) {
|
|
msg = '-unboost';
|
|
boost[i] = -boost[i]!;
|
|
// Re-add attack and speed drops if not present
|
|
if (i === 'atk' && target.status === 'brn' && !target.volatiles['brnattackdrop']) {
|
|
target.addVolatile('brnattackdrop');
|
|
}
|
|
if (i === 'spe' && target.status === 'par' && !target.volatiles['parspeeddrop']) {
|
|
target.addVolatile('parspeeddrop');
|
|
}
|
|
} else {
|
|
// Check for boost increases deleting attack or speed drops
|
|
if (i === 'atk' && target.status === 'brn' && target.volatiles['brnattackdrop']) {
|
|
target.removeVolatile('brnattackdrop');
|
|
}
|
|
if (i === 'spe' && target.status === 'par' && target.volatiles['parspeeddrop']) {
|
|
target.removeVolatile('parspeeddrop');
|
|
}
|
|
}
|
|
if (!effect || effect.effectType === 'Move') {
|
|
this.add(msg, target, i, boost[i]);
|
|
} else {
|
|
this.add(msg, target, i, boost[i], '[from] ' + effect.fullname);
|
|
}
|
|
this.runEvent('AfterEachBoost', target, source, effect, currentBoost);
|
|
}
|
|
}
|
|
this.runEvent('AfterBoost', target, source, effect, boost);
|
|
return success;
|
|
},
|
|
// getDamage can be found on sim/battle.js on the Battle object.
|
|
// It calculates the damage pokemon does to target with move.
|
|
getDamage(pokemon, target, move, suppressMessages) {
|
|
// First of all, we get the move.
|
|
if (typeof move === 'string') {
|
|
move = this.dex.getActiveMove(move);
|
|
} else if (typeof move === 'number') {
|
|
move = {
|
|
basePower: move,
|
|
type: '???',
|
|
category: 'Physical',
|
|
willCrit: false,
|
|
flags: {},
|
|
} as ActiveMove;
|
|
}
|
|
|
|
// Let's see if the target is immune to the move.
|
|
if (!move.ignoreImmunity || (move.ignoreImmunity !== true && !move.ignoreImmunity[move.type])) {
|
|
if (!target.runImmunity(move.type, true)) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Is it an OHKO move?
|
|
if (move.ohko) {
|
|
return target.maxhp;
|
|
}
|
|
|
|
// We edit the damage through move's damage callback if necessary.
|
|
if (move.damageCallback) {
|
|
return move.damageCallback.call(this, pokemon, target);
|
|
}
|
|
|
|
// We take damage from damage=level moves (seismic toss).
|
|
if (move.damage === 'level') {
|
|
return pokemon.level;
|
|
}
|
|
|
|
// If there's a fix move damage, we return that.
|
|
if (move.damage) {
|
|
return move.damage;
|
|
}
|
|
|
|
// If it's the first hit on a Normal-type partially trap move, it hits Ghosts anyways but damage is 0.
|
|
if (move.volatileStatus === 'partiallytrapped' && move.type === 'Normal' && target.hasType('Ghost')) {
|
|
return 0;
|
|
}
|
|
|
|
// Let's check if we are in middle of a partial trap sequence to return the previous damage.
|
|
if (pokemon.volatiles['partialtrappinglock'] && (target === pokemon.volatiles['partialtrappinglock'].locked)) {
|
|
return pokemon.volatiles['partialtrappinglock'].damage;
|
|
}
|
|
|
|
// We check the category and typing to calculate later on the damage.
|
|
if (!move.category) move.category = 'Physical';
|
|
if (!move.defensiveCategory) move.defensiveCategory = move.category;
|
|
// '???' is typeless damage: used for Struggle and Confusion etc
|
|
if (!move.type) move.type = '???';
|
|
const type = move.type;
|
|
|
|
// We get the base power and apply basePowerCallback if necessary.
|
|
let basePower: number | false | null = move.basePower;
|
|
if (move.basePowerCallback) {
|
|
basePower = move.basePowerCallback.call(this, pokemon, target, move);
|
|
}
|
|
if (!basePower) {
|
|
return basePower === 0 ? undefined : basePower;
|
|
}
|
|
basePower = this.clampIntRange(basePower, 1);
|
|
|
|
// Checking for the move's Critical Hit possibility. We check if it's a 100% crit move, otherwise we calculate the chance.
|
|
let isCrit = move.willCrit || false;
|
|
if (!isCrit) {
|
|
// In gen 1, the critical chance is based on speed.
|
|
// First, we get the base speed, divide it by 2 and floor it. This is our current crit chance.
|
|
let critChance = Math.floor(pokemon.species.baseStats['spe'] / 2);
|
|
|
|
// Now we check for focus energy volatile.
|
|
if (pokemon.volatiles['focusenergy']) {
|
|
// If it exists, crit chance is divided by 2 again and floored.
|
|
critChance = Math.floor(critChance / 2);
|
|
} else {
|
|
// Normally, without focus energy, crit chance is multiplied by 2 and capped at 255 here.
|
|
critChance = this.clampIntRange(critChance * 2, 1, 255);
|
|
}
|
|
|
|
// Now we check for the move's critical hit ratio.
|
|
if (move.critRatio === 1) {
|
|
// Normal hit ratio, we divide the crit chance by 2 and floor the result again.
|
|
critChance = Math.floor(critChance / 2);
|
|
} else if (move.critRatio === 2) {
|
|
// High crit ratio, we multiply the result so far by 4 and cap it at 255.
|
|
critChance = this.clampIntRange(critChance * 4, 1, 255);
|
|
}
|
|
|
|
// Last, we check deppending on ratio if the move critical hits or not.
|
|
// We compare our critical hit chance against a random number between 0 and 255.
|
|
// If the random number is lower, we get a critical hit. This means there is always a 1/255 chance of not hitting critically.
|
|
if (critChance > 0) {
|
|
isCrit = this.randomChance(critChance, 256);
|
|
}
|
|
}
|
|
if (isCrit) target.getMoveHitData(move).crit = true;
|
|
|
|
// Happens after crit calculation.
|
|
if (basePower) {
|
|
basePower = this.runEvent('BasePower', pokemon, target, move, basePower);
|
|
if (basePower && move.basePowerModifier) {
|
|
basePower *= move.basePowerModifier;
|
|
}
|
|
}
|
|
if (!basePower) return 0;
|
|
basePower = this.clampIntRange(basePower, 1);
|
|
|
|
// We now check attacker's and defender's stats.
|
|
let level = pokemon.level;
|
|
let attacker = pokemon;
|
|
const defender = target;
|
|
if (move.useTargetOffensive) attacker = target;
|
|
const atkType: StatNameExceptHP = (move.category === 'Physical') ? 'atk' : 'spa';
|
|
const defType: StatNameExceptHP = (move.defensiveCategory === 'Physical') ? 'def' : 'spd';
|
|
let attack = attacker.getStat(move.useSourceDefensiveAsOffensive ? defType : atkType);
|
|
let defense = defender.getStat(defType);
|
|
// In gen 1, screen effect is applied here.
|
|
if ((defType === 'def' && defender.volatiles['reflect']) || (defType === 'spd' && defender.volatiles['lightscreen'])) {
|
|
this.debug('Screen doubling (Sp)Def');
|
|
defense *= 2;
|
|
defense = this.clampIntRange(defense, 1, 1998);
|
|
}
|
|
|
|
// In the event of a critical hit, the offense and defense changes are ignored.
|
|
// This includes both boosts and screens.
|
|
// Also, level is doubled in damage calculation.
|
|
if (isCrit) {
|
|
move.ignoreOffensive = true;
|
|
move.ignoreDefensive = true;
|
|
level *= 2;
|
|
if (!suppressMessages) this.add('-crit', target);
|
|
}
|
|
if (move.ignoreOffensive) {
|
|
this.debug('Negating (sp)atk boost/penalty.');
|
|
attack = attacker.getStat(atkType, true);
|
|
}
|
|
if (move.ignoreDefensive) {
|
|
this.debug('Negating (sp)def boost/penalty.');
|
|
// No screens
|
|
defense = target.getStat(defType, true);
|
|
}
|
|
|
|
// When either attack or defense are higher than 256, they are both divided by 4 and moded by 256.
|
|
// This is what cuases the roll over bugs.
|
|
if (attack >= 256 || defense >= 256) {
|
|
attack = this.clampIntRange(Math.floor(attack / 4) % 256, 1);
|
|
// Defense isn't checked on the cartridge, but we don't want those / 0 bugs on the sim.
|
|
defense = this.clampIntRange(Math.floor(defense / 4) % 256, 1);
|
|
}
|
|
|
|
// Self destruct moves halve defense at this point.
|
|
if (move.selfdestruct && defType === 'def') {
|
|
defense = this.clampIntRange(Math.floor(defense / 2), 1);
|
|
}
|
|
|
|
// Let's go with the calculation now that we have what we need.
|
|
// We do it step by step just like the game does.
|
|
let damage = level * 2;
|
|
damage = Math.floor(damage / 5);
|
|
damage += 2;
|
|
damage *= basePower;
|
|
damage *= attack;
|
|
damage = Math.floor(damage / defense);
|
|
damage = this.clampIntRange(Math.floor(damage / 50), 1, 997);
|
|
damage += 2;
|
|
|
|
// STAB damage bonus, the "???" type never gets STAB
|
|
if (type !== '???' && pokemon.hasType(type)) {
|
|
damage += Math.floor(damage / 2);
|
|
}
|
|
|
|
// Type effectiveness.
|
|
// The order here is not correct, must change to check the move versus each type.
|
|
const totalTypeMod = target.runEffectiveness(move);
|
|
// Super effective attack
|
|
if (totalTypeMod > 0) {
|
|
if (!suppressMessages) this.add('-supereffective', target);
|
|
damage *= 20;
|
|
damage = Math.floor(damage / 10);
|
|
if (totalTypeMod >= 2) {
|
|
damage *= 20;
|
|
damage = Math.floor(damage / 10);
|
|
}
|
|
}
|
|
if (totalTypeMod < 0) {
|
|
if (!suppressMessages) this.add('-resisted', target);
|
|
damage *= 5;
|
|
damage = Math.floor(damage / 10);
|
|
if (totalTypeMod <= -2) {
|
|
damage *= 5;
|
|
damage = Math.floor(damage / 10);
|
|
}
|
|
}
|
|
|
|
// If damage becomes 0, the move is made to miss.
|
|
// This occurs when damage was either 2 or 3 prior to applying STAB/Type matchup, and target is 4x resistant to the move.
|
|
if (damage === 0) return damage;
|
|
|
|
// Apply random factor is damage is greater than 1
|
|
if (damage > 1) {
|
|
damage *= this.random(217, 256);
|
|
damage = Math.floor(damage / 255);
|
|
if (damage > target.hp && !target.volatiles['substitute']) damage = target.hp;
|
|
}
|
|
|
|
// And we are done.
|
|
return Math.floor(damage);
|
|
},
|
|
};
|