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- The lock starts even if the move is blocked by Protect, misses, or the target is immune - The lock ends without causing confusion whenever the move cannot be executed - When the lock ends normally, confusion begins even if the user is already confused, and there is no indication that confusion has started - In Gen 1 the duration is 3-4 turns
173 lines
4.4 KiB
JavaScript
173 lines
4.4 KiB
JavaScript
exports.BattleStatuses = {
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brn: {
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effectType: 'Status',
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onStart: function (target) {
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this.add('-status', target, 'brn');
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},
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onAfterMoveSelf: function (pokemon) {
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this.damage(pokemon.maxhp / 8);
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},
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onAfterSwitchInSelf: function (pokemon) {
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this.damage(pokemon.maxhp / 8);
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}
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},
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par: {
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inherit: true,
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onBeforeMovePriority: 2,
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onBeforeMove: function (pokemon) {
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if (this.random(4) === 0) {
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this.add('cant', pokemon.id, 'par');
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return false;
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}
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}
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},
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slp: {
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effectType: 'Status',
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onStart: function (target) {
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this.add('-status', target.id, 'slp');
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// 1-5 turns
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this.effectData.time = this.random(2, 6);
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},
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onBeforeMovePriority: 10,
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onBeforeMove: function (pokemon, target, move) {
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pokemon.statusData.time--;
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if (pokemon.statusData.time <= 0) {
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pokemon.cureStatus();
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return;
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}
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this.add('cant', pokemon.id, 'slp');
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if (move.sleepUsable) {
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return;
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}
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return false;
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}
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},
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frz: {
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inherit: true,
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onBeforeMove: function (pokemon, target, move) {
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if (move.flags['defrost']) return;
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this.add('cant', pokemon, 'frz');
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return false;
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},
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onModifyMove: function () {},
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onAfterMoveSecondarySelf: function (pokemon, target, move) {
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if (move.flags['defrost']) pokemon.cureStatus();
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},
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onResidual: function (pokemon) {
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if (this.random(256) < 25) pokemon.cureStatus();
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}
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},
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psn: {
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effectType: 'Status',
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onStart: function (target) {
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this.add('-status', target, 'psn');
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},
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onAfterMoveSelf: function (pokemon) {
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this.damage(pokemon.maxhp / 8);
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},
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onAfterSwitchInSelf: function (pokemon) {
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this.damage(pokemon.maxhp / 8);
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}
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},
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tox: {
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effectType: 'Status',
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onStart: function (target) {
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this.add('-status', target, 'tox');
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this.effectData.stage = 0;
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},
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onAfterMoveSelf: function (pokemon) {
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if (this.effectData.stage < 15) {
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this.effectData.stage++;
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}
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this.damage(this.clampIntRange(pokemon.maxhp / 16, 1) * this.effectData.stage);
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},
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onSwitchIn: function (pokemon) {
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// Regular poison status and damage after a switchout -> switchin.
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this.effectData.stage = 0;
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pokemon.setStatus('psn');
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},
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onAfterSwitchInSelf: function (pokemon) {
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this.damage(this.clampIntRange(Math.floor(pokemon.maxhp / 16), 1));
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}
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},
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confusion: {
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inherit: true,
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onStart: function (target, source, sourceEffect) {
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var result = this.runEvent('TryConfusion', target, source, sourceEffect);
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if (!result) return result;
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if (sourceEffect && sourceEffect.id === 'lockedmove') {
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this.add('-start', target, 'confusion', '[silent]');
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} else {
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this.add('-start', target, 'confusion');
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}
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if (sourceEffect && sourceEffect.id === 'berserkgene') {
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this.effectData.time = 256;
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} else {
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this.effectData.time = this.random(2, 6);
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}
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}
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},
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partiallytrapped: {
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inherit: true,
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durationCallback: function (target, source) {
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return this.random(3, 6);
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}
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},
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lockedmove: {
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// Outrage, Thrash, Petal Dance...
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durationCallback: function () {
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return this.random(2, 4);
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},
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onResidual: function (target) {
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if (target.lastMove === 'struggle' || target.status === 'slp') {
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// don't lock, and bypass confusion for calming
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delete target.volatiles['lockedmove'];
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}
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},
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onStart: function (target, source, effect) {
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this.effectData.move = effect.id;
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},
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onEnd: function (target) {
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// Confusion begins even if already confused
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delete target.volatiles['confusion'];
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target.addVolatile('confusion');
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},
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onLockMove: function (pokemon) {
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return this.effectData.move;
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},
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onBeforeTurn: function (pokemon) {
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var move = this.getMove(this.effectData.move);
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if (move.id) {
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this.debug('Forcing into ' + move.id);
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this.changeDecision(pokemon, {move: move.id});
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}
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}
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},
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sandstorm: {
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inherit: true,
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onWeather: function (target) {
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this.damage(target.maxhp / 8);
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}
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},
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stall: {
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duration: 2,
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counterMax: 255,
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onStart: function () {
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this.effectData.counter = 255;
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},
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onStallMove: function () {
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// Gen 2 starts counting at x=255, x/256 and then halves x on every turn
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var counter = this.effectData.counter || 255;
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this.debug("Success chance: " + Math.round(counter / 256) + "% (" + counter + "/256)");
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return (this.random(counter) === 0);
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},
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onRestart: function () {
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if (this.effectData.counter > this.effect.counterMax) {
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this.effectData.counter /= 2;
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if (this.effectData.counter < 0) this.effectData.counter = 0;
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}
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this.effectData.duration = 255;
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}
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}
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};
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