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- Gen 1 PP overflow makes a Pokemon stale - Staleness warnings now specify the staleness source - Half-staleness also warns, if another pokemon is already stale Warning on half-staleness helps remind people who seem to think they've beaten Endless Battle Clause after 5-ish turns, when it takes 10-20 turns for some staleness verdics, especially if there's a lot of switching going on.
1365 lines
47 KiB
JavaScript
1365 lines
47 KiB
JavaScript
/**
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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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exports.BattleScripts = {
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inherit: 'gen2',
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gen: 1,
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debug: function (activity) {
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if (this.getFormat().debug) {
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this.add('debug', activity);
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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: ''
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},
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// BattlePokemon scripts.
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pokemon: {
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getStat: function (statName, unmodified) {
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statName = toId(statName);
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if (statName === 'hp') return this.maxhp;
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if (unmodified) return this.stats[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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// Modified stats are declared in BattlePokemon object in battle-engine.js in about line 303.
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modifyStat: function (stat, modifier) {
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if (!(stat in this.stats)) return;
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this.modifiedStats[stat] = this.battle.clampIntRange(Math.floor(this.modifiedStats[stat] * modifier), 1, 999);
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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: function (boost) {
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var changed = false;
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for (var i in boost) {
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this.boosts[i] += boost[i];
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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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if (this.boosts[i]) {
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changed = true;
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// Recalculate the modified stat
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if (this.stats[i]) {
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var stat = this.template.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.stats[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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}
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}
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this.update();
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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: function (move, pokemon, target, sourceEffect) {
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move = this.getMove(move);
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if (!target) target = this.resolveTarget(pokemon, move);
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if (target.subFainted) delete target.subFainted;
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this.setActiveMove(move, pokemon, target);
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if (pokemon.movedThisTurn || !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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var lockedMove = this.runEvent('LockMove', pokemon);
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if (lockedMove === true) lockedMove = false;
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if (!lockedMove && (!pokemon.volatiles['partialtrappinglock'] || pokemon.volatiles['partialtrappinglock'].locked !== target)) {
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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.id;
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pokemon.lastMove = move.id;
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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 rival fainted
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if (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 {
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this.runEvent('AfterMoveSelf', pokemon, target, move);
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}
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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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if (!pokemon.volatiles['partialtrappinglock'].locked) {
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// If it's the first hit, we save the target
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pokemon.volatiles['partialtrappinglock'].locked = target;
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} else {
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if (pokemon.volatiles['partialtrappinglock'].locked !== target && target !== pokemon) {
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// The target switched, therefor, we must re-roll the duration, damage, and accuracy.
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var duration = [2, 2, 2, 3, 3, 3, 4, 5][this.random(8)];
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pokemon.volatiles['partialtrappinglock'].duration = duration;
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pokemon.volatiles['partialtrappinglock'].locked = target;
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// Duration reset thus partially trapped at 2 always.
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target.volatiles['partiallytrapped'].duration = 2;
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// We get the move position for the PP change.
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var usedMovePos = -1;
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for (var m in pokemon.moveset) {
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if (pokemon.moveset[m].id === move.id) usedMovePos = m;
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}
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if (usedMovePos > -1 && pokemon.moveset[usedMovePos].pp === 0) {
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// If we were on the middle of the 0 PP sequence, the PPs get reset to 63.
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pokemon.moveset[usedMovePos].pp = 63;
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pokemon.isStale = 2;
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pokemon.isStaleSource = 'ppoverflow';
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}
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}
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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: function (move, pokemon, target, sourceEffect) {
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if (!sourceEffect && this.effect.id) sourceEffect = this.effect;
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move = this.getMove(move);
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var baseMove = move;
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move = this.getMoveCopy(move);
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if (!target) target = this.resolveTarget(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.resolveTarget(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.resolveTarget(pokemon, move);
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}
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if (!move) return false;
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var attrs = '';
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var missed = false;
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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 (move.flags['charge'] && !pokemon.volatiles[move.id]) {
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attrs = '|[still]'; // Suppress the default move animation
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}
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if (sourceEffect) attrs += '|[from]' + this.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.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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var damage = false;
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if (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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if (!damage && (move.category !== 'Status' || (move.category === 'Status' && !(move.status in {'psn':1, 'tox':1, 'par':1}))) &&
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!(move.id in {'conversion':1, 'haze':1, 'mist':1, 'focusenergy':1, 'confuseray':1, 'transform':1, 'lightscreen':1, 'reflect':1, 'substitute':1, 'mimic':1, 'leechseed':1, 'splash':1, 'softboiled':1, 'recover':1, 'rest':1})) {
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pokemon.battle.lastDamage = 0;
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}
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// Go ahead with results of the used move.
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if (!damage && damage !== 0) {
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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: function (target, pokemon, move, spreadHit) {
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var boostTable = [1, 4 / 3, 5 / 3, 2, 7 / 3, 8 / 3, 3];
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var doSelfDestruct = true;
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var damage = 0;
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// First, check if the Pokémon is immune to this move.
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if (move.ignoreImmunity !== true && !move.ignoreImmunity[move.type] && !target.runImmunity(move.type, true)) {
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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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// Now, let's calculate the accuracy.
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var accuracy = move.accuracy;
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// Partial trapping moves: true accuracy while it lasts
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if (move.volatileStatus === 'partiallytrapped' && pokemon.volatiles['partialtrappinglock'] && 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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if (accuracy !== true) {
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// Rage bug
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if (move.id === 'rage' && pokemon.volatiles['ragemiss']) {
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accuracy = 1;
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} else {
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accuracy = Math.floor(accuracy * 255 / 100);
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}
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// Check also for accuracy modifiers.
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if (!move.ignoreAccuracy) {
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if (pokemon.boosts.accuracy > 0) {
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accuracy *= boostTable[pokemon.boosts.accuracy];
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} else {
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accuracy = Math.floor(accuracy / boostTable[-pokemon.boosts.accuracy]);
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}
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}
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if (!move.ignoreEvasion) {
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if (target.boosts.evasion > 0 && !move.ignorePositiveEvasion) {
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accuracy = Math.floor(accuracy / boostTable[target.boosts.evasion]);
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} else if (target.boosts.evasion < 0) {
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accuracy *= boostTable[-target.boosts.evasion];
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}
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}
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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.random(256) >= accuracy) {
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this.attrLastMove('[miss]');
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this.add('-miss', pokemon);
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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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var hits = move.multihit;
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if (hits.length) {
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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 = [2, 2, 3, 3, 4, 5][this.random(6)];
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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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var moveDamage = 0;
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var firstDamage;
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var i;
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for (i = 0; i < hits && target.hp && pokemon.hp; i++) {
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if (i === 0) {
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// First hit, we calculate
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moveDamage = this.moveHit(target, pokemon, move);
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firstDamage = moveDamage;
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} else {
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// We get the previous damage to make it fix damage
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move.damage = firstDamage;
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moveDamage = this.moveHit(target, pokemon, move);
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}
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if (moveDamage === false) break;
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damage = (moveDamage || 0);
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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 true;
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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') target.gotAttacked(move, damage, pokemon);
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// Checking if substitute fainted
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if (target.subFainted) doSelfDestruct = false;
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if (move.selfdestruct && doSelfDestruct) {
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this.faint(pokemon, pokemon, move);
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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: function (target, pokemon, move, moveData, isSecondary, isSelf) {
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var damage = 0;
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move = this.getMoveCopy(move);
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if (!isSecondary && !isSelf) this.setActiveMove(move, pokemon, target);
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var hitResult = 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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var targetSub = (target) ? target.volatiles['substitute'] : false;
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var 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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var 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)
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// false:
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// gives error message: "But it failed!" and move ends
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// null:
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// the move ends, with no message (usually, a custom fail message
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// was already output by an event handler)
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// undefined:
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// means no damage is dealt and the move continues
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//
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// basically, these values have the same meanings as they do for event
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// handlers.
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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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}
|
|
damage = this.damage(damage, target, pokemon, move);
|
|
if (!(damage || damage === 0)) return false;
|
|
didSomething = true;
|
|
} else if (damage === false && typeof hitResult === 'undefined') {
|
|
this.add('-fail', target);
|
|
}
|
|
if (damage === false || damage === null) {
|
|
return false;
|
|
}
|
|
if (moveData.boosts && !target.fainted) {
|
|
this.boost(moveData.boosts, target, pokemon, move);
|
|
|
|
// 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] && 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);
|
|
}
|
|
pokemon.side.foe.active[0].update();
|
|
}
|
|
}
|
|
if (moveData.heal && !target.fainted) {
|
|
var d = target.heal(Math.floor(target.maxhp * moveData.heal[0] / moveData.heal[1]));
|
|
if (!d) {
|
|
this.add('-fail', target);
|
|
return false;
|
|
}
|
|
this.add('-heal', target, target.getHealth);
|
|
didSomething = true;
|
|
}
|
|
if (moveData.status) {
|
|
// Gen 1 bug: If the target has just used hyperbeam and must recharge, its status will be ignored and put to sleep.
|
|
// This does NOT revert the paralyse speed drop or the burn attack drop.
|
|
if (!target.status || moveData.status === 'slp' && target.volatiles['mustrecharge']) {
|
|
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.addPseudoWeather(moveData.pseudoWeather, pokemon, move)) {
|
|
didSomething = true;
|
|
}
|
|
}
|
|
// Hit events
|
|
hitResult = this.singleEvent('Hit', moveData, {}, target, pokemon, move);
|
|
if (!isSelf && !isSecondary) {
|
|
this.runEvent('Hit', target, pokemon, move);
|
|
}
|
|
if (!hitResult && !didSomething) {
|
|
if (hitResult === false) this.add('-fail', target);
|
|
return false;
|
|
}
|
|
}
|
|
var targetHasSub = false;
|
|
if (target) {
|
|
var targetSub = target.getVolatile('substitute');
|
|
if (targetSub !== null) {
|
|
targetHasSub = (targetSub.hp > 0);
|
|
}
|
|
}
|
|
|
|
// Here's where self effects are applied.
|
|
var doSelf = (targetHadSub && targetHasSub) || !targetHadSub;
|
|
if (moveData.self && (doSelf || moveData.self.volatileStatus === 'partialtrappinglock')) {
|
|
this.moveHit(pokemon, pokemon, move, moveData.self, isSecondary, true);
|
|
}
|
|
|
|
// Now we can save the partial trapping damage.
|
|
if (pokemon.volatiles['partialtrappinglock']) {
|
|
pokemon.volatiles['partialtrappinglock'].damage = pokemon.lastDamage;
|
|
}
|
|
|
|
// Apply move secondaries.
|
|
if (moveData.secondaries) {
|
|
for (var i = 0; i < moveData.secondaries.length; i++) {
|
|
// We check here whether to negate the probable secondary status if it's para, burn, or freeze.
|
|
// In the game, this is checked and if true, the random number generator is not called.
|
|
// That means that a move that does not share the type of the target can status it.
|
|
// If a move that was not fire-type would exist on Gen 1, it could burn a Pokémon.
|
|
if (!(moveData.secondaries[i].status && moveData.secondaries[i].status in {'par':1, 'brn':1, 'frz':1} && target && target.hasType(move.type))) {
|
|
var effectChance = Math.floor(moveData.secondaries[i].chance * 255 / 100);
|
|
if (typeof moveData.secondaries[i].chance === 'undefined' || this.random(256) < effectChance) {
|
|
this.moveHit(target, pokemon, move, moveData.secondaries[i], true, isSelf);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (move.selfSwitch && pokemon.hp) {
|
|
pokemon.switchFlag = move.selfSwitch;
|
|
}
|
|
|
|
return damage;
|
|
},
|
|
// boost can be found on battle-engine.js on Battle object.
|
|
// It deals with Pokémon stat boosting, including Gen 1 buggy behaviour with burn and paralyse.
|
|
boost: function (boost, target, source, effect) {
|
|
if (this.event) {
|
|
if (!target) target = this.event.target;
|
|
if (!source) source = this.event.source;
|
|
if (!effect) effect = this.effect;
|
|
}
|
|
if (!target || !target.hp) return 0;
|
|
effect = this.getEffect(effect);
|
|
boost = this.runEvent('Boost', target, source, effect, Object.clone(boost));
|
|
for (var i in boost) {
|
|
var currentBoost = {};
|
|
currentBoost[i] = boost[i];
|
|
if (boost[i] !== 0 && target.boostBy(currentBoost)) {
|
|
var msg = '-boost';
|
|
if (boost[i] < 0) {
|
|
msg = '-unboost';
|
|
boost[i] = -boost[i];
|
|
// Re-add attack and speed drops if not present
|
|
if (i === 'atk' && target.status === 'brn' && !target.volatiles['brnattackdrop']) {
|
|
target.addVolatile('brnattackdrop');
|
|
}
|
|
if (i === 'spe' && target.status === 'par' && !target.volatiles['parspeeddrop']) {
|
|
target.addVolatile('parspeeddrop');
|
|
}
|
|
} else {
|
|
// Check for boost increases deleting attack or speed drops
|
|
if (i === 'atk' && target.status === 'brn' && target.volatiles['brnattackdrop']) {
|
|
target.removeVolatile('brnattackdrop');
|
|
}
|
|
if (i === 'spe' && target.status === 'par' && target.volatiles['parspeeddrop']) {
|
|
target.removeVolatile('parspeeddrop');
|
|
}
|
|
}
|
|
if (effect.effectType === 'Move') {
|
|
this.add(msg, target, i, boost[i]);
|
|
} else {
|
|
this.add(msg, target, i, boost[i], '[from] ' + effect.fullname);
|
|
}
|
|
this.runEvent('AfterEachBoost', target, source, effect, currentBoost);
|
|
}
|
|
}
|
|
this.runEvent('AfterBoost', target, source, effect, boost);
|
|
},
|
|
// damage can be found in battle-engine.js on the Battle object. Not to confuse with BattlePokemon.prototype.damage
|
|
// It calculates and executes the damage damage from source to target with effect.
|
|
// It also deals with recoil and drains.
|
|
damage: function (damage, target, source, effect) {
|
|
if (this.event) {
|
|
if (!target) target = this.event.target;
|
|
if (!source) source = this.event.source;
|
|
if (!effect) effect = this.effect;
|
|
}
|
|
if (!target || !target.hp) return 0;
|
|
effect = this.getEffect(effect);
|
|
if (!(damage || damage === 0)) return damage;
|
|
if (damage !== 0) damage = this.clampIntRange(damage, 1);
|
|
|
|
if (effect.id !== 'struggle-recoil') { // Struggle recoil is not affected by effects
|
|
damage = this.runEvent('Damage', target, source, effect, damage);
|
|
if (!(damage || damage === 0)) {
|
|
this.debug('damage event failed');
|
|
return damage;
|
|
}
|
|
}
|
|
if (damage !== 0) damage = this.clampIntRange(damage, 1);
|
|
if (!(effect.id in {'recoil':1, 'drain':1}) && effect.effectType !== 'Status') target.battle.lastDamage = damage;
|
|
damage = target.damage(damage, source, effect);
|
|
if (source) source.lastDamage = damage;
|
|
var name = effect.fullname;
|
|
if (name === 'tox') name = 'psn';
|
|
switch (effect.id) {
|
|
case 'partiallytrapped':
|
|
this.add('-damage', target, target.getHealth, '[from] ' + this.effectData.sourceEffect.fullname, '[partiallytrapped]');
|
|
break;
|
|
default:
|
|
if (effect.effectType === 'Move') {
|
|
this.add('-damage', target, target.getHealth);
|
|
} else if (source && source !== target) {
|
|
this.add('-damage', target, target.getHealth, '[from] ' + effect.fullname, '[of] ' + source);
|
|
} else {
|
|
this.add('-damage', target, target.getHealth, '[from] ' + name);
|
|
}
|
|
break;
|
|
}
|
|
|
|
if (effect.recoil && source) {
|
|
this.damage(this.clampIntRange(Math.floor(damage * effect.recoil[0] / effect.recoil[1]), 1), source, target, 'recoil');
|
|
}
|
|
if (effect.drain && source) {
|
|
this.heal(this.clampIntRange(Math.floor(damage * effect.drain[0] / effect.drain[1]), 1), source, target, 'drain');
|
|
}
|
|
|
|
if (target.fainted || target.hp <= 0) {
|
|
this.faint(target);
|
|
this.queue = [];
|
|
} else {
|
|
damage = this.runEvent('AfterDamage', target, source, effect, damage);
|
|
}
|
|
|
|
return damage;
|
|
},
|
|
// directDamage can be found on battle-engine.js in Battle object
|
|
// It deals direct damage damage from source to target with effect.
|
|
// It also deals with Gen 1 weird Substitute behaviour.
|
|
directDamage: function (damage, target, source, effect) {
|
|
if (this.event) {
|
|
if (!target) target = this.event.target;
|
|
if (!source) source = this.event.source;
|
|
if (!effect) effect = this.effect;
|
|
}
|
|
if (!target || !target.hp) return 0;
|
|
if (!damage) return 0;
|
|
damage = this.clampIntRange(damage, 1);
|
|
// Check here for Substitute on confusion since it's not exactly a move that causes the damage and thus it can't TryMoveHit.
|
|
// The hi jump kick recoil also hits the sub.
|
|
if (effect.id in {'confusion': 1, 'highjumpkick': 1} && target.volatiles['substitute']) {
|
|
target.volatiles['substitute'].hp -= damage;
|
|
if (target.volatiles['substitute'].hp <= 0) {
|
|
target.removeVolatile('substitute');
|
|
target.subFainted = true;
|
|
} else {
|
|
this.add('-activate', target, 'Substitute', '[damage]');
|
|
}
|
|
} else {
|
|
damage = target.damage(damage, source, effect);
|
|
// Now we sent the proper -damage.
|
|
switch (effect.id) {
|
|
case 'strugglerecoil':
|
|
this.add('-damage', target, target.getHealth, '[from] recoil');
|
|
break;
|
|
case 'confusion':
|
|
this.add('-damage', target, target.getHealth, '[from] confusion');
|
|
break;
|
|
default:
|
|
this.add('-damage', target, target.getHealth);
|
|
break;
|
|
}
|
|
if (target.fainted) this.faint(target);
|
|
}
|
|
|
|
return damage;
|
|
},
|
|
// getDamage can be found on battle-engine.js on the Battle object.
|
|
// It calculates the damage pokemon does to target with move.
|
|
getDamage: function (pokemon, target, move, suppressMessages) {
|
|
// First of all, we get the move.
|
|
if (typeof move === 'string') move = this.getMove(move);
|
|
if (typeof move === 'number') move = {
|
|
basePower: move,
|
|
type: '???',
|
|
category: 'Physical',
|
|
flags: {}
|
|
};
|
|
|
|
// Let's see if the target is immune to the move.
|
|
if (!move.ignoreImmunity || (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 = '???';
|
|
var type = move.type;
|
|
|
|
// We get the base power and apply basePowerCallback if necessary.
|
|
var basePower = move.basePower;
|
|
if (move.basePowerCallback) {
|
|
basePower = move.basePowerCallback.call(this, pokemon, target, move);
|
|
}
|
|
|
|
// We check if the base power is proper.
|
|
if (!basePower) {
|
|
if (basePower === 0) return; // Returning undefined means not dealing damage
|
|
return basePower;
|
|
}
|
|
basePower = this.clampIntRange(basePower, 1);
|
|
|
|
// Checking for the move's Critical Hit possibility. We check if it's a 100% crit move, otherwise we calculate the chance.
|
|
move.crit = move.willCrit || false;
|
|
if (!move.crit) {
|
|
// In gen 1, the critical chance is based on speed.
|
|
// First, we get the base speed, divide it by 2 and floor it. This is our current crit chance.
|
|
var critChance = Math.floor(pokemon.template.baseStats['spe'] / 2);
|
|
|
|
// Now we check for focus energy volatile.
|
|
if (pokemon.volatiles['focusenergy']) {
|
|
// If it exists, crit chance is divided by 2 again and floored.
|
|
critChance = Math.floor(critChance / 2);
|
|
} else {
|
|
// Normally, without focus energy, crit chance is multiplied by 2 and capped at 255 here.
|
|
critChance = this.clampIntRange(critChance * 2, 1, 255);
|
|
}
|
|
|
|
// Now we check for the move's critical hit ratio.
|
|
if (move.critRatio === 1) {
|
|
// Normal hit ratio, we divide the crit chance by 2 and floor the result again.
|
|
critChance = Math.floor(critChance / 2);
|
|
} else if (move.critRatio === 2) {
|
|
// High crit ratio, we multiply the result so far by 4 and cap it at 255.
|
|
critChance = this.clampIntRange(critChance * 4, 1, 255);
|
|
}
|
|
|
|
// Last, we check deppending on ratio if the move critical hits or not.
|
|
// We compare our critical hit chance against a random number between 0 and 255.
|
|
// If the random number is lower, we get a critical hit. This means there is always a 1/255 chance of not hitting critically.
|
|
if (critChance > 0) {
|
|
move.crit = (this.random(256) < critChance);
|
|
}
|
|
}
|
|
|
|
// Happens after crit calculation.
|
|
if (basePower) {
|
|
basePower = this.runEvent('BasePower', pokemon, target, move, basePower);
|
|
if (move.basePowerModifier) {
|
|
basePower *= move.basePowerModifier;
|
|
}
|
|
}
|
|
if (!basePower) return 0;
|
|
basePower = this.clampIntRange(basePower, 1);
|
|
|
|
// We now check attacker's and defender's stats.
|
|
var level = pokemon.level;
|
|
var attacker = pokemon;
|
|
var defender = target;
|
|
if (move.useTargetOffensive) attacker = target;
|
|
if (move.useSourceDefensive) defender = pokemon;
|
|
var atkType = (move.category === 'Physical') ? 'atk' : 'spa';
|
|
var defType = (move.defensiveCategory === 'Physical') ? 'def' : 'spd';
|
|
var attack = attacker.getStat(atkType);
|
|
var defense = defender.getStat(defType);
|
|
// In 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 ofense and defense changes are ignored.
|
|
// This includes both boosts and screens.
|
|
// Also, level is doubled in damage calculation.
|
|
if (move.crit) {
|
|
move.ignoreOffensive = true;
|
|
move.ignoreDefensive = true;
|
|
level *= 2;
|
|
if (!suppressMessages) this.add('-crit', target);
|
|
}
|
|
if (move.ignoreOffensive) {
|
|
this.debug('Negating (sp)atk boost/penalty.');
|
|
attack = attacker.getStat(atkType, true);
|
|
}
|
|
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.
|
|
var damage = level * 2;
|
|
damage = Math.floor(damage / 5);
|
|
damage += 2;
|
|
damage *= basePower;
|
|
damage *= attack;
|
|
damage = Math.floor(damage / defense);
|
|
damage = this.clampIntRange(Math.floor(damage / 50), 1, 997);
|
|
damage += 2;
|
|
|
|
// STAB damage bonus, the "???" type never gets STAB
|
|
if (type !== '???' && pokemon.hasType(type)) {
|
|
damage += Math.floor(damage / 2);
|
|
}
|
|
|
|
// Type effectiveness.
|
|
// The order here is not correct, must change to check the move versus each type.
|
|
var totalTypeMod = this.getEffectiveness(type, target);
|
|
// Super effective attack
|
|
if (totalTypeMod > 0) {
|
|
if (!suppressMessages) this.add('-supereffective', target);
|
|
damage *= 20;
|
|
damage = Math.floor(damage / 10);
|
|
if (totalTypeMod >= 2) {
|
|
damage *= 20;
|
|
damage = Math.floor(damage / 10);
|
|
}
|
|
}
|
|
if (totalTypeMod < 0) {
|
|
if (!suppressMessages) this.add('-resisted', target);
|
|
damage *= 5;
|
|
damage = Math.floor(damage / 10);
|
|
if (totalTypeMod <= -2) {
|
|
damage *= 5;
|
|
damage = Math.floor(damage / 10);
|
|
}
|
|
}
|
|
|
|
// If damage becomes 0, the move is made to miss.
|
|
// This occurs when damage was either 2 or 3 prior to applying STAB/Type matchup, and target is 4x resistant to the move.
|
|
if (damage === 0) return damage;
|
|
|
|
// Apply random factor is damage is greater than 1
|
|
if (damage > 1) {
|
|
damage *= this.random(217, 256);
|
|
damage = Math.floor(damage / 255);
|
|
if (damage > target.hp && !target.volatiles['substitute']) damage = target.hp;
|
|
if (target.volatiles['substitute'] && damage > target.volatiles['substitute'].hp) damage = target.volatiles['substitute'].hp;
|
|
}
|
|
|
|
// And we are done.
|
|
return Math.floor(damage);
|
|
},
|
|
// This is random teams making for gen 1.
|
|
// Challenge Cup or CC teams are basically fully random teams.
|
|
randomCCTeam: function (side) {
|
|
var teamdexno = [];
|
|
var team = [];
|
|
|
|
var hasDexNumber = {};
|
|
var formes = [[], [], [], [], [], []];
|
|
|
|
// Pick six random Pokémon, no repeats.
|
|
var num;
|
|
for (var i = 0; i < 6; i++) {
|
|
do {
|
|
num = this.random(151) + 1;
|
|
} while (num in hasDexNumber);
|
|
hasDexNumber[num] = i;
|
|
}
|
|
|
|
var formeCounter = 0;
|
|
for (var id in this.data.Pokedex) {
|
|
if (!(this.data.Pokedex[id].num in hasDexNumber)) continue;
|
|
var template = this.getTemplate(id);
|
|
if (!template.learnset || template.forme) continue;
|
|
formes[hasDexNumber[template.num]].push(template.species);
|
|
if (++formeCounter >= 6) {
|
|
// Gen 1 had no alternate formes, so we can break out of the loop already.
|
|
break;
|
|
}
|
|
}
|
|
|
|
for (var i = 0; i < 6; i++) {
|
|
// Choose forme.
|
|
var poke = formes[i][this.random(formes[i].length)];
|
|
var template = this.getTemplate(poke);
|
|
|
|
// Level balance: calculate directly from stats rather than using some silly lookup table.
|
|
var mbstmin = 1307;
|
|
var stats = template.baseStats;
|
|
|
|
// Modified base stat total assumes 15 DVs, 255 EVs in every stat
|
|
var mbst = (stats["hp"] * 2 + 30 + 63 + 100) + 10;
|
|
mbst += (stats["atk"] * 2 + 30 + 63 + 100) + 5;
|
|
mbst += (stats["def"] * 2 + 30 + 63 + 100) + 5;
|
|
mbst += (stats["spa"] * 2 + 30 + 63 + 100) + 5;
|
|
mbst += (stats["spd"] * 2 + 30 + 63 + 100) + 5;
|
|
mbst += (stats["spe"] * 2 + 30 + 63 + 100) + 5;
|
|
|
|
var level = Math.floor(100 * mbstmin / mbst); // Initial level guess will underestimate
|
|
|
|
while (level < 100) {
|
|
mbst = Math.floor((stats["hp"] * 2 + 30 + 63 + 100) * level / 100 + 10);
|
|
mbst += Math.floor(((stats["atk"] * 2 + 30 + 63 + 100) * level / 100 + 5) * level / 100); //since damage is roughly proportional to lvl
|
|
mbst += Math.floor((stats["def"] * 2 + 30 + 63 + 100) * level / 100 + 5);
|
|
mbst += Math.floor(((stats["spa"] * 2 + 30 + 63 + 100) * level / 100 + 5) * level / 100);
|
|
mbst += Math.floor((stats["spd"] * 2 + 30 + 63 + 100) * level / 100 + 5);
|
|
mbst += Math.floor((stats["spe"] * 2 + 30 + 63 + 100) * level / 100 + 5);
|
|
|
|
if (mbst >= mbstmin) break;
|
|
level++;
|
|
}
|
|
|
|
// Random DVs.
|
|
var ivs = {
|
|
hp: this.random(30),
|
|
atk: this.random(30),
|
|
def: this.random(30),
|
|
spa: this.random(30),
|
|
spd: this.random(30),
|
|
spe: this.random(30)
|
|
};
|
|
|
|
// Maxed EVs.
|
|
var evs = {hp: 255, atk: 255, def: 255, spa: 255, spd: 255, spe: 255};
|
|
|
|
// Four random unique moves from movepool. don't worry about "attacking" or "viable".
|
|
// Since Gens 1 and 2 learnsets are shared, we need to weed out Gen 2 moves.
|
|
var moves;
|
|
var pool = [];
|
|
for (var move in template.learnset) {
|
|
if (this.getMove(move).gen === 1) pool.push(move);
|
|
}
|
|
if (pool.length <= 4) {
|
|
moves = pool;
|
|
} else {
|
|
moves = [this.sampleNoReplace(pool), this.sampleNoReplace(pool), this.sampleNoReplace(pool), this.sampleNoReplace(pool)];
|
|
}
|
|
|
|
team.push({
|
|
name: poke,
|
|
moves: moves,
|
|
ability: 'None',
|
|
evs: evs,
|
|
ivs: ivs,
|
|
item: '',
|
|
level: level,
|
|
happiness: 0,
|
|
shiny: false,
|
|
nature: 'Serious'
|
|
});
|
|
}
|
|
|
|
return team;
|
|
},
|
|
// Random team generation for Gen 1 Random Battles.
|
|
randomTeam: function (side) {
|
|
// Get what we need ready.
|
|
var pokemonLeft = 0;
|
|
var pokemon = [];
|
|
|
|
var handicapMons = {'magikarp':1, 'weedle':1, 'kakuna':1, 'caterpie':1, 'metapod':1, 'ditto':1};
|
|
var nuTiers = {'UU':1, 'BL':1, 'NFE':1, 'LC':1};
|
|
var uuTiers = {'NFE':1, 'UU':1, 'BL':1};
|
|
|
|
var n = 1;
|
|
var pokemonPool = [];
|
|
for (var id in this.data.FormatsData) {
|
|
// FIXME: Not ES-compliant
|
|
if (n++ > 151 || !this.data.FormatsData[id].randomBattleMoves) continue;
|
|
pokemonPool.push(id);
|
|
}
|
|
|
|
// Now let's store what we are getting.
|
|
var typeCount = {};
|
|
var weaknessCount = {'Electric':0, 'Psychic':0, 'Water':0, 'Ice':0};
|
|
var uberCount = 0;
|
|
var nuCount = 0;
|
|
var hasShitmon = false;
|
|
|
|
while (pokemonPool.length && pokemonLeft < 6) {
|
|
var template = this.getTemplate(this.sampleNoReplace(pokemonPool));
|
|
if (!template.exists) 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;
|
|
switch (tier) {
|
|
case 'LC':
|
|
if (nuCount > 1 || hasShitmon) continue;
|
|
break;
|
|
case 'Uber':
|
|
// Unless you have one of the worst mons, in that case we allow luck to give you all Ubers.
|
|
if (uberCount >= 1 && !hasShitmon) continue;
|
|
break;
|
|
default:
|
|
if (uuTiers[tier] && (hasShitmon || (nuCount > 2 && this.random(2) >= 1))) continue;
|
|
}
|
|
|
|
var skip = false;
|
|
|
|
// Limit 2 of any type as well. Diversity and minor weakness count.
|
|
// The second of a same type has halved chance of being added.
|
|
var types = template.types;
|
|
for (var t = 0; t < types.length; t++) {
|
|
if (typeCount[types[t]] > 1 || (typeCount[types[t]] === 1 && this.random(2))) {
|
|
skip = true;
|
|
break;
|
|
}
|
|
}
|
|
if (skip) continue;
|
|
|
|
// We need a weakness count of spammable attacks to avoid being swept by those.
|
|
// Spammable attacks are: Thunderbolt, Psychic, Surf, Blizzard.
|
|
var pokemonWeaknesses = [];
|
|
for (var type in weaknessCount) {
|
|
var increaseCount = Tools.getImmunity(type, template) && Tools.getEffectiveness(type, template) > 0;
|
|
if (!increaseCount) continue;
|
|
if (weaknessCount[type] >= 2) {
|
|
skip = true;
|
|
break;
|
|
}
|
|
pokemonWeaknesses.push(type);
|
|
}
|
|
|
|
if (skip) continue;
|
|
|
|
// The set passes the limitations.
|
|
var set = this.randomSet(template, pokemon.length);
|
|
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 (typeCount[types[t]]) {
|
|
typeCount[types[t]]++;
|
|
} else {
|
|
typeCount[types[t]] = 1;
|
|
}
|
|
}
|
|
|
|
// Weakness counter.
|
|
for (var t = 0; t < pokemonWeaknesses.length; t++) {
|
|
weaknessCount[pokemonWeaknesses[t]]++;
|
|
}
|
|
|
|
// Increment tier bias counters.
|
|
if (tier === 'Uber') {
|
|
uberCount++;
|
|
} else if (nuTiers[tier]) {
|
|
nuCount++;
|
|
}
|
|
|
|
// Is it Magikarp?
|
|
if (template.speciesid in handicapMons) hasShitmon = true;
|
|
}
|
|
|
|
return pokemon;
|
|
},
|
|
// Random set generation for Gen 1 Random Battles.
|
|
randomSet: function (template, slot) {
|
|
if (slot === undefined) slot = 1;
|
|
template = this.getTemplate(template);
|
|
if (!template.exists) template = this.getTemplate('pikachu'); // Because Gen 1.
|
|
|
|
var movePool = template.randomBattleMoves.slice();
|
|
var moves = [];
|
|
var hasType = {};
|
|
hasType[template.types[0]] = true;
|
|
if (template.types[1]) hasType[template.types[1]] = true;
|
|
var hasMove = {};
|
|
var counter = {};
|
|
var setupType = '';
|
|
|
|
// Moves that boost Attack:
|
|
var PhysicalSetup = {
|
|
swordsdance:1, sharpen:1
|
|
};
|
|
// Moves which boost Special Attack:
|
|
var SpecialSetup = {
|
|
amnesia:1, growth:1
|
|
};
|
|
|
|
// Add the mandatory move
|
|
if (template.essentialMove) {
|
|
moves.push(template.essentialMove);
|
|
}
|
|
do {
|
|
// Choose next 4 moves from learnset/viable moves and add them to moves list:
|
|
while (moves.length < 4 && movePool.length) {
|
|
var moveid = this.sampleNoReplace(movePool);
|
|
moves.push(moveid);
|
|
}
|
|
|
|
// Only do move choosing if we have backup moves in the pool...
|
|
if (movePool.length) {
|
|
hasMove = {};
|
|
counter = {Physical: 0, Special: 0, Status: 0, physicalsetup: 0, specialsetup: 0};
|
|
for (var k = 0; k < moves.length; k++) {
|
|
var move = this.getMove(moves[k]);
|
|
var moveid = move.id;
|
|
hasMove[moveid] = true;
|
|
if (!move.damage && !move.damageCallback) {
|
|
counter[move.category]++;
|
|
}
|
|
if (PhysicalSetup[moveid]) {
|
|
counter['physicalsetup']++;
|
|
}
|
|
if (SpecialSetup[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];
|
|
if (moveid === template.essentialMove) continue;
|
|
var move = this.getMove(moveid);
|
|
var rejected = false;
|
|
if (hasMove[moveid]) rejected = true;
|
|
if (!template.essentialMove || moveid !== template.essentialMove) {
|
|
var isSetup = false;
|
|
|
|
switch (moveid) {
|
|
// bad after setup
|
|
case 'seismictoss': case 'nightshade':
|
|
if (setupType) rejected = true;
|
|
break;
|
|
// bit redundant to have both
|
|
case 'flamethrower':
|
|
if (hasMove['fireblast']) rejected = true;
|
|
break;
|
|
case 'fireblast':
|
|
if (hasMove['flamethrower']) rejected = true;
|
|
break;
|
|
case 'icebeam':
|
|
if (hasMove['blizzard']) rejected = true;
|
|
break;
|
|
// Hydropump and surf are both valid options, just avoid one with eachother.
|
|
case 'hydropump':
|
|
if (hasMove['surf']) rejected = true;
|
|
break;
|
|
case 'surf':
|
|
if (hasMove['hydropump']) rejected = true;
|
|
break;
|
|
case 'petaldance': case 'solarbeam':
|
|
if (hasMove['megadrain'] || hasMove['razorleaf']) rejected = true;
|
|
break;
|
|
case 'megadrain':
|
|
if (hasMove['razorleaf']) rejected = true;
|
|
break;
|
|
case 'thunder':
|
|
if (hasMove['thunderbolt']) rejected = true;
|
|
break;
|
|
case 'thunderbolt':
|
|
if (hasMove['thunder']) rejected = true;
|
|
break;
|
|
case 'bonemerang':
|
|
if (hasMove['earthquake']) rejected = true;
|
|
break;
|
|
case 'rest':
|
|
if (hasMove['recover'] || hasMove['softboiled']) rejected = true;
|
|
break;
|
|
case 'softboiled':
|
|
if (hasMove['recover']) rejected = true;
|
|
break;
|
|
case 'sharpen':
|
|
case 'swordsdance':
|
|
if (counter['Special'] > counter['Physical'] || hasMove['slash'] || !counter['Physical'] || hasMove['growth']) rejected = true;
|
|
break;
|
|
case 'growth':
|
|
if (counter['Special'] < counter['Physical'] || hasMove['swordsdance']) rejected = true;
|
|
break;
|
|
case 'doubleedge':
|
|
if (hasMove['bodyslam']) rejected = true;
|
|
break;
|
|
case 'mimic':
|
|
if (hasMove['mirrormove']) rejected = true;
|
|
break;
|
|
case 'superfang':
|
|
if (hasMove['bodyslam']) rejected = true;
|
|
break;
|
|
case 'rockslide':
|
|
if (hasMove['earthquake'] && hasMove['bodyslam'] && hasMove['hyperbeam']) rejected = true;
|
|
break;
|
|
case 'bodyslam':
|
|
if (hasMove['thunderwave']) rejected = true;
|
|
break;
|
|
case 'bubblebeam':
|
|
if (hasMove['blizzard']) rejected = true;
|
|
break;
|
|
case 'screech':
|
|
if (hasMove['slash']) rejected = true;
|
|
break;
|
|
case 'slash':
|
|
if (hasMove['swordsdance']) rejected = true;
|
|
break;
|
|
case 'megakick':
|
|
if (hasMove['bodyslam']) rejected = true;
|
|
break;
|
|
case 'eggbomb':
|
|
if (hasMove['hyperbeam']) rejected = true;
|
|
break;
|
|
case 'triattack':
|
|
if (hasMove['doubleedge']) rejected = true;
|
|
break;
|
|
case 'growth':
|
|
if (hasMove['amnesia']) rejected = true;
|
|
break;
|
|
case 'fissure':
|
|
if (hasMove['horndrill']) rejected = true;
|
|
break;
|
|
case 'supersonic':
|
|
if (hasMove['confuseray']) rejected = true;
|
|
break;
|
|
case 'poisonpowder':
|
|
if (hasMove['toxic'] || counter['Status'] > 1) rejected = true;
|
|
break;
|
|
case 'stunspore':
|
|
if (hasMove['sleeppowder'] || counter['Status'] > 1) rejected = true;
|
|
break;
|
|
case 'sleeppowder':
|
|
if (hasMove['stunspore'] || counter['Status'] > 2) rejected = true;
|
|
break;
|
|
case 'toxic':
|
|
if (hasMove['sleeppowder'] || hasMove['stunspore'] || counter['Status'] > 1) rejected = true;
|
|
break;
|
|
} // End of switch for moveid
|
|
}
|
|
if (rejected) {
|
|
moves.splice(k, 1);
|
|
break;
|
|
}
|
|
counter[move.category]++;
|
|
} // End of for
|
|
} // End of the check for more than 4 moves on moveset.
|
|
} while (moves.length < 4 && movePool.length);
|
|
|
|
var levelScale = {
|
|
LC: 96,
|
|
NFE: 90,
|
|
NU: 90,
|
|
UU: 85,
|
|
OU: 79,
|
|
Uber: 74
|
|
};
|
|
// Really bad Pokemon and jokemons, MEWTWO, Pokémon with higher tier in Wrap metas.
|
|
var customScale = {
|
|
Caterpie: 99, Kakuna: 99, Magikarp: 99, Metapod: 99, Weedle: 99,
|
|
Clefairy: 95, "Farfetch'd": 99, Jigglypuff: 99, Ditto: 99, Mewtwo: 70,
|
|
Dragonite: 85, Cloyster: 83, Staryu: 90
|
|
};
|
|
var level = levelScale[template.tier] || 90;
|
|
if (customScale[template.name]) level = customScale[template.name];
|
|
if (template.name === 'Mewtwo' && hasMove['amnesia']) level = 68;
|
|
|
|
return {
|
|
name: template.name,
|
|
moves: moves,
|
|
ability: 'None',
|
|
evs: {hp: 255, atk: 255, def: 255, spa: 255, spd: 255, spe: 255},
|
|
ivs: {hp: 30, atk: 30, def: 30, spa: 30, spd: 30, spe: 30},
|
|
item: '',
|
|
level: level,
|
|
shiny: false,
|
|
gender: false
|
|
};
|
|
}
|
|
};
|