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The full description is in the comments of the Endless Battle Clause entry in rulesets.js. This update fixes a lot of the issues with yesterday's version. Also included: A minor refactor of deductPP, which did not need a success variable.
121 lines
3.4 KiB
JavaScript
121 lines
3.4 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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onAfterMoveSelfPriority: 2,
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onAfterMoveSelf: function (pokemon) {
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this.damage(this.clampIntRange(Math.floor(pokemon.maxhp / 16), 1));
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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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par: {
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effectType: 'Status',
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onStart: function (target) {
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this.add('-status', target, 'par');
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},
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onBeforeMovePriority: 2,
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onBeforeMove: function (pokemon) {
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if (this.random(256) < 63) {
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this.add('cant', pokemon, 'par');
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pokemon.removeVolatile('bide');
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pokemon.removeVolatile('lockedmovee');
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pokemon.removeVolatile('twoturnmove');
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pokemon.removeVolatile('fly');
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pokemon.removeVolatile('dig');
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pokemon.removeVolatile('solarbeam');
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pokemon.removeVolatile('skullbash');
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pokemon.removeVolatile('partialtrappinglock');
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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, 'slp');
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// 1-3 turns
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this.effectData.startTime = this.random(1, 3);
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this.effectData.time = this.effectData.startTime;
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},
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onBeforeMovePriority: 2,
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onBeforeMove: function (pokemon, target, move) {
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pokemon.statusData.time--;
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this.add('cant', pokemon, 'slp');
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pokemon.lastMove = '';
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return false;
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},
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onAfterMoveSelf: function (pokemon) {
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if (pokemon.statusData.time <= 0) pokemon.cureStatus();
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}
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},
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frz: {
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effectType: 'Status',
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onStart: function (target) {
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this.add('-status', target, 'frz');
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},
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onBeforeMovePriority: 2,
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onBeforeMove: function (pokemon, target, move) {
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this.add('cant', pokemon, 'frz');
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pokemon.lastMove = '';
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return false;
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},
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onHit: function (target, source, move) {
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if (move.type === 'Fire' && move.category !== 'Status') {
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target.cureStatus();
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}
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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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onAfterMoveSelfPriority: 2,
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onAfterMoveSelf: function (pokemon) {
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this.damage(this.clampIntRange(Math.floor(pokemon.maxhp / 16), 1));
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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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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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},
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onAfterMoveSelfPriority: 2,
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onAfterMoveSelf: function (pokemon) {
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this.damage(this.clampIntRange(Math.floor(pokemon.maxhp / 16), 1));
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},
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onAfterSwitchInSelf: function (pokemon) {
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// Regular poison status and damage after a switchout -> switchin.
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pokemon.setStatus('psn');
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pokemon.addVolatile('residualdmg');
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pokemon.volatiles['residualdmg'].counter = 1;
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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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partiallytrapped: {
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duration: 2,
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onBeforeMovePriority: 1,
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onStart: function (target, source, effect) {
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this.add('-activate', target, 'move: ' + effect, '[of] ' + source);
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},
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onBeforeMove: function (pokemon) {
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if (this.effectData.source && (!this.effectData.source.isActive || this.effectData.source.hp <= 0)) {
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pokemon.removeVolatile('partiallytrapped');
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return;
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}
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this.add('cant', pokemon, 'partiallytrapped');
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return false;
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},
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onEnd: function (pokemon) {
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this.add('-end', pokemon, this.effectData.sourceEffect, '[partiallytrapped]');
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}
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}
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};
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