mirror of
https://github.com/smogon/pokemon-showdown.git
synced 2026-03-21 17:25:10 -05:00
The unwieldy system that is typesData is now removed, and is replaced by the array `types` and the string `addedType`, which track the same amount of information in a much more efficient way. (Roost is now hardcoded, but let's not talk about that.) Incidentally, this now roughly matches client, which tracks typechange and typeadd as volatiles. This allows us to remove ModifyPokemon, which overall provides a 10% performance increase. I was hoping it'd be more substantial, but oh well.
197 lines
4.0 KiB
Plaintext
197 lines
4.0 KiB
Plaintext
This is a pseudocode overview of how Pokémon Showdown works - particularly relevant to anyone writing event code.
|
|
|
|
(A) = negated by Mold Breaker (and Turboblaze/Teravolt) on abilities only during a move
|
|
(S) = negated by Sheer Force only during a move with a secondary effect
|
|
(U) = negated by Substitute
|
|
|
|
(Air Lock and Klutz negates every event for the corresponding effect, so don't need to be marked)
|
|
|
|
=== MOVES ===
|
|
|
|
A quick overview of how moves work:
|
|
|
|
STEP 1. MOVE PRE-USAGE
|
|
external execution interruption (flinch, full paralysis)
|
|
"POKEMON used MOVE!"
|
|
STEP 2: MOVE USAGE
|
|
internal execution interruption (charge turn for SolarBeam etc)
|
|
move start of sub-move (Metronome, Sleep Talk etc)
|
|
PP deduction
|
|
STEP 3. MOVE EXECUTION (sub-moves start from here)
|
|
there is no target
|
|
internal move failure ("But it failed!")
|
|
STEP 4. MOVE HIT (happens once per target)
|
|
move misses
|
|
external move failure (Protect, Substitute blocked etc)
|
|
immunity
|
|
move animation
|
|
damage
|
|
other effects
|
|
secondary effects
|
|
|
|
=== MAIN LOOP ===
|
|
|
|
[BeforeTurn]
|
|
for every move:
|
|
[ModifyPriority]
|
|
move's [BeforeTurn]
|
|
|
|
runDecision() - runs runSwitch, runAfterSwitch, and runMove in priority order, then residual at end {
|
|
runSwitch() {
|
|
[BeforeSwitch]
|
|
switch
|
|
}
|
|
runAfterSwitch() - after all pokemon are switched in {
|
|
[Switch]
|
|
ability's [Start]
|
|
item's [Start]
|
|
}
|
|
runMove() {
|
|
[BeforeMove] (A)
|
|
-> false => exit runMove
|
|
|
|
display "POKEMON used MOVE!"
|
|
|
|
useMove() {
|
|
[ModifyMove] (A)
|
|
|
|
if no targets:
|
|
display "But there was no target..." and exit useMove()
|
|
|
|
moveHit() - once for each hit of multi-hit move, and also once for secondary hits {
|
|
move's [TryHit], [TryHitSide] or [TryHitField] (A)
|
|
if hit:
|
|
[TryHit] (A)
|
|
-> 0 => skip to SelfHit (used for Substitute)
|
|
-> null => exit moveHit()
|
|
-> false => display "But it failed!" and exit moveHit()
|
|
[Immunity] (A)
|
|
-> null => exit moveHit()
|
|
-> false => display "It had no effect!" and exit moveHit()
|
|
|
|
move animation
|
|
|
|
getDamage() {
|
|
move's [BasePower]
|
|
[BasePower] (A)
|
|
move's [Damage]
|
|
if critical hit:
|
|
[CriticalHit] (A)
|
|
}
|
|
damage() {
|
|
[Damage] (A,U)
|
|
-> false => exit damage()
|
|
damage
|
|
[AfterDamage] (U)
|
|
}
|
|
heal() {
|
|
[Heal] (A)
|
|
-> false => exit heal()
|
|
heal
|
|
[AfterHeal]
|
|
}
|
|
status() (U) {
|
|
[Status] (A)
|
|
-> false => exit status()
|
|
status change
|
|
status's [Start] (A)
|
|
-> false => restore previous status and exit status()
|
|
[AfterStatus]
|
|
}
|
|
effect() (U) {
|
|
if effect already exists:
|
|
effect's [Restart] (A)
|
|
otherwise:
|
|
effect change
|
|
effect's [Start] (A)
|
|
-> false => remove effect and exit effect()
|
|
}
|
|
|
|
recoil() {
|
|
call damage()
|
|
}
|
|
drain() {
|
|
call heal()
|
|
}
|
|
|
|
if hit:
|
|
[SelfHit] (A)
|
|
if secondary hit:
|
|
[SecondarySelfHit] (A)
|
|
|
|
if hit:
|
|
if secondary roll succeeds:
|
|
secondary() (S,U) {
|
|
call moveHit()
|
|
}
|
|
}
|
|
|
|
[AfterMoveSecondary] (S,U)
|
|
[AfterMoveSecondarySelf] (S)
|
|
|
|
[AfterMove]
|
|
}
|
|
pp deducted
|
|
}
|
|
runFaint() {
|
|
[Faint]
|
|
}
|
|
residual() {
|
|
for every effect:
|
|
if duration = 0:
|
|
effect's [End]
|
|
remove effect
|
|
otherwise:
|
|
effect's [Residual]
|
|
}
|
|
|
|
choose switch-ins for fainted pokemon
|
|
=> runSwitch() and runAfterSwitch() again
|
|
|
|
[Update]
|
|
}
|
|
|
|
|
|
|
|
=== ISOLATED ===
|
|
|
|
These are not part of the main loop, and are only called from inside an event.
|
|
|
|
(For instance, eatItem() is usually called from within the Update event of a berry, and weather() is called
|
|
from the Residual event of a weather condition)
|
|
|
|
eatItem() {
|
|
[UseItem] (A)
|
|
-> false => exit EatItem()
|
|
[EatItem] (A)
|
|
-> false => exit EatItem()
|
|
item's [Eat]
|
|
remove item from pokemon
|
|
}
|
|
|
|
useItem() {
|
|
[UseItem] (A)
|
|
-> false => exit UseItem()
|
|
remove item from pokemon
|
|
}
|
|
|
|
takeItem() {
|
|
[TakeItem] (A)
|
|
-> false => exit TakeItem()
|
|
remove item from pokemon
|
|
}
|
|
|
|
setItem() {
|
|
set item
|
|
item's [Start]
|
|
}
|
|
|
|
setAbility() {
|
|
set ability
|
|
ability's [Start]
|
|
}
|
|
|
|
weather() {
|
|
[Weather]
|
|
}
|