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For side conditions, `onStart`/`onRestart`/`onResidual`/`onEnd` have been renamed `onSideStart`/`onSideRestart`/`onSideResidual`/`onSideEnd`, with the `onResidualOrder` properties renamed `onSideResidualOrder`. For field conditions, `onStart`/`onRestart`/`onResidual`/`onEnd` have been renamed `onFieldStart`/`onFieldRestart`/`onFieldResidual`/`onFieldEnd`, with the `onResidualOrder` properties renamed `onFieldResidualOrder`. (The `onField` and `onSide` part helps make it clear to the type system that the first argument is a Field or Side, not a Pokemon.) Side and field conditions can now use `onResidual` to tick separately on each pokemon in Speed order. `onResidualOrder` (the per-pokemon tick) can be timed separate from `onSideResidualOrder` (the per-condition tick), allowing conditions to end at a different priority than they tick per-pokemon. Relatedly, `onTeamPreview` and `onStart` in formats now need to be `onFieldTeamPreview` and `onFieldStart`. Unrelatedly, `effectData` has been renamed `effectState`, and the corresponding state containers (`pokemon.statusData`, `pokemon.speciesData`, `pokemon.itemData`, `pokemon.abilityData`, `field.weatherData`, `field.terrainData`) have been similarly renamed. I renamed the types a while ago, but I was holding off renaming the fields because it would be a breaking change. But this is a breaking change anyway, so we might as well do it now. Note: `onResidual` will tick even on `onSideEnd` turns, although `onSideResidual` won't. When refactoring weather, remember to check `this.state.duration` so you don't deal weather damage on the ending turn. Intended as a better fix for #8216
265 lines
7.2 KiB
TypeScript
265 lines
7.2 KiB
TypeScript
/**
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* Status worked very differently in Gen 1.
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* - Sleep lasted longer, had no reset on switch and took a whole turn to wake up.
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* - Frozen only thaws when hit by fire or Haze.
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*
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* Stat boosts (-speed, -atk) also worked differently, so they are
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* separated as volatile statuses that are applied on switch in, removed
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* under certain conditions and re-applied under other conditions.
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*/
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export const Conditions: {[id: string]: ModdedConditionData} = {
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brn: {
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name: 'brn',
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effectType: 'Status',
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onStart(target) {
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this.add('-status', target, 'brn');
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target.addVolatile('brnattackdrop');
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},
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onAfterMoveSelfPriority: 2,
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onAfterMoveSelf(pokemon) {
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const toxicCounter = pokemon.volatiles['residualdmg'] ? pokemon.volatiles['residualdmg'].counter : 1;
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this.damage(this.clampIntRange(Math.floor(pokemon.maxhp / 16), 1) * toxicCounter, pokemon);
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if (pokemon.volatiles['residualdmg']) {
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this.hint("In Gen 1, Toxic's counter is retained after Rest and applies to PSN/BRN.", true);
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}
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},
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onSwitchIn(pokemon) {
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pokemon.addVolatile('brnattackdrop');
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},
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onAfterSwitchInSelf(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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name: 'par',
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effectType: 'Status',
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onStart(target) {
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this.add('-status', target, 'par');
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target.addVolatile('parspeeddrop');
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},
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onBeforeMovePriority: 2,
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onBeforeMove(pokemon) {
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if (this.randomChance(63, 256)) {
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this.add('cant', pokemon, 'par');
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pokemon.removeVolatile('bide');
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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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onSwitchIn(pokemon) {
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pokemon.addVolatile('parspeeddrop');
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},
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},
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slp: {
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name: 'slp',
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effectType: 'Status',
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onStart(target, source, sourceEffect) {
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if (sourceEffect && sourceEffect.effectType === 'Move') {
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this.add('-status', target, 'slp', '[from] move: ' + sourceEffect.name);
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} else {
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this.add('-status', target, 'slp');
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}
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// 1-7 turns
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this.effectState.startTime = this.random(1, 8);
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this.effectState.time = this.effectState.startTime;
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},
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onBeforeMovePriority: 10,
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onBeforeMove(pokemon, target, move) {
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pokemon.statusState.time--;
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if (pokemon.statusState.time > 0) {
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this.add('cant', pokemon, 'slp');
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}
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pokemon.lastMove = null;
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return false;
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},
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onAfterMoveSelf(pokemon) {
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if (pokemon.statusState.time <= 0) pokemon.cureStatus();
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},
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},
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frz: {
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name: 'frz',
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effectType: 'Status',
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onStart(target) {
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this.add('-status', target, 'frz');
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},
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onBeforeMovePriority: 12,
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onBeforeMove(pokemon, target, move) {
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this.add('cant', pokemon, 'frz');
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pokemon.lastMove = null;
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return false;
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},
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onAfterMoveSecondary(target, source, move) {
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if (move.secondary && move.secondary.status === 'brn') {
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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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name: 'psn',
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effectType: 'Status',
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onStart(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(pokemon) {
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const toxicCounter = pokemon.volatiles['residualdmg'] ? pokemon.volatiles['residualdmg'].counter : 1;
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this.damage(this.clampIntRange(Math.floor(pokemon.maxhp / 16), 1) * toxicCounter, pokemon);
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if (pokemon.volatiles['residualdmg']) {
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this.hint("In Gen 1, Toxic's counter is retained after Rest and applies to PSN/BRN.", true);
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}
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},
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onAfterSwitchInSelf(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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inherit: true,
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onAfterMoveSelfPriority: 2,
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},
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confusion: {
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name: 'confusion',
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// this is a volatile status
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onStart(target, source, sourceEffect) {
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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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this.effectState.time = this.random(2, 6);
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},
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onEnd(target) {
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this.add('-end', target, 'confusion');
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},
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onBeforeMovePriority: 3,
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onBeforeMove(pokemon, target) {
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pokemon.volatiles['confusion'].time--;
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if (!pokemon.volatiles['confusion'].time) {
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pokemon.removeVolatile('confusion');
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return;
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}
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this.add('-activate', pokemon, 'confusion');
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if (!this.randomChance(128, 256)) {
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const damage = Math.floor(Math.floor((
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(Math.floor(2 * pokemon.level / 5) + 2) * pokemon.getStat('atk') * 40
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) / pokemon.getStat('def', false)) / 50) + 2;
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this.directDamage(damage, pokemon, target);
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pokemon.removeVolatile('bide');
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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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return;
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},
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},
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flinch: {
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name: 'flinch',
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duration: 1,
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onBeforeMovePriority: 4,
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onBeforeMove(pokemon) {
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if (!this.runEvent('Flinch', pokemon)) {
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return;
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}
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this.add('cant', pokemon, 'flinch');
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return false;
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},
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},
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trapped: {
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name: 'trapped',
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noCopy: true,
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onTrapPokemon(pokemon) {
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if (!this.effectState.source?.isActive) {
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delete pokemon.volatiles['trapped'];
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return;
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}
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pokemon.trapped = true;
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},
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},
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partiallytrapped: {
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name: 'partiallytrapped',
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duration: 2,
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onBeforeMovePriority: 4,
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onBeforeMove(pokemon) {
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this.add('cant', pokemon, 'partiallytrapped');
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return false;
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},
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},
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partialtrappinglock: {
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name: 'partialtrappinglock',
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durationCallback() {
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const duration = this.sample([2, 2, 2, 3, 3, 3, 4, 5]);
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return duration;
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},
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onResidual(target) {
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if (target.lastMove && target.lastMove.id === 'struggle' || target.status === 'slp') {
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delete target.volatiles['partialtrappinglock'];
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}
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},
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onStart(target, source, effect) {
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this.effectState.move = effect.id;
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},
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onDisableMove(pokemon) {
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if (!pokemon.hasMove(this.effectState.move)) {
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return;
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}
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for (const moveSlot of pokemon.moveSlots) {
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if (moveSlot.id !== this.effectState.move) {
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pokemon.disableMove(moveSlot.id);
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}
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}
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},
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},
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mustrecharge: {
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inherit: true,
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duration: 0,
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onStart() {},
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},
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lockedmove: {
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// Outrage, Thrash, Petal Dance...
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inherit: true,
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durationCallback() {
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return this.random(3, 5);
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},
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onEnd(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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},
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stall: {
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name: 'stall',
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// Protect, Detect, Endure counter
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duration: 2,
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counterMax: 256,
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onStart() {
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this.effectState.counter = 2;
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},
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onStallMove() {
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// this.effectState.counter should never be undefined here.
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// However, just in case, use 1 if it is undefined.
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const counter = this.effectState.counter || 1;
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if (counter >= 256) {
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// 2^32 - special-cased because Battle.random(n) can't handle n > 2^16 - 1
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return (this.random() * 4294967296 < 1);
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}
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this.debug("Success chance: " + Math.round(100 / counter) + "%");
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return this.randomChance(1, counter);
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},
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onRestart() {
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if (this.effectState.counter < (this.effect as Condition).counterMax!) {
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this.effectState.counter *= 2;
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}
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this.effectState.duration = 2;
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},
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},
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};
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