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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
57 lines
1.6 KiB
TypeScript
57 lines
1.6 KiB
TypeScript
export const Conditions: {[k: string]: ModdedConditionData} = {
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slp: {
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inherit: true,
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onSwitchIn(target) {
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this.effectState.time = this.effectState.startTime;
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},
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},
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partiallytrapped: {
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inherit: true,
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onStart(pokemon, source) {
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this.add('-activate', pokemon, 'move: ' + this.effectState.sourceEffect, '[of] ' + source);
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this.effectState.boundDivisor = source.hasItem('bindingband') ? 8 : 16;
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},
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onResidual(pokemon) {
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const trapper = this.effectState.source;
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if (trapper && (!trapper.isActive || trapper.hp <= 0 || !trapper.activeTurns)) {
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delete pokemon.volatiles['partiallytrapped'];
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return;
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}
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this.damage(pokemon.baseMaxhp / this.effectState.boundDivisor);
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},
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},
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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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gem: {
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duration: 1,
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affectsFainted: true,
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onBasePower(basePower, user, target, move) {
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this.debug('Gem Boost');
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return this.chainModify(1.5);
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},
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},
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};
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