mirror of
https://github.com/smogon/pokemon-showdown.git
synced 2026-05-25 09:22:31 -05:00
347 lines
9.0 KiB
JavaScript
347 lines
9.0 KiB
JavaScript
/**
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* Statuses worked way different.
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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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* Secondary effects to status (-speed, -atk) 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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function clampIntRange(num, min, max) {
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num = Math.floor(num);
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if (num < min) num = min;
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if (typeof max !== 'undefined' && num > max) num = max;
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return num;
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}
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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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target.addVolatile('brnattackdrop');
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},
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onAfterMoveSelf: function(pokemon) {
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this.damage(pokemon.maxhp/16);
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},
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onSwitchIn: function (pokemon){
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pokemon.addVolatile('brnattackdrop');
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if (pokemon.side.foe.active[0] && pokemon.speed <= pokemon.side.foe.active[0].speed) {
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this.damage(pokemon.maxhp/16);
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}
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}
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},
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brnattackdrop: {
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onBasePower: function(basePower, attacker, defender, move) {
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if (move && move.category === 'Physical' && attacker) {
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return basePower / 2;
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}
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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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target.addVolatile('parspeeddrop');
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},
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onBeforeMovePriority: 2,
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onBeforeMove: function(pokemon) {
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if (this.random(4) === 0) {
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this.add('cant', pokemon, 'par');
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return false;
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}
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},
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onSwitchIn: function (pokemon){
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pokemon.addVolatile('parspeeddrop');
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}
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},
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parspeeddrop: {
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onModifySpe: function(spe, pokemon) {
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return spe / 4;
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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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// 1-7 turns. Put 1-7 since they awake at end of turn.
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this.effectData.startTime = this.random(1,7);
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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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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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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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onAfterMoveSelf: function(pokemon) {
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this.damage(pokemon.maxhp/16);
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},
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onSwitchIn: function (pokemon) {
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if (pokemon.side.foe.active[0] && pokemon.speed <= pokemon.side.foe.active[0].speed) {
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this.damage(pokemon.maxhp/16);
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}
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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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this.effectData.stage = 0;
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},
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onAfterMoveSelf: function(pokemon) {
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if (this.effectData.stage < 15) {
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this.effectData.stage++;
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}
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this.damage(clampIntRange(pokemon.maxhp/16, 1)*this.effectData.stage);
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},
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onSwitchIn: function (pokemon) {
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this.effectData.stage = 0; // probably unnecessary...
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pokemon.setStatus('psn');
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// normal poison damage...
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if (pokemon.side.foe.active[0] && pokemon.speed <= pokemon.side.foe.active[0].speed) {
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this.damage(pokemon.maxhp/16);
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}
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}
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},
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confusion: {
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// this is a volatile status
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onStart: function(target) {
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var result = this.runEvent('TryConfusion');
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if (!result) return result;
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this.add('-start', target, 'confusion');
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this.effectData.time = this.random(2,6);
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},
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onEnd: function(target) {
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this.add('-end', target, 'confusion');
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},
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onBeforeMove: function(pokemon) {
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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.random(2) === 0) {
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return;
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}
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this.directDamage(this.getDamage(pokemon,pokemon,40));
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return false;
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}
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},
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flinch: {
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duration: 1,
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onBeforeMovePriority: 1,
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onBeforeMove: function(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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noCopy: true,
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onModifyPokemon: function(pokemon) {
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if (!this.effectData.source || !this.effectData.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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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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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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partialtrappinglock: {
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durationCallback: function() {
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var roll = this.random(6);
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duration = [2,2,3,3,4,5][roll];
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return duration;
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},
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onResidual: function(target) {
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if (target.lastMove === '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: function(target, source, effect) {
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this.effectData.move = effect.id;
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},
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onModifyPokemon: function(pokemon) {
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if (!pokemon.hasMove(this.effectData.move)) {
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return;
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}
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var moves = pokemon.moveset;
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for (var i=0; i<moves.length; i++) {
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if (moves[i].id !== this.effectData.move) {
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moves[i].disabled = true;
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}
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}
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}
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},
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rage: {
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// Rage lock
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duration: 255,
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onStart: function(target, source, effect) {
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this.effectData.move = 'rage';
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},
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onLockMove: 'rage',
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onTryHit: function(target, source, move) {
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if (target.boosts.atk < 6 && move.id === 'disable') {
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this.boost({atk:1});
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}
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},
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onHit: function(target, source, move) {
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if (target.boosts.atk < 6 && move.category !== 'Status') {
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this.boost({atk:1});
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}
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}
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},
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lockedmove: {
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// Outrage, Thrash, Petal Dance...
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durationCallback: function() {
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return this.random(2,4);
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},
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onResidual: function(target) {
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if (target.lastMove === 'struggle' || target.status === 'slp') {
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// don't lock, and bypass confusion for calming
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delete target.volatiles['lockedmove'];
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}
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},
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onStart: function(target, source, effect) {
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this.effectData.move = effect.id;
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},
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onEnd: function(target) {
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this.add('-end', target, 'rampage');
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target.addVolatile('confusion');
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},
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onLockMove: function(pokemon) {
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return this.effectData.move;
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},
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onBeforeTurn: function(pokemon) {
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var move = this.getMove(this.effectData.move);
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if (move.id) {
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this.debug('Forcing into '+move.id);
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this.changeDecision(pokemon, {move: move.id});
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}
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}
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},
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mustrecharge: {
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duration: 2,
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onBeforeMove: function(pokemon) {
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this.add('cant', pokemon, 'recharge');
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pokemon.removeVolatile('mustrecharge');
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return false;
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},
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onLockMove: 'recharge'
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},
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futuremove: {
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// this is a side condition
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onStart: function(side) {
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this.effectData.positions = [];
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for (var i=0; i<side.active.length; i++) {
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this.effectData.positions[i] = null;
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}
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},
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onResidualOrder: 3,
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onResidual: function(side) {
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var finished = true;
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for (var i=0; i<side.active.length; i++) {
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var posData = this.effectData.positions[i];
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if (!posData) continue;
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posData.duration--;
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if (posData.duration > 0) {
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finished = false;
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continue;
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}
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// time's up; time to hit! :D
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var target = side.foe.active[posData.targetPosition];
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var move = this.getMove(posData.move);
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if (target.fainted) {
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this.add('-hint', ''+move.name+' did not hit because the target is fainted.');
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this.effectData.positions[i] = null;
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continue;
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}
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this.add('-message', ''+move.name+' hit! (placeholder)');
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target.removeVolatile('Protect');
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target.removeVolatile('Endure');
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if (typeof posData.moveData.affectedByImmunities === 'undefined') {
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posData.moveData.affectedByImmunities = true;
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}
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this.moveHit(target, posData.source, move, posData.moveData);
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this.effectData.positions[i] = null;
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}
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if (finished) {
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side.removeSideCondition('futuremove');
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}
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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: function() {
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this.effectData.counter = 2;
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},
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onStallMove: function() {
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// this.effectData.counter should never be undefined here.
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// However, just in case, use 1 if it is undefined.
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var counter = this.effectData.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.random(counter) === 0);
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},
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onRestart: function() {
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if (this.effectData.counter < this.effect.counterMax) {
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this.effectData.counter *= 2;
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}
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this.effectData.duration = 2;
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},
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}
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};
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