mirror of
https://github.com/smogon/pokemon-showdown.git
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560 lines
19 KiB
TypeScript
560 lines
19 KiB
TypeScript
import {Utils} from '../lib/utils';
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import {BasicEffect} from './dex-data';
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/**
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* Describes the acceptable target(s) of a move.
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* adjacentAlly - Only relevant to Doubles or Triples, the move only targets an ally of the user.
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* adjacentAllyOrSelf - The move can target the user or its ally.
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* adjacentFoe - The move can target a foe, but not (in Triples) a distant foe.
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* all - The move targets the field or all Pokémon at once.
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* allAdjacent - The move is a spread move that also hits the user's ally.
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* allAdjacentFoes - The move is a spread move.
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* allies - The move affects all active Pokémon on the user's team.
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* allySide - The move adds a side condition on the user's side.
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* allyTeam - The move affects all unfainted Pokémon on the user's team.
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* any - The move can hit any other active Pokémon, not just those adjacent.
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* foeSide - The move adds a side condition on the foe's side.
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* normal - The move can hit one adjacent Pokémon of your choice.
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* randomNormal - The move targets an adjacent foe at random.
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* scripted - The move targets the foe that damaged the user.
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* self - The move affects the user of the move.
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*/
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export type MoveTarget =
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'adjacentAlly' | 'adjacentAllyOrSelf' | 'adjacentFoe' | 'all' | 'allAdjacent' | 'allAdjacentFoes' |
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'allies' | 'allySide' | 'allyTeam' | 'any' | 'foeSide' | 'normal' | 'randomNormal' | 'scripted' | 'self';
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/** Possible move flags. */
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interface MoveFlags {
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authentic?: 1; // Ignores a target's substitute.
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bite?: 1; // Power is multiplied by 1.5 when used by a Pokemon with the Ability Strong Jaw.
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bullet?: 1; // Has no effect on Pokemon with the Ability Bulletproof.
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charge?: 1; // The user is unable to make a move between turns.
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contact?: 1; // Makes contact.
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dance?: 1; // When used by a Pokemon, other Pokemon with the Ability Dancer can attempt to execute the same move.
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defrost?: 1; // Thaws the user if executed successfully while the user is frozen.
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distance?: 1; // Can target a Pokemon positioned anywhere in a Triple Battle.
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gravity?: 1; // Prevented from being executed or selected during Gravity's effect.
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heal?: 1; // Prevented from being executed or selected during Heal Block's effect.
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mirror?: 1; // Can be copied by Mirror Move.
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mystery?: 1; // Unknown effect.
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nonsky?: 1; // Prevented from being executed or selected in a Sky Battle.
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powder?: 1; // Has no effect on Pokemon which are Grass-type, have the Ability Overcoat, or hold Safety Goggles.
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protect?: 1; // Blocked by Detect, Protect, Spiky Shield, and if not a Status move, King's Shield.
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pulse?: 1; // Power is multiplied by 1.5 when used by a Pokemon with the Ability Mega Launcher.
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punch?: 1; // Power is multiplied by 1.2 when used by a Pokemon with the Ability Iron Fist.
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recharge?: 1; // If this move is successful, the user must recharge on the following turn and cannot make a move.
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reflectable?: 1; // Bounced back to the original user by Magic Coat or the Ability Magic Bounce.
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snatch?: 1; // Can be stolen from the original user and instead used by another Pokemon using Snatch.
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sound?: 1; // Has no effect on Pokemon with the Ability Soundproof.
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}
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export interface HitEffect {
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onHit?: MoveEventMethods['onHit'];
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// set pokemon conditions
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boosts?: SparseBoostsTable | null;
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status?: string;
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volatileStatus?: string;
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// set side/slot conditions
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sideCondition?: string;
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slotCondition?: string;
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// set field conditions
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pseudoWeather?: string;
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terrain?: string;
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weather?: string;
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}
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export interface SecondaryEffect extends HitEffect {
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chance?: number;
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/** Used to flag a secondary effect as added by Poison Touch */
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ability?: Ability;
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/**
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* Applies to Sparkling Aria's secondary effect: Affected by
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* Sheer Force but not Shield Dust.
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*/
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dustproof?: boolean;
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/**
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* Gen 2 specific mechanics: Bypasses Substitute only on Twineedle,
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* and allows it to flinch sleeping/frozen targets
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*/
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kingsrock?: boolean;
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self?: HitEffect;
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}
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export interface MoveEventMethods {
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basePowerCallback?: (this: Battle, pokemon: Pokemon, target: Pokemon, move: ActiveMove) => number | false | null;
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/** Return true to stop the move from being used */
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beforeMoveCallback?: (this: Battle, pokemon: Pokemon, target: Pokemon | null, move: ActiveMove) => boolean | void;
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beforeTurnCallback?: (this: Battle, pokemon: Pokemon, target: Pokemon) => void;
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damageCallback?: (this: Battle, pokemon: Pokemon, target: Pokemon) => number | false;
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onAfterHit?: CommonHandlers['VoidSourceMove'];
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onAfterSubDamage?: (this: Battle, damage: number, target: Pokemon, source: Pokemon, move: ActiveMove) => void;
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onAfterMoveSecondarySelf?: CommonHandlers['VoidSourceMove'];
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onAfterMoveSecondary?: CommonHandlers['VoidMove'];
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onAfterMove?: CommonHandlers['VoidSourceMove'];
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onDamagePriority?: number;
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onDamage?: (
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this: Battle, damage: number, target: Pokemon, source: Pokemon, effect: Effect
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) => number | boolean | null | void;
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/* Invoked by the global BasePower event (onEffect = true) */
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onBasePower?: CommonHandlers['ModifierSourceMove'];
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onEffectiveness?: (
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this: Battle, typeMod: number, target: Pokemon | null, type: string, move: ActiveMove
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) => number | void;
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onHit?: CommonHandlers['ResultMove'];
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onHitField?: CommonHandlers['ResultMove'];
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onHitSide?: (this: Battle, side: Side, source: Pokemon, move: ActiveMove) => boolean | null | "" | void;
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onModifyMove?: (this: Battle, move: ActiveMove, pokemon: Pokemon, target: Pokemon | null) => void;
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onModifyPriority?: CommonHandlers['ModifierSourceMove'];
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onMoveFail?: CommonHandlers['VoidMove'];
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onModifyType?: (this: Battle, move: ActiveMove, pokemon: Pokemon, target: Pokemon) => void;
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onModifyTarget?: (this: Battle, relayVar: any, pokemon: Pokemon, target: Pokemon, move: ActiveMove) => void;
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onPrepareHit?: CommonHandlers['ResultMove'];
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onTry?: CommonHandlers['ResultSourceMove'];
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onTryHit?: CommonHandlers['ExtResultSourceMove'];
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onTryHitField?: CommonHandlers['ResultMove'];
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onTryHitSide?: (this: Battle, side: Side, source: Pokemon, move: ActiveMove) => boolean |
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null | "" | void;
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onTryImmunity?: CommonHandlers['ResultMove'];
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onTryMove?: CommonHandlers['ResultSourceMove'];
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onUseMoveMessage?: CommonHandlers['VoidSourceMove'];
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}
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export interface MoveData extends EffectData, MoveEventMethods, HitEffect {
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name: string;
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/** move index number, used for Metronome rolls */
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num?: number;
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condition?: Partial<ConditionData>;
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basePower: number;
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accuracy: true | number;
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pp: number;
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category: 'Physical' | 'Special' | 'Status';
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type: string;
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priority: number;
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target: MoveTarget;
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flags: AnyObject;
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/** Hidden Power */
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realMove?: string;
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damage?: number | 'level' | false | null;
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contestType?: string;
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noPPBoosts?: boolean;
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// Z-move data
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// -----------
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/**
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* ID of the Z-Crystal that calls the move.
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* `true` for Z-Powered status moves like Z-Encore.
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*/
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isZ?: boolean | string;
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zMove?: {
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basePower?: number,
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effect?: string,
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boost?: SparseBoostsTable,
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};
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// Max move data
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// -------------
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/**
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* `true` for Max moves like Max Airstream. If its a G-Max moves, this is
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* the species ID of the Gigantamax Pokemon that can use this G-Max move.
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*/
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isMax?: boolean | string;
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maxMove?: {
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basePower: number,
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};
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// Hit effects
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// -----------
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ohko?: boolean | string;
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thawsTarget?: boolean;
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heal?: number[] | null;
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forceSwitch?: boolean;
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selfSwitch?: string | boolean;
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selfBoost?: {boosts?: SparseBoostsTable};
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selfdestruct?: string | boolean;
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breaksProtect?: boolean;
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/**
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* Note that this is only "true" recoil. Other self-damage, like Struggle,
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* crash (High Jump Kick), Mind Blown, Life Orb, and even Substitute and
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* Healing Wish, are sometimes called "recoil" by the community, but don't
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* count as "real" recoil.
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*/
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recoil?: [number, number];
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drain?: [number, number];
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mindBlownRecoil?: boolean;
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stealsBoosts?: boolean;
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struggleRecoil?: boolean;
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secondary?: SecondaryEffect | null;
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secondaries?: SecondaryEffect[] | null;
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self?: SecondaryEffect | null;
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// Hit effect modifiers
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// --------------------
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alwaysHit?: boolean; // currently unused
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baseMoveType?: string;
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basePowerModifier?: number;
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critModifier?: number;
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critRatio?: number;
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defensiveCategory?: 'Physical' | 'Special' | 'Status';
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forceSTAB?: boolean;
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ignoreAbility?: boolean;
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ignoreAccuracy?: boolean;
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ignoreDefensive?: boolean;
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ignoreEvasion?: boolean;
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ignoreImmunity?: boolean | {[k: string]: boolean};
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ignoreNegativeOffensive?: boolean;
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ignoreOffensive?: boolean;
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ignorePositiveDefensive?: boolean;
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ignorePositiveEvasion?: boolean;
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multiaccuracy?: boolean;
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multihit?: number | number[];
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multihitType?: string;
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noDamageVariance?: boolean;
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nonGhostTarget?: string;
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pressureTarget?: string;
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spreadModifier?: number;
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sleepUsable?: boolean;
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/**
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* Will change target if current target is unavailable. (Dragon Darts)
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*/
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smartTarget?: boolean;
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/**
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* Tracks the original target through Ally Switch and other switch-out-and-back-in
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* situations, rather than just targeting a slot. (Stalwart, Snipe Shot)
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*/
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tracksTarget?: boolean;
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useTargetOffensive?: boolean;
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useSourceDefensiveAsOffensive?: boolean;
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willCrit?: boolean;
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// Mechanics flags
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// ---------------
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hasCrashDamage?: boolean;
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isConfusionSelfHit?: boolean;
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isFutureMove?: boolean;
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noMetronome?: string[];
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noSketch?: boolean;
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stallingMove?: boolean;
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baseMove?: string;
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}
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export type ModdedMoveData = MoveData | Partial<Omit<MoveData, 'name'>> & {
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inherit: true,
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igniteBoosted?: boolean,
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gen?: number,
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};
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export interface Move extends Readonly<BasicEffect & MoveData> {
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readonly effectType: 'Move';
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}
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interface MoveHitData {
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[targetSlotid: string]: {
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/** Did this move crit against the target? */
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crit: boolean,
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/** The type effectiveness of this move against the target */
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typeMod: number,
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/**
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* Is this move a Z-Move that broke the target's protection?
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* (does 0.25x regular damage)
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*/
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zBrokeProtect: boolean,
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};
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}
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type MutableMove = BasicEffect & MoveData;
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export interface ActiveMove extends MutableMove {
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readonly name: string;
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readonly effectType: 'Move';
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readonly id: ID;
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num: number;
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weather?: ID;
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status?: ID;
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hit: number;
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moveHitData?: MoveHitData;
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ability?: Ability;
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aerilateBoosted?: boolean;
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allies?: Pokemon[];
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auraBooster?: Pokemon;
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causedCrashDamage?: boolean;
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forceStatus?: ID;
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galvanizeBoosted?: boolean;
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hasAuraBreak?: boolean;
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hasBounced?: boolean;
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hasSheerForce?: boolean;
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/** Is the move called by Dancer? Used to prevent infinite Dancer recursion. */
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isExternal?: boolean;
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lastHit?: boolean;
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magnitude?: number;
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negateSecondary?: boolean;
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normalizeBoosted?: boolean;
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pixilateBoosted?: boolean;
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pranksterBoosted?: boolean;
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refrigerateBoosted?: boolean;
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selfDropped?: boolean;
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selfSwitch?: ID | boolean;
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spreadHit?: boolean;
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stab?: number;
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statusRoll?: string;
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totalDamage?: number | false;
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willChangeForme?: boolean;
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infiltrates?: boolean;
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/**
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* Has this move been boosted by a Z-crystal or used by a Dynamax Pokemon? Usually the same as
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* `isZ` or `isMax`, but hacked moves will have this be `false` and `isZ` / `isMax` be truthy.
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*/
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isZOrMaxPowered?: boolean;
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}
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type MoveCategory = 'Physical' | 'Special' | 'Status';
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export class DataMove extends BasicEffect implements Readonly<BasicEffect & MoveData> {
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readonly effectType: 'Move';
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/** Move type. */
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readonly type: string;
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/** Move target. */
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readonly target: MoveTarget;
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/** Move base power. */
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readonly basePower: number;
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/** Move base accuracy. True denotes a move that always hits. */
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readonly accuracy: true | number;
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/** Critical hit ratio. Defaults to 1. */
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readonly critRatio: number;
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/** Will this move always or never be a critical hit? */
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readonly willCrit?: boolean;
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/** Can this move OHKO foes? */
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readonly ohko?: boolean | string;
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/**
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* Base move type. This is the move type as specified by the games,
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* tracked because it often differs from the real move type.
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*/
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readonly baseMoveType: string;
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/**
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* Secondary effect. You usually don't want to access this
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* directly; but through the secondaries array.
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*/
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readonly secondary: SecondaryEffect | null;
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/**
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* Secondary effects. An array because there can be more than one
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* (for instance, Fire Fang has both a burn and a flinch
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* secondary).
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*/
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readonly secondaries: SecondaryEffect[] | null;
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/**
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* Move priority. Higher priorities go before lower priorities,
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* trumping the Speed stat.
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*/
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readonly priority: number;
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/** Move category. */
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readonly category: MoveCategory;
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/**
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* Category that changes which defense to use when calculating
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* move damage.
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*/
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readonly defensiveCategory?: MoveCategory;
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/** Uses the target's Atk/SpA as the attacking stat, instead of the user's. */
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readonly useTargetOffensive: boolean;
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/** Use the user's Def/SpD as the attacking stat, instead of Atk/SpA. */
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readonly useSourceDefensiveAsOffensive: boolean;
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/** Whether or not this move ignores negative attack boosts. */
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readonly ignoreNegativeOffensive: boolean;
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/** Whether or not this move ignores positive defense boosts. */
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readonly ignorePositiveDefensive: boolean;
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/** Whether or not this move ignores attack boosts. */
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readonly ignoreOffensive: boolean;
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/** Whether or not this move ignores defense boosts. */
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readonly ignoreDefensive: boolean;
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/**
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* Whether or not this move ignores type immunities. Defaults to
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* true for Status moves and false for Physical/Special moves.
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*/
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readonly ignoreImmunity: AnyObject | boolean;
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/** Base move PP. */
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readonly pp: number;
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/** Whether or not this move can receive PP boosts. */
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readonly noPPBoosts: boolean;
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/** How many times does this move hit? */
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readonly multihit?: number | number[];
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/** Is this move a Z-Move? */
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readonly isZ: boolean | string;
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/* Z-Move fields */
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readonly zMove?: {
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basePower?: number,
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effect?: string,
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boost?: SparseBoostsTable,
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};
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/** Is this move a Max move? */
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readonly isMax: boolean | string;
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/** Max/G-Max move fields */
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readonly maxMove?: {
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basePower: number,
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};
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readonly flags: MoveFlags;
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/** Whether or not the user must switch after using this move. */
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readonly selfSwitch?: ID | boolean;
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/** Move target only used by Pressure. */
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readonly pressureTarget: string;
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/** Move target used if the user is not a Ghost type (for Curse). */
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readonly nonGhostTarget: string;
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/** Whether or not the move ignores abilities. */
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readonly ignoreAbility: boolean;
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/**
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* Move damage against the current target
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* false = move will always fail with "But it failed!"
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* null = move will always silently fail
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* undefined = move does not deal fixed damage
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*/
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readonly damage: number | 'level' | false | null;
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/** Whether or not this move hit multiple targets. */
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readonly spreadHit: boolean;
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/** Modifier that affects damage when multiple targets are hit. */
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readonly spreadModifier?: number;
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/** Modifier that affects damage when this move is a critical hit. */
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readonly critModifier?: number;
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/** Forces the move to get STAB even if the type doesn't match. */
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readonly forceSTAB: boolean;
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/** True if it can't be copied with Sketch. */
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readonly noSketch: boolean;
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/** STAB multiplier (can be modified by other effects) (default 1.5). */
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readonly stab?: number;
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readonly volatileStatus?: ID;
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constructor(data: AnyObject, ...moreData: (AnyObject | null)[]) {
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super(data, ...moreData);
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data = this;
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this.fullname = `move: ${this.name}`;
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this.effectType = 'Move';
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this.type = Utils.getString(data.type);
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this.target = data.target;
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this.basePower = Number(data.basePower!);
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this.accuracy = data.accuracy!;
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this.critRatio = Number(data.critRatio) || 1;
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this.baseMoveType = Utils.getString(data.baseMoveType) || this.type;
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this.secondary = data.secondary || null;
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this.secondaries = data.secondaries || (this.secondary && [this.secondary]) || null;
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this.priority = Number(data.priority) || 0;
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this.category = data.category!;
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this.defensiveCategory = data.defensiveCategory || undefined;
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this.useTargetOffensive = !!data.useTargetOffensive;
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this.useSourceDefensiveAsOffensive = !!data.useSourceDefensiveAsOffensive;
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this.ignoreNegativeOffensive = !!data.ignoreNegativeOffensive;
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this.ignorePositiveDefensive = !!data.ignorePositiveDefensive;
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this.ignoreOffensive = !!data.ignoreOffensive;
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this.ignoreDefensive = !!data.ignoreDefensive;
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this.ignoreImmunity = (data.ignoreImmunity !== undefined ? data.ignoreImmunity : this.category === 'Status');
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this.pp = Number(data.pp!);
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this.noPPBoosts = !!data.noPPBoosts;
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this.isZ = data.isZ || false;
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this.isMax = data.isMax || false;
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this.flags = data.flags || {};
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this.selfSwitch = (typeof data.selfSwitch === 'string' ? (data.selfSwitch as ID) : data.selfSwitch) || undefined;
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this.pressureTarget = data.pressureTarget || '';
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this.nonGhostTarget = data.nonGhostTarget || '';
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this.ignoreAbility = data.ignoreAbility || false;
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this.damage = data.damage!;
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this.spreadHit = data.spreadHit || false;
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this.forceSTAB = !!data.forceSTAB;
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this.noSketch = !!data.noSketch;
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this.stab = data.stab || undefined;
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this.volatileStatus = typeof data.volatileStatus === 'string' ? (data.volatileStatus as ID) : undefined;
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if (this.category !== 'Status' && !this.maxMove && this.id !== 'struggle') {
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this.maxMove = {basePower: 1};
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if (this.isMax || this.isZ) {
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// already initialized to 1
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} else if (!this.basePower) {
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this.maxMove.basePower = 100;
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} else if (['Fighting', 'Poison'].includes(this.type)) {
|
|
if (this.basePower >= 150) {
|
|
this.maxMove.basePower = 100;
|
|
} else if (this.basePower >= 110) {
|
|
this.maxMove.basePower = 95;
|
|
} else if (this.basePower >= 75) {
|
|
this.maxMove.basePower = 90;
|
|
} else if (this.basePower >= 65) {
|
|
this.maxMove.basePower = 85;
|
|
} else if (this.basePower >= 55) {
|
|
this.maxMove.basePower = 80;
|
|
} else if (this.basePower >= 45) {
|
|
this.maxMove.basePower = 75;
|
|
} else {
|
|
this.maxMove.basePower = 70;
|
|
}
|
|
} else {
|
|
if (this.basePower >= 150) {
|
|
this.maxMove.basePower = 150;
|
|
} else if (this.basePower >= 110) {
|
|
this.maxMove.basePower = 140;
|
|
} else if (this.basePower >= 75) {
|
|
this.maxMove.basePower = 130;
|
|
} else if (this.basePower >= 65) {
|
|
this.maxMove.basePower = 120;
|
|
} else if (this.basePower >= 55) {
|
|
this.maxMove.basePower = 110;
|
|
} else if (this.basePower >= 45) {
|
|
this.maxMove.basePower = 100;
|
|
} else {
|
|
this.maxMove.basePower = 90;
|
|
}
|
|
}
|
|
}
|
|
if (this.category !== 'Status' && !this.zMove && !this.isZ && !this.isMax && this.id !== 'struggle') {
|
|
let basePower = this.basePower;
|
|
this.zMove = {};
|
|
if (Array.isArray(this.multihit)) basePower *= 3;
|
|
if (!basePower) {
|
|
this.zMove.basePower = 100;
|
|
} else if (basePower >= 140) {
|
|
this.zMove.basePower = 200;
|
|
} else if (basePower >= 130) {
|
|
this.zMove.basePower = 195;
|
|
} else if (basePower >= 120) {
|
|
this.zMove.basePower = 190;
|
|
} else if (basePower >= 110) {
|
|
this.zMove.basePower = 185;
|
|
} else if (basePower >= 100) {
|
|
this.zMove.basePower = 180;
|
|
} else if (basePower >= 90) {
|
|
this.zMove.basePower = 175;
|
|
} else if (basePower >= 80) {
|
|
this.zMove.basePower = 160;
|
|
} else if (basePower >= 70) {
|
|
this.zMove.basePower = 140;
|
|
} else if (basePower >= 60) {
|
|
this.zMove.basePower = 120;
|
|
} else {
|
|
this.zMove.basePower = 100;
|
|
}
|
|
}
|
|
|
|
if (!this.gen) {
|
|
if (this.num >= 743) {
|
|
this.gen = 8;
|
|
} else if (this.num >= 622) {
|
|
this.gen = 7;
|
|
} else if (this.num >= 560) {
|
|
this.gen = 6;
|
|
} else if (this.num >= 468) {
|
|
this.gen = 5;
|
|
} else if (this.num >= 355) {
|
|
this.gen = 4;
|
|
} else if (this.num >= 252) {
|
|
this.gen = 3;
|
|
} else if (this.num >= 166) {
|
|
this.gen = 2;
|
|
} else if (this.num >= 1) {
|
|
this.gen = 1;
|
|
}
|
|
}
|
|
}
|
|
}
|