mirror of
https://github.com/smogon/pokemon-showdown.git
synced 2026-03-21 17:25:10 -05:00
725 lines
25 KiB
TypeScript
725 lines
25 KiB
TypeScript
/**
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* Gen 2 scripts.
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*/
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export const Scripts: ModdedBattleScriptsData = {
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inherit: 'gen3',
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gen: 2,
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pokemon: {
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inherit: true,
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getStat(statName, unboosted, unmodified, fastReturn) {
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// @ts-ignore - type checking prevents 'hp' from being passed, but we're paranoid
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if (statName === 'hp') throw new Error("Please read `maxhp` directly");
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// base stat
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let stat = this.storedStats[statName];
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// Stat boosts.
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if (!unboosted) {
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let boost = this.boosts[statName];
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if (boost > 6) boost = 6;
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if (boost < -6) boost = -6;
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if (boost >= 0) {
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const boostTable = [1, 1.5, 2, 2.5, 3, 3.5, 4];
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stat = Math.floor(stat * boostTable[boost]);
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} else {
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const numerators = [100, 66, 50, 40, 33, 28, 25];
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stat = Math.floor(stat * numerators[-boost] / 100);
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}
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}
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if (this.status === 'par' && statName === 'spe') {
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stat = Math.floor(stat / 4);
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}
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if (!unmodified) {
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// Burn attack drop is checked when you get the attack stat upon switch in and used until switch out.
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if (this.status === 'brn' && statName === 'atk') {
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stat = Math.floor(stat / 2);
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}
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}
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// Gen 2 caps stats at 999 and min is 1.
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stat = this.battle.clampIntRange(stat, 1, 999);
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if (fastReturn) return stat;
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// Screens
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if (!unboosted) {
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if (
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(statName === 'def' && this.side.sideConditions['reflect']) ||
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(statName === 'spd' && this.side.sideConditions['lightscreen'])
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) {
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stat *= 2;
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}
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}
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// Handle boosting items
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if (
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(['Cubone', 'Marowak'].includes(this.baseSpecies.name) && this.item === 'thickclub' && statName === 'atk') ||
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(this.baseSpecies.name === 'Pikachu' && this.item === 'lightball' && statName === 'spa')
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) {
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stat *= 2;
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} else if (this.baseSpecies.name === 'Ditto' && this.item === 'metalpowder' && ['def', 'spd'].includes(statName)) {
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stat = Math.floor(stat * 1.5);
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}
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return stat;
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},
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boostBy(boost) {
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let delta = 0;
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let i: BoostID;
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for (i in boost) {
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delta = boost[i]!;
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if (delta > 0 && this.getStat(i as StatIDExceptHP, false, true) === 999) {
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delta = 0;
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continue;
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}
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this.boosts[i] += delta;
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if (this.boosts[i] > 6) {
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delta -= this.boosts[i] - 6;
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this.boosts[i] = 6;
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}
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if (this.boosts[i] < -6) {
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delta -= this.boosts[i] - (-6);
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this.boosts[i] = -6;
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}
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}
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return delta;
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},
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},
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actions: {
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inherit: true,
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runMove(moveOrMoveName, pokemon, targetLoc, sourceEffect) {
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let move = this.dex.getActiveMove(moveOrMoveName);
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let target = this.battle.getTarget(pokemon, move, targetLoc);
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if (!sourceEffect && move.id !== 'struggle') {
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const changedMove = this.battle.runEvent('OverrideAction', pokemon, target, move);
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if (changedMove && changedMove !== true) {
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move = this.dex.getActiveMove(changedMove);
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target = this.battle.getRandomTarget(pokemon, move);
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}
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}
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if (!target && target !== false) target = this.battle.getRandomTarget(pokemon, move);
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this.battle.setActiveMove(move, pokemon, target);
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if (pokemon.moveThisTurn) {
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// THIS IS PURELY A SANITY CHECK
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// DO NOT TAKE ADVANTAGE OF THIS TO PREVENT A POKEMON FROM MOVING;
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// USE this.battle.queue.cancelMove INSTEAD
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this.battle.debug('' + pokemon.fullname + ' INCONSISTENT STATE, ALREADY MOVED: ' + pokemon.moveThisTurn);
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this.battle.clearActiveMove(true);
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return;
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}
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if (!this.battle.runEvent('BeforeMove', pokemon, target, move)) {
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this.battle.runEvent('MoveAborted', pokemon, target, move);
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this.battle.clearActiveMove(true);
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// This is only run for sleep and fully paralysed.
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this.battle.runEvent('AfterMoveSelf', pokemon, target, move);
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return;
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}
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if (move.beforeMoveCallback) {
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if (move.beforeMoveCallback.call(this.battle, pokemon, target, move)) {
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this.battle.clearActiveMove(true);
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return;
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}
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}
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pokemon.lastDamage = 0;
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let lockedMove = this.battle.runEvent('LockMove', pokemon);
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if (lockedMove === true) lockedMove = false;
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if (!lockedMove) {
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if (!pokemon.deductPP(move, null, target) && (move.id !== 'struggle')) {
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this.battle.add('cant', pokemon, 'nopp', move);
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this.battle.clearActiveMove(true);
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return;
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}
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}
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pokemon.moveUsed(move);
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this.battle.actions.useMove(move, pokemon, target, sourceEffect);
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this.battle.singleEvent('AfterMove', move, null, pokemon, target, move);
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if (!move.selfSwitch && pokemon.side.foe.active[0].hp) this.battle.runEvent('AfterMoveSelf', pokemon, target, move);
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},
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tryMoveHit(target, pokemon, move) {
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const positiveBoostTable = [1, 1.33, 1.66, 2, 2.33, 2.66, 3];
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const negativeBoostTable = [1, 0.75, 0.6, 0.5, 0.43, 0.36, 0.33];
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const doSelfDestruct = true;
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let damage: number | false | undefined = 0;
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if (move.selfdestruct && doSelfDestruct) {
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this.battle.faint(pokemon, pokemon, move);
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}
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let hitResult = this.battle.singleEvent('PrepareHit', move, {}, target, pokemon, move);
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if (!hitResult) {
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if (hitResult === false) this.battle.add('-fail', target);
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return false;
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}
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this.battle.runEvent('PrepareHit', pokemon, target, move);
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if (!this.battle.singleEvent('Try', move, null, pokemon, target, move)) {
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return false;
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}
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if (move.target === 'all' || move.target === 'foeSide' || move.target === 'allySide' || move.target === 'allyTeam') {
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if (move.target === 'all') {
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hitResult = this.battle.runEvent('TryHitField', target, pokemon, move);
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} else {
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hitResult = this.battle.runEvent('TryHitSide', target, pokemon, move);
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}
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if (!hitResult) {
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if (hitResult === false) {
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this.battle.add('-fail', pokemon);
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this.battle.attrLastMove('[still]');
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}
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return false;
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}
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return this.moveHit(target, pokemon, move);
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}
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hitResult = this.battle.runEvent('Invulnerability', target, pokemon, move);
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if (hitResult === false) {
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this.battle.attrLastMove('[miss]');
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this.battle.add('-miss', pokemon);
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return false;
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}
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if (move.ignoreImmunity === undefined) {
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move.ignoreImmunity = (move.category === 'Status');
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}
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if (
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(!move.ignoreImmunity || (move.ignoreImmunity !== true && !move.ignoreImmunity[move.type])) &&
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!target.runImmunity(move.type, true)
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) {
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return false;
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}
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hitResult = this.battle.singleEvent('TryImmunity', move, {}, target, pokemon, move);
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if (hitResult === false) {
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this.battle.add('-immune', target);
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return false;
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}
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hitResult = this.battle.runEvent('TryHit', target, pokemon, move);
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if (!hitResult) {
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if (hitResult === false) this.battle.add('-fail', target);
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return false;
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}
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let accuracy = move.accuracy;
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if (move.alwaysHit) {
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accuracy = true;
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} else {
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accuracy = this.battle.runEvent('Accuracy', target, pokemon, move, accuracy);
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}
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// Now, let's calculate the accuracy.
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if (accuracy !== true) {
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accuracy = Math.floor(accuracy * 255 / 100);
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if (move.ohko) {
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if (pokemon.level >= target.level) {
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accuracy += (pokemon.level - target.level) * 2;
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accuracy = Math.min(accuracy, 255);
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} else {
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this.battle.add('-immune', target, '[ohko]');
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return false;
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}
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}
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if (!move.ignoreAccuracy) {
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if (pokemon.boosts.accuracy > 0) {
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accuracy *= positiveBoostTable[pokemon.boosts.accuracy];
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} else {
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accuracy *= negativeBoostTable[-pokemon.boosts.accuracy];
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}
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}
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if (!move.ignoreEvasion) {
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if (target.boosts.evasion > 0 && !move.ignorePositiveEvasion) {
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accuracy *= negativeBoostTable[target.boosts.evasion];
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} else if (target.boosts.evasion < 0) {
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accuracy *= positiveBoostTable[-target.boosts.evasion];
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}
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}
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accuracy = Math.min(Math.floor(accuracy), 255);
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accuracy = Math.max(accuracy, 1);
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} else {
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accuracy = this.battle.runEvent('Accuracy', target, pokemon, move, accuracy);
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}
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accuracy = this.battle.runEvent('ModifyAccuracy', target, pokemon, move, accuracy);
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if (accuracy !== true) accuracy = Math.max(accuracy, 0);
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if (move.alwaysHit) {
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accuracy = true;
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} else {
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accuracy = this.battle.runEvent('Accuracy', target, pokemon, move, accuracy);
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}
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if (accuracy !== true && accuracy !== 255 && !this.battle.randomChance(accuracy, 256)) {
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this.battle.attrLastMove('[miss]');
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this.battle.add('-miss', pokemon);
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damage = false;
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return damage;
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}
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move.totalDamage = 0;
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pokemon.lastDamage = 0;
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if (move.multihit) {
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let hits = move.multihit;
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if (Array.isArray(hits)) {
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if (hits[0] === 2 && hits[1] === 5) {
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hits = this.battle.sample([2, 2, 2, 3, 3, 3, 4, 5]);
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} else {
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hits = this.battle.random(hits[0], hits[1] + 1);
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}
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}
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hits = Math.floor(hits);
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let nullDamage = true;
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let moveDamage: number | undefined | false;
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const isSleepUsable = move.sleepUsable || this.dex.moves.get(move.sourceEffect).sleepUsable;
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let i: number;
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for (i = 0; i < hits && target.hp && pokemon.hp; i++) {
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if (pokemon.status === 'slp' && !isSleepUsable) break;
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move.hit = i + 1;
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if (move.hit === hits) move.lastHit = true;
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moveDamage = this.moveHit(target, pokemon, move);
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if (moveDamage === false) break;
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if (nullDamage && (moveDamage || moveDamage === 0 || moveDamage === undefined)) nullDamage = false;
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damage = (moveDamage || 0);
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move.totalDamage += damage;
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this.battle.eachEvent('Update');
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}
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if (i === 0) return 1;
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if (nullDamage) damage = false;
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this.battle.add('-hitcount', target, i);
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} else {
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damage = this.moveHit(target, pokemon, move);
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move.totalDamage = damage;
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}
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if (move.category !== 'Status') {
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target.gotAttacked(move, damage, pokemon);
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}
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if (move.ohko) this.battle.add('-ohko');
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if (!move.negateSecondary) {
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this.battle.singleEvent('AfterMoveSecondary', move, null, target, pokemon, move);
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this.battle.runEvent('AfterMoveSecondary', target, pokemon, move);
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}
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if (move.recoil && move.totalDamage) {
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this.battle.damage(this.calcRecoilDamage(move.totalDamage, move, pokemon), pokemon, target, 'recoil');
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}
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return damage;
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},
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moveHit(target, pokemon, move, moveData, isSecondary, isSelf) {
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let damage: number | false | null | undefined = undefined;
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move = this.dex.getActiveMove(move);
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if (!moveData) moveData = move;
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let hitResult: boolean | number | null = true;
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if (move.target === 'all' && !isSelf) {
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hitResult = this.battle.singleEvent('TryHitField', moveData, {}, target, pokemon, move);
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} else if ((move.target === 'foeSide' || move.target === 'allySide') && !isSelf) {
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hitResult = this.battle.singleEvent('TryHitSide', moveData, {}, (target ? target.side : null), pokemon, move);
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} else if (target) {
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hitResult = this.battle.singleEvent('TryHit', moveData, {}, target, pokemon, move);
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}
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if (!hitResult) {
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if (hitResult === false) this.battle.add('-fail', target);
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return false;
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}
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if (target && !isSecondary && !isSelf) {
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hitResult = this.battle.runEvent('TryPrimaryHit', target, pokemon, moveData);
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if (hitResult === 0) {
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// special Substitute flag
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hitResult = true;
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target = null;
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}
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}
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if (target && isSecondary && !moveData.self) {
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hitResult = true;
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}
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if (!hitResult) {
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return false;
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}
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if (target) {
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let didSomething: boolean | number | null = false;
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damage = this.getDamage(pokemon, target, moveData);
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if ((damage || damage === 0) && !target.fainted) {
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damage = this.battle.damage(damage, target, pokemon, move);
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if (!(damage || damage === 0)) {
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this.battle.debug('damage interrupted');
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return false;
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}
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didSomething = true;
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}
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if (damage === false || damage === null) {
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if (damage === false && !isSecondary && !isSelf) {
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this.battle.add('-fail', target);
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}
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this.battle.debug('damage calculation interrupted');
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return false;
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}
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if (moveData.boosts && !target.fainted) {
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if (
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pokemon.volatiles['lockon'] && target === pokemon.volatiles['lockon'].source &&
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target.isSemiInvulnerable() && !isSelf
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) {
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if (!isSecondary) this.battle.add('-fail', target);
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return false;
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}
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hitResult = this.battle.boost(moveData.boosts, target, pokemon, move);
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didSomething = didSomething || hitResult;
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}
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if (moveData.heal && !target.fainted) {
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const d = target.heal(Math.round(target.maxhp * moveData.heal[0] / moveData.heal[1]));
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if (!d && d !== 0) {
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this.battle.add('-fail', target);
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this.battle.debug('heal interrupted');
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return false;
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}
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this.battle.add('-heal', target, target.getHealth);
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didSomething = true;
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}
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if (moveData.status) {
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hitResult = target.trySetStatus(moveData.status, pokemon, move);
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if (!hitResult && move.status) return hitResult;
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didSomething = didSomething || hitResult;
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}
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if (moveData.forceStatus) {
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hitResult = target.setStatus(moveData.forceStatus, pokemon, move);
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didSomething = didSomething || hitResult;
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}
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if (moveData.volatileStatus) {
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hitResult = target.addVolatile(moveData.volatileStatus, pokemon, move);
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didSomething = didSomething || hitResult;
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}
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if (moveData.sideCondition) {
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hitResult = target.side.addSideCondition(moveData.sideCondition, pokemon, move);
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didSomething = didSomething || hitResult;
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}
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if (moveData.weather) {
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hitResult = this.battle.field.setWeather(moveData.weather, pokemon, move);
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didSomething = didSomething || hitResult;
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}
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if (moveData.pseudoWeather) {
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hitResult = this.battle.field.addPseudoWeather(moveData.pseudoWeather, pokemon, move);
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didSomething = didSomething || hitResult;
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}
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if (moveData.forceSwitch) {
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if (this.battle.canSwitch(target.side)) didSomething = true; // at least defer the fail message to later
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}
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if (moveData.selfSwitch) {
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if (this.battle.canSwitch(pokemon.side)) didSomething = true; // at least defer the fail message to later
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}
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// Hit events
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// These are like the TryHit events, except we don't need a FieldHit event.
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// Scroll up for the TryHit event documentation, and just ignore the "Try" part. ;)
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hitResult = null;
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if (move.target === 'all' && !isSelf) {
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if (moveData.onHitField) hitResult = this.battle.singleEvent('HitField', moveData, {}, target, pokemon, move);
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} else if ((move.target === 'foeSide' || move.target === 'allySide') && !isSelf) {
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if (moveData.onHitSide) hitResult = this.battle.singleEvent('HitSide', moveData, {}, target.side, pokemon, move);
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} else {
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if (moveData.onHit) hitResult = this.battle.singleEvent('Hit', moveData, {}, target, pokemon, move);
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if (!isSelf && !isSecondary) {
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this.battle.runEvent('Hit', target, pokemon, move);
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}
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if (moveData.onAfterHit) hitResult = this.battle.singleEvent('AfterHit', moveData, {}, target, pokemon, move);
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}
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if (!hitResult && !didSomething && !moveData.self && !moveData.selfdestruct) {
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if (!isSelf && !isSecondary) {
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if (hitResult === false || didSomething === false) this.battle.add('-fail', target);
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}
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this.battle.debug('move failed because it did nothing');
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return false;
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}
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}
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if (moveData.self) {
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// This is done solely to mimic in-game RNG behaviour. All self drops have a 100% chance of happening but still grab a random number.
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if (!isSecondary && moveData.self.boosts) this.battle.random(100);
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this.moveHit(pokemon, pokemon, move, moveData.self, isSecondary, true);
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}
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// Secondary effects don't happen if the target faints from the attack
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if (target?.hp && moveData.secondaries && this.battle.runEvent('TrySecondaryHit', target, pokemon, moveData)) {
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for (const secondary of moveData.secondaries) {
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// We check here whether to negate the probable secondary status if it's burn or freeze.
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// In the game, this is checked and if true, the random number generator is not called.
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// That means that a move that does not share the type of the target can status it.
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// This means tri-attack can burn fire-types and freeze ice-types.
|
|
// Unlike gen 1, though, paralysis works for all unless the target is immune to direct move (ie. ground-types and t-wave).
|
|
if (secondary.status && ['brn', 'frz'].includes(secondary.status) && target.hasType(move.type)) {
|
|
this.battle.debug('Target immune to [' + secondary.status + ']');
|
|
continue;
|
|
}
|
|
// A sleeping or frozen target cannot be flinched in Gen 2; King's Rock is exempt
|
|
if (secondary.volatileStatus === 'flinch' && ['slp', 'frz'].includes(target.status) && !secondary.kingsrock) {
|
|
this.battle.debug('Cannot flinch a sleeping or frozen target');
|
|
continue;
|
|
}
|
|
// Multi-hit moves only roll for status once
|
|
if (!move.multihit || move.lastHit) {
|
|
const effectChance = Math.floor((secondary.chance || 100) * 255 / 100);
|
|
if (typeof secondary.chance === 'undefined' || this.battle.randomChance(effectChance, 256)) {
|
|
this.moveHit(target, pokemon, move, secondary, true, isSelf);
|
|
} else if (effectChance === 255) {
|
|
this.battle.hint("In Gen 2, moves with a 100% secondary effect chance will not trigger in 1/256 uses.");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (target && target.hp > 0 && pokemon.hp > 0 && moveData.forceSwitch && this.battle.canSwitch(target.side)) {
|
|
hitResult = this.battle.runEvent('DragOut', target, pokemon, move);
|
|
if (hitResult) {
|
|
this.dragIn(target.side, target.position);
|
|
} else if (hitResult === false) {
|
|
this.battle.add('-fail', target);
|
|
}
|
|
}
|
|
if (move.selfSwitch && pokemon.hp) {
|
|
pokemon.switchFlag = move.id;
|
|
}
|
|
return damage;
|
|
},
|
|
getDamage(source, target, move, suppressMessages) {
|
|
// First of all, we get the move.
|
|
if (typeof move === 'string') {
|
|
move = this.dex.getActiveMove(move);
|
|
} else if (typeof move === 'number') {
|
|
move = {
|
|
basePower: move,
|
|
type: '???',
|
|
category: 'Physical',
|
|
willCrit: false,
|
|
flags: {},
|
|
} as unknown as ActiveMove;
|
|
}
|
|
|
|
// Let's test for immunities.
|
|
if (!move.ignoreImmunity || (move.ignoreImmunity !== true && !move.ignoreImmunity[move.type])) {
|
|
if (!target.runImmunity(move.type, true)) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Is it an OHKO move?
|
|
if (move.ohko) {
|
|
return target.maxhp;
|
|
}
|
|
|
|
// We edit the damage through move's damage callback
|
|
if (move.damageCallback) {
|
|
return move.damageCallback.call(this.battle, source, target);
|
|
}
|
|
|
|
// We take damage from damage=level moves
|
|
if (move.damage === 'level') {
|
|
return source.level;
|
|
}
|
|
|
|
// If there's a fix move damage, we run it
|
|
if (move.damage) {
|
|
return move.damage;
|
|
}
|
|
|
|
// We check the category and typing to calculate later on the damage
|
|
move.category = this.battle.getCategory(move);
|
|
// '???' is typeless damage: used for Struggle and Confusion etc
|
|
if (!move.type) move.type = '???';
|
|
const type = move.type;
|
|
|
|
// We get the base power and apply basePowerCallback if necessary
|
|
let basePower: number | false | null | undefined = move.basePower;
|
|
if (move.basePowerCallback) {
|
|
basePower = move.basePowerCallback.call(this.battle, source, target, move);
|
|
}
|
|
|
|
// We check for Base Power
|
|
if (!basePower) {
|
|
if (basePower === 0) return; // Returning undefined means not dealing damage
|
|
return basePower;
|
|
}
|
|
basePower = this.battle.clampIntRange(basePower, 1);
|
|
|
|
// Checking for the move's Critical Hit ratio
|
|
let critRatio = this.battle.runEvent('ModifyCritRatio', source, target, move, move.critRatio || 0);
|
|
critRatio = this.battle.clampIntRange(critRatio, 0, 5);
|
|
const critMult = [0, 16, 8, 4, 3, 2];
|
|
let isCrit = move.willCrit || false;
|
|
if (typeof move.willCrit === 'undefined') {
|
|
if (critRatio) {
|
|
isCrit = this.battle.randomChance(1, critMult[critRatio]);
|
|
}
|
|
}
|
|
|
|
if (isCrit && this.battle.runEvent('CriticalHit', target, null, move)) {
|
|
target.getMoveHitData(move).crit = true;
|
|
}
|
|
|
|
// Happens after crit calculation
|
|
if (basePower) {
|
|
// confusion damage
|
|
if (move.isConfusionSelfHit) {
|
|
move.type = move.baseMoveType!;
|
|
basePower = this.battle.runEvent('BasePower', source, target, move, basePower, true);
|
|
move.type = '???';
|
|
} else {
|
|
basePower = this.battle.runEvent('BasePower', source, target, move, basePower, true);
|
|
}
|
|
if (basePower && move.basePowerModifier) {
|
|
basePower *= move.basePowerModifier;
|
|
}
|
|
}
|
|
if (!basePower) return 0;
|
|
basePower = this.battle.clampIntRange(basePower, 1);
|
|
|
|
// We now check for attacker and defender
|
|
let level = source.level;
|
|
|
|
// Using Beat Up
|
|
if (move.allies) {
|
|
this.battle.add('-activate', source, 'move: Beat Up', '[of] ' + move.allies[0].name);
|
|
level = move.allies[0].level;
|
|
}
|
|
|
|
const attacker = move.overrideOffensivePokemon === 'target' ? target : source;
|
|
const defender = move.overrideDefensivePokemon === 'source' ? source : target;
|
|
|
|
const isPhysical = move.category === 'Physical';
|
|
const atkType: StatIDExceptHP = move.overrideOffensiveStat || (isPhysical ? 'atk' : 'spa');
|
|
const defType: StatIDExceptHP = move.overrideDefensiveStat || (isPhysical ? 'def' : 'spd');
|
|
|
|
let unboosted = false;
|
|
let noburndrop = false;
|
|
|
|
if (isCrit) {
|
|
if (!suppressMessages) this.battle.add('-crit', target);
|
|
// Stat level modifications are ignored if they are neutral to or favour the defender.
|
|
// Reflect and Light Screen defensive boosts are only ignored if stat level modifications were also ignored as a result of that.
|
|
if (attacker.boosts[atkType] <= defender.boosts[defType]) {
|
|
unboosted = true;
|
|
noburndrop = true;
|
|
}
|
|
}
|
|
|
|
let attack = attacker.getStat(atkType, unboosted, noburndrop);
|
|
let defense = defender.getStat(defType, unboosted);
|
|
|
|
// Using Beat Up
|
|
if (move.allies) {
|
|
attack = move.allies[0].species.baseStats.atk;
|
|
move.allies.shift();
|
|
defense = defender.species.baseStats.def;
|
|
}
|
|
|
|
// Moves that ignore offense and defense respectively.
|
|
if (move.ignoreOffensive) {
|
|
this.battle.debug('Negating (sp)atk boost/penalty.');
|
|
// The attack drop from the burn is only applied when attacker's attack level is higher than defender's defense level.
|
|
attack = attacker.getStat(atkType, true, true);
|
|
}
|
|
|
|
if (move.ignoreDefensive) {
|
|
this.battle.debug('Negating (sp)def boost/penalty.');
|
|
defense = target.getStat(defType, true, true);
|
|
}
|
|
|
|
if (move.id === 'present') {
|
|
const typeIndexes: {[k: string]: number} = {
|
|
Normal: 0, Fighting: 1, Flying: 2, Poison: 3, Ground: 4, Rock: 5, Bug: 7, Ghost: 8, Steel: 9,
|
|
Fire: 20, Water: 21, Grass: 22, Electric: 23, Psychic: 24, Ice: 25, Dragon: 26, Dark: 27,
|
|
};
|
|
attack = 10;
|
|
|
|
const attackerLastType = attacker.getTypes().slice(-1)[0];
|
|
const defenderLastType = defender.getTypes().slice(-1)[0];
|
|
|
|
defense = typeIndexes[attackerLastType] || 1;
|
|
level = typeIndexes[defenderLastType] || 1;
|
|
this.battle.hint("Gen 2 Present has a glitched damage calculation using the secondary types of the Pokemon for the Attacker's Level and Defender's Defense.", true);
|
|
}
|
|
|
|
// When either attack or defense are higher than 256, they are both divided by 4 and modded by 256.
|
|
// This is what causes the rollover bugs.
|
|
if (attack >= 256 || defense >= 256) {
|
|
if (attack >= 1024 || defense >= 1024) {
|
|
this.battle.hint("In Gen 2, a stat will roll over to a small number if it is larger than 1024.");
|
|
}
|
|
attack = this.battle.clampIntRange(Math.floor(attack / 4) % 256, 1);
|
|
defense = this.battle.clampIntRange(Math.floor(defense / 4) % 256, 1);
|
|
}
|
|
|
|
// Self destruct moves halve defense at this point.
|
|
if (move.selfdestruct && defType === 'def') {
|
|
defense = this.battle.clampIntRange(Math.floor(defense / 2), 1);
|
|
}
|
|
|
|
// Let's go with the calculation now that we have what we need.
|
|
// We do it step by step just like the game does.
|
|
let damage = level * 2;
|
|
damage = Math.floor(damage / 5);
|
|
damage += 2;
|
|
damage *= basePower;
|
|
damage *= attack;
|
|
damage = Math.floor(damage / defense);
|
|
damage = Math.floor(damage / 50);
|
|
if (isCrit) damage *= 2;
|
|
damage = Math.floor(this.battle.runEvent('ModifyDamage', attacker, defender, move, damage));
|
|
damage = this.battle.clampIntRange(damage, 1, 997);
|
|
damage += 2;
|
|
|
|
// Weather modifiers
|
|
if (
|
|
(type === 'Water' && this.battle.field.isWeather('raindance')) ||
|
|
(type === 'Fire' && this.battle.field.isWeather('sunnyday'))
|
|
) {
|
|
damage = Math.floor(damage * 1.5);
|
|
} else if (
|
|
((type === 'Fire' || move.id === 'solarbeam') && this.battle.field.isWeather('raindance')) ||
|
|
(type === 'Water' && this.battle.field.isWeather('sunnyday'))
|
|
) {
|
|
damage = Math.floor(damage / 2);
|
|
}
|
|
|
|
// STAB damage bonus, the "???" type never gets STAB
|
|
if (type !== '???' && source.hasType(type)) {
|
|
damage += Math.floor(damage / 2);
|
|
}
|
|
|
|
// Type effectiveness
|
|
const totalTypeMod = target.runEffectiveness(move);
|
|
// Super effective attack
|
|
if (totalTypeMod > 0) {
|
|
if (!suppressMessages) this.battle.add('-supereffective', target);
|
|
damage *= 2;
|
|
if (totalTypeMod >= 2) {
|
|
damage *= 2;
|
|
}
|
|
}
|
|
// Resisted attack
|
|
if (totalTypeMod < 0) {
|
|
if (!suppressMessages) this.battle.add('-resisted', target);
|
|
damage = Math.floor(damage / 2);
|
|
if (totalTypeMod <= -2) {
|
|
damage = Math.floor(damage / 2);
|
|
}
|
|
}
|
|
|
|
// Apply random factor if damage is greater than 1, except for Flail and Reversal
|
|
if (!move.noDamageVariance && damage > 1) {
|
|
damage *= this.battle.random(217, 256);
|
|
damage = Math.floor(damage / 255);
|
|
}
|
|
|
|
// If damage is less than 1, we return 1
|
|
if (basePower && !Math.floor(damage)) {
|
|
return 1;
|
|
}
|
|
|
|
// We are done, this is the final damage
|
|
return damage;
|
|
},
|
|
},
|
|
};
|