pokemon-showdown/data/mods/stadium/moves.js
Guangcong Luo f3e45fbb72 Move server code to server/
Also move mods/ to data/mods/

This makes PS more monorepo-like. The intent is to further separate
the sim and the server code, but without fully committing to splitting
the repository itself.

We now support `./pokemon-showdown start` in addition to
`./pokemon-showdown`. I'm not clear which I want to be the default
yet.
2019-02-03 16:07:06 -06:00

186 lines
5.1 KiB
JavaScript

'use strict';
/**@type {{[k: string]: ModdedMoveData}} */
let BattleMovedex = {
bind: {
inherit: true,
onBeforeMove: function () {},
},
clamp: {
inherit: true,
onBeforeMove: function () {},
},
firespin: {
inherit: true,
onBeforeMove: function () {},
},
highjumpkick: {
inherit: true,
desc: "If this attack misses the target, the user takes 1 HP of damage.",
shortDesc: "User takes 1 HP damage it would have dealt if miss.",
onMoveFail: function (target, source, move) {
if (!target.types.includes('Ghost')) {
this.directDamage(1, source);
}
},
},
jumpkick: {
inherit: true,
desc: "If this attack misses the target, the user 1HP of damage.",
shortDesc: "User takes 1 HP damage if miss.",
onMoveFail: function (target, source, move) {
this.damage(1, source);
},
},
leechseed: {
inherit: true,
onHit: function () {},
effect: {
onStart: function (target) {
this.add('-start', target, 'move: Leech Seed');
},
onAfterMoveSelfPriority: 1,
onAfterMoveSelf: function (pokemon) {
let leecher = pokemon.side.foe.active[pokemon.volatiles['leechseed'].sourcePosition];
if (!leecher || leecher.fainted || leecher.hp <= 0) {
this.debug('Nothing to leech into');
return;
}
let toLeech = this.clampIntRange(Math.floor(pokemon.maxhp / 16), 1);
let damage = this.damage(toLeech, pokemon, leecher);
if (damage) this.heal(damage, leecher, pokemon);
},
},
},
rage: {
inherit: true,
self: {
volatileStatus: 'rage',
},
effect: {
// Rage lock
duration: 255,
onStart: function (target, source, effect) {
this.effectData.move = 'rage';
},
onLockMove: 'rage',
onTryHit: function (target, source, move) {
if (target.boosts.atk < 6 && move.id === 'disable') {
this.boost({atk: 1});
}
},
onHit: function (target, source, move) {
if (target.boosts.atk < 6 && move.category !== 'Status') {
this.boost({atk: 1});
}
},
onMoveFail: function () {},
},
},
recover: {
inherit: true,
heal: null,
onHit: function (target) {
if (target.hp === target.maxhp) {
return false;
}
this.heal(Math.floor(target.maxhp / 2), target, target);
},
},
rest: {
inherit: true,
onHit: function (target) {
// Fails if the difference between
// max HP and current HP is 0, 255, or 511
if (target.hp >= target.maxhp) return false;
if (!target.setStatus('slp')) return false;
target.statusData.time = 2;
target.statusData.startTime = 2;
this.heal(target.maxhp); // Aeshetic only as the healing happens after you fall asleep in-game
this.add('-status', target, 'slp', '[from] move: Rest');
},
},
softboiled: {
inherit: true,
heal: null,
onHit: function (target) {
// Fail when health is 255 or 511 less than max
if (target.hp === target.maxhp) {
return false;
}
this.heal(Math.floor(target.maxhp / 2), target, target);
},
},
substitute: {
inherit: true,
effect: {
onStart: function (target) {
this.add('-start', target, 'Substitute');
this.effectData.hp = Math.floor(target.maxhp / 4);
delete target.volatiles['partiallytrapped'];
},
onTryHitPriority: -1,
onTryHit: function (target, source, move) {
if (target === source) {
this.debug('sub bypass: self hit');
return;
}
if (move.drain) {
this.add('-miss', source);
return null;
}
if (move.category === 'Status') {
let SubBlocked = ['leechseed', 'lockon', 'mindreader', 'nightmare'];
if (move.status || move.boosts || move.volatileStatus === 'confusion' || SubBlocked.includes(move.id)) {
this.add('-activate', target, 'Substitute', '[block] ' + move.name);
return null;
}
return;
}
if (move.volatileStatus && target === source) return;
let damage = this.getDamage(source, target, move);
if (!damage) return null;
damage = this.runEvent('SubDamage', target, source, move, damage);
if (!damage) return damage;
target.volatiles['substitute'].hp -= damage;
source.lastDamage = damage;
if (target.volatiles['substitute'].hp <= 0) {
this.debug('Substitute broke');
target.removeVolatile('substitute');
target.subFainted = true;
} else {
this.add('-activate', target, 'Substitute', '[damage]');
}
// Drain/recoil does not happen if the substitute breaks
if (target.volatiles['substitute']) {
if (move.recoil) {
this.damage(Math.round(damage * move.recoil[0] / move.recoil[1]), source, target, 'recoil');
}
}
this.runEvent('AfterSubDamage', target, source, move, damage);
// Add here counter damage
let lastAttackedBy = target.getLastAttackedBy();
if (!lastAttackedBy) {
target.attackedBy.push({source: source, move: move.id, damage: damage, thisTurn: true});
} else {
lastAttackedBy.move = move.id;
lastAttackedBy.damage = damage;
}
return 0;
},
onEnd: function (target) {
this.add('-end', target, 'Substitute');
},
},
secondary: null,
target: "self",
type: "Normal",
},
wrap: {
inherit: true,
onBeforeMove: function () {},
},
};
exports.BattleMovedex = BattleMovedex;