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export const Scripts: ModdedBattleScriptsData = {
gen: 9,
actions: {
getDamage(source, target, move, suppressMessages) {
if (typeof move === 'string') move = this.dex.getActiveMove(move);
if (typeof move === 'number') {
const basePower = move;
move = new Dex.Move({
basePower,
type: '???',
category: 'Physical',
willCrit: false,
}) as ActiveMove;
move.hit = 0;
}
if (!move.ignoreImmunity || (move.ignoreImmunity !== true && !move.ignoreImmunity[move.type])) {
if (!target.runImmunity(move.type, !suppressMessages)) {
return false;
}
}
if (move.ohko) return target.maxhp;
if (move.damageCallback) return move.damageCallback.call(this.battle, source, target);
if (move.damage === 'level') {
return source.level;
} else if (move.damage) {
return move.damage;
}
let basePower: number | false | null = move.basePower;
if (move.basePowerCallback) {
basePower = move.basePowerCallback.call(this.battle, source, target, move);
}
if (!basePower) return basePower === 0 ? undefined : basePower;
basePower = this.battle.clampIntRange(basePower, 1);
let critMult;
let critRatio = this.battle.runEvent('ModifyCritRatio', source, target, move, move.critRatio || 0);
if (this.battle.gen <= 5) {
critRatio = this.battle.clampIntRange(critRatio, 0, 5);
critMult = [0, 16, 8, 4, 3, 2];
} else {
critRatio = this.battle.clampIntRange(critRatio, 0, 4);
if (this.battle.gen === 6) {
critMult = [0, 16, 8, 2, 1];
} else {
critMult = [0, 24, 8, 2, 1];
}
}
const moveHit = target.getMoveHitData(move);
moveHit.crit = move.willCrit || false;
if (move.willCrit === undefined) {
if (critRatio) {
moveHit.crit = this.battle.randomChance(1, critMult[critRatio]);
}
}
if (moveHit.crit) {
moveHit.crit = this.battle.runEvent('CriticalHit', target, null, move);
}
// happens after crit calculation
basePower = this.battle.runEvent('BasePower', source, target, move, basePower, true);
if (!basePower) return 0;
basePower = this.battle.clampIntRange(basePower, 1);
// Hacked Max Moves have 0 base power, even if you Dynamax
if ((!source.volatiles['dynamax'] && move.isMax) || (move.isMax && this.dex.moves.get(move.baseMove).isMax)) {
basePower = 0;
}
const level = source.level;
const attacker = move.overrideOffensivePokemon === 'target' ? target : source;
const defender = move.overrideDefensivePokemon === 'source' ? source : target;
const isPhysical = move.category === 'Physical';
const defenseStat: StatIDExceptHP = move.overrideDefensiveStat || (isPhysical ? 'def' : 'spd');
const statTable: { [k in StatIDExceptHP]: string } = { atk: 'Atk', def: 'Def', spa: 'SpA', spd: 'SpD', spe: 'Spe' };
let maxAttack = 0;
let defBoosts = defender.boosts[defenseStat];
let ignoreNegativeOffensive = !!move.ignoreNegativeOffensive;
let ignorePositiveDefensive = !!move.ignorePositiveDefensive;
if (moveHit.crit) {
ignoreNegativeOffensive = true;
ignorePositiveDefensive = true;
}
const ignoreDefensive = !!(move.ignoreDefensive || (ignorePositiveDefensive && defBoosts > 0));
if (ignoreDefensive) {
this.battle.debug('Negating (sp)def boost/penalty.');
defBoosts = 0;
}
let attack = 0;
for (const attackStat in statTable) {
let atkBoosts = attacker.boosts[attackStat as keyof BoostsTable];
const ignoreOffensive = !!(move.ignoreOffensive || (ignoreNegativeOffensive && atkBoosts < 0));
if (ignoreOffensive) {
this.battle.debug('Negating (sp)atk boost/penalty.');
atkBoosts = 0;
}
attack = attacker.calculateStat(attackStat as any, atkBoosts, 1, source);
attack = this.battle.runEvent('Modify' + (statTable as any)[attackStat], source, target, move, attack);
if (attack > maxAttack) maxAttack = attack;
}
let defense = defender.calculateStat(defenseStat, defBoosts, 1, target);
// Apply Stat Modifiers
defense = this.battle.runEvent('Modify' + statTable[defenseStat], target, source, move, defense);
if (this.battle.gen <= 4 && ['explosion', 'selfdestruct'].includes(move.id) && defenseStat === 'def') {
defense = this.battle.clampIntRange(Math.floor(defense / 2), 1);
}
const tr = this.battle.trunc;
// int(int(int(2 * L / 5 + 2) * A * P / D) / 50);
const baseDamage = tr(tr(tr(tr(2 * level / 5 + 2) * basePower * maxAttack) / defense) / 50);
// Calculate damage modifiers separately (order differs between generations)
return this.modifyDamage(baseDamage, source, target, move, suppressMessages);
},
},
};