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/** | |
* Gen 1 mechanics are fairly different to those we know on current gen. | |
* Therefor we need to make a lot of changes to the battle engine for this game simulation. | |
* This generation inherits all the changes from older generations, that must be taken into account when editing code. | |
*/ | |
const SKIP_LASTDAMAGE = new Set([ | |
'confuseray', 'conversion', 'counter', 'focusenergy', 'glare', 'haze', 'leechseed', 'lightscreen', | |
'mimic', 'mist', 'poisongas', 'poisonpowder', 'recover', 'reflect', 'rest', 'softboiled', | |
'splash', 'stunspore', 'substitute', 'supersonic', 'teleport', 'thunderwave', 'toxic', 'transform', | |
]); | |
const TWO_TURN_MOVES = ['dig', 'fly', 'razorwind', 'skullbash', 'skyattack', 'solarbeam']; | |
export const Scripts: ModdedBattleScriptsData = { | |
inherit: 'gen2', | |
gen: 1, | |
init() { | |
for (const i in this.data.Pokedex) { | |
const poke = this.modData('Pokedex', i); | |
poke.gender = 'N'; | |
poke.eggGroups = null; | |
} | |
}, | |
// BattlePokemon scripts. | |
pokemon: { | |
inherit: true, | |
getStat(statName, unmodified) { | |
// @ts-expect-error type checking prevents 'hp' from being passed, but we're paranoid | |
if (statName === 'hp') throw new Error("Please read `maxhp` directly"); | |
if (unmodified) return this.baseStoredStats[statName]; | |
return this.modifiedStats![statName]; | |
}, | |
// Gen 1 function to apply a stat modification that is only active until the stat is recalculated or mon switched. | |
modifyStat(statName, modifier) { | |
if (!(statName in this.storedStats)) throw new Error("Invalid `statName` passed to `modifyStat`"); | |
const modifiedStats = this.battle.clampIntRange(Math.floor(this.modifiedStats![statName] * modifier), 1); | |
this.modifiedStats![statName] = modifiedStats; | |
}, | |
// In generation 1, boosting function increases the stored modified stat and checks for opponent's status. | |
boostBy(boost) { | |
let changed: boolean | number = false; | |
let i: BoostID; | |
for (i in boost) { | |
const delta = boost[i]; | |
if (delta === undefined) continue; | |
if (delta > 0 && this.boosts[i] >= 6) continue; | |
if (delta < 0 && this.boosts[i] <= -6) continue; | |
if (i === 'evasion' || i === 'accuracy') { | |
this.boosts[i] += delta; | |
if (this.boosts[i] > 6) { | |
this.boosts[i] = 6; | |
} | |
if (this.boosts[i] < -6) { | |
this.boosts[i] = -6; | |
} | |
changed = true; | |
continue; | |
} | |
// Stat being modified is not evasion or accuracy, so change modifiedStats. | |
if (delta > 0) { | |
if (this.modifiedStats![i] === 999) { | |
// Intended max stat value | |
this.boosts[i] += delta; | |
if (this.boosts[i] > 6) { | |
this.boosts[i] = 6; | |
} | |
this.boosts[i]--; | |
// changed = 0 corresponds to increasing stats at 999 (or decreasing at 1). | |
changed = 0; | |
} else { | |
this.boosts[i] += delta; | |
if (this.boosts[i] > 6) { | |
this.boosts[i] = 6; | |
} | |
changed = true; | |
} | |
} | |
if (delta < 0) { | |
if (this.modifiedStats![i] === 1) { | |
// Minimum stat value | |
this.boosts[i] += delta; | |
if (this.boosts[i] < -6) { | |
this.boosts[i] = -6; | |
} | |
this.boosts[i]++; | |
// changed = 0 corresponds to increasing stats at 999 (or decreasing at 1). | |
changed = 0; | |
} else { | |
this.boosts[i] += delta; | |
if (this.boosts[i] < -6) { | |
this.boosts[i] = -6; | |
} | |
changed = true; | |
} | |
} | |
if (changed) { | |
// Recalculate the modified stat | |
this.modifiedStats![i] = this.storedStats[i]; | |
if (this.boosts[i] >= 0) { | |
this.modifyStat!(i, [1, 1.5, 2, 2.5, 3, 3.5, 4][this.boosts[i]]); | |
} else { | |
this.modifyStat!(i, [100, 66, 50, 40, 33, 28, 25][-this.boosts[i]] / 100); | |
} | |
if (delta > 0 && this.modifiedStats![i] > 999) { | |
// Cap the stat at 999 | |
this.modifiedStats![i] = 999; | |
} | |
} | |
} | |
return changed; | |
}, | |
clearBoosts() { | |
let i: BoostID; | |
for (i in this.boosts) { | |
this.boosts[i] = 0; | |
// Recalculate the modified stat | |
if (i === 'evasion' || i === 'accuracy') continue; | |
this.modifiedStats![i] = this.storedStats[i]; | |
} | |
}, | |
}, | |
actions: { | |
inherit: true, | |
// This function is the main one when running a move. | |
// It deals with the beforeMove event. | |
// It also deals with how PP reduction works on gen 1. | |
runMove(moveOrMoveName, pokemon, targetLoc, options) { | |
let sourceEffect = options?.sourceEffect; | |
const target = this.battle.getTarget(pokemon, moveOrMoveName, targetLoc); | |
let move = this.battle.dex.getActiveMove(moveOrMoveName); | |
// If a faster partial trapping move misses against a user of Hyper Beam during a recharge turn, | |
// the user of Hyper Beam will automatically use Hyper Beam during that turn. | |
const autoHyperBeam = ( | |
move.id === 'recharge' && !pokemon.volatiles['mustrecharge'] && !pokemon.volatiles['partiallytrapped'] | |
); | |
if (autoHyperBeam) { | |
move = this.battle.dex.getActiveMove('hyperbeam'); | |
this.battle.hint(`In Gen 1, If a faster partial trapping move misses against a user of Hyper Beam during a recharge turn, ` + | |
`the user of Hyper Beam will automatically use Hyper Beam during that turn.`, true); | |
} | |
if (target?.subFainted) target.subFainted = null; | |
this.battle.setActiveMove(move, pokemon, target); | |
if (pokemon.moveThisTurn || !this.battle.runEvent('BeforeMove', pokemon, target, move)) { | |
this.battle.clearActiveMove(true); | |
// This is only run for sleep. | |
this.battle.runEvent('AfterMoveSelf', pokemon, target, move); | |
return; | |
} | |
if (move.beforeMoveCallback) { | |
if (move.beforeMoveCallback.call(this.battle, pokemon, target, move)) { | |
this.battle.clearActiveMove(true); | |
return; | |
} | |
} | |
let lockedMove = this.battle.runEvent('LockMove', pokemon); | |
if (lockedMove === true) lockedMove = false; | |
if ( | |
!lockedMove && | |
(!pokemon.volatiles['partialtrappinglock'] || pokemon.volatiles['partialtrappinglock'].locked !== target) | |
) { | |
pokemon.deductPP(move, null, target); | |
} else { | |
sourceEffect = move; | |
if (pokemon.volatiles['twoturnmove']) { | |
// Two-turn moves like Sky Attack deduct PP on their second turn. | |
pokemon.deductPP(pokemon.volatiles['twoturnmove'].originalMove, null, target); | |
} | |
} | |
if ( | |
(pokemon.volatiles['partialtrappinglock'] && target !== pokemon.volatiles['partialtrappinglock'].locked) || | |
autoHyperBeam | |
) { | |
const moveSlot = pokemon.moveSlots.find(ms => ms.id === move.id); | |
if (moveSlot && moveSlot.pp < 0) { | |
moveSlot.pp = 63; | |
this.battle.hint("In Gen 1, if a player is forced to use a move with 0 PP, the move will underflow to have 63 PP."); | |
} | |
} | |
this.useMove(move, pokemon, { target, sourceEffect }); | |
// Restore PP if the move is the first turn of a charging move. Save the move from which PP should be deducted if the move succeeds. | |
if (pokemon.volatiles['twoturnmove']) { | |
pokemon.deductPP(move, -1, target); | |
pokemon.volatiles['twoturnmove'].originalMove = move.id; | |
} | |
}, | |
// This function deals with AfterMoveSelf events. | |
// This leads with partial trapping moves shenanigans after the move has been used. | |
useMove(moveOrMoveName, pokemon, options) { | |
let sourceEffect = options?.sourceEffect; | |
let target = options?.target; | |
if (!sourceEffect && this.battle.effect.id) sourceEffect = this.battle.effect; | |
const baseMove = this.battle.dex.moves.get(moveOrMoveName); | |
let move = this.battle.dex.getActiveMove(baseMove); | |
if (target === undefined) target = this.battle.getRandomTarget(pokemon, move); | |
if (move.target === 'self') { | |
target = pokemon; | |
} | |
if (sourceEffect) move.sourceEffect = sourceEffect.id; | |
this.battle.singleEvent('ModifyMove', move, null, pokemon, target, move, move); | |
if (baseMove.target !== move.target) { | |
// Target changed in ModifyMove, so we must adjust it here | |
target = this.battle.getRandomTarget(pokemon, move); | |
} | |
move = this.battle.runEvent('ModifyMove', pokemon, target, move, move); | |
if (baseMove.target !== move.target) { | |
// Check again, this shouldn't ever happen on Gen 1. | |
target = this.battle.getRandomTarget(pokemon, move); | |
} | |
// The charging turn of a two-turn move does not update pokemon.lastMove | |
if (!TWO_TURN_MOVES.includes(move.id) || pokemon.volatiles['twoturnmove']) pokemon.lastMove = move; | |
const moveResult = this.useMoveInner(moveOrMoveName, pokemon, { target, sourceEffect }); | |
if (move.id !== 'metronome') { | |
if (move.id !== 'mirrormove' || | |
(!pokemon.side.foe.active[0]?.lastMove || pokemon.side.foe.active[0].lastMove?.id === 'mirrormove')) { | |
// The move is our 'final' move (a failed Mirror Move, or any move that isn't Metronome or Mirror Move). | |
pokemon.side.lastMove = move; | |
if (pokemon.volatiles['lockedmove']?.time <= 0) pokemon.removeVolatile('lockedmove'); | |
// If target fainted | |
if (target && target.hp <= 0) { | |
// We remove recharge | |
if (pokemon.volatiles['mustrecharge']) pokemon.removeVolatile('mustrecharge'); | |
delete pokemon.volatiles['partialtrappinglock']; | |
} else { | |
if (pokemon.volatiles['mustrecharge']) this.battle.add('-mustrecharge', pokemon); | |
if (pokemon.hp) this.battle.runEvent('AfterMoveSelf', pokemon, target, move); | |
} | |
// For partial trapping moves, we are saving the target | |
if (move.volatileStatus === 'partiallytrapped' && target && target.hp > 0) { | |
// Let's check if the lock exists | |
if (pokemon.volatiles['partialtrappinglock'] && target.volatiles['partiallytrapped']) { | |
// Here the partialtrappinglock volatile has been already applied | |
const sourceVolatile = pokemon.volatiles['partialtrappinglock']; | |
const targetVolatile = target.volatiles['partiallytrapped']; | |
if (!sourceVolatile.locked) { | |
// If it's the first hit, we save the target | |
sourceVolatile.locked = target; | |
} else if (target !== pokemon && target !== sourceVolatile.locked) { | |
// Our target switched out! Re-roll the duration, damage, and accuracy. | |
const duration = this.battle.sample([2, 2, 2, 3, 3, 3, 4, 5]); | |
sourceVolatile.duration = duration; | |
sourceVolatile.locked = target; | |
// Duration reset thus partially trapped at 2 always. | |
targetVolatile.duration = 2; | |
} | |
} // If we move to here, the move failed and there's no partial trapping lock. | |
} | |
} | |
} | |
return moveResult; | |
}, | |
// This is the function that actually uses the move, running ModifyMove events. | |
// It uses the move and then deals with the effects after the move. | |
useMoveInner(moveOrMoveName, pokemon, options) { | |
let sourceEffect = options?.sourceEffect; | |
let target = options?.target; | |
if (!sourceEffect && this.battle.effect.id) sourceEffect = this.battle.effect; | |
const baseMove = this.battle.dex.moves.get(moveOrMoveName); | |
let move = this.battle.dex.getActiveMove(baseMove); | |
if (target === undefined) target = this.battle.getRandomTarget(pokemon, move); | |
if (move.target === 'self') { | |
target = pokemon; | |
} | |
if (sourceEffect) move.sourceEffect = sourceEffect.id; | |
this.battle.setActiveMove(move, pokemon, target); | |
this.battle.singleEvent('ModifyMove', move, null, pokemon, target, move, move); | |
if (baseMove.target !== move.target) { | |
// Target changed in ModifyMove, so we must adjust it here | |
target = this.battle.getRandomTarget(pokemon, move); | |
} | |
move = this.battle.runEvent('ModifyMove', pokemon, target, move, move); | |
if (baseMove.target !== move.target) { | |
// Check again, this shouldn't ever happen on Gen 1. | |
target = this.battle.getRandomTarget(pokemon, move); | |
this.battle.debug('not a gen 1 mechanic'); | |
} | |
if (!move) return false; | |
let attrs = ''; | |
if (pokemon.fainted) { | |
return false; | |
} | |
if (sourceEffect) attrs += `|[from]${this.battle.dex.conditions.get(sourceEffect)}`; | |
this.battle.addMove('move', pokemon, move.name, `${target}${attrs}`); | |
if (!this.battle.singleEvent('Try', move, null, pokemon, target, move)) { | |
return true; | |
} | |
if (!this.battle.singleEvent('TryMove', move, null, pokemon, target, move) || | |
!this.battle.runEvent('TryMove', pokemon, target, move)) { | |
return true; | |
} | |
if (move.ignoreImmunity === undefined) { | |
move.ignoreImmunity = (move.category === 'Status'); | |
} | |
let damage: number | undefined | false | '' = false; | |
if (!target || target.fainted) { | |
this.battle.attrLastMove('[notarget]'); | |
this.battle.add('-notarget'); | |
return true; | |
} | |
// Store 0 damage for last damage if the move is not in the array. | |
if (!SKIP_LASTDAMAGE.has(move.id)) this.battle.lastDamage = 0; | |
damage = this.tryMoveHit(target, pokemon, move); | |
// Disable and Selfdestruct/Explosion boost rage, regardless of whether they miss/fail. | |
if (target.boosts.atk < 6 && (move.selfdestruct || move.id === 'disable') && target.volatiles['rage']) { | |
this.battle.boost({ atk: 1 }, target, pokemon, this.dex.conditions.get('rage')); | |
this.battle.hint(`In Gen 1, using ${move.name} causes the target to build Rage, ` + | |
`even if it misses or fails`, true); | |
} | |
// Go ahead with results of the used move. | |
if (damage === false) { | |
this.battle.singleEvent('MoveFail', move, null, target, pokemon, move); | |
return true; | |
} | |
if (!move.negateSecondary) { | |
this.battle.singleEvent('AfterMoveSecondarySelf', move, null, pokemon, target, move); | |
this.battle.runEvent('AfterMoveSecondarySelf', pokemon, target, move); | |
} | |
return true; | |
}, | |
// This function attempts a move hit and returns the attempt result before the actual hit happens. | |
// It deals with partial trapping weirdness and accuracy bugs as well. | |
tryMoveHit(target, pokemon, move) { | |
let damage: number | false | undefined = 0; | |
// Add Thrashing effect before the move does damage, or add confusion if Thrash effect is ending | |
if (move?.self?.volatileStatus === 'lockedmove') { | |
if (pokemon.volatiles['lockedmove']) { | |
pokemon.volatiles['lockedmove'].time--; | |
if (!pokemon.volatiles['lockedmove'].time) { | |
// Confusion begins even if already confused. | |
// Remove lockedmove volatile when dealing with after move effects. | |
delete pokemon.volatiles['confusion']; | |
pokemon.addVolatile('confusion', pokemon, this.dex.conditions.get('lockedmove')); | |
} | |
} else { | |
pokemon.addVolatile('lockedmove', pokemon, move); | |
} | |
} | |
// First, check if the target is semi-invulnerable | |
let hitResult = this.battle.runEvent('Invulnerability', target, pokemon, move); | |
if (hitResult === false) { | |
this.battle.attrLastMove('[miss]'); | |
this.battle.add('-miss', pokemon); | |
if (move.selfdestruct) { | |
this.battle.faint(pokemon, pokemon, move); | |
} | |
return false; | |
} | |
// Then, check if the Pokémon is immune to this move. | |
if ( | |
(!move.ignoreImmunity || (move.ignoreImmunity !== true && !move.ignoreImmunity[move.type])) && | |
!target.runImmunity(move.type, true) | |
) { | |
if (move.selfdestruct) { | |
this.battle.faint(pokemon, pokemon, move); | |
} | |
return false; | |
} | |
hitResult = this.battle.singleEvent('TryImmunity', move, null, target, pokemon, move); | |
if (hitResult === false) { | |
this.battle.add('-immune', target); | |
return false; | |
} | |
// Now, let's calculate the accuracy. | |
let accuracy = move.accuracy; | |
// Partial trapping moves: true accuracy while it lasts | |
if (move.volatileStatus === 'partiallytrapped' && target === pokemon.volatiles['partialtrappinglock']?.locked) { | |
accuracy = true; | |
} | |
// If a sleep inducing move is used while the user is recharging, the accuracy is true. | |
if (move.status === 'slp' && target?.volatiles['mustrecharge']) { | |
accuracy = true; | |
} | |
// OHKO moves only have a chance to hit if the user is at least as fast as the target | |
if (move.ohko) { | |
if (target.getStat('spe') > pokemon.getStat('spe')) { | |
this.battle.add('-immune', target, '[ohko]'); | |
return false; | |
} | |
} | |
// Calculate true accuracy for gen 1, which uses 0-255. | |
// Gen 1 uses the same boost table for accuracy and evasiveness as every other stat | |
const boostTable = [25, 28, 33, 40, 50, 66, 100, 150, 200, 250, 300, 350, 400]; | |
if (accuracy !== true) { | |
accuracy = Math.floor(accuracy * 255 / 100); | |
// Rage and Thrash/Petal Dance accuracy bug | |
if (pokemon.volatiles['lockedmove']) accuracy = pokemon.volatiles['lockedmove'].accuracy; | |
if (pokemon.volatiles['rage']) accuracy = pokemon.volatiles['rage'].accuracy; | |
// This line is just to satisfy TypeScript, accuracy should never be true at this point | |
if (accuracy !== true) { | |
// Check also for accuracy modifiers. | |
if (!move.ignoreAccuracy) { | |
accuracy = Math.floor(accuracy * (boostTable[pokemon.boosts.accuracy + 6] / 100)); | |
} | |
if (!move.ignoreEvasion) { | |
accuracy = Math.floor(accuracy * (boostTable[-target.boosts.evasion + 6] / 100)); | |
} | |
accuracy = this.battle.clampIntRange(accuracy, 1, 255); | |
} | |
if (pokemon.volatiles['lockedmove']) pokemon.volatiles['lockedmove'].accuracy = accuracy; | |
if (pokemon.volatiles['rage']) pokemon.volatiles['rage'].accuracy = accuracy; | |
} | |
accuracy = this.battle.runEvent('Accuracy', target, pokemon, move, accuracy); | |
// Moves that target the user do not suffer from the 1/256 miss chance. | |
if (move.target === 'self' && accuracy !== true) accuracy++; | |
// 1/256 chance of missing always, no matter what. Besides the aforementioned exceptions. | |
if (accuracy !== true && !this.battle.randomChance(accuracy, 256)) { | |
this.battle.attrLastMove('[miss]'); | |
this.battle.add('-miss', pokemon); | |
if (accuracy === 255) this.battle.hint("In Gen 1, moves with 100% accuracy can still miss 1/256 of the time."); | |
damage = false; | |
this.battle.lastDamage = 0; | |
} | |
// If damage is 0 and not false it means it didn't miss, let's calc. | |
if (damage !== false) { | |
if (move.multihit) { | |
let hits = move.multihit; | |
if (Array.isArray(hits)) { | |
// Yes, it's hardcoded... meh | |
if (hits[0] === 2 && hits[1] === 5) { | |
hits = this.battle.sample([2, 2, 2, 3, 3, 3, 4, 5]); | |
} else { | |
hits = this.battle.random(hits[0], hits[1] + 1); | |
} | |
} | |
hits = Math.floor(hits); | |
// In gen 1, all the hits have the same damage for multihits move | |
let moveDamage: number | undefined | false = 0; | |
let i: number; | |
for (i = 0; i < hits && target.hp && pokemon.hp; i++) { | |
move.hit = i + 1; | |
if (move.hit === hits) move.lastHit = true; | |
moveDamage = this.moveHit(target, pokemon, move); | |
if (moveDamage === false) break; | |
damage = (moveDamage || 0); | |
// Move damage is fixed to be the first move's damage | |
if (i === 0) move.damage = damage; | |
if (target.subFainted) { | |
i++; | |
break; | |
} | |
} | |
move.damage = null; | |
if (i === 0) return 1; | |
this.battle.add('-hitcount', target, i); | |
} else { | |
damage = this.moveHit(target, pokemon, move); | |
} | |
} | |
if (move.category !== 'Status') { | |
target.gotAttacked(move, damage, pokemon); | |
} | |
if (move.selfdestruct) { | |
if (!target.subFainted) { | |
this.battle.faint(pokemon, pokemon, move); | |
} else { | |
this.battle.hint(`In Gen 1, the user of ${move.name} will not take damage if it breaks a Substitute.`); | |
} | |
} | |
// The move missed. | |
if (damage === false) { | |
// Delete the partial trap lock if necessary. | |
delete pokemon.volatiles['partialtrappinglock']; | |
return false; | |
} | |
if (move.ohko) this.battle.add('-ohko'); | |
if (!move.negateSecondary) { | |
this.battle.singleEvent('AfterMoveSecondary', move, null, target, pokemon, move); | |
this.battle.runEvent('AfterMoveSecondary', target, pokemon, move); | |
} | |
return damage; | |
}, | |
// It deals with the actual move hit, as the name indicates, dealing damage and/or effects. | |
// This function also deals with the Gen 1 Substitute behaviour on the hitting process. | |
moveHit(target, pokemon, move, moveData, isSecondary, isSelf) { | |
let damage: number | false | null | undefined = 0; | |
if (!isSecondary && !isSelf) this.battle.setActiveMove(move, pokemon, target); | |
let hitResult: number | boolean = true; | |
if (!moveData) moveData = move; | |
if (move.ignoreImmunity === undefined) { | |
move.ignoreImmunity = (move.category === 'Status'); | |
} | |
// We get the sub to the target to see if it existed | |
const targetSub = (target) ? target.volatiles['substitute'] : false; | |
const targetHadSub = (targetSub !== null && targetSub !== false && (typeof targetSub !== 'undefined')); | |
let targetHasSub: boolean | undefined = undefined; | |
if (target) { | |
hitResult = this.battle.singleEvent('TryHit', moveData, {}, target, pokemon, move); | |
// Handle here the applying of partial trapping moves to Pokémon with Substitute | |
if (targetSub && moveData.volatileStatus && moveData.volatileStatus === 'partiallytrapped') { | |
target.addVolatile(moveData.volatileStatus, pokemon, move); | |
if (!pokemon.volatiles['partialtrappinglock'] || pokemon.volatiles['partialtrappinglock'].duration! > 1) { | |
target.volatiles[moveData.volatileStatus].duration = 2; | |
} | |
} | |
if (!hitResult) { | |
if (hitResult === false) this.battle.add('-fail', target); | |
return false; | |
} | |
// Only run the hit events for the hit itself, not the secondary or self hits | |
if (!isSelf && !isSecondary) { | |
hitResult = this.battle.runEvent('TryHit', target, pokemon, move); | |
if (!hitResult) { | |
if (hitResult === false) this.battle.add('-fail', target); | |
// Special Substitute hit flag | |
if (hitResult !== 0) { | |
return false; | |
} | |
} | |
if (!this.battle.runEvent('TryFieldHit', target, pokemon, move)) { | |
return false; | |
} | |
} else if (isSecondary && !moveData.self) { | |
hitResult = this.battle.runEvent('TrySecondaryHit', target, pokemon, moveData); | |
} | |
if (hitResult === 0) { | |
targetHasSub = !!(target?.volatiles['substitute']); | |
target = null; | |
} else if (!hitResult) { | |
if (hitResult === false) this.battle.add('-fail', target); | |
return false; | |
} | |
} | |
if (target) { | |
let didSomething = false; | |
damage = this.getDamage(pokemon, target, moveData); | |
// getDamage has several possible return values: | |
// | |
// a number: | |
// means that much damage is dealt (0 damage still counts as dealing | |
// damage for the purposes of things like Static) | |
// false: | |
// gives error message: "But it failed!" and move ends | |
// null: | |
// the move ends, with no message (usually, a custom fail message | |
// was already output by an event handler) | |
// undefined: | |
// means no damage is dealt and the move continues | |
// | |
// basically, these values have the same meanings as they do for event | |
// handlers. | |
if (damage && damage > target.hp) { | |
damage = target.hp; | |
} | |
if ((damage || damage === 0) && !target.fainted) { | |
damage = this.battle.damage(damage, target, pokemon, move); | |
if (!(damage || damage === 0)) return false; | |
didSomething = true; | |
} else if (damage === false && typeof hitResult === 'undefined') { | |
this.battle.add('-fail', target); | |
} | |
if (damage === false || damage === null) { | |
return false; | |
} | |
if (moveData.boosts && target.hp) { | |
const willBoost = this.battle.boost(moveData.boosts, target, pokemon, move); | |
if (!willBoost) { | |
this.battle.add('-fail', target); | |
return false; | |
} | |
didSomething = true; | |
// Check the status of the Pokémon whose turn is not. | |
// When a move that affects stat levels is used, if the Pokémon whose turn it is not right now is paralyzed or | |
// burned, the correspoding stat penalties will be applied again to that Pokémon. | |
if (pokemon.side.foe.active[0].status) { | |
// If it's paralysed, quarter its speed. | |
if (pokemon.side.foe.active[0].status === 'par') { | |
pokemon.side.foe.active[0].modifyStat!('spe', 0.25); | |
} | |
// If it's burned, halve its attack. | |
if (pokemon.side.foe.active[0].status === 'brn') { | |
pokemon.side.foe.active[0].modifyStat!('atk', 0.5); | |
} | |
} | |
} | |
if (moveData.heal && !target.fainted) { | |
const d = target.heal(Math.floor(target.maxhp * moveData.heal[0] / moveData.heal[1])); | |
if (!d) { | |
this.battle.add('-fail', target); | |
return false; | |
} | |
this.battle.add('-heal', target, target.getHealth); | |
didSomething = true; | |
} | |
if (moveData.status) { | |
// Gen 1 bug: If the target has just used hyperbeam and must recharge, its status will be ignored and put to sleep. | |
// This does NOT revert the paralyse speed drop or the burn attack drop. | |
// Also, being put to sleep clears the recharge condition. | |
if (moveData.status === 'slp' && target.volatiles['mustrecharge']) { | |
// The sleep move is guaranteed to hit in this situation, unless Sleep Clause activates. | |
// Do not clear recharge in that case. | |
if (target.setStatus(moveData.status, pokemon, move)) { | |
target.removeVolatile('mustrecharge'); | |
this.battle.hint( | |
"In Gen 1, if a Pokémon that has just used Hyper Beam and has yet to recharge is targeted with a sleep inducing move, " + | |
"any other status it may already have will be ignored and sleep will be induced regardless." | |
); | |
} | |
} else if (!target.status) { | |
if (target.setStatus(moveData.status, pokemon, move)) { | |
// Gen 1 mechanics: The burn attack drop and the paralyse speed drop are applied here directly on stat modifiers. | |
if (moveData.status === 'brn') target.modifyStat!('atk', 0.5); | |
if (moveData.status === 'par') target.modifyStat!('spe', 0.25); | |
} | |
} else if (!isSecondary) { | |
if (target.status === moveData.status) { | |
this.battle.add('-fail', target, target.status); | |
} else { | |
this.battle.add('-fail', target); | |
} | |
} | |
didSomething = true; | |
} | |
if (moveData.forceStatus) { | |
if (target.setStatus(moveData.forceStatus, pokemon, move)) { | |
if (moveData.forceStatus === 'brn') target.modifyStat!('atk', 0.5); | |
if (moveData.forceStatus === 'par') target.modifyStat!('spe', 0.25); | |
didSomething = true; | |
} | |
} | |
if (moveData.volatileStatus) { | |
if (target.addVolatile(moveData.volatileStatus, pokemon, move)) { | |
didSomething = true; | |
} | |
} | |
if (moveData.sideCondition) { | |
if (target.side.addSideCondition(moveData.sideCondition, pokemon, move)) { | |
didSomething = true; | |
} | |
} | |
if (moveData.pseudoWeather) { | |
if (this.battle.field.addPseudoWeather(moveData.pseudoWeather, pokemon, move)) { | |
didSomething = true; | |
} | |
} | |
// Hit events | |
hitResult = this.battle.singleEvent('Hit', moveData, {}, target, pokemon, move); | |
if (!isSelf && !isSecondary) { | |
this.battle.runEvent('Hit', target, pokemon, move); | |
} | |
if (!hitResult && !didSomething) { | |
if (hitResult === false) this.battle.add('-fail', target); | |
return false; | |
} | |
} | |
if (targetHasSub === undefined) targetHasSub = !!(target?.volatiles['substitute']); | |
// Here's where self effects are applied. | |
const doSelf = (targetHadSub && targetHasSub) || !targetHadSub; | |
if (moveData.self && (moveData.self.volatileStatus !== 'lockedmove') && | |
(doSelf || moveData.self.volatileStatus === 'partialtrappinglock')) { | |
this.moveHit(pokemon, pokemon, move, moveData.self, isSecondary, true); | |
} | |
// Now we can save the partial trapping damage. | |
if (pokemon.volatiles['partialtrappinglock']) { | |
pokemon.volatiles['partialtrappinglock'].damage = this.battle.lastDamage; | |
} | |
// Apply move secondaries. | |
if (moveData.secondaries && target && target.hp > 0) { | |
for (const secondary of moveData.secondaries) { | |
// Multi-hit moves only roll for status once | |
if (!move.multihit || move.lastHit) { | |
// We check here whether to negate the probable secondary status if it's para, burn, or freeze. | |
// In the game, this is checked and if true, the random number generator is not called. | |
// That means that a move that does not share the type of the target can status it. | |
// If a move that was not fire-type would exist on Gen 1, it could burn a Pokémon. | |
if (!(secondary.status && ['par', 'brn', 'frz'].includes(secondary.status) && target.hasType(move.type))) { | |
if (secondary.chance === undefined) { | |
this.moveHit(target, pokemon, move, secondary, true, isSelf); | |
} else { | |
let secondaryChance = Math.ceil(secondary.chance * 256 / 100); | |
// If the secondary effect is confusion, the numerator should be decreased by 1 (10% = 25/256 not 26/256). | |
if (secondary?.volatileStatus === 'confusion') secondaryChance--; | |
if (this.battle.randomChance(secondaryChance, 256)) { | |
this.moveHit(target, pokemon, move, secondary, true, isSelf); | |
} | |
} | |
} | |
} | |
} | |
} | |
if (move.selfSwitch && pokemon.hp) { | |
pokemon.switchFlag = move.selfSwitch === true ? true : this.dex.toID(move.selfSwitch); | |
} | |
return damage; | |
}, | |
// This calculates the damage pokemon does to target with move. | |
getDamage(source, target, move, suppressMessages) { | |
// First of all, we get the move. | |
if (typeof move === 'string') { | |
move = this.battle.dex.getActiveMove(move); | |
} else if (typeof move === 'number') { | |
move = { | |
basePower: move, | |
type: '???', | |
category: 'Physical', | |
willCrit: false, | |
flags: {}, | |
} as ActiveMove; | |
} | |
// Let's see if the target is immune to the move. | |
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 65535; | |
} | |
// We edit the damage through move's damage callback if necessary. | |
if (move.damageCallback) { | |
return move.damageCallback.call(this.battle, source, target); | |
} | |
// We take damage from damage=level moves (seismic toss). | |
if (move.damage === 'level') { | |
return source.level; | |
} | |
// If there's a fix move damage, we return that. | |
if (move.damage || move.damage === 0) { | |
return move.damage; | |
} | |
// If it's the first hit on a Normal-type partially trap move, it hits Ghosts anyways but damage is 0. | |
if (move.volatileStatus === 'partiallytrapped' && move.type === 'Normal' && target.hasType('Ghost')) { | |
return 0; | |
} | |
// Let's check if we are in middle of a partial trap sequence to return the previous damage. | |
if (source.volatiles['partialtrappinglock'] && (target === source.volatiles['partialtrappinglock'].locked)) { | |
return source.volatiles['partialtrappinglock'].damage; | |
} | |
// We check the category and typing to calculate later on the damage. | |
if (!move.category) move.category = 'Physical'; | |
// '???' 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 = 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); | |
// Checking for the move's Critical Hit possibility. We check if it's a 100% crit move, otherwise we calculate the chance. | |
let isCrit = move.willCrit || false; | |
if (!isCrit) { | |
// In gen 1, the critical chance is based on speed. | |
// First, we get the base speed, divide it by 2 and floor it. This is our current crit chance. | |
let critChance = Math.floor(this.dex.species.get(source.set.species).baseStats['spe'] / 2); | |
// Now we check for focus energy volatile. | |
if (source.volatiles['focusenergy']) { | |
// If it exists, crit chance is divided by 2 again and floored. | |
critChance = Math.floor(critChance / 2); | |
} else { | |
// Normally, without focus energy, crit chance is multiplied by 2 and capped at 255 here. | |
critChance = this.battle.clampIntRange(critChance * 2, 1, 255); | |
} | |
// Now we check for the move's critical hit ratio. | |
if (move.critRatio === 1) { | |
// Normal hit ratio, we divide the crit chance by 2 and floor the result again. | |
critChance = Math.floor(critChance / 2); | |
} else if (move.critRatio === 2) { | |
// High crit ratio, we multiply the result so far by 4 and cap it at 255. | |
critChance = this.battle.clampIntRange(critChance * 4, 1, 255); | |
} | |
// Last, we check deppending on ratio if the move critical hits or not. | |
// We compare our critical hit chance against a random number between 0 and 255. | |
// If the random number is lower, we get a critical hit. This means there is always a 1/255 chance of not hitting critically. | |
if (critChance > 0) { | |
isCrit = this.battle.randomChance(critChance, 256); | |
} | |
} | |
if (isCrit) target.getMoveHitData(move).crit = true; | |
// Happens after crit calculation. | |
if (basePower) { | |
basePower = this.battle.runEvent('BasePower', source, target, move, basePower); | |
if (basePower && move.basePowerModifier) { | |
basePower *= move.basePowerModifier; | |
} | |
} | |
if (!basePower) return 0; | |
basePower = this.battle.clampIntRange(basePower, 1); | |
// We now check attacker's and defender's stats. | |
let level = source.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 attack = attacker.getStat(atkType); | |
let defense = defender.getStat(defType); | |
// In gen 1, screen effect is applied here. | |
if ((defType === 'def' && defender.volatiles['reflect']) || (defType === 'spd' && defender.volatiles['lightscreen'])) { | |
this.battle.debug('Screen doubling (Sp)Def'); | |
defense *= 2; | |
} | |
// In the event of a critical hit, the offense and defense changes are ignored. | |
// This includes both boosts and screens. | |
// Also, level is doubled in damage calculation. | |
if (isCrit) { | |
move.ignoreOffensive = true; | |
move.ignoreDefensive = true; | |
level *= 2; | |
if (!suppressMessages) this.battle.add('-crit', target); | |
} | |
if (move.ignoreOffensive) { | |
this.battle.debug('Negating (sp)atk boost/penalty.'); | |
attack = attacker.getStat(atkType, true); | |
} | |
if (move.ignoreDefensive) { | |
this.battle.debug('Negating (sp)def boost/penalty.'); | |
// No screens | |
defense = target.getStat(defType, true); | |
} | |
// When either attack or defense are higher than 256, both are divided by 4. | |
// If that's still over 256, it rolls over (%256), which is what causes rollover bugs. | |
if (attack >= 256 || defense >= 256) { | |
if (attack >= 1024 || defense >= 1024) { | |
this.battle.hint("In Gen 1, 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 isn't checked on the cartridge, but we don't want those / 0 bugs on the sim. | |
defense = Math.floor(defense / 4) % 256; | |
if (defense === 0) { | |
this.battle.hint('Pokemon Showdown avoids division by zero by rounding defense up to 1. ' + | |
'In game, the battle would have crashed.'); | |
defense = 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 = this.battle.clampIntRange(Math.floor(damage / 50), 0, 997); | |
damage += 2; | |
// STAB damage bonus, the "???" type never gets STAB | |
if (type !== '???' && source.hasType(type)) { | |
damage += Math.floor(damage / 2); | |
} | |
// Type effectiveness. | |
// In Gen 1, type effectiveness is applied against each of the target's types. | |
for (const targetType of target.types) { | |
let typeMod = this.battle.dex.getEffectiveness(type, targetType); | |
typeMod = this.battle.runEvent('Effectiveness', this.battle, targetType, move, typeMod); | |
if (typeMod > 0) { | |
// Super effective against targetType | |
damage *= 20; | |
damage = Math.floor(damage / 10); | |
} | |
if (typeMod < 0) { | |
// Not very effective against targetType | |
damage *= 5; | |
damage = Math.floor(damage / 10); | |
} | |
} | |
const totalTypeMod = target.runEffectiveness(move); | |
if (totalTypeMod > 0) { | |
if (!suppressMessages) this.battle.add('-supereffective', target); | |
} | |
if (totalTypeMod < 0) { | |
if (!suppressMessages) this.battle.add('-resisted', target); | |
} | |
// If damage becomes 0, the move is made to miss. | |
// This occurs when damage was either 2 or 3 prior to applying STAB/Type matchup, and target is 4x resistant to the move. | |
if (damage === 0) return damage; | |
// Apply random factor if damage is greater than 1 | |
if (damage > 1) { | |
damage *= this.battle.random(217, 256); | |
damage = Math.floor(damage / 255); | |
} | |
// And we are done. | |
return Math.floor(damage); | |
}, | |
}, | |
// deals with Pokémon stat boosting. | |
boost(boost, target, source = null, effect = null) { | |
if (this.event) { | |
if (!target) target = this.event.target; | |
if (!source) source = this.event.source; | |
if (!effect) effect = this.effect; | |
} | |
if (typeof effect === 'string') effect = this.dex.conditions.get(effect); | |
if (!target?.hp) return 0; | |
let success = null; | |
boost = this.runEvent('TryBoost', target, source, effect, { ...boost }); | |
let i: BoostID; | |
for (i in boost) { | |
const currentBoost: SparseBoostsTable = {}; | |
currentBoost[i] = boost[i]; | |
if (boost[i] !== 0) { | |
const boostResult = target.boostBy(currentBoost); | |
if (boostResult) { | |
success = true; | |
let msg = '-boost'; | |
if (boost[i]! < 0) { | |
msg = '-unboost'; | |
boost[i] = -boost[i]!; | |
} | |
if (!effect || effect.effectType === 'Move') { | |
this.add(msg, target, i, boost[i]); | |
} else { | |
this.add(msg, target, i, boost[i], '[from] ' + effect.fullname); | |
} | |
this.runEvent('AfterEachBoost', target, source, effect, currentBoost); | |
} | |
// Tried to boost at 999 or unboost at 1. This does not count as a success: par/brn effects are not applied afterwards. | |
if (boostResult === 0) { | |
let msg = '-boost'; | |
let secondmsg = '-unboost'; | |
if (boost[i]! < 0) { | |
msg = '-unboost'; | |
secondmsg = '-boost'; | |
boost[i] = -boost[i]!; | |
} | |
if (!effect || effect.effectType === 'Move') { | |
this.add(msg, target, i, boost[i]); | |
} else { | |
this.add(msg, target, i, boost[i], '[from] ' + effect.fullname); | |
} | |
this.add(secondmsg, target, i, 1); | |
if (msg === '-boost') { | |
this.hint(`In Gen 1, boosting a stat at 999 will apply a -1 drop afterwards, and the stat remains at 999.`, true); | |
} else { | |
this.hint(`In Gen 1, dropping a stat at 1 will apply a +1 boost afterwards, and the stat remains at 1.`, true); | |
} | |
this.runEvent('AfterEachBoost', target, source, effect, currentBoost); | |
} | |
} | |
} | |
this.runEvent('AfterBoost', target, source, effect, boost); | |
return success; | |
}, | |
}; | |