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export const Scripts: ModdedBattleScriptsData = {
inherit: 'gen2',
gen: 2,
pokemon: {
inherit: true,
getStat(statName, unboosted, unmodified, fastReturn) {
// @ts-expect-error type checking prevents 'hp' from being passed, but we're paranoid
if (statName === 'hp') throw new Error("Please read `maxhp` directly");
// base stat
let stat = this.storedStats[statName];
// Stat boosts.
if (!unboosted) {
let boost = this.boosts[statName];
if (boost > 6) boost = 6;
if (boost < -6) boost = -6;
if (boost >= 0) {
const boostTable = [1, 1.5, 2, 2.5, 3, 3.5, 4];
stat = Math.floor(stat * boostTable[boost]);
} else {
const numerators = [100, 66, 50, 40, 33, 28, 25];
stat = Math.floor(stat * numerators[-boost] / 100);
}
}
if (this.status === 'par' && statName === 'spe') {
stat = Math.floor(stat / 4);
}
if (!unmodified) {
// Burn attack drop is checked when you get the attack stat upon switch in and used until switch out.
if (this.status === 'brn' && statName === 'atk') {
stat = Math.floor(stat / 2);
}
}
// Gen 2 caps stats at 999 and min is 1.
stat = this.battle.clampIntRange(stat, 1, 999);
if (fastReturn) return stat;
// Screens
if (!unboosted) {
if (
(statName === 'def' && this.side.sideConditions['reflect']) ||
(statName === 'spd' && this.side.sideConditions['lightscreen'])
) {
if (this.side.active.length === 1) {
stat *= 2;
} else {
stat *= 1.5;
}
}
}
// Handle boosting items
if (
(['Cubone', 'Marowak'].includes(this.baseSpecies.name) && this.item === 'thickclub' && statName === 'atk') ||
(this.baseSpecies.name === 'Pikachu' && this.item === 'lightball' && statName === 'spa')
) {
stat *= 2;
} else if (this.baseSpecies.name === 'Ditto' && this.item === 'metalpowder' && ['def', 'spd'].includes(statName)) {
stat = Math.floor(stat * 1.5);
}
return stat;
},
},
actions: {
inherit: true,
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, 17, 32, 64, 85, 128];
let isCrit = move.willCrit || false;
if (typeof move.willCrit === 'undefined') {
if (critRatio) {
isCrit = this.battle.random(256) < 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);
}
}
// Attempting to add correct spread damage nerf
const { targets } = source.getMoveTargets(move, target);
if (targets.length > 1) move.spreadHit = true;
if (move.spreadHit && move.target === 'allAdjacentFoes') {
const spreadModifier = move.spreadModifier || 0.5;
this.battle.debug(`Spread modifier: ${spreadModifier}`);
damage = this.battle.modify(damage, spreadModifier);
}
// 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;
},
},
};