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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; | |
}, | |
}, | |
}; | |