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; }, }, };