/** * Stadium 2 mechanics inherit from gen 2 mechanics, but fixes some bugs. */ 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' && this.volatiles['parspeeddrop']) { stat = Math.floor(stat / 4); } if (!unmodified) { if (this.status === 'brn' && statName === 'atk' && this.volatiles['brnattackdrop']) { 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']) ) { stat *= 2; } } // Handle boosting items if ( (['Cubone', 'Marowak'].includes(this.species.name) && this.item === 'thickclub' && statName === 'atk') || (this.species.name === 'Pikachu' && this.item === 'lightball' && statName === 'spa') ) { stat *= 2; } else if (this.species.name === 'Ditto' && this.item === 'metalpowder' && ['def', 'spd'].includes(statName)) { stat = Math.floor(stat * 1.5); } return stat; }, }, // Stadium 2 shares gen 2 code but it fixes some problems with it. actions: { inherit: true, tryMoveHit(target, pokemon, move) { const positiveBoostTable = [1, 1.33, 1.66, 2, 2.33, 2.66, 3]; const negativeBoostTable = [1, 0.75, 0.6, 0.5, 0.43, 0.36, 0.33]; const doSelfDestruct = true; let damage: number | false | undefined = 0; if (move.selfdestruct && doSelfDestruct) { this.battle.faint(pokemon, pokemon, move); /** * Keeping track of the last move used for self-ko clause, * making sure to clear the opponents last move so that self-destruct and explosion * does not persist between Pokemon, preventing problems caused by situations, * such as a player from blowing up both they and their opponents second last Pokemon * and their opponent blowing up their last Pokemon. If we did not clear here, there would be a problem. */ target.side.lastMove = null; pokemon.side.lastMove = move; } let hitResult = this.battle.singleEvent('PrepareHit', move, {}, target, pokemon, move); if (!hitResult) { if (hitResult === false) this.battle.add('-fail', target); return false; } this.battle.runEvent('PrepareHit', pokemon, target, move); if (!this.battle.singleEvent('Try', move, null, pokemon, target, move)) { return false; } if (move.target === 'all' || move.target === 'foeSide' || move.target === 'allySide' || move.target === 'allyTeam') { if (move.target === 'all') { hitResult = this.battle.runEvent('TryHitField', target, pokemon, move); } else { hitResult = this.battle.runEvent('TryHitSide', target, pokemon, move); } if (!hitResult) { if (hitResult === false) { this.battle.add('-fail', pokemon); this.battle.attrLastMove('[still]'); } return false; } return this.moveHit(target, pokemon, move); } hitResult = this.battle.runEvent('Invulnerability', target, pokemon, move); if (hitResult === false) { this.battle.attrLastMove('[miss]'); this.battle.add('-miss', pokemon); return false; } if (move.ignoreImmunity === undefined) { move.ignoreImmunity = (move.category === 'Status'); } if ( (!move.ignoreImmunity || (move.ignoreImmunity !== true && !move.ignoreImmunity[move.type])) && !target.runImmunity(move.type, true) ) { return false; } hitResult = this.battle.singleEvent('TryImmunity', move, {}, target, pokemon, move); if (hitResult === false) { this.battle.add('-immune', target); return false; } hitResult = this.battle.runEvent('TryHit', target, pokemon, move); if (!hitResult) { if (hitResult === false) this.battle.add('-fail', target); return false; } let accuracy = move.accuracy; if (move.alwaysHit) { accuracy = true; } else { accuracy = this.battle.runEvent('Accuracy', target, pokemon, move, accuracy); } // Now, let's calculate the accuracy. if (accuracy !== true) { accuracy = Math.floor(accuracy * 255 / 100); if (move.ohko) { if (pokemon.level >= target.level) { accuracy += (pokemon.level - target.level) * 2; accuracy = Math.min(accuracy, 255); } else { this.battle.add('-immune', target, '[ohko]'); return false; } } if (!move.ignoreAccuracy) { if (pokemon.boosts.accuracy > 0) { accuracy *= positiveBoostTable[pokemon.boosts.accuracy]; } else { accuracy *= negativeBoostTable[-pokemon.boosts.accuracy]; } } if (!move.ignoreEvasion) { if (target.boosts.evasion > 0 && !move.ignorePositiveEvasion) { accuracy *= negativeBoostTable[target.boosts.evasion]; } else if (target.boosts.evasion < 0) { accuracy *= positiveBoostTable[-target.boosts.evasion]; } } accuracy = Math.min(Math.floor(accuracy), 255); accuracy = Math.max(accuracy, 1); } else { accuracy = this.battle.runEvent('Accuracy', target, pokemon, move, accuracy); } accuracy = this.battle.runEvent('ModifyAccuracy', target, pokemon, move, accuracy); if (accuracy !== true) accuracy = Math.max(accuracy, 0); if (move.alwaysHit) { accuracy = true; } else { accuracy = this.battle.runEvent('Accuracy', target, pokemon, move, accuracy); } if (accuracy !== true && accuracy !== 255 && !this.battle.randomChance(accuracy, 256)) { this.battle.attrLastMove('[miss]'); this.battle.add('-miss', pokemon); damage = false; return damage; } move.totalDamage = 0; pokemon.lastDamage = 0; if (move.multihit) { let hits = move.multihit; if (Array.isArray(hits)) { 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); let nullDamage = true; let moveDamage: number | undefined | false; const isSleepUsable = move.sleepUsable || this.dex.moves.get(move.sourceEffect).sleepUsable; let i: number; for (i = 0; i < hits && target.hp && pokemon.hp; i++) { if (pokemon.status === 'slp' && !isSleepUsable) break; move.hit = i + 1; if (move.hit === hits) move.lastHit = true; moveDamage = this.moveHit(target, pokemon, move); if (moveDamage === false) break; if (nullDamage && (moveDamage || moveDamage === 0 || moveDamage === undefined)) nullDamage = false; damage = (moveDamage || 0); move.totalDamage += damage; this.battle.eachEvent('Update'); } if (i === 0) return 1; if (nullDamage) damage = false; this.battle.add('-hitcount', target, i); } else { damage = this.moveHit(target, pokemon, move); move.totalDamage = damage; } if (move.category !== 'Status') { target.gotAttacked(move, damage, pokemon); } 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); } // Implementing Recoil mechanics from Stadium 2. // If a pokemon caused the other to faint with a recoil move and only one pokemon remains on both sides, // recoil damage will not be taken. if (move.recoil && move.totalDamage && (pokemon.side.pokemonLeft > 1 || target.side.pokemonLeft > 1 || target.hp)) { this.battle.damage(this.calcRecoilDamage(move.totalDamage, move, pokemon), pokemon, target, 'recoil'); } return damage; }, 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, 16, 8, 4, 3, 2]; let isCrit = move.willCrit || false; if (typeof move.willCrit === 'undefined') { if (critRatio) { isCrit = this.battle.randomChance(1, 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 (attack >= 256 || defense >= 256) { attack = this.battle.clampIntRange(Math.floor(this.battle.clampIntRange(attack, 1, 999) / 4), 1); defense = this.battle.clampIntRange(Math.floor(this.battle.clampIntRange(defense, 1, 999) / 4), 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); } } // 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; }, }, /** * Stadium 2 ignores stat drops due to status ailments upon boosting the dropped stat. * For example: if a burned Snorlax uses Curse then it will ignore the attack drop from * burn when it is recalculating its attack stat. This is why volatiles are added to status * conditions, so that we can keep track of whether or not to apply the stat drop from * statuses. */ 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]; let boostBy = target.boostBy(currentBoost); let msg = '-boost'; if (boost[i]! < 0) { msg = '-unboost'; boostBy = -boostBy; } if (boostBy) { success = true; // Check for boost increases deleting attack or speed drops if (i === 'atk' && target.status === 'brn' && target.volatiles['brnattackdrop']) { target.removeVolatile('brnattackdrop'); } if (i === 'spe' && target.status === 'par' && target.volatiles['parspeeddrop']) { target.removeVolatile('parspeeddrop'); } if (!effect || effect.effectType === 'Move') { this.add(msg, target, i, boostBy); } else { this.add(msg, target, i, boostBy, '[from] ' + effect.fullname); } this.runEvent('AfterEachBoost', target, source, effect, currentBoost); } } this.runEvent('AfterBoost', target, source, effect, boost); return success; }, /** * Implementing Self-KO Clause by having it check what the last move used by the players were * in the case both Pokemon faint. Since the only way this can happen in Stadium 2 is if a player * uses self-destruct or explosion, I can use this to determine who should win. */ faintMessages(lastFirst) { if (this.ended) return; const length = this.faintQueue.length; if (!length) return false; if (lastFirst) { this.faintQueue.unshift(this.faintQueue[this.faintQueue.length - 1]); this.faintQueue.pop(); } let faintData; while (this.faintQueue.length) { faintData = this.faintQueue.shift()!; const pokemon: Pokemon = faintData.target; if (!pokemon.fainted && this.runEvent('BeforeFaint', pokemon, faintData.source, faintData.effect)) { this.add('faint', pokemon); pokemon.side.pokemonLeft--; if (pokemon.side.totalFainted < 100) pokemon.side.totalFainted++; this.runEvent('Faint', pokemon, faintData.source, faintData.effect); this.singleEvent('End', pokemon.getAbility(), pokemon.abilityState, pokemon); pokemon.clearVolatile(false); pokemon.fainted = true; pokemon.isActive = false; pokemon.isStarted = false; pokemon.side.faintedThisTurn = pokemon; } } if (this.gen <= 1) { // in gen 1, fainting skips the rest of the turn // residuals don't exist in gen 1 this.queue.clear(); // Fainting clears accumulated Bide damage for (const pokemon of this.getAllActive()) { if (pokemon.volatiles['bide']?.damage) { pokemon.volatiles['bide'].damage = 0; this.hint("Desync Clause Mod activated!"); this.hint("In Gen 1, Bide's accumulated damage is reset to 0 when a Pokemon faints."); } } } else if (this.gen <= 3 && this.gameType === 'singles') { // in gen 3 or earlier, fainting in singles skips to residuals for (const pokemon of this.getAllActive()) { if (this.gen <= 2) { // in gen 2, fainting skips moves only this.queue.cancelMove(pokemon); } else { // in gen 3, fainting skips all moves and switches this.queue.cancelAction(pokemon); } } } if (!this.p1.pokemonLeft && !this.p2.pokemonLeft) { if (this.p1.lastMove !== null && this.p2.lastMove === null) { this.win(this.p2); return true; } else if (this.p2.lastMove !== null && this.p1.lastMove === null) { this.win(this.p1); return true; } this.win(faintData ? faintData.target.side.foe : null); return true; } if (!this.p1.pokemonLeft) { this.win(this.p2); return true; } if (!this.p2.pokemonLeft) { this.win(this.p1); return true; } if (faintData) { this.runEvent('AfterFaint', faintData.target, faintData.source, faintData.effect, length); } return false; }, };