export const Scripts: ModdedBattleScriptsData = { gen: 9, actions: { hitStepMoveHitLoop(targets, pokemon, move) { // Temporary name let damage: (number | boolean | undefined)[] = []; for (const i of targets.keys()) { damage[i] = 0; } move.totalDamage = 0; pokemon.lastDamage = 0; let targetHits = move.multihit || 1; if (Array.isArray(targetHits)) { // yes, it's hardcoded... meh if (targetHits[0] === 2 && targetHits[1] === 5) { if (this.battle.gen >= 5) { // 35-35-15-15 out of 100 for 2-3-4-5 hits targetHits = this.battle.sample([2, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 4, 4, 4, 5, 5, 5]); if (targetHits < 4 && pokemon.hasItem('loadeddice')) { targetHits = 5 - this.battle.random(2); } } else { targetHits = this.battle.sample([2, 2, 2, 3, 3, 3, 4, 5]); } } else { targetHits = this.battle.random(targetHits[0], targetHits[1] + 1); } } if (targetHits === 10 && pokemon.hasItem('loadeddice')) targetHits -= this.battle.random(7); targetHits = Math.floor(targetHits); let nullDamage = true; let moveDamage: (number | boolean | undefined)[] = []; // There is no need to recursively check the ´sleepUsable´ flag as Sleep Talk can only be used while asleep. const isSleepUsable = move.sleepUsable || this.dex.moves.get(move.sourceEffect).sleepUsable; let targetsCopy: (Pokemon | false | null)[] = targets.slice(0); let hit: number; for (hit = 1; hit <= targetHits; hit++) { if (damage.includes(false)) break; if (hit > 1 && pokemon.status === 'slp' && (!isSleepUsable || this.battle.gen === 4)) break; if (targets.every(target => !target?.hp)) break; move.hit = hit; if (move.smartTarget && targets.length > 1) { targetsCopy = [targets[hit - 1]]; damage = [damage[hit - 1]]; } else { targetsCopy = targets.slice(0); } const target = targetsCopy[0]; // some relevant-to-single-target-moves-only things are hardcoded if (target && typeof move.smartTarget === 'boolean') { if (hit > 1) { this.battle.addMove('-anim', pokemon, move.name, target); } else { this.battle.retargetLastMove(target); } } // like this (Triple Kick) if (target && move.multiaccuracy && hit > 1) { let accuracy = move.accuracy; const boostTable = [1, 4 / 3, 5 / 3, 2, 7 / 3, 8 / 3, 3]; if (accuracy !== true) { if (!move.ignoreAccuracy) { const boosts = this.battle.runEvent('ModifyBoost', pokemon, null, null, { ...pokemon.boosts }); const boost = this.battle.clampIntRange(boosts['accuracy'], -6, 6); if (boost > 0) { accuracy *= boostTable[boost]; } else { accuracy /= boostTable[-boost]; } } if (!move.ignoreEvasion) { const boosts = this.battle.runEvent('ModifyBoost', target, null, null, { ...target.boosts }); const boost = this.battle.clampIntRange(boosts['evasion'], -6, 6); if (boost > 0) { accuracy /= boostTable[boost]; } else if (boost < 0) { accuracy *= boostTable[-boost]; } } } accuracy = this.battle.runEvent('ModifyAccuracy', target, pokemon, move, accuracy); if (!move.alwaysHit) { accuracy = this.battle.runEvent('Accuracy', target, pokemon, move, accuracy); if (accuracy !== true && !this.battle.randomChance(accuracy, 100)) break; } } const moveData = move; if (!moveData.flags) moveData.flags = {}; let moveDamageThisHit; // Modifies targetsCopy (which is why it's a copy) [moveDamageThisHit, targetsCopy] = this.spreadMoveHit(targetsCopy, pokemon, move, moveData); // When Dragon Darts targets two different pokemon, targetsCopy is a length 1 array each hit // so spreadMoveHit returns a length 1 damage array if (move.smartTarget) { moveDamage.push(...moveDamageThisHit); } else { moveDamage = moveDamageThisHit; } if (!moveDamage.some(val => val !== false)) break; nullDamage = false; for (const [i, md] of moveDamage.entries()) { if (move.smartTarget && i !== hit - 1) continue; // Damage from each hit is individually counted for the // purposes of Counter, Metal Burst, and Mirror Coat. damage[i] = md === true || !md ? 0 : md; // Total damage dealt is accumulated for the purposes of recoil (Parental Bond). move.totalDamage += damage[i]; } if (move.mindBlownRecoil) { const hpBeforeRecoil = pokemon.hp; const calc = calculate(this.battle, pokemon, pokemon, move.id); this.battle.damage(Math.round(calc * pokemon.maxhp / 2), pokemon, pokemon, this.dex.conditions.get(move.id), true); move.mindBlownRecoil = false; if (pokemon.hp <= pokemon.maxhp / 2 && hpBeforeRecoil > pokemon.maxhp / 2) { this.battle.runEvent('EmergencyExit', pokemon, pokemon); } } this.battle.eachEvent('Update'); if (!pokemon.hp && targets.length === 1) { hit++; // report the correct number of hits for multihit moves break; } } // hit is 1 higher than the actual hit count if (hit === 1) return damage.fill(false); if (nullDamage) damage.fill(false); this.battle.faintMessages(false, false, !pokemon.hp); if (move.multihit && typeof move.smartTarget !== 'boolean') { this.battle.add('-hitcount', targets[0], hit - 1); } if ((move.recoil || move.id === 'chloroblast') && move.totalDamage) { const hpBeforeRecoil = pokemon.hp; const recoilDamage = this.calcRecoilDamage(move.totalDamage, move, pokemon); if (recoilDamage !== 1.1) this.battle.damage(recoilDamage, pokemon, pokemon, 'recoil'); if (pokemon.hp <= pokemon.maxhp / 2 && hpBeforeRecoil > pokemon.maxhp / 2) { this.battle.runEvent('EmergencyExit', pokemon, pokemon); } } if (move.struggleRecoil) { const hpBeforeRecoil = pokemon.hp; let recoilDamage; if (this.dex.gen >= 5) { recoilDamage = this.battle.clampIntRange(Math.round(pokemon.baseMaxhp / 4), 1); } else { recoilDamage = this.battle.clampIntRange(this.battle.trunc(pokemon.maxhp / 4), 1); } this.battle.directDamage(recoilDamage, pokemon, pokemon, { id: 'strugglerecoil' } as Condition); if (pokemon.hp <= pokemon.maxhp / 2 && hpBeforeRecoil > pokemon.maxhp / 2) { this.battle.runEvent('EmergencyExit', pokemon, pokemon); } } // smartTarget messes up targetsCopy, but smartTarget should in theory ensure that targets will never fail, anyway if (move.smartTarget) { targetsCopy = targets.slice(0); } for (const [i, target] of targetsCopy.entries()) { if (target && pokemon !== target) { target.gotAttacked(move, moveDamage[i] as number | false | undefined, pokemon); if (typeof moveDamage[i] === 'number') { target.timesAttacked += move.smartTarget ? 1 : hit - 1; } } } if (move.ohko && !targets[0].hp) this.battle.add('-ohko'); if (!damage.some(val => !!val || val === 0)) return damage; this.battle.eachEvent('Update'); this.afterMoveSecondaryEvent(targetsCopy.filter(val => !!val), pokemon, move); if (!move.negateSecondary && !(move.hasSheerForce && pokemon.hasAbility('sheerforce'))) { for (const [i, d] of damage.entries()) { // There are no multihit spread moves, so it's safe to use move.totalDamage for multihit moves // The previous check was for `move.multihit`, but that fails for Dragon Darts const curDamage = targets.length === 1 ? move.totalDamage : d; if (typeof curDamage === 'number' && targets[i].hp) { const targetHPBeforeDamage = (targets[i].hurtThisTurn || 0) + curDamage; if (targets[i].hp <= targets[i].maxhp / 2 && targetHPBeforeDamage > targets[i].maxhp / 2) { this.battle.runEvent('EmergencyExit', targets[i], pokemon); } } } } return damage; }, calcRecoilDamage(damageDealt, move, pokemon): number { const calc = calculate(this.battle, pokemon, pokemon, move.id); if (calc === 0) return 1.1; if (move.id === 'chloroblast') return Math.round(calc * pokemon.maxhp / 2); const recoil = Math.round(damageDealt * calc * move.recoil![0] / move.recoil![1]); return this.battle.clampIntRange(recoil, 1); }, }, }; function calculate(battle: Battle, source: Pokemon, pokemon: Pokemon, moveid = 'tackle') { const move = battle.dex.getActiveMove(moveid); move.type = source.getTypes()[0]; const typeMod = 2 ** battle.clampIntRange(pokemon.runEffectiveness(move), -6, 6); if (!pokemon.runImmunity(move.type)) return 0; return typeMod; }