Spaces:
Paused
Paused
| /** | |
| * Gen 2 scripts. | |
| */ | |
| export const Scripts: ModdedBattleScriptsData = { | |
| inherit: 'gen3', | |
| 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']) | |
| ) { | |
| stat *= 2; | |
| } | |
| } | |
| // 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; | |
| }, | |
| boostBy(boost) { | |
| let delta = 0; | |
| let i: BoostID; | |
| for (i in boost) { | |
| delta = boost[i]!; | |
| if (delta > 0 && this.getStat(i as StatIDExceptHP, false, true) === 999) { | |
| delta = 0; | |
| continue; | |
| } | |
| this.boosts[i] += delta; | |
| if (this.boosts[i] > 6) { | |
| delta -= this.boosts[i] - 6; | |
| this.boosts[i] = 6; | |
| } | |
| if (this.boosts[i] < -6) { | |
| delta -= this.boosts[i] - (-6); | |
| this.boosts[i] = -6; | |
| } | |
| } | |
| return delta; | |
| }, | |
| }, | |
| actions: { | |
| inherit: true, | |
| runMove(moveOrMoveName, pokemon, targetLoc, options) { | |
| let move = this.dex.getActiveMove(moveOrMoveName); | |
| let target = this.battle.getTarget(pokemon, move, targetLoc); | |
| if (!options?.sourceEffect && move.id !== 'struggle') { | |
| const changedMove = this.battle.runEvent('OverrideAction', pokemon, target, move); | |
| if (changedMove && changedMove !== true) { | |
| move = this.dex.getActiveMove(changedMove); | |
| target = this.battle.getRandomTarget(pokemon, move); | |
| } | |
| } | |
| if (!target && target !== false) target = this.battle.getRandomTarget(pokemon, move); | |
| this.battle.setActiveMove(move, pokemon, target); | |
| if (pokemon.moveThisTurn) { | |
| // THIS IS PURELY A SANITY CHECK | |
| // DO NOT TAKE ADVANTAGE OF THIS TO PREVENT A POKEMON FROM MOVING; | |
| // USE this.battle.queue.cancelMove INSTEAD | |
| this.battle.debug(`${pokemon.fullname} INCONSISTENT STATE, ALREADY MOVED: ${pokemon.moveThisTurn}`); | |
| this.battle.clearActiveMove(true); | |
| return; | |
| } | |
| if (!this.battle.runEvent('BeforeMove', pokemon, target, move)) { | |
| this.battle.runEvent('MoveAborted', pokemon, target, move); | |
| this.battle.clearActiveMove(true); | |
| // This is only run for sleep and fully paralysed. | |
| this.battle.runEvent('AfterMoveSelf', pokemon, target, move); | |
| return; | |
| } | |
| if (move.beforeMoveCallback) { | |
| if (move.beforeMoveCallback.call(this.battle, pokemon, target, move)) { | |
| this.battle.clearActiveMove(true); | |
| return; | |
| } | |
| } | |
| pokemon.lastDamage = 0; | |
| let lockedMove = this.battle.runEvent('LockMove', pokemon); | |
| if (lockedMove === true) lockedMove = false; | |
| if (!lockedMove) { | |
| if (!pokemon.deductPP(move, null, target) && (move.id !== 'struggle')) { | |
| this.battle.add('cant', pokemon, 'nopp', move); | |
| this.battle.clearActiveMove(true); | |
| return; | |
| } | |
| } | |
| pokemon.moveUsed(move); | |
| this.battle.actions.useMove(move, pokemon, { target, sourceEffect: options?.sourceEffect }); | |
| this.battle.singleEvent('AfterMove', move, null, pokemon, target, move); | |
| if (!move.selfSwitch && pokemon.side.foe.active[0].hp) this.battle.runEvent('AfterMoveSelf', pokemon, target, move); | |
| }, | |
| 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); | |
| } | |
| 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); | |
| } | |
| if (move.recoil && move.totalDamage) { | |
| this.battle.damage(this.calcRecoilDamage(move.totalDamage, move, pokemon), pokemon, target, 'recoil'); | |
| } | |
| return damage; | |
| }, | |
| moveHit(target, pokemon, move, moveData, isSecondary, isSelf) { | |
| let damage: number | false | null | undefined = undefined; | |
| move = this.dex.getActiveMove(move); | |
| if (!moveData) moveData = move; | |
| let hitResult: boolean | number | null = true; | |
| if (move.target === 'all' && !isSelf) { | |
| hitResult = this.battle.singleEvent('TryHitField', moveData, {}, target, pokemon, move); | |
| } else if ((move.target === 'foeSide' || move.target === 'allySide') && !isSelf) { | |
| hitResult = this.battle.singleEvent('TryHitSide', moveData, {}, (target ? target.side : null), pokemon, move); | |
| } else if (target) { | |
| hitResult = this.battle.singleEvent('TryHit', moveData, {}, target, pokemon, move); | |
| } | |
| if (!hitResult) { | |
| if (hitResult === false) this.battle.add('-fail', target); | |
| return false; | |
| } | |
| if (target && !isSecondary && !isSelf) { | |
| hitResult = this.battle.runEvent('TryPrimaryHit', target, pokemon, moveData); | |
| if (hitResult === 0) { | |
| // special Substitute flag | |
| hitResult = true; | |
| target = null; | |
| } | |
| } | |
| if (target && isSecondary && !moveData.self) { | |
| hitResult = true; | |
| } | |
| if (!hitResult) { | |
| return false; | |
| } | |
| if (target) { | |
| let didSomething: boolean | number | null = false; | |
| damage = this.getDamage(pokemon, target, moveData); | |
| if ((damage || damage === 0) && !target.fainted) { | |
| damage = this.battle.damage(damage, target, pokemon, move); | |
| if (!(damage || damage === 0)) { | |
| this.battle.debug('damage interrupted'); | |
| return false; | |
| } | |
| didSomething = true; | |
| } | |
| if (damage === false || damage === null) { | |
| if (damage === false && !isSecondary && !isSelf) { | |
| this.battle.add('-fail', target); | |
| } | |
| this.battle.debug('damage calculation interrupted'); | |
| return false; | |
| } | |
| if (moveData.boosts && !target.fainted) { | |
| if ( | |
| pokemon.volatiles['lockon'] && target === pokemon.volatiles['lockon'].source && | |
| target.isSemiInvulnerable() && !isSelf | |
| ) { | |
| if (!isSecondary) this.battle.add('-fail', target); | |
| return false; | |
| } | |
| hitResult = this.battle.boost(moveData.boosts, target, pokemon, move); | |
| didSomething = didSomething || hitResult; | |
| } | |
| if (moveData.heal && !target.fainted) { | |
| const d = target.heal(Math.round(target.maxhp * moveData.heal[0] / moveData.heal[1])); | |
| if (!d && d !== 0) { | |
| this.battle.add('-fail', target); | |
| this.battle.debug('heal interrupted'); | |
| return false; | |
| } | |
| this.battle.add('-heal', target, target.getHealth); | |
| didSomething = true; | |
| } | |
| if (moveData.status) { | |
| hitResult = target.trySetStatus(moveData.status, pokemon, move); | |
| if (!hitResult && move.status) return hitResult; | |
| didSomething = didSomething || hitResult; | |
| } | |
| if (moveData.forceStatus) { | |
| hitResult = target.setStatus(moveData.forceStatus, pokemon, move); | |
| didSomething = didSomething || hitResult; | |
| } | |
| if (moveData.volatileStatus) { | |
| hitResult = target.addVolatile(moveData.volatileStatus, pokemon, move); | |
| didSomething = didSomething || hitResult; | |
| } | |
| if (moveData.sideCondition) { | |
| hitResult = target.side.addSideCondition(moveData.sideCondition, pokemon, move); | |
| didSomething = didSomething || hitResult; | |
| } | |
| if (moveData.weather) { | |
| hitResult = this.battle.field.setWeather(moveData.weather, pokemon, move); | |
| didSomething = didSomething || hitResult; | |
| } | |
| if (moveData.pseudoWeather) { | |
| hitResult = this.battle.field.addPseudoWeather(moveData.pseudoWeather, pokemon, move); | |
| didSomething = didSomething || hitResult; | |
| } | |
| if (moveData.forceSwitch) { | |
| if (this.battle.canSwitch(target.side)) didSomething = true; // at least defer the fail message to later | |
| } | |
| if (moveData.selfSwitch) { | |
| if (this.battle.canSwitch(pokemon.side)) didSomething = true; // at least defer the fail message to later | |
| } | |
| // Hit events | |
| // These are like the TryHit events, except we don't need a FieldHit event. | |
| // Scroll up for the TryHit event documentation, and just ignore the "Try" part. ;) | |
| hitResult = null; | |
| if (move.target === 'all' && !isSelf) { | |
| if (moveData.onHitField) hitResult = this.battle.singleEvent('HitField', moveData, {}, target, pokemon, move); | |
| } else if ((move.target === 'foeSide' || move.target === 'allySide') && !isSelf) { | |
| if (moveData.onHitSide) hitResult = this.battle.singleEvent('HitSide', moveData, {}, target.side, pokemon, move); | |
| } else { | |
| if (moveData.onHit) hitResult = this.battle.singleEvent('Hit', moveData, {}, target, pokemon, move); | |
| if (!isSelf && !isSecondary) { | |
| this.battle.runEvent('Hit', target, pokemon, move); | |
| } | |
| if (moveData.onAfterHit) hitResult = this.battle.singleEvent('AfterHit', moveData, {}, target, pokemon, move); | |
| } | |
| if (!hitResult && !didSomething && !moveData.self && !moveData.selfdestruct) { | |
| if (!isSelf && !isSecondary) { | |
| if (hitResult === false || didSomething === false) this.battle.add('-fail', target); | |
| } | |
| this.battle.debug('move failed because it did nothing'); | |
| return false; | |
| } | |
| } | |
| if (moveData.self) { | |
| // This is done solely to mimic in-game RNG behaviour. All self drops have a 100% chance of happening but still grab a random number. | |
| if (!isSecondary && moveData.self.boosts) this.battle.random(100); | |
| this.moveHit(pokemon, pokemon, move, moveData.self, isSecondary, true); | |
| } | |
| // Secondary effects don't happen if the target faints from the attack | |
| if (target?.hp && moveData.secondaries && this.battle.runEvent('TrySecondaryHit', target, pokemon, moveData)) { | |
| for (const secondary of moveData.secondaries) { | |
| // We check here whether to negate the probable secondary status if it's burn or freeze. | |
| // In the game, this is checked and if true, the random number generator is not called. | |
| // That means that a move that does not share the type of the target can status it. | |
| // This means tri-attack can burn fire-types and freeze ice-types. | |
| // Unlike gen 1, though, paralysis works for all unless the target is immune to direct move (ie. ground-types and t-wave). | |
| if (secondary.status && ['brn', 'frz'].includes(secondary.status) && target.hasType(move.type)) { | |
| this.battle.debug('Target immune to [' + secondary.status + ']'); | |
| continue; | |
| } | |
| // A sleeping or frozen target cannot be flinched in Gen 2; King's Rock is exempt | |
| if (secondary.volatileStatus === 'flinch' && ['slp', 'frz'].includes(target.status) && !secondary.kingsrock) { | |
| this.battle.debug('Cannot flinch a sleeping or frozen target'); | |
| continue; | |
| } | |
| // Multi-hit moves only roll for status once | |
| if (!move.multihit || move.lastHit) { | |
| const effectChance = Math.floor((secondary.chance || 100) * 255 / 100); | |
| if (typeof secondary.chance === 'undefined' || this.battle.randomChance(effectChance, 256)) { | |
| this.moveHit(target, pokemon, move, secondary, true, isSelf); | |
| } else if (effectChance === 255) { | |
| this.battle.hint("In Gen 2, moves with a 100% secondary effect chance will not trigger in 1/256 uses."); | |
| } | |
| } | |
| } | |
| } | |
| if (target && target.hp > 0 && pokemon.hp > 0 && moveData.forceSwitch && this.battle.canSwitch(target.side)) { | |
| hitResult = this.battle.runEvent('DragOut', target, pokemon, move); | |
| if (hitResult) { | |
| this.dragIn(target.side, target.position); | |
| } else if (hitResult === false) { | |
| this.battle.add('-fail', target); | |
| } | |
| } | |
| if (move.selfSwitch && pokemon.hp) { | |
| pokemon.switchFlag = move.id; | |
| } | |
| 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, 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); | |
| } | |
| } | |
| // 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; | |
| }, | |
| }, | |
| }; | |