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/**
* Stadium mechanics inherit from gen 1 mechanics, but fixes some stuff.
*/
const SKIP_LASTDAMAGE = new Set([
'confuseray', 'conversion', 'counter', 'focusenergy', 'glare', 'haze', 'leechseed', 'lightscreen',
'mimic', 'mist', 'poisongas', 'poisonpowder', 'recover', 'reflect', 'rest', 'softboiled',
'splash', 'stunspore', 'substitute', 'supersonic', 'teleport', 'thunderwave', 'toxic', 'transform',
]);
export const Scripts: ModdedBattleScriptsData = {
inherit: 'gen1',
gen: 1,
// BattlePokemon scripts. Stadium shares gen 1 code but it fixes some problems with it.
pokemon: {
inherit: true,
// This is run on Stadium after boosts and status changes.
recalculateStats() {
let statName: StatIDExceptHP;
for (statName in this.storedStats) {
let stat = this.species.baseStats[statName];
stat = Math.floor(
Math.floor(
2 * stat + this.set.ivs[statName] + Math.floor(this.set.evs[statName] / 4)
) * this.level / 100 + 5
);
this.baseStoredStats[statName] = this.storedStats[statName] = Math.floor(stat);
this.modifiedStats![statName] = Math.floor(stat);
// Re-apply drops, if necessary.
if (this.status === 'par' && statName === 'spe') this.modifyStat!('spe', 0.25);
if (this.status === 'brn' && statName === 'atk') this.modifyStat!('atk', 0.5);
if (this.boosts[statName] !== 0) {
if (this.boosts[statName] >= 0) {
this.modifyStat!(statName, [1, 1.5, 2, 2.5, 3, 3.5, 4][this.boosts[statName]]);
} else {
this.modifyStat!(statName, [100, 66, 50, 40, 33, 28, 25][-this.boosts[statName]] / 100);
}
}
if (this.modifiedStats![statName] > 999) {
this.modifiedStats![statName] = 999;
}
}
},
// Stadium's fixed boosting function.
boostBy(boost) {
let changed = false;
let i: BoostID;
for (i in boost) {
let delta = boost[i];
if (delta === undefined) 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;
}
if (delta) changed = true;
}
this.recalculateStats!();
return changed;
},
// Remove stat recalculation logic from gen 1
clearBoosts() {
let i: BoostID;
for (i in this.boosts) {
this.boosts[i] = 0;
}
},
},
actions: {
inherit: true,
runMove(moveOrMoveName, pokemon, targetLoc, options) {
let sourceEffect = options?.sourceEffect;
const move = this.dex.getActiveMove(moveOrMoveName);
const target = this.battle.getTarget(pokemon, move, targetLoc);
if (target?.subFainted) target.subFainted = null;
this.battle.setActiveMove(move, pokemon, target);
if (pokemon.moveThisTurn || !this.battle.runEvent('BeforeMove', pokemon, target, move)) {
this.battle.debug(`${pokemon.fullname} move interrupted; movedThisTurn: ${pokemon.moveThisTurn}`);
this.battle.clearActiveMove(true);
// This is only run for sleep
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;
}
}
let lockedMove = this.battle.runEvent('LockMove', pokemon);
if (lockedMove === true) lockedMove = false;
if (
!lockedMove &&
(!pokemon.volatiles['partialtrappinglock'] || pokemon.volatiles['partialtrappinglock'].locked !== target)
) {
pokemon.deductPP(move, null, target);
} else {
sourceEffect = move;
}
this.battle.actions.useMove(move, pokemon, { target, sourceEffect });
},
// This function deals with AfterMoveSelf events.
// This leads with partial trapping moves shenanigans after the move has been used.
useMove(moveOrMoveName, pokemon, options) {
let sourceEffect = options?.sourceEffect;
let target = options?.target;
const moveResult = this.useMoveInner(moveOrMoveName, pokemon, { target, sourceEffect });
if (!sourceEffect && this.battle.effect.id) sourceEffect = this.battle.effect;
const baseMove = this.battle.dex.moves.get(moveOrMoveName);
let move = this.battle.dex.getActiveMove(baseMove);
if (target === undefined) target = this.battle.getRandomTarget(pokemon, move);
if (move.target === 'self') {
target = pokemon;
}
if (sourceEffect) move.sourceEffect = sourceEffect.id;
this.battle.singleEvent('ModifyMove', move, null, pokemon, target, move, move);
if (baseMove.target !== move.target) {
// Target changed in ModifyMove, so we must adjust it here
target = this.battle.getRandomTarget(pokemon, move);
}
move = this.battle.runEvent('ModifyMove', pokemon, target, move, move);
if (baseMove.target !== move.target) {
// Check again, this shouldn't ever happen on Gen 1.
target = this.battle.getRandomTarget(pokemon, move);
}
if (move.id !== 'metronome') {
if (move.id !== 'mirrormove' ||
(!pokemon.side.foe.active[0]?.lastMove || pokemon.side.foe.active[0].lastMove?.id === 'mirrormove')) {
// The move is our 'final' move (a failed Mirror Move, or any move that isn't Metronome or Mirror Move).
pokemon.side.lastMove = move;
pokemon.lastMove = move;
this.battle.singleEvent('AfterMove', move, null, pokemon, target, move);
// If target fainted
if (target && target.hp <= 0) {
delete pokemon.volatiles['partialtrappinglock'];
} else {
this.battle.runEvent('AfterMoveSelf', pokemon, target, move);
}
if (pokemon.volatiles['mustrecharge']) this.battle.add('-mustrecharge', pokemon);
// For partial trapping moves, we are saving the target.
if (move.volatileStatus === 'partiallytrapped' && target && target.hp > 0) {
// It hit, so let's remove must recharge volatile. Yup, this happens on Stadium.
target.removeVolatile('mustrecharge');
// Let's check if the lock exists
if (pokemon.volatiles['partialtrappinglock'] && target.volatiles['partiallytrapped']) {
// Here the partialtrappinglock volatile has been already applied
if (!pokemon.volatiles['partialtrappinglock'].locked) {
// If it's the first hit, we save the target
pokemon.volatiles['partialtrappinglock'].locked = target;
}
} // If we move to here, the move failed and there's no partial trapping lock
}
}
}
return moveResult;
},
// This is the function that actually uses the move, running ModifyMove events.
// It uses the move and then deals with the effects after the move.
useMoveInner(moveOrMoveName, pokemon, options) {
let sourceEffect = options?.sourceEffect;
let target = options?.target;
if (!sourceEffect && this.battle.effect.id) sourceEffect = this.battle.effect;
const baseMove = this.battle.dex.moves.get(moveOrMoveName);
let move = this.battle.dex.getActiveMove(baseMove);
if (target === undefined) target = this.battle.getRandomTarget(pokemon, move);
if (move.target === 'self') {
target = pokemon;
}
if (sourceEffect) move.sourceEffect = sourceEffect.id;
this.battle.setActiveMove(move, pokemon, target);
this.battle.singleEvent('ModifyMove', move, null, pokemon, target, move, move);
if (baseMove.target !== move.target) {
// Target changed in ModifyMove, so we must adjust it here
target = this.battle.getRandomTarget(pokemon, move);
}
move = this.battle.runEvent('ModifyMove', pokemon, target, move, move);
if (baseMove.target !== move.target) {
// Check again, this shouldn't ever happen on Gen 1.
target = this.battle.getRandomTarget(pokemon, move);
this.battle.debug('not a gen 1 mechanic');
}
if (!move) return false;
let attrs = '';
if (pokemon.fainted) {
return false;
}
if (sourceEffect) attrs += `|[from]${this.battle.dex.conditions.get(sourceEffect)}`;
this.battle.addMove('move', pokemon, move.name, `${target}${attrs}`);
if (!this.battle.singleEvent('Try', move, null, pokemon, target, move)) {
return true;
}
if (!this.battle.singleEvent('TryMove', move, null, pokemon, target, move) ||
!this.battle.runEvent('TryMove', pokemon, target, move)) {
return true;
}
if (move.ignoreImmunity === undefined) {
move.ignoreImmunity = (move.category === 'Status');
}
let damage: number | undefined | false | '' = false;
if (!target || target.fainted) {
this.battle.attrLastMove('[notarget]');
this.battle.add('-notarget');
return true;
}
// Store 0 damage for last damage if the move is not in the array.
if (!SKIP_LASTDAMAGE.has(move.id)) this.battle.lastDamage = 0;
damage = this.tryMoveHit(target, pokemon, move);
// Go ahead with results of the used move.
if (damage === false) {
this.battle.singleEvent('MoveFail', move, null, target, pokemon, move);
return true;
}
if (!move.negateSecondary) {
this.battle.singleEvent('AfterMoveSecondarySelf', move, null, pokemon, target, move);
this.battle.runEvent('AfterMoveSecondarySelf', pokemon, target, move);
}
return true;
},
tryMoveHit(target, pokemon, move) {
let damage: number | false | undefined = 0;
// First, check if the target is semi-invulnerable
let hitResult = this.battle.runEvent('Invulnerability', target, pokemon, move);
if (hitResult === false) {
this.battle.attrLastMove('[miss]');
this.battle.add('-miss', pokemon);
if (move.selfdestruct) {
this.battle.faint(pokemon, pokemon, move);
}
return false;
}
// Then, check if the Pokemon is immune to this move.
if (
(!move.ignoreImmunity || (move.ignoreImmunity !== true && !move.ignoreImmunity[move.type])) &&
!target.runImmunity(move.type, true)
) {
if (move.selfdestruct) {
this.battle.faint(pokemon, pokemon, move);
}
return false;
}
hitResult = this.battle.singleEvent('TryImmunity', move, null, target, pokemon, move);
if (hitResult === false) {
this.battle.add('-immune', target);
return false;
}
// Now, let's calculate the accuracy.
let accuracy = move.accuracy;
// Partial trapping moves: true accuracy while it lasts
if (pokemon.volatiles['partialtrappinglock']) {
if (move.volatileStatus === 'partiallytrapped' && target === pokemon.volatiles['partialtrappinglock'].locked) {
accuracy = true;
} else if (pokemon.volatiles['partialtrappinglock'].locked !== target) {
// The target switched, therefor, you fail using wrap.
delete pokemon.volatiles['partialtrappinglock'];
return false;
}
}
// OHKO moves only have a chance to hit if the user is at least as fast as the target
if (move.ohko) {
if (target.speed > pokemon.speed) {
this.battle.add('-immune', target, '[ohko]');
return false;
}
}
// Calculate true accuracy for gen 1, which uses 0-255.
// Stadium uses the Gen 2 boost table for accuracy and evasiveness, except for 1/3 instead of 0.33
const boostTable = [1 / 3, 0.36, 0.43, 0.5, 0.66, 0.75, 1, 1.33, 1.66, 2, 2.33, 2.66, 3];
if (accuracy !== true) {
accuracy = Math.floor(accuracy * 255 / 100);
// Check also for accuracy modifiers.
if (!move.ignoreAccuracy) {
accuracy = Math.floor(accuracy * boostTable[pokemon.boosts.accuracy + 6]);
}
if (!move.ignoreEvasion) {
accuracy = Math.floor(accuracy * boostTable[-target.boosts.evasion + 6]);
}
accuracy = Math.min(accuracy, 255);
}
accuracy = this.battle.runEvent('Accuracy', target, pokemon, move, accuracy);
// Stadium fixes the 1/256 accuracy bug.
if (accuracy !== true && !this.battle.randomChance(accuracy + 1, 256)) {
this.battle.attrLastMove('[miss]');
this.battle.add('-miss', pokemon);
damage = false;
this.battle.lastDamage = 0;
}
// If damage is 0 and not false it means it didn't miss, let's calc.
if (damage !== false) {
if (move.multihit) {
let hits = move.multihit;
if (Array.isArray(hits)) {
// Yes, it's hardcoded... meh
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);
// In gen 1, all the hits have the same damage for multihits move
let moveDamage: number | false | undefined = 0;
let i: number;
for (i = 0; i < hits && target.hp && pokemon.hp; i++) {
move.hit = i + 1;
if (move.hit === hits) move.lastHit = true;
moveDamage = this.moveHit(target, pokemon, move);
if (moveDamage === false) break;
damage = (moveDamage || 0);
// Move damage is fixed to be the first move's damage
if (i === 0) move.damage = damage;
if (target.subFainted) {
i++;
break;
}
}
move.damage = null;
if (i === 0) return 1;
this.battle.add('-hitcount', target, i);
} else {
damage = this.moveHit(target, pokemon, move);
}
}
if (move.category !== 'Status') target.gotAttacked(move, damage, pokemon);
if (move.selfdestruct) {
this.battle.faint(pokemon, pokemon, move);
}
// The move missed.
if (damage === false) {
// Delete the partial trap lock if necessary.
delete pokemon.volatiles['partialtrappinglock'];
return false;
}
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);
}
return damage;
},
moveHit(target, pokemon, moveOrMoveName, moveData, isSecondary, isSelf) {
let damage: number | false | null | undefined = 0;
const move = this.dex.getActiveMove(moveOrMoveName);
if (!isSecondary && !isSelf) this.battle.setActiveMove(move, pokemon, target);
let hitResult: number | boolean = true;
if (!moveData) moveData = move;
if (move.ignoreImmunity === undefined) {
move.ignoreImmunity = (move.category === 'Status');
}
if (target) {
hitResult = this.battle.singleEvent('TryHit', moveData, {}, target, pokemon, move);
// Partial trapping moves still apply their volatile to Pokémon behind a Sub
const targetHadSub = !!target.volatiles['substitute'];
if (targetHadSub && moveData.volatileStatus && moveData.volatileStatus === 'partiallytrapped') {
target.addVolatile(moveData.volatileStatus, pokemon, move);
if (!pokemon.volatiles['partialtrappinglock'] || pokemon.volatiles['partialtrappinglock'].duration! > 1) {
target.volatiles[moveData.volatileStatus].duration = 2;
}
}
if (!hitResult) {
if (hitResult === false) this.battle.add('-fail', target);
return false;
}
// Only run the hit events for the hit itself, not the secondary or self hits
if (!isSelf && !isSecondary) {
hitResult = this.battle.runEvent('TryHit', target, pokemon, move);
if (!hitResult) {
if (hitResult === false) this.battle.add('-fail', target);
// Special Substitute hit flag
if (hitResult !== 0) {
return false;
}
}
if (!this.battle.runEvent('TryFieldHit', target, pokemon, move)) {
return false;
}
} else if (isSecondary && !moveData.self) {
hitResult = this.battle.runEvent('TrySecondaryHit', target, pokemon, moveData);
}
if (hitResult === 0) {
target = null;
} else if (!hitResult) {
if (hitResult === false) this.battle.add('-fail', target);
return false;
}
}
if (target) {
let didSomething = false;
damage = this.getDamage(pokemon, target, moveData);
if (damage && damage > target.hp) {
damage = target.hp;
}
if ((damage || damage === 0) && !target.fainted) {
damage = this.battle.damage(damage, target, pokemon, move);
if (!(damage || damage === 0)) return false;
didSomething = true;
} else if (damage === false && typeof hitResult === 'undefined') {
this.battle.add('-fail', target);
}
if (damage === false || damage === null) {
return false;
}
if (moveData.boosts && !target.fainted) {
this.battle.boost(moveData.boosts, target, pokemon, move);
}
if (moveData.heal && !target.fainted) {
const d = target.heal(Math.floor(target.maxhp * moveData.heal[0] / moveData.heal[1]));
if (!d) {
this.battle.add('-fail', target);
return false;
}
this.battle.add('-heal', target, target.getHealth);
didSomething = true;
}
if (moveData.status) {
if (!target.status) {
target.setStatus(moveData.status, pokemon, move);
target.recalculateStats!();
} else if (!isSecondary) {
if (target.status === moveData.status) {
this.battle.add('-fail', target, target.status);
} else {
this.battle.add('-fail', target);
}
}
didSomething = true;
}
if (moveData.forceStatus) {
if (target.setStatus(moveData.forceStatus, pokemon, move)) {
target.recalculateStats!();
didSomething = true;
}
}
if (moveData.volatileStatus) {
if (target.addVolatile(moveData.volatileStatus, pokemon, move)) {
didSomething = true;
}
}
if (moveData.sideCondition) {
if (target.side.addSideCondition(moveData.sideCondition, pokemon, move)) {
didSomething = true;
}
}
if (moveData.pseudoWeather) {
if (this.battle.field.addPseudoWeather(moveData.pseudoWeather, pokemon, move)) {
didSomething = true;
}
}
// Hit events
hitResult = this.battle.singleEvent('Hit', moveData, {}, target, pokemon, move);
if (!isSelf && !isSecondary) {
this.battle.runEvent('Hit', target, pokemon, move);
}
if (!hitResult && !didSomething) {
if (hitResult === false) this.battle.add('-fail', target);
return false;
}
}
// Here's where self effects are applied.
if (moveData.self) {
this.moveHit(pokemon, pokemon, move, moveData.self, isSecondary, true);
}
// Now we can save the partial trapping damage.
if (pokemon.volatiles['partialtrappinglock']) {
pokemon.volatiles['partialtrappinglock'].damage = this.battle.lastDamage;
}
// Apply move secondaries.
if (moveData.secondaries && target && target.hp > 0) {
for (const secondary of moveData.secondaries) {
// Multi-hit moves only roll for status once
if (!move.multihit || move.lastHit) {
// We check here whether to negate the probable secondary status if it's para, 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.
// If a move that was not fire-type would exist on Gen 1, it could burn a Pokémon.
if (!(secondary.status && ['par', 'brn', 'frz'].includes(secondary.status) && target.hasType(move.type))) {
const effectChance = Math.floor((secondary.chance || 100) * 255 / 100);
if (typeof secondary.chance === 'undefined' || this.battle.randomChance(effectChance + 1, 256)) {
this.moveHit(target, pokemon, move, secondary, true, isSelf);
}
}
}
}
}
if (move.selfSwitch && pokemon.hp) {
pokemon.switchFlag = move.selfSwitch === true ? true : this.dex.toID(move.selfSwitch);
}
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 ActiveMove;
}
// Let's see if the target is immune to the move.
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 65535;
}
// We edit the damage through move's damage callback if necessary.
if (move.damageCallback) {
return move.damageCallback.call(this.battle, source, target);
}
// We take damage from damage=level moves (seismic toss).
if (move.damage === 'level') {
return source.level;
}
// If there's a fix move damage, we return that.
if (move.damage) {
return move.damage;
}
// If it's the first hit on a Normal-type partially trap move, it hits Ghosts anyways but damage is 0.
if (move.volatileStatus === 'partiallytrapped' && move.type === 'Normal' && target.hasType('Ghost')) {
return 0;
}
// Let's check if we are in middle of a partial trap sequence to return the previous damage.
if (source.volatiles['partialtrappinglock'] && (target === source.volatiles['partialtrappinglock'].locked)) {
return source.volatiles['partialtrappinglock'].damage;
}
// We check the category and typing to calculate later on the damage.
if (!move.category) move.category = 'Physical';
// '???' 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 = move.basePower;
if (move.basePowerCallback) {
basePower = move.basePowerCallback.call(this.battle, source, target, move);
}
if (!basePower) {
return basePower === 0 ? undefined : basePower;
}
basePower = this.battle.clampIntRange(basePower, 1);
// Checking for the move's Critical Hit possibility. We check if it's a 100% crit move, otherwise we calculate the chance.
let isCrit = move.willCrit || false;
if (!isCrit) {
// In Stadium, the critical chance is based on speed.
// First, we get the base speed and store it. Then we add 76. This is our current crit chance.
let critChance = source.species.baseStats['spe'] + 76;
// Now we right logical shift it two places, essentially dividing by 4 and flooring it.
critChance >>= 2;
// Now we check for focus energy volatile.
if (source.volatiles['focusenergy']) {
// If it exists, crit chance is multiplied by 4 and floored with a logical left shift.
critChance <<= 2;
// Then we add 160.
critChance += 160;
} else {
// If it is not active, we left shift it by 1.
critChance <<= 1;
}
// Now we check for the move's critical hit ratio.
if (move.critRatio === 2) {
// High crit ratio, we multiply the result so far by 4.
critChance <<= 2;
} else if (move.critRatio === 1) {
// Normal hit ratio, we divide the crit chance by 2 and floor the result again.
critChance >>= 1;
}
// Now we make sure it's a number between 1 and 255.
critChance = this.battle.clampIntRange(critChance, 1, 255);
// Last, we check deppending on ratio if the move critical hits or not.
// We compare our critical hit chance against a random number between 0 and 255.
// If the random number is lower, we get a critical hit. This means there is always a 1/255 chance of not hitting critically.
if (critChance > 0) {
isCrit = this.battle.randomChance(critChance, 256);
}
}
// There is a critical hit.
if (isCrit && this.battle.runEvent('CriticalHit', target, null, move)) {
target.getMoveHitData(move).crit = true;
}
// Happens after crit calculation.
if (basePower) {
basePower = this.battle.runEvent('BasePower', source, target, move, basePower);
if (basePower && move.basePowerModifier) {
basePower *= move.basePowerModifier;
}
}
if (!basePower) return 0;
basePower = this.battle.clampIntRange(basePower, 1);
// We now check attacker's and defender's stats.
let level = source.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 attack = attacker.getStat(atkType);
let defense = defender.getStat(defType);
// In gen 1, screen effect is applied here.
if ((defType === 'def' && defender.volatiles['reflect']) || (defType === 'spd' && defender.volatiles['lightscreen'])) {
this.battle.debug('Screen doubling (Sp)Def');
defense *= 2;
defense = this.battle.clampIntRange(defense, 1, 1998);
}
// In the event of a critical hit, the offense and defense changes are ignored.
// This includes both boosts and screens.
// Also, level is doubled in damage calculation.
if (isCrit) {
move.ignoreOffensive = true;
move.ignoreDefensive = true;
level *= 2;
if (!suppressMessages) this.battle.add('-crit', target);
}
if (move.ignoreOffensive) {
this.battle.debug('Negating (sp)atk boost/penalty.');
attack = attacker.getStat(atkType, true);
}
if (move.ignoreDefensive) {
this.battle.debug('Negating (sp)def boost/penalty.');
defense = target.getStat(defType, true);
}
// When either attack or defense are higher than 256, they are both divided by 4 and moded by 256.
// This is what causes the rollover bugs.
if (attack >= 256 || defense >= 256) {
attack = this.battle.clampIntRange(Math.floor(attack / 4) % 256, 1);
// Defense isn't checked on the cartridge, but we don't want those / 0 bugs on the sim.
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 = this.battle.clampIntRange(Math.floor(damage / 50), 0, 997);
damage += 2;
// STAB damage bonus, the "???" type never gets STAB
if (type !== '???' && source.hasType(type)) {
damage += Math.floor(damage / 2);
}
// Type effectiveness.
// In Gen 1, type effectiveness is applied against each of the target's types.
for (const targetType of target.types) {
const typeMod = this.battle.dex.getEffectiveness(type, targetType);
if (typeMod > 0) {
// Super effective against targetType
damage *= 20;
damage = Math.floor(damage / 10);
}
if (typeMod < 0) {
// Not very effective against targetType
damage *= 5;
damage = Math.floor(damage / 10);
}
}
const totalTypeMod = target.runEffectiveness(move);
if (totalTypeMod > 0) {
if (!suppressMessages) this.battle.add('-supereffective', target);
}
if (totalTypeMod < 0) {
if (!suppressMessages) this.battle.add('-resisted', target);
}
// If damage becomes 0, the move is made to miss.
// This occurs when damage was either 2 or 3 prior to applying STAB/Type matchup, and target is 4x resistant to the move.
if (damage === 0) return damage;
// Apply random factor if damage is greater than 1
if (damage > 1) {
damage *= this.battle.random(217, 256);
damage = Math.floor(damage / 255);
}
// We are done, this is the final damage.
return Math.floor(damage);
},
},
};
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