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/**
* The japanese version of Blizzard in Gen 1 had a 30% chance to freeze
*/
export const Moves: import('../../../sim/dex-moves').ModdedMoveDataTable = {
blizzard: {
inherit: true,
secondary: {
chance: 30,
status: 'frz',
},
},
substitute: {
inherit: true,
condition: {
onStart(target) {
this.add('-start', target, 'Substitute');
this.effectState.hp = Math.floor(target.maxhp / 4) + 1;
delete target.volatiles['partiallytrapped'];
},
onTryHitPriority: -1,
onTryHit(target, source, move) {
if (move.drain) {
this.add('-miss', source);
this.hint("In the Japanese versions of Gen 1, draining moves always miss against substitutes.");
return null;
}
if (move.category === 'Status') {
// In gen 1 it only blocks:
// poison, confusion, secondary effect confusion, stat reducing moves and Leech Seed.
const subBlocked = ['lockon', 'meanlook', 'mindreader', 'nightmare'];
if ((move.status && ['psn', 'tox'].includes(move.status)) || (move.boosts && target !== source) ||
move.volatileStatus === 'confusion' || subBlocked.includes(move.id)) {
return false;
}
return;
}
if (move.volatileStatus && target === source) return;
// NOTE: In future generations the damage is capped to the remaining HP of the
// Substitute, here we deliberately use the uncapped damage when tracking lastDamage etc.
// Also, multi-hit moves must always deal the same damage as the first hit for any subsequent hits
let uncappedDamage = move.hit > 1 ? this.lastDamage : this.actions.getDamage(source, target, move);
if (!uncappedDamage && uncappedDamage !== 0) return null;
uncappedDamage = this.runEvent('SubDamage', target, source, move, uncappedDamage);
if (!uncappedDamage && uncappedDamage !== 0) return uncappedDamage;
this.lastDamage = uncappedDamage;
target.volatiles['substitute'].hp -= uncappedDamage > target.volatiles['substitute'].hp ?
target.volatiles['substitute'].hp : uncappedDamage;
if (target.volatiles['substitute'].hp <= 0) {
target.removeVolatile('substitute');
target.subFainted = true;
} else {
this.add('-activate', target, 'Substitute', '[damage]');
}
// Drain/recoil does not happen if the substitute breaks
if (target.volatiles['substitute']) {
if (move.recoil) {
this.damage(Math.round(uncappedDamage * move.recoil[0] / move.recoil[1]), source, target, 'recoil');
}
if (move.drain) {
this.heal(Math.ceil(uncappedDamage * move.drain[0] / move.drain[1]), source, target, 'drain');
}
}
this.runEvent('AfterSubDamage', target, source, move, uncappedDamage);
// Add here counter damage
const lastAttackedBy = target.getLastAttackedBy();
if (!lastAttackedBy) {
target.attackedBy.push({ source, move: move.id, damage: uncappedDamage, thisTurn: true, slot: source.getSlot() });
} else {
lastAttackedBy.move = move.id;
lastAttackedBy.damage = uncappedDamage;
}
return 0;
},
onAccuracy(accuracy, target, source, move) {
if (move.id === 'swift') {
return true;
}
return accuracy;
},
onEnd(target) {
this.add('-end', target, 'Substitute');
},
},
},
swift: {
inherit: true,
accuracy: 100,
},
};