/** * Gen 1 mechanics are fairly different to those we know on current gen. * Therefor we need to make a lot of changes to the battle engine for this game simulation. * This generation inherits all the changes from older generations, that must be taken into account when editing code. */ 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', ]); const TWO_TURN_MOVES = ['dig', 'fly', 'razorwind', 'skullbash', 'skyattack', 'solarbeam']; export const Scripts: ModdedBattleScriptsData = { inherit: 'gen2', gen: 1, init() { for (const i in this.data.Pokedex) { const poke = this.modData('Pokedex', i); poke.gender = 'N'; poke.eggGroups = null; } }, // BattlePokemon scripts. pokemon: { inherit: true, getStat(statName, unmodified) { // @ts-expect-error type checking prevents 'hp' from being passed, but we're paranoid if (statName === 'hp') throw new Error("Please read `maxhp` directly"); if (unmodified) return this.baseStoredStats[statName]; return this.modifiedStats![statName]; }, // Gen 1 function to apply a stat modification that is only active until the stat is recalculated or mon switched. modifyStat(statName, modifier) { if (!(statName in this.storedStats)) throw new Error("Invalid `statName` passed to `modifyStat`"); const modifiedStats = this.battle.clampIntRange(Math.floor(this.modifiedStats![statName] * modifier), 1); this.modifiedStats![statName] = modifiedStats; }, // In generation 1, boosting function increases the stored modified stat and checks for opponent's status. boostBy(boost) { let changed: boolean | number = false; let i: BoostID; for (i in boost) { const delta = boost[i]; if (delta === undefined) continue; if (delta > 0 && this.boosts[i] >= 6) continue; if (delta < 0 && this.boosts[i] <= -6) continue; if (i === 'evasion' || i === 'accuracy') { this.boosts[i] += delta; if (this.boosts[i] > 6) { this.boosts[i] = 6; } if (this.boosts[i] < -6) { this.boosts[i] = -6; } changed = true; continue; } // Stat being modified is not evasion or accuracy, so change modifiedStats. if (delta > 0) { if (this.modifiedStats![i] === 999) { // Intended max stat value this.boosts[i] += delta; if (this.boosts[i] > 6) { this.boosts[i] = 6; } this.boosts[i]--; // changed = 0 corresponds to increasing stats at 999 (or decreasing at 1). changed = 0; } else { this.boosts[i] += delta; if (this.boosts[i] > 6) { this.boosts[i] = 6; } changed = true; } } if (delta < 0) { if (this.modifiedStats![i] === 1) { // Minimum stat value this.boosts[i] += delta; if (this.boosts[i] < -6) { this.boosts[i] = -6; } this.boosts[i]++; // changed = 0 corresponds to increasing stats at 999 (or decreasing at 1). changed = 0; } else { this.boosts[i] += delta; if (this.boosts[i] < -6) { this.boosts[i] = -6; } changed = true; } } if (changed) { // Recalculate the modified stat this.modifiedStats![i] = this.storedStats[i]; if (this.boosts[i] >= 0) { this.modifyStat!(i, [1, 1.5, 2, 2.5, 3, 3.5, 4][this.boosts[i]]); } else { this.modifyStat!(i, [100, 66, 50, 40, 33, 28, 25][-this.boosts[i]] / 100); } if (delta > 0 && this.modifiedStats![i] > 999) { // Cap the stat at 999 this.modifiedStats![i] = 999; } } } return changed; }, clearBoosts() { let i: BoostID; for (i in this.boosts) { this.boosts[i] = 0; // Recalculate the modified stat if (i === 'evasion' || i === 'accuracy') continue; this.modifiedStats![i] = this.storedStats[i]; } }, }, actions: { inherit: true, // This function is the main one when running a move. // It deals with the beforeMove event. // It also deals with how PP reduction works on gen 1. runMove(moveOrMoveName, pokemon, targetLoc, options) { let sourceEffect = options?.sourceEffect; const target = this.battle.getTarget(pokemon, moveOrMoveName, targetLoc); let move = this.battle.dex.getActiveMove(moveOrMoveName); // If a faster partial trapping move misses against a user of Hyper Beam during a recharge turn, // the user of Hyper Beam will automatically use Hyper Beam during that turn. const autoHyperBeam = ( move.id === 'recharge' && !pokemon.volatiles['mustrecharge'] && !pokemon.volatiles['partiallytrapped'] ); if (autoHyperBeam) { move = this.battle.dex.getActiveMove('hyperbeam'); this.battle.hint(`In Gen 1, If a faster partial trapping move misses against a user of Hyper Beam during a recharge turn, ` + `the user of Hyper Beam will automatically use Hyper Beam during that turn.`, true); } if (target?.subFainted) target.subFainted = null; this.battle.setActiveMove(move, pokemon, target); if (pokemon.moveThisTurn || !this.battle.runEvent('BeforeMove', pokemon, target, move)) { 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; if (pokemon.volatiles['twoturnmove']) { // Two-turn moves like Sky Attack deduct PP on their second turn. pokemon.deductPP(pokemon.volatiles['twoturnmove'].originalMove, null, target); } } if ( (pokemon.volatiles['partialtrappinglock'] && target !== pokemon.volatiles['partialtrappinglock'].locked) || autoHyperBeam ) { const moveSlot = pokemon.moveSlots.find(ms => ms.id === move.id); if (moveSlot && moveSlot.pp < 0) { moveSlot.pp = 63; this.battle.hint("In Gen 1, if a player is forced to use a move with 0 PP, the move will underflow to have 63 PP."); } } this.useMove(move, pokemon, { target, sourceEffect }); // Restore PP if the move is the first turn of a charging move. Save the move from which PP should be deducted if the move succeeds. if (pokemon.volatiles['twoturnmove']) { pokemon.deductPP(move, -1, target); pokemon.volatiles['twoturnmove'].originalMove = move.id; } }, // 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; 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); } // The charging turn of a two-turn move does not update pokemon.lastMove if (!TWO_TURN_MOVES.includes(move.id) || pokemon.volatiles['twoturnmove']) pokemon.lastMove = move; const moveResult = this.useMoveInner(moveOrMoveName, pokemon, { target, sourceEffect }); 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; if (pokemon.volatiles['lockedmove']?.time <= 0) pokemon.removeVolatile('lockedmove'); // If target fainted if (target && target.hp <= 0) { // We remove recharge if (pokemon.volatiles['mustrecharge']) pokemon.removeVolatile('mustrecharge'); delete pokemon.volatiles['partialtrappinglock']; } else { if (pokemon.volatiles['mustrecharge']) this.battle.add('-mustrecharge', pokemon); if (pokemon.hp) this.battle.runEvent('AfterMoveSelf', pokemon, target, move); } // For partial trapping moves, we are saving the target if (move.volatileStatus === 'partiallytrapped' && target && target.hp > 0) { // Let's check if the lock exists if (pokemon.volatiles['partialtrappinglock'] && target.volatiles['partiallytrapped']) { // Here the partialtrappinglock volatile has been already applied const sourceVolatile = pokemon.volatiles['partialtrappinglock']; const targetVolatile = target.volatiles['partiallytrapped']; if (!sourceVolatile.locked) { // If it's the first hit, we save the target sourceVolatile.locked = target; } else if (target !== pokemon && target !== sourceVolatile.locked) { // Our target switched out! Re-roll the duration, damage, and accuracy. const duration = this.battle.sample([2, 2, 2, 3, 3, 3, 4, 5]); sourceVolatile.duration = duration; sourceVolatile.locked = target; // Duration reset thus partially trapped at 2 always. targetVolatile.duration = 2; } } // 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); // Disable and Selfdestruct/Explosion boost rage, regardless of whether they miss/fail. if (target.boosts.atk < 6 && (move.selfdestruct || move.id === 'disable') && target.volatiles['rage']) { this.battle.boost({ atk: 1 }, target, pokemon, this.dex.conditions.get('rage')); this.battle.hint(`In Gen 1, using ${move.name} causes the target to build Rage, ` + `even if it misses or fails`, true); } // 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; }, // This function attempts a move hit and returns the attempt result before the actual hit happens. // It deals with partial trapping weirdness and accuracy bugs as well. tryMoveHit(target, pokemon, move) { let damage: number | false | undefined = 0; // Add Thrashing effect before the move does damage, or add confusion if Thrash effect is ending if (move?.self?.volatileStatus === 'lockedmove') { if (pokemon.volatiles['lockedmove']) { pokemon.volatiles['lockedmove'].time--; if (!pokemon.volatiles['lockedmove'].time) { // Confusion begins even if already confused. // Remove lockedmove volatile when dealing with after move effects. delete pokemon.volatiles['confusion']; pokemon.addVolatile('confusion', pokemon, this.dex.conditions.get('lockedmove')); } } else { pokemon.addVolatile('lockedmove', pokemon, move); } } // 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 Pokémon 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 (move.volatileStatus === 'partiallytrapped' && target === pokemon.volatiles['partialtrappinglock']?.locked) { accuracy = true; } // If a sleep inducing move is used while the user is recharging, the accuracy is true. if (move.status === 'slp' && target?.volatiles['mustrecharge']) { accuracy = true; } // OHKO moves only have a chance to hit if the user is at least as fast as the target if (move.ohko) { if (target.getStat('spe') > pokemon.getStat('spe')) { this.battle.add('-immune', target, '[ohko]'); return false; } } // Calculate true accuracy for gen 1, which uses 0-255. // Gen 1 uses the same boost table for accuracy and evasiveness as every other stat const boostTable = [25, 28, 33, 40, 50, 66, 100, 150, 200, 250, 300, 350, 400]; if (accuracy !== true) { accuracy = Math.floor(accuracy * 255 / 100); // Rage and Thrash/Petal Dance accuracy bug if (pokemon.volatiles['lockedmove']) accuracy = pokemon.volatiles['lockedmove'].accuracy; if (pokemon.volatiles['rage']) accuracy = pokemon.volatiles['rage'].accuracy; // This line is just to satisfy TypeScript, accuracy should never be true at this point if (accuracy !== true) { // Check also for accuracy modifiers. if (!move.ignoreAccuracy) { accuracy = Math.floor(accuracy * (boostTable[pokemon.boosts.accuracy + 6] / 100)); } if (!move.ignoreEvasion) { accuracy = Math.floor(accuracy * (boostTable[-target.boosts.evasion + 6] / 100)); } accuracy = this.battle.clampIntRange(accuracy, 1, 255); } if (pokemon.volatiles['lockedmove']) pokemon.volatiles['lockedmove'].accuracy = accuracy; if (pokemon.volatiles['rage']) pokemon.volatiles['rage'].accuracy = accuracy; } accuracy = this.battle.runEvent('Accuracy', target, pokemon, move, accuracy); // Moves that target the user do not suffer from the 1/256 miss chance. if (move.target === 'self' && accuracy !== true) accuracy++; // 1/256 chance of missing always, no matter what. Besides the aforementioned exceptions. if (accuracy !== true && !this.battle.randomChance(accuracy, 256)) { this.battle.attrLastMove('[miss]'); this.battle.add('-miss', pokemon); if (accuracy === 255) this.battle.hint("In Gen 1, moves with 100% accuracy can still miss 1/256 of the time."); 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 | undefined | false = 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) { if (!target.subFainted) { this.battle.faint(pokemon, pokemon, move); } else { this.battle.hint(`In Gen 1, the user of ${move.name} will not take damage if it breaks a Substitute.`); } } // 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; }, // It deals with the actual move hit, as the name indicates, dealing damage and/or effects. // This function also deals with the Gen 1 Substitute behaviour on the hitting process. moveHit(target, pokemon, move, moveData, isSecondary, isSelf) { let damage: number | false | null | undefined = 0; 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'); } // We get the sub to the target to see if it existed const targetSub = (target) ? target.volatiles['substitute'] : false; const targetHadSub = (targetSub !== null && targetSub !== false && (typeof targetSub !== 'undefined')); let targetHasSub: boolean | undefined = undefined; if (target) { hitResult = this.battle.singleEvent('TryHit', moveData, {}, target, pokemon, move); // Handle here the applying of partial trapping moves to Pokémon with Substitute if (targetSub && 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) { targetHasSub = !!(target?.volatiles['substitute']); 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); // getDamage has several possible return values: // // a number: // means that much damage is dealt (0 damage still counts as dealing // damage for the purposes of things like Static) // false: // gives error message: "But it failed!" and move ends // null: // the move ends, with no message (usually, a custom fail message // was already output by an event handler) // undefined: // means no damage is dealt and the move continues // // basically, these values have the same meanings as they do for event // handlers. 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.hp) { const willBoost = this.battle.boost(moveData.boosts, target, pokemon, move); if (!willBoost) { this.battle.add('-fail', target); return false; } didSomething = true; // Check the status of the Pokémon whose turn is not. // When a move that affects stat levels is used, if the Pokémon whose turn it is not right now is paralyzed or // burned, the correspoding stat penalties will be applied again to that Pokémon. if (pokemon.side.foe.active[0].status) { // If it's paralysed, quarter its speed. if (pokemon.side.foe.active[0].status === 'par') { pokemon.side.foe.active[0].modifyStat!('spe', 0.25); } // If it's burned, halve its attack. if (pokemon.side.foe.active[0].status === 'brn') { pokemon.side.foe.active[0].modifyStat!('atk', 0.5); } } } 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) { // Gen 1 bug: If the target has just used hyperbeam and must recharge, its status will be ignored and put to sleep. // This does NOT revert the paralyse speed drop or the burn attack drop. // Also, being put to sleep clears the recharge condition. if (moveData.status === 'slp' && target.volatiles['mustrecharge']) { // The sleep move is guaranteed to hit in this situation, unless Sleep Clause activates. // Do not clear recharge in that case. if (target.setStatus(moveData.status, pokemon, move)) { target.removeVolatile('mustrecharge'); this.battle.hint( "In Gen 1, if a Pokémon that has just used Hyper Beam and has yet to recharge is targeted with a sleep inducing move, " + "any other status it may already have will be ignored and sleep will be induced regardless." ); } } else if (!target.status) { if (target.setStatus(moveData.status, pokemon, move)) { // Gen 1 mechanics: The burn attack drop and the paralyse speed drop are applied here directly on stat modifiers. if (moveData.status === 'brn') target.modifyStat!('atk', 0.5); if (moveData.status === 'par') target.modifyStat!('spe', 0.25); } } 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)) { if (moveData.forceStatus === 'brn') target.modifyStat!('atk', 0.5); if (moveData.forceStatus === 'par') target.modifyStat!('spe', 0.25); 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; } } if (targetHasSub === undefined) targetHasSub = !!(target?.volatiles['substitute']); // Here's where self effects are applied. const doSelf = (targetHadSub && targetHasSub) || !targetHadSub; if (moveData.self && (moveData.self.volatileStatus !== 'lockedmove') && (doSelf || moveData.self.volatileStatus === 'partialtrappinglock')) { 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))) { if (secondary.chance === undefined) { this.moveHit(target, pokemon, move, secondary, true, isSelf); } else { let secondaryChance = Math.ceil(secondary.chance * 256 / 100); // If the secondary effect is confusion, the numerator should be decreased by 1 (10% = 25/256 not 26/256). if (secondary?.volatileStatus === 'confusion') secondaryChance--; if (this.battle.randomChance(secondaryChance, 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; }, // This calculates the damage pokemon does to target with move. getDamage(source, target, move, suppressMessages) { // First of all, we get the move. if (typeof move === 'string') { move = this.battle.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 || move.damage === 0) { 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 gen 1, the critical chance is based on speed. // First, we get the base speed, divide it by 2 and floor it. This is our current crit chance. let critChance = Math.floor(this.dex.species.get(source.set.species).baseStats['spe'] / 2); // Now we check for focus energy volatile. if (source.volatiles['focusenergy']) { // If it exists, crit chance is divided by 2 again and floored. critChance = Math.floor(critChance / 2); } else { // Normally, without focus energy, crit chance is multiplied by 2 and capped at 255 here. critChance = this.battle.clampIntRange(critChance * 2, 1, 255); } // Now we check for the move's critical hit ratio. if (move.critRatio === 1) { // Normal hit ratio, we divide the crit chance by 2 and floor the result again. critChance = Math.floor(critChance / 2); } else if (move.critRatio === 2) { // High crit ratio, we multiply the result so far by 4 and cap it at 255. critChance = this.battle.clampIntRange(critChance * 4, 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); } } if (isCrit) 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; } // 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.'); // No screens defense = target.getStat(defType, true); } // When either attack or defense are higher than 256, both are divided by 4. // If that's still over 256, it rolls over (%256), which is what causes rollover bugs. if (attack >= 256 || defense >= 256) { if (attack >= 1024 || defense >= 1024) { this.battle.hint("In Gen 1, 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 isn't checked on the cartridge, but we don't want those / 0 bugs on the sim. defense = Math.floor(defense / 4) % 256; if (defense === 0) { this.battle.hint('Pokemon Showdown avoids division by zero by rounding defense up to 1. ' + 'In game, the battle would have crashed.'); defense = 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) { let typeMod = this.battle.dex.getEffectiveness(type, targetType); typeMod = this.battle.runEvent('Effectiveness', this.battle, targetType, move, typeMod); 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); } // And we are done. return Math.floor(damage); }, }, // deals with Pokémon stat boosting. 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]; if (boost[i] !== 0) { const boostResult = target.boostBy(currentBoost); if (boostResult) { success = true; let msg = '-boost'; if (boost[i]! < 0) { msg = '-unboost'; boost[i] = -boost[i]!; } if (!effect || effect.effectType === 'Move') { this.add(msg, target, i, boost[i]); } else { this.add(msg, target, i, boost[i], '[from] ' + effect.fullname); } this.runEvent('AfterEachBoost', target, source, effect, currentBoost); } // Tried to boost at 999 or unboost at 1. This does not count as a success: par/brn effects are not applied afterwards. if (boostResult === 0) { let msg = '-boost'; let secondmsg = '-unboost'; if (boost[i]! < 0) { msg = '-unboost'; secondmsg = '-boost'; boost[i] = -boost[i]!; } if (!effect || effect.effectType === 'Move') { this.add(msg, target, i, boost[i]); } else { this.add(msg, target, i, boost[i], '[from] ' + effect.fullname); } this.add(secondmsg, target, i, 1); if (msg === '-boost') { this.hint(`In Gen 1, boosting a stat at 999 will apply a -1 drop afterwards, and the stat remains at 999.`, true); } else { this.hint(`In Gen 1, dropping a stat at 1 will apply a +1 boost afterwards, and the stat remains at 1.`, true); } this.runEvent('AfterEachBoost', target, source, effect, currentBoost); } } } this.runEvent('AfterBoost', target, source, effect, boost); return success; }, };