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/**
* 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;
},
},
};