/** * 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; }, }, };