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https://github.com/bryanthaboi/gen1recomp.git
synced 2026-08-18 11:44:42 +02:00
big ass modding update
This commit is contained in:
+171
-32
@@ -1,9 +1,151 @@
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-- Per-turn status/volatile condition handling (Gen 1 semantics).
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--
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-- The persistent conditions live in Status.RECORDS; a battle passes its
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-- merged Data.statuses so mod statuses join the same beforeMove gauntlet
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-- and residual sweep. Callers without a battle (pure-module tests) fall
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-- back to the vanilla records, which is bit-identical behavior.
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local Status = {}
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-- Returns canMove, messages, selfHit (true -> hurt itself in confusion)
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function Status.beforeMove(battler, rng)
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-- pokered's <USER>/<TARGET> text macros print "Enemy " before the enemy
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-- mon's nickname; these records only know the raw name -- BattleState
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-- splices the prefix in (prefixEnemy), same as always
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local function name(battler)
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return battler.name
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end
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-- statuses with beforeMovePriority above this run before the engine's
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-- held/disable/confusion volatiles; at or below, after (sleep 40 and
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-- freeze 30 come first, paralysis 10 comes last, like the original
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-- CheckPlayerStatusConditions order)
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local VOLATILE_PRIORITY = 20
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local function hasType(battler, wanted)
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for _, t in ipairs(battler.curTypes or {}) do
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if t == wanted then return true end
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end
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return false
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end
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-- shared PSN/BRN residual: 1/16 max HP, multiplied (and advanced) by the
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-- Toxic counter (HandlePoisonBurnLeechSeed)
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local function damageOverTime(what)
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return function(battler)
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local mon = battler.mon
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local base = math.max(1, math.floor(mon.stats.hp / 16))
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local dmg = base
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if battler.toxicCounter then
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dmg = base * battler.toxicCounter
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battler.toxicCounter = battler.toxicCounter + 1
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end
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mon.hp = math.max(0, mon.hp - dmg)
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return { ("%s's\nhurt by %s!"):format(name(battler), what) }
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end
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end
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-- The five persistent conditions as records: the beforeMove gauntlet, the
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-- residual sweep, the inflict text/immunities (StatusRegistry.inflict),
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-- the catch/wobble bonuses (Catching.attempt), the HUD label, and the
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-- burn/paralysis stat cut (Damage.compute, TurnOrder.effectiveSpeed) all
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-- read these fields, so a mod's sixth status plugs into every consumer.
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Status.RECORDS = {
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SLP = {
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id = "SLP", label = "SLP", hudLabel = "SLP",
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catchBonus = 25, shakeBonus = 10,
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beforeMovePriority = 40,
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beforeMove = function(battler)
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battler.sleepTurns = (battler.sleepTurns or 1) - 1
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if battler.sleepTurns <= 0 then
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battler.mon.status = nil
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return false, { name(battler) .. "\nwoke up!" } -- wakes but loses the turn
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end
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return false, { name(battler) .. "\nis fast asleep!" }
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end,
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onInflict = function(battle, target, opts, display)
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target.sleepTurns = battle.rng(1, 7)
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return { ("%s\nfell asleep!"):format(display) }
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end,
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},
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FRZ = {
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id = "FRZ", label = "FRZ", hudLabel = "FRZ",
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catchBonus = 25, shakeBonus = 10,
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beforeMovePriority = 30,
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beforeMove = function(battler)
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return false, { name(battler) .. "\nis frozen solid!" }
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end,
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canInflict = function(target) return not hasType(target, "ICE") end,
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onInflict = function(_, _, _, display)
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return { ("%s\nwas frozen solid!"):format(display) }
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end,
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},
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PSN = {
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id = "PSN", label = "PSN", hudLabel = "PSN",
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catchBonus = 12, shakeBonus = 5,
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residual = damageOverTime("poison"),
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canInflict = function(target) return not hasType(target, "POISON") end,
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onInflict = function(_, target, opts, display)
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if opts.toxic then
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target.toxicCounter = 1
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-- _BadlyPoisonedText
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return { ("%s's\nbadly poisoned!"):format(display) }
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end
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return { ("%s\nwas poisoned!"):format(display) }
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end,
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},
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BRN = {
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id = "BRN", label = "BRN", hudLabel = "BRN",
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catchBonus = 12, shakeBonus = 5,
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statPenalty = { stat = "attack", div = 2 },
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residual = damageOverTime("the burn"),
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canInflict = function(target) return not hasType(target, "FIRE") end,
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onInflict = function(_, _, _, display)
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return { ("%s\nwas burned!"):format(display) }
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end,
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},
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PAR = {
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id = "PAR", label = "PAR", hudLabel = "PAR",
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catchBonus = 12, shakeBonus = 5,
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statPenalty = { stat = "speed", div = 4 },
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beforeMovePriority = 10,
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beforeMove = function(battler, rng)
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-- cp 25 percent / jr nc: fully paralyzed on rand < 63 (63/256)
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if rng(0, 255) < 63 then
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return false, { name(battler) .. "'s\nfully paralyzed!" }
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end
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return true, {}
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end,
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canInflict = function(target, opts)
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-- ParalyzeEffect_: Electric-type moves can't paralyze Ground-types
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return not (opts.moveType == "ELECTRIC" and hasType(target, "GROUND"))
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end,
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onInflict = function(_, _, _, display)
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-- _ParalyzedMayNotAttackText (primary and secondary paralysis)
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return { ("%s's\nparalyzed! It may\nnot attack!"):format(display) }
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end,
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},
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}
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function Status.registerInto(registry, _, owner)
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for id, record in pairs(Status.RECORDS) do
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registry:register(id, record, owner)
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end
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end
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-- the merged view when a battle is on hand, the vanilla records otherwise
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function Status.recordFor(statuses, id)
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if id == nil then return nil end
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return (statuses or Status.RECORDS)[id]
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end
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local function battleStatuses(battle)
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return battle and battle.data and battle.data.statuses
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end
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-- Returns canMove, messages, selfHit (true -> hurt itself in confusion).
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-- The active status record's beforeMove runs at its priority slot: above
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-- VOLATILE_PRIORITY before the held/disable/confusion block (sleep,
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-- freeze), at or below after it (paralysis) -- the original's order.
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function Status.beforeMove(battler, rng, battle)
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local mon = battler.mon
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-- Haze curing this mon's sleep/freeze forfeits its pending move for
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-- the turn, silently (haze.asm writes $ff/CANNOT_MOVE to the selected
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@@ -14,71 +156,68 @@ function Status.beforeMove(battler, rng)
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end
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if battler.flinched then
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battler.flinched = false
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return false, { battler.name .. "\nflinched!" }
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return false, { name(battler) .. "\nflinched!" }
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end
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if mon.status == "SLP" then
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battler.sleepTurns = (battler.sleepTurns or 1) - 1
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if battler.sleepTurns <= 0 then
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mon.status = nil
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return false, { battler.name .. "\nwoke up!" } -- wakes but loses the turn
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end
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return false, { battler.name .. "\nis fast asleep!" }
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local record = Status.recordFor(battleStatuses(battle), mon.status)
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local handler = record and record.beforeMove
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local priority = handler and (record.beforeMovePriority or 0)
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local msgs = {}
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local function runStatus()
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local canMove, statusMsgs, selfHit = handler(battler, rng, battle)
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for _, m in ipairs(statusMsgs or {}) do msgs[#msgs + 1] = m end
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return canMove, selfHit
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end
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if mon.status == "FRZ" then
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return false, { battler.name .. "\nis frozen solid!" }
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if handler and priority > VOLATILE_PRIORITY then
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local canMove, selfHit = runStatus()
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if not canMove or selfHit then return canMove, msgs, selfHit end
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handler = nil
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end
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if battler.boundTurns and battler.boundTurns > 0 then
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battler.boundTurns = battler.boundTurns - 1
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return false, { battler.name .. "\ncan't move!" }
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msgs[#msgs + 1] = name(battler) .. "\ncan't move!"
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return false, msgs
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end
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local msgs = {}
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if battler.disabledTurns then
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battler.disabledTurns = battler.disabledTurns - 1
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if battler.disabledTurns <= 0 then
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battler.disabledTurns, battler.disabledSlot = nil, nil
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table.insert(msgs, battler.name .. "'s\ndisabled no more!")
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table.insert(msgs, name(battler) .. "'s\ndisabled no more!")
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end
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end
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if battler.confusedTurns then
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battler.confusedTurns = battler.confusedTurns - 1
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if battler.confusedTurns <= 0 then
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battler.confusedTurns = nil
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table.insert(msgs, battler.name .. "\nsnapped out of\nconfusion!")
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table.insert(msgs, name(battler) .. "\nsnapped out of\nconfusion!")
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else
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table.insert(msgs, battler.name .. "\nis confused!")
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table.insert(msgs, name(battler) .. "\nis confused!")
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-- cp 50 percent + 1 / jr c: hurt itself on rand >= 128 (128/256)
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if rng(0, 255) < 128 then
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return false, msgs, true -- hurt itself
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end
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end
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end
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-- cp 25 percent / jr nc: fully paralyzed on rand < 63 (63/256)
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if mon.status == "PAR" and rng(0, 255) < 63 then
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table.insert(msgs, battler.name .. "'s\nfully paralyzed!")
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return false, msgs
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if handler then
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local canMove, selfHit = runStatus()
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if not canMove or selfHit then return canMove, msgs, selfHit end
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end
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return true, msgs
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end
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-- End-of-turn residual damage; opponent is needed for Leech Seed.
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-- Returns messages.
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function Status.residual(battler, opponent)
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function Status.residual(battler, opponent, battle)
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local msgs = {}
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local mon = battler.mon
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-- the Haze move-forfeit only covers the turn Haze was used; if this
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-- mon had already moved, drop the flag before it leaks into next turn
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battler.skipMove = nil
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if mon.hp <= 0 then return msgs end
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if mon.status == "PSN" or mon.status == "BRN" then
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local base = math.max(1, math.floor(mon.stats.hp / 16))
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local dmg = base
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if battler.toxicCounter then
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dmg = base * battler.toxicCounter
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battler.toxicCounter = battler.toxicCounter + 1
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local record = Status.recordFor(battleStatuses(battle), mon.status)
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if record and record.residual then
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for _, m in ipairs(record.residual(battler, opponent, battle) or {}) do
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msgs[#msgs + 1] = m
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end
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mon.hp = math.max(0, mon.hp - dmg)
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local what = mon.status == "PSN" and "poison" or "the burn"
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table.insert(msgs, ("%s's\nhurt by %s!"):format(battler.name, what))
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end
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if battler.leechSeeded and mon.hp > 0 and opponent.mon.hp > 0 then
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-- the shared Toxic counter multiplies (and advances on) the seed
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@@ -92,7 +231,7 @@ function Status.residual(battler, opponent)
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dmg = math.min(dmg, mon.hp)
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mon.hp = mon.hp - dmg
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opponent.mon.hp = math.min(opponent.mon.stats.hp, opponent.mon.hp + dmg)
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table.insert(msgs, ("LEECH SEED saps\n%s!"):format(battler.name))
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table.insert(msgs, ("LEECH SEED saps\n%s!"):format(name(battler)))
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end
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return msgs
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end
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