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Crystal boots from a user-supplied ROM, imports a full cache and is playable: copyright, the Crystal intro movie, the animated title, gender select, Oak, and out into Johto. 122 of the cart's 169 script specials are implemented. Import and data - tools/make_crystal_manifest.py derives the manifest by importing make_gold_manifest as a library, with three additive keyword seams. Gold and Silver still regenerate byte-identical, which is the standing requirement for touching that generator. - crystal_symbol_deltas.py and crystal_movie_symbols.py carry the symbol delta: Crystal renames the credits mons, splits the trainer card, Pokegear and pack-pal blocks by gender, and replaces the intro and title outright. - Crystal-only manifest keys: engineFlagOrder (162 flags to Gold's 93, so the badge block sits one higher) and unownCharmap (the main charmap parser stops at the first newcharmap so the two cannot contaminate each other). Extractor - RomExtractorGen2 becomes three-edition. Crystal corrections: PAL_MAP_BANK 0x13, a flat PICS_FIX pic bank, audio bank 0x5e, the mapSongs id-100 hole, seven NPC trades, a TradeTexts stride of 8, the five Crystal tileset anim steps with per-row degrade, and the column-major trainer card portraits. - New: animated front sprites (frames, bitmasks, play and idle scripts), the Battle Tower roster, Kris assets, Mobile System GB art, and the Crystal intro and title via src/import/CrystalMovie.lua. Engine - GameVersion gains engine(id) and fixes(id). Gold and Silver keep their original bugs where the bug is not hardware dependent; Crystal gets the fixes Crystal shipped: Lucky Number boxes 10-14, surfing onto an NPC, and the Reflect and Light Screen defence overflow. - Crystal story: Suicune and Eusine, Celebi behind the GS Ball flag, the Ruins of Alph chambers, Buena, the Move Tutor, the Poke Seer, and the Battle Tower including the wInBattleTowerBattle badge-boost guard. - Kris and the gender flag, animated fronts in battle and the summary screen, and mon caught data. Verification - Every extracted asset is pixel-compared against pret's own source PNGs. - Gold caches are byte-identical before and after, file for file. - New Crystal suites plus a T2 Gen 2 tier; the full suite passes.
358 lines
14 KiB
Lua
358 lines
14 KiB
Lua
-- Gen 2 damage.
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--
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-- Ported from engine/battle/effect_commands.asm, in the order the cart's move
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-- sequence runs them: damagestats -> damagecalc -> stab -> damagevariation.
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--
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-- What differs from Gen 1 (src/battle/Damage.lua), and why this is its own
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-- module rather than a flag on that one:
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-- * Special is split into Special Attack and Special Defense, so a special
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-- move reads the attacker's SpA against the defender's SpD instead of both
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-- sides' single `special`.
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-- * Critical hits are a *chance ladder* (data/battle/critical_hit_chances.asm
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-- 1/15, 1/8, 1/4, 1/3, 1/2) indexed by a "critical level" that Focus
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-- Energy, a high-crit move, Scope Lens, and the Lucky Punch / Stick raise.
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-- Gen 1 instead derived the chance from base Speed.
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-- * A critical hit is a flat x2 and, unlike Gen 1, ignores the attacker's
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-- *negative* stat stages rather than all stages.
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-- * Type-boost held items (Charcoal, Mystic Water, ...) multiply before the
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-- crit, and Steel and Dark exist in the matchup table.
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--
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-- Whether a move is physical or special is still decided by its *type*, not
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-- per-move as in Gen 4: type ids below FIRE are physical. type_chart.lua's
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-- records carry that as `category`.
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local GameVersion = require("src.core.GameVersion")
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local Damage = {}
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-- ../pokecrystal/constants/battle_constants.asm:78
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Damage.MAX_STAT_VALUE = 999
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-- data/battle/critical_hit_chances.asm, as "1 in N".
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Damage.CRITICAL_CHANCES = { [0] = 15, 8, 4, 3, 2, 2, 2 }
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-- Gen 2's damage spread: 85% to 100% inclusive.
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Damage.MIN_VARIATION = 85
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Damage.MAX_VARIATION = 100
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-- The cart caps a single hit at 999 (DAMAGE_CAP + MIN_DAMAGE in
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-- BattleCommand_DamageCalc).
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Damage.MAX_DAMAGE = 999
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-- BattleCommand_DamageCalc's tail (engine/battle/effect_commands.asm) caps the
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-- computed damage at DAMAGE_CAP (997) and then adds MIN_DAMAGE (2) back, so
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-- every damaging hit leaves DamageCalc worth at least 2 -- which is what keeps
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-- a resisted hit from flooring to zero once the type matchup halves it.
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Damage.MIN_DAMAGE = 2
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-- Stat stage multipliers (numerator, denominator), -6..+6. Same table as
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-- Gen 1; a critical hit skips only the negative half for the attacker.
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local STAGE = {
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[-6] = { 25, 100 }, [-5] = { 28, 100 }, [-4] = { 33, 100 },
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[-3] = { 40, 100 }, [-2] = { 50, 100 }, [-1] = { 66, 100 },
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[0] = { 1, 1 },
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[1] = { 15, 10 }, [2] = { 2, 1 }, [3] = { 25, 10 },
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[4] = { 3, 1 }, [5] = { 35, 10 }, [6] = { 4, 1 },
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}
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function Damage.stageMultiplier(stage)
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local entry = STAGE[math.max(-6, math.min(6, stage or 0))]
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return entry[1], entry[2]
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end
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-- Apply a stat stage, flooring like the cart's Multiply/Divide pair, and never
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-- letting a stat reach 0 (a 0 defence would divide by zero).
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function Damage.applyStage(value, stage)
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local numerator, denominator = Damage.stageMultiplier(stage)
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local out = math.floor(value * numerator / denominator)
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-- ../pokecrystal/engine/battle/core.asm:6739
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return math.max(1, math.min(Damage.MAX_STAT_VALUE, out))
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end
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-- TruncateHL_BC: ../pokegold/engine/battle/effect_commands.asm:2625 runs one
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-- pass, ../pokecrystal/engine/battle/effect_commands.asm:2644 loops it.
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function Damage.truncateStats(attack, defense, fixed)
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local a = math.max(0, math.floor(attack or 0))
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local d = math.max(0, math.floor(defense or 0))
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while a > 255 or d > 255 do
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d = math.floor(d / 4)
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if d == 0 then d = 1 end
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a = math.floor(a / 4)
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if a == 0 then a = 1 end
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if not fixed then break end
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end
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return a % 256, d % 256
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end
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-- Is this move physical? `types` is type_chart.lua's `types` table.
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function Damage.isPhysical(moveType, types)
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local record = types and types[moveType]
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if record and record.category then return record.category == "physical" end
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-- Without the table, fall back to the Gen 1/2 boundary: the physical block
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-- runs NORMAL..GROUND, and the special block starts at FIRE.
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local PHYSICAL = {
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NORMAL = true, FIGHTING = true, FLYING = true, POISON = true,
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GROUND = true, ROCK = true, BUG = true, GHOST = true, STEEL = true,
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}
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return PHYSICAL[moveType] == true
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end
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-- The 1-in-N chance for a critical level.
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function Damage.criticalChance(level)
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local capped = math.max(0, math.min(6, level or 0))
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return Damage.CRITICAL_CHANCES[capped]
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end
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-- BattleCommand_Critical, as a level rather than a roll:
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-- +1 Focus Energy, +2 a high-crit move, +1 Scope Lens,
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-- +2 Lucky Punch on Chansey / Stick on Farfetch'd.
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function Damage.criticalLevel(opts)
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local level = 0
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if opts.focusEnergy then level = level + 1 end
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if opts.highCritMove then level = level + 2 end
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if opts.scopeLens then level = level + 1 end
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if opts.speciesItemBonus then level = level + 2 end
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return math.min(6, level)
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end
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-- Roll a critical hit. `random(n)` must return 0..n-1 (the cart compares a
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-- BattleRandom byte against the chance), and defaults to love/math random.
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function Damage.rollCritical(criticalLevel, random)
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local chance = Damage.criticalChance(criticalLevel)
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local roll
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if random then
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roll = random(chance)
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elseif love and love.math then
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roll = love.math.random(chance) - 1
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else
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roll = math.random(chance) - 1
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end
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return roll == 0
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end
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-- The x10 type multiplier of a move against a defender, applying each matchup
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-- row separately and flooring in between -- the same rule Gen 1 follows, which
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-- is why a dual type can land on 4x or 0.25x.
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function Damage.typeMultiplier(moveType, defenderTypes, matchups)
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local multiplier = 10
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for _, row in ipairs(matchups or {}) do
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if row.attacker == moveType then
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for _, defenderType in ipairs(defenderTypes or {}) do
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if row.defender == defenderType then
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multiplier = math.floor(multiplier * row.multiplier / 10)
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break
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end
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end
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end
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end
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return multiplier
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end
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-- The core formula (BattleCommand_DamageCalc):
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--
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-- (((2 * Level / 5 + 2) * Power * Attack / Defense) / 50)
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--
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-- every step floored, defence clamped to at least 1.
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function Damage.base(level, power, attack, defense)
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if (power or 0) <= 0 then return 0 end
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defense = math.max(1, defense or 1)
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local value = math.floor(level * 2 / 5) + 2
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value = value * power
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value = value * attack
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value = math.floor(value / defense)
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value = math.floor(value / 50)
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return value
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end
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-- Every `info` table Damage.calc returns carries BOTH generations' names for
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-- the same two facts: Gen 2 calls them `critical` and `effectiveness`, Gen 1
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-- (src/battle/Damage.lua) calls them `crit` and `typeMult`. The battle.damage
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-- hook hands this table to whatever wrapped it, and a mod written against Red
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-- must be able to read what it wrapped.
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local function withGen1Names(info)
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info.crit = info.critical
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info.typeMult = info.effectiveness
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return info
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end
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-- opts:
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-- level, power, moveType
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-- attacker { attack, specialAttack, types, stages = { attack =, ... } }
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-- defender { defense, specialDefense, types, stages }
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-- types, matchups -- type_chart.lua's `types` / `matchups`
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-- critical -- boolean (roll it with rollCritical first)
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-- itemBoostPercent -- type-boost held item, e.g. 10 for Charcoal
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-- weatherPercent -- DoWeatherModifiers in tenths (15 / 5 / nil),
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-- applied ahead of the badge boost and STAB
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-- badgeTypeBoost -- DoBadgeTypeBoosts: the player owns the badge
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-- matching the move's type, +1/8 before STAB
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-- variation -- 85..100; omit to roll
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-- random(n) -- 0..n-1, for the variation roll
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-- screen -- Reflect/Light Screen active on the defender
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-- defenseHalved -- EFFECT_SELFDESTRUCT's srl c
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-- reflectOverflowFixed -- override GameVersion.fixes()'s TruncateHL_BC
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-- answer; ../pokecrystal/engine/battle/effect_commands.asm:2644
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--
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-- Returns damage, info where info carries the pieces a battle message needs:
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-- effectiveness (x10), critical, physical, variation.
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function Damage.calc(opts)
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local physical = Damage.isPhysical(opts.moveType, opts.types)
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local attacker = opts.attacker or {}
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local defender = opts.defender or {}
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local stagesA = attacker.stages or {}
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local stagesD = defender.stages or {}
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local rawAttack = physical and (attacker.attack or 1)
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or (attacker.specialAttack or attacker.special or 1)
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local rawDefense = physical and (defender.defense or 1)
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or (defender.specialDefense or defender.special or 1)
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local stageA = physical and (stagesA.attack or 0)
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or (stagesA.specialAttack or 0)
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local stageD = physical and (stagesD.defense or 0)
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or (stagesD.specialDefense or 0)
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-- A critical hit ignores stat changes that would *lower* the damage: the
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-- attacker's negative stages and the defender's positive ones.
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if opts.critical then
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if stageA < 0 then stageA = 0 end
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if stageD > 0 then stageD = 0 end
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end
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local attack = Damage.applyStage(rawAttack, stageA)
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local defense = Damage.applyStage(rawDefense, stageD)
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-- Reflect and Light Screen double the matching defence, and are the one
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-- multiplier a critical hit also ignores.
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if opts.screen and not opts.critical then
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defense = defense * 2
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end
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-- PlayerAttackDamage hands DamageCalc one-byte stats
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-- (../pokecrystal/engine/battle/effect_commands.asm:2604).
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local fixed = opts.reflectOverflowFixed
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if fixed == nil then fixed = GameVersion.fixes().reflectOverflow == true end
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attack, defense = Damage.truncateStats(attack, defense, fixed)
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-- BattleCommand_DamageCalc (effect_commands.asm:2905-2913): Selfdestruct and
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-- Explosion halve the defence, never below 1.
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if opts.defenseHalved then defense = math.max(1, math.floor(defense / 2)) end
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if (opts.power or 0) <= 0 then
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return 0, withGen1Names({ effectiveness = 10, critical = false,
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physical = physical })
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end
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local damage = Damage.base(opts.level or 1, opts.power or 0, attack, defense)
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-- Type-boost held items multiply before the crit (.NextItem / .DoneItem).
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if opts.itemBoostPercent and opts.itemBoostPercent > 0 then
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damage = math.floor(damage * (100 + opts.itemBoostPercent) / 100)
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end
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if opts.critical then damage = damage * 2 end
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-- BattleCommand_DamageCalc's tail: cap at DAMAGE_CAP, then add MIN_DAMAGE
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-- back, so even a hit whose stat math floored to nothing leaves with 2.
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damage = math.min(damage, Damage.MAX_DAMAGE - Damage.MIN_DAMAGE)
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+ Damage.MIN_DAMAGE
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-- DoWeatherModifiers (engine/battle/misc.asm:102-140), farcalled by
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-- BattleCommand_Stab as its very FIRST act (effect_commands.asm:1254): it
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-- sits ahead of the badge boost, the STAB x1.5, the type rows and
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-- DamageVariation, so every later step floors on top of it. The table's
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-- values are tenths (weather_modifiers.asm: MORE_EFFECTIVE 15,
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-- NOT_VERY_EFFECTIVE 05), and .ApplyModifier's zero-quotient arm forces the
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-- result back to 1, so a weather-halved hit never falls to nothing.
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if opts.weatherPercent and opts.weatherPercent ~= 10 then
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damage = math.max(1, math.floor(damage * opts.weatherPercent / 10))
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end
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-- DoBadgeTypeBoosts (engine/battle/misc.asm:146), farcalled from
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-- BattleCommand_Stab ahead of the STAB multiply: a matching owned badge
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-- adds an eighth of the running damage, at least 1, on the player's turn.
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if opts.badgeTypeBoost then
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damage = damage + math.max(1, math.floor(damage / 8))
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end
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-- STAB, then each type row. BattleCommand_Stab does STAB first, so a
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-- resisted same-type move floors after the x1.5.
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local stab = false
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for _, attackerType in ipairs(attacker.types or {}) do
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if attackerType == opts.moveType then stab = true break end
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end
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if stab then damage = math.floor(damage * 15 / 10) end
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-- Each matchup row multiplies the running damage separately, the way
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-- BattleCommand_Stab's .TypesLoop does -- and its zero-quotient check forces
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-- the damage back to 1 whenever a non-immune row floors it to nothing, so a
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-- resisted hit that lands always deals at least 1 HP.
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local effectiveness = Damage.typeMultiplier(
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opts.moveType, defender.types, opts.matchups)
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for _, row in ipairs(opts.matchups or {}) do
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if row.attacker == opts.moveType then
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for _, defenderType in ipairs(defender.types or {}) do
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if row.defender == defenderType then
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damage = math.floor(damage * row.multiplier / 10)
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if damage == 0 and row.multiplier > 0 then damage = 1 end
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break
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end
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end
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end
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end
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if effectiveness <= 0 or damage <= 0 then
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return 0, withGen1Names({
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effectiveness = effectiveness, critical = opts.critical or false,
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physical = physical, stab = stab,
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})
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end
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-- Damage variation last, and only when the running damage is 2 or more
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-- (BattleCommand_DamageVariation returns early below that).
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local variation = opts.variation
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if not variation then
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if opts.random then
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variation = Damage.MIN_VARIATION
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+ opts.random(Damage.MAX_VARIATION - Damage.MIN_VARIATION + 1)
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elseif love and love.math then
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variation = love.math.random(Damage.MIN_VARIATION, Damage.MAX_VARIATION)
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else
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variation = math.random(Damage.MIN_VARIATION, Damage.MAX_VARIATION)
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end
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end
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if damage >= 2 then
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damage = math.floor(damage * variation / 100)
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end
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damage = math.max(1, math.min(Damage.MAX_DAMAGE, damage))
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return damage, withGen1Names({
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effectiveness = effectiveness,
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critical = opts.critical or false,
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physical = physical,
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stab = stab,
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variation = variation,
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})
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end
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-- Accuracy check. Gen 2 rolls one byte against accuracy scaled by the
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-- attacker's accuracy stage and the defender's evasion stage; accuracy of 0 in
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-- the data means "never misses" (Swift and friends).
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function Damage.rollHit(accuracy, accuracyStage, evasionStage, random)
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if not accuracy or accuracy <= 0 then return true end
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local numerator, denominator = Damage.stageMultiplier(accuracyStage or 0)
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local value = math.floor(accuracy * numerator / denominator)
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numerator, denominator = Damage.stageMultiplier(-(evasionStage or 0))
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value = math.floor(value * numerator / denominator)
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value = math.max(1, math.min(100, value))
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local roll
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if random then
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roll = random(100)
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elseif love and love.math then
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roll = love.math.random(100) - 1
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else
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roll = math.random(100) - 1
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end
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return roll < value
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end
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return Damage
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