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pokemon-showdown-god-mode's Issues

Include mega moves in calculations

Calculate damages before and after mega evolution (which to display?)

Calculate opponent's damages on you if they are or aren't a mega

jQuery

For some reason I made a lot of the og code with vanilla JS, but honestly should just rewrite what's left of the og code to jquery. For clarity and brevity. While the codebase is still small.

Failed to init Floette-Eternal

In Gen7 rand bats

{
  "name": "Floette",
  "speciesForme": "floetteeternal",
  "ident": "p1: Floette",
  "details": "Floette-Eternal, L80, F",
  "searchid": "p1: Floette|Floette-Eternal, L80, F",
  "slot": 0,
  "fainted": false,
  "hp": 100,
  "maxhp": 100,
  "level": 80,
  "gender": "F",
  "shiny": false,
  "hpcolor": "",
  "moves": [],
  "ability": "",
  "baseAbility": "",
  "item": "",
  "itemEffect": "",
  "prevItem": "",
  "prevItemEffect": "",
  "boosts": {},
  "status": "",
  "statusStage": 0,
  "volatiles": {},
  "turnstatuses": {},
  "movestatuses": {},
  "lastMove": "",
  "moveTrack": [],
  "statusData": {
    "sleepTurns": 0,
    "toxicTurns": 0
  }
}

Aegislash bug

For some reason Aegislash can't be initialized as a Pokemon object.

Refactor: display logic belongs in window.js

The displayDamages logic in damage-calculator.js belongs in window.js (no calculation happens within it, the damage ranges are passed to it by its caller)

Lesson: before building out the whole thing have a good grasp of the components that are needed

Text doesn't show

Hi, I installed this, joined a gen7 random battle game, but the text area is just blank. No moves, or how much damage, etc.

Make data container element a window

Make data container element a window that can collapse and be dragged around the screen.

This would be far less annoying than how we have it now: a container pinned to the bottom whose height can be adjusted by dragging up/down.

Sometimes calculations are slightly inaccurate

Sometimes calculations are expected to be inaccurate: the code doesn't yet consider enemy items or abilities. This is okay for now as we display a warning related to this.

There are other times where calculations are off. There are probably multiple causes, so:

  1. Compile instances of miscalculations
  2. Identify as many root causes as we can and create separate issues

Instances:

  1. Life Orb + Sheer Force mons (Feraligatr, Nidoqueen) have their damage output underestimated
  2. Wishiwashi damage (defending) is grossly overestimated, probably because script runs calculations on the weaker forme
  3. Kangaskhan-Mega calculations don't consider second hit from Parental Bond

Hidden power and return miscalculation

Damages for Hidden Power and Return are always calculated as 0.

Possible cause: these 2 moves are always serialized as hiddenpower{type}60 and return102 respectively. Need to investigate PS code to see how these are passed into the damage calculator correctly.

Correctly parse formes

Thought this was fixed but Sawsbuck-Autumn just broke it

Guide on how formes are handled in PS : https://github.com/smogon/pokemon-showdown/blob/master/data/FORMES.md

{
    abilities: {0: 'Chlorophyll', 1: 'Sap Sipper', H: 'Serene Grace'},
    baseForme: "Spring",
    baseSpecies: "Sawsbuck",
    baseStats: {hp: 80, atk: 100, def: 70, spa: 60, spd: 70, …},
    battleOnly: undefined,
    bst: 475,
    canGigantamax: false,
    cannotDynamax: false,
    changesFrom: undefined,
    color: "Brown",
    cosmeticFormes: (3) ['Sawsbuck-Summer', 'Sawsbuck-Autumn', 'Sawsbuck-Winter'],
    effectType: "Species",
    eggGroups: ['Field'],
    evoCondition: "",
    evoItem: "",
    evoLevel: 34,
    evoMove: "",
    evoType: "",
    evos: null,
    exists: true,
    forme: "",
    formeid: "",
    gen: 5,
    gender: "",
    genderRatio: null,
    heightm: 1.9,
    id: "sawsbuck",
    isMega: false,
    isNonstandard: "Past",
    isPrimal: false,
    isTotem: false,
    name: "Sawsbuck",
    num: 586,
    otherFormes: null,
    prevo: "Deerling",
    requiredItems: [],
    spriteid: "sawsbuck",
    tags: [],
    tier: "(PU)",
    types: (2) ['Normal', 'Grass'],
    unreleasedHidden: false,
    weightkg: 92.5
}

Automatically fetch updates to random battle moveset data

New Pokemon and movesets are added to random battles data every now and then.

A copy of this data is stored locally, but I just realized its out of date (Rhydon is now in gen7 randbats)

Solution:
Create script that runs perpetually:

  1. Compare local copies of formats data to https://github.com/smogon/pokemon-showdown/tree/master/data/mods
  2. git pull new copy if a change is detected
  3. Copy new copy to calc/data, do some text processing, save
  4. Make git commit (if up to date with remote)

Add all battle formats

Currently only Gen 7 Random Battles is supported.

Two phases:

  1. Add all generations of random battles
  2. Add all formats

Add speed considerations to moves

Indicate if you outspeed your opponent + if they have priority moves

Can use this to, down the road, help suggest moves or suggest a switch

Automated testing

With the codebase expanding it would be good to add some unit testing and other testing

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