Powered Up!

Here's my take on the whole consistency thing:

In order to best be consistent, imagine everything is a percent, and double that (except in-battle boosts ala Defiant, priority increases, and durations for obvious reasons)

Examples:
Blaze. Blaze increases your fire type moves' power by 50% when your HP is lower than 1/3. Double the percent to get a 100% increase (2x power)
Hustle. Hustle increases your attack by 50%, but your accuracy drops by 20%. Should it not be a 100% increase in attack (2x) and a 40% drop in accuracy (.6x)?
Huge Power. Huge Power increases your attack by 100%, so therefore it should now increase by 200% (3x).
Pressure. Pressure increases PP usage by 100%, so therefore it should increase by 200% (3 PP/move). This is a weirder example.

I can go on but I think I got my point across.
Exactly. The main problem is that to start all this up, I used the /dt command on PS!, which gives varying answers. Now if they were all consistent....

Also, I'm going to take this time to mention that this metagame doesn't have a banner, nor is it coded. Both would be heavily appreciated! In terms of coding....*cough*Pikachuun*cough*. For the banner, if it doesn't take up too much of your time, I will be accepting banner donations. Just post it in this thread and we'll have a banner.
 
in the ubers version of this, Ho-Oh wouldn't even care about rocks, with it's HA.
Nice way to say the obvious.

Honestly, in Powered Up! Ubers, I'd be more scared of Mega Mawile and Mega Luke myself. They could rip the metagame to shreds.

Also, Mega Mom in Powered Up! Ubers. GG.
 
sheer force: 1.3 x 1.3 = 1.69

Tbh this meta isn't too offensive imo, since there will be so much anti-offense we might see more balanced offensive teams as effective.
Its not squaring, its x2. So its 1.3x1.2=1.6
Edit: nvm he changed it again, ignore me
 
If you want this coded, the best way would be to request the coders personally or consult the co-leads.

The Art forum has a thread specifically dedicated to banner requests. You can try requesting there.
 
Its not squaring, its x2. So its 1.3x1.2=1.6
Edit: nvm he changed it again, ignore me
That moment when you've been gone for the entire day and when you return you don't know what someone is talking about in your own thread.

If you want this coded, the best way would be to request the coders personally or consult the co-leads.

The Art forum has a thread specifically dedicated to banner requests. You can try requesting there.
Huh, I'm going to have to put it on my agenda sooner or later. Time to do so...Like, right now.

Edit: Did a quick look by the Art forum, and found out that the original thread was locked, and the new one has been dead for over a month. Does it count as bumping a thread when no one has posted yet?
 
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A few things you missed.

Sand Force: Rock/Ground/Steel attacks do x2.6. You listed as x1.6.
Sand Rush: Speed should be x4
Analytic: uh idk about this. If it list increase by 30%, then 60% is correct. If it list as x1.3 if user move last, it should be x2.6 now.
 
A few things you missed.

Sand Force: Rock/Ground/Steel attacks do x2.6. You listed as x1.6.
Sand Rush: Speed should be x4
Analytic: uh idk about this. If it list increase by 30%, then 60% is correct. If it list as x1.3 if user move last, it should be x2.6 now.
*facepalms*

Edit: I fixed all the errors up. Analytic was right. Sand Rush and Sand Force....I have no idea how I missed those two.

Edit 2: I was attempting to code this metagame myself (suicidal, I know), and I found that I got Aura Break wrong. It doesn't cancel the other "Aura" abilities, it multiplies them by *-1 them. Not like it matters. Another edit.
 
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Pikachuun

the entire waruda machine
config/formats.js
Code:
   {
        name: "Powered Up!",
        section: "Other Metagames",
       
        ruleset: ['Pokemon', 'Standard', 'Team Preview'],
        banlist: ['Uber', 'Soul Dew', 'Gengarite', 'Kangaskhanite', 'Lucarionite', 'Mawilite', 'Salamencite', 'Huge Power', 'Pure Power', 'Medichamite', 'Serene Grace'], //Medichamite is banned by extension of Huge Power + Pure Power being banned
        mod: "poweredup"
    },
mods/poweredup/abilities.js
mods/poweredup/statuses.js
Code:
exports.BattleStatuses = {
    slp: {
        inherit: true,
        onBeforeMove: function (pokemon, target, move) {
            if (pokemon.getAbility().isHalfSleep) {
                (pokemon.statusData.time--)--;
            }
            pokemon.statusData.time--;
            if (pokemon.statusData.time <= 0) {
                pokemon.cureStatus();
                return;
            }
            this.add('cant', pokemon, 'slp');
            if (move.sleepUsable) {
                return;
            }
            return false;
        }
    },
    aura: {
        inherit: true,
        onBasePower: function (basePower, user, target, move) {
            var modifier = 5 / 3;
            this.debug('Aura Boost');
            if (user.volatiles['aurabreak']) {
                modifier = 0.6;
                this.debug('Aura Boost reverted by Aura Break');
            }
            return this.chainModify(modifier);
        }
    },
   
    raindance: {
        inherit: true,
        onStart: function (battle, source, effect) {
            if (effect && effect.effectType === 'Ability' && this.gen <= 5) {
                this.effectData.duration = 0;
                this.add('-weather', 'RainDance', '[from] ability: ' + effect, '[of] ' + source);
            } else if (effect && effect.effectType === 'Ability') {
                this.effectData.duration *= 2;
                this.add('-weather', 'RainDance', '[from] ability: ' + effect, '[of] ' + source);
            } else {
                this.add('-weather', 'RainDance');
            }
        }
    },
    sunnyday: {
        inherit: true,
        onStart: function (battle, source, effect) {
            if (effect && effect.effectType === 'Ability' && this.gen <= 5) {
                this.effectData.duration = 0;
                this.add('-weather', 'SunnyDay', '[from] ability: ' + effect, '[of] ' + source);
            } else if (effect && effect.effectType === 'Ability') {
                this.effectData.duration *= 2;
                this.add('-weather', 'SunnyDay', '[from] ability: ' + effect, '[of] ' + source);
            } else {
                this.add('-weather', 'SunnyDay');
            }
        }
    },
    sandstorm: {
        inherit: true,
        onStart: function (battle, source, effect) {
            if (effect && effect.effectType === 'Ability' && this.gen <= 5) {
                this.effectData.duration = 0;
                this.add('-weather', 'Sandstorm', '[from] ability: ' + effect, '[of] ' + source);
            } else if (effect && effect.effectType === 'Ability') {
                this.effectData.duration *= 2;
                this.add('-weather', 'Sandstorm', '[from] ability: ' + effect, '[of] ' + source);
            } else {
                this.add('-weather', 'Sandstorm');
            }
        }
    },
    hail: {
        inherit: true,
        onStart: function (battle, source, effect) {
            if (effect && effect.effectType === 'Ability' && this.gen <= 5) {
                this.effectData.duration = 0;
                this.add('-weather', 'Hail', '[from] ability: ' + effect, '[of] ' + source);
            } else if (effect && effect.effectType === 'Ability') {
                this.effectData.duration *= 2;
                this.add('-weather', 'Hail', '[from] ability: ' + effect, '[of] ' + source);
            } else {
                this.add('-weather', 'Hail');
            }
        }
    }
};
 
config/formats.js
Code:
   {
        name: "Powered Up!",
        section: "Other Metagames",
      
        ruleset: ['Pokemon', 'Standard', 'Team Preview'],
        banlist: ['Uber', 'Soul Dew', 'Gengarite', 'Kangaskhanite', 'Lucarionite', 'Mawilite', 'Salamencite', 'Huge Power', 'Pure Power', 'Medichamite', 'Serene Grace'], //Medichamite is banned by extension of Huge Power + Pure Power being banned
        mod: "poweredup"
    },
mods/poweredup/abilities.js
mods/poweredup/statuses.js
Code:
exports.BattleStatuses = {
    slp: {
        inherit: true,
        onBeforeMove: function (pokemon, target, move) {
            if (pokemon.getAbility().isHalfSleep) {
                (pokemon.statusData.time--)--;
            }
            pokemon.statusData.time--;
            if (pokemon.statusData.time <= 0) {
                pokemon.cureStatus();
                return;
            }
            this.add('cant', pokemon, 'slp');
            if (move.sleepUsable) {
                return;
            }
            return false;
        }
    },
    aura: {
        inherit: true,
        onBasePower: function (basePower, user, target, move) {
            var modifier = 5 / 3;
            this.debug('Aura Boost');
            if (user.volatiles['aurabreak']) {
                modifier = 0.6;
                this.debug('Aura Boost reverted by Aura Break');
            }
            return this.chainModify(modifier);
        }
    },
  
    raindance: {
        inherit: true,
        onStart: function (battle, source, effect) {
            if (effect && effect.effectType === 'Ability' && this.gen <= 5) {
                this.effectData.duration = 0;
                this.add('-weather', 'RainDance', '[from] ability: ' + effect, '[of] ' + source);
            } else if (effect && effect.effectType === 'Ability') {
                this.effectData.duration *= 2;
                this.add('-weather', 'RainDance', '[from] ability: ' + effect, '[of] ' + source);
            } else {
                this.add('-weather', 'RainDance');
            }
        }
    },
    sunnyday: {
        inherit: true,
        onStart: function (battle, source, effect) {
            if (effect && effect.effectType === 'Ability' && this.gen <= 5) {
                this.effectData.duration = 0;
                this.add('-weather', 'SunnyDay', '[from] ability: ' + effect, '[of] ' + source);
            } else if (effect && effect.effectType === 'Ability') {
                this.effectData.duration *= 2;
                this.add('-weather', 'SunnyDay', '[from] ability: ' + effect, '[of] ' + source);
            } else {
                this.add('-weather', 'SunnyDay');
            }
        }
    },
    sandstorm: {
        inherit: true,
        onStart: function (battle, source, effect) {
            if (effect && effect.effectType === 'Ability' && this.gen <= 5) {
                this.effectData.duration = 0;
                this.add('-weather', 'Sandstorm', '[from] ability: ' + effect, '[of] ' + source);
            } else if (effect && effect.effectType === 'Ability') {
                this.effectData.duration *= 2;
                this.add('-weather', 'Sandstorm', '[from] ability: ' + effect, '[of] ' + source);
            } else {
                this.add('-weather', 'Sandstorm');
            }
        }
    },
    hail: {
        inherit: true,
        onStart: function (battle, source, effect) {
            if (effect && effect.effectType === 'Ability' && this.gen <= 5) {
                this.effectData.duration = 0;
                this.add('-weather', 'Hail', '[from] ability: ' + effect, '[of] ' + source);
            } else if (effect && effect.effectType === 'Ability') {
                this.effectData.duration *= 2;
                this.add('-weather', 'Hail', '[from] ability: ' + effect, '[of] ' + source);
            } else {
                this.add('-weather', 'Hail');
            }
        }
    }
};
Alright, thanks Pikachuun, and now we can finally look into implementing this onto a server. =D

Anyways, editing the OP right now with the code.
 
Alright, now this metagame is finally playable. =D

I will be editing the OP soon as well. I do want to mention that I'm thinking about Greninja here. Would it be broken here, or would it actually be pretty bad, considering how Protean isn't boosted. I don't know, it still has beastly coverage.
 
I think a good way to look at this would be to double the boost; this seems like a big duh, but let me explain.

(Let X= base power of move, P= power after effects, and B= boost due to ability.)

Using sheer force as an example, B=.3X, so the formula for sheer force is P=X+B=X+.3X=1.3X. So, in a meta where the effect is doubled, the formula is, P=X+2B=X+2(.3X)=1.6x. This formula wouldn't be true for all abilities, obviously. For example, for huge power, B would be a multiplier (I think).

Related side note: huge power could possibly be treated as B=1X, therefore, P=X+B=X+(X)=2X. After the doubled effect then, the formula would be P=X+2(X)=3X. This would probably still be borked tho, so I'm not sure that this is significant.


Also, this would make hustle equal 2x power, but what I think is VERY significant that people haven't mentioned is that it should lower accuracy by a whopping 40%, so unless you are running hone claws and wide lens, it's not really worth it at all. Unless you're running aerial ace togekiss, which could be useful I guess.

Also, I'm on mobile, so sorry if I missed something.
 

Pikachuun

the entire waruda machine
I think a good way to look at this would be to double the boost; this seems like a big duh, but let me explain.

(Let X= base power of move, P= power after effects, and B= boost due to ability.)

Using sheer force as an example, B=.3X, so the formula for sheer force is P=X+B=X+.3X=1.3X. So, in a meta where the effect is doubled, the formula is, P=X+2B=X+2(.3X)=1.6x. This formula wouldn't be true for all abilities, obviously. For example, for huge power, B would be a multiplier (I think).

Related side note: huge power could possibly be treated as B=1X, therefore, P=X+B=X+(X)=2X. After the doubled effect then, the formula would be P=X+2(X)=3X. This would probably still be borked tho, so I'm not sure that this is significant.


Also, this would make hustle equal 2x power, but what I think is VERY significant that people haven't mentioned is that it should lower accuracy by a whopping 40%, so unless you are running hone claws and wide lens, it's not really worth it at all. Unless you're running aerial ace togekiss, which could be useful I guess.

Also, I'm on mobile, so sorry if I missed something.
This is basically the way I looked at it and I feel is the most literal interpretation of what the metagame is trying to do.
 
This is basically the way I looked at it and I feel is the most literal interpretation of what the metagame is trying to do.
That's basically what I figured, but a lot of people don't seem to get that. I've seen a lot of people who seem to think that sheer force, for example would give 1.69x or even 2.6x power, and I thought that was a good way of wording it that was fairly easy to understand.
 
the arguement is weather the boost should happen twice (i.e. fur coat doubles defense so instead of defx2 it'd be defx2(squared) which would be 4x another example is sheer force going to 1.69). this as a formula would be x squared.
The other possibility is something I find more strange but is the only way for sheer force going to 1.6x which is x+(x-1) where x is the amount that it is multiplied. This would make fur coat be 3x which is not what doubling. I think thatthe first method is the most preferable.
 
the arguement is weather the boost should happen twice (i.e. fur coat doubles defense so instead of defx2 it'd be defx2(squared) which would be 4x another example is sheer force going to 1.69). this as a formula would be x squared.
The other possibility is something I find more strange but is the only way for sheer force going to 1.6x which is x+(x-1) where x is the amount that it is multiplied. This would make fur coat be 3x which is not what doubling. I think thatthe first method is the most preferable.
Did you read the hide bit? I mentioned huge power (or fur coat) as well. Sheer force increases power by 30%, therefore, were this boost to be doubled, it would be a 60% increase.
 
so you're saying that fur coat triples the defense after the end?
no, i said that it would be probably just be doubled, so it would probably just be quadrupled. Not all would follow the same "X+B" formula. Fur coat and huge power are more likely just XB.
 
found something Interesting:

lol.
Wth, it says you quoted me... Anyways, friend guard doesn't affect singles right? I'm pretty sure that can't be a thing, but uh, maybe I'm wrong. If I am, that's busted Lol.

EDIT: NOCturnal Hunter, so I noticed a discrepancy b/t what the OP says, and how pikachuun seemed to state that it was coded. my understanding of pikachuuns explanation of the coding is that if things get an additional 30% boost, they now get a 60% boost. The OP says it now essentially gets a 160% boost.. Which is it, exactly? That's kinda a big difference...
 
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