Data CALCULATOR WORK: Moveset Database Generation Thread

Status
Not open for further replies.
#1
As people on IRC know, I'm working on THE ULTIMATE REF TOOL for our ASB refs out there to standardize and simplify calculations. To this end, I need a working Javascript database for all the moves in the game. This is why I'm enlisting you guys!

All you need to do is convert the move data from the DAT thread from this:

Fire Blast: The Pokémon summons a massive blast of fire that takes the shape of the Kanji. It has a chance to burn the opponent.

Attack Power: 12 | Accuracy: 85% | Energy Cost: 8 | Attack Type: Special | Effect Chance: 10% | Contact: No | Typing: Fire | Priority: 0 | CT: Elemental
to this:
Code:
Fire_Blast: {name: "Fire Blast", bp: 12, acc: 85, en: 8, class: "special", type: "fire", effect: "burn", proc: 10, priority: 0, contact: false, target: "single", ct: "elemental"}
Important notes:

  1. The "type" field will be lower-case. This is to match with the internal definition of type weakness/resistance.
  2. Any spaces (and dashes, for moves like X-Scissor) in the name will be replaced with underscores in the first part of the entry. Spaces and dashes should be preserved in the name field, though.
  3. The class, type, effect, target, and ct fields are considered "enumerators" and have to have one of a specific set of effect names. For type, it's the name of the type with the first letter lower case. Same with CT. Class will be "physical", "special", or "other". Target can be "single", "multiple", "all", "self", "ally" or "field". For example: most moves are single. Rock Slide is multiple, Earthquake is all, Swords Dance is self, Quick/Wide Guard is ally, and Light Screen is field. The effect field is a little more complicated. There are the following effect entries:
    • Moves with no secondary effect will have the "none" effect.
    • "burn", "freeze", "paralyze", "sleep", "confuse", "attract", "flinch" are all self-explanatory.
    • Stage boosts/drops: atk/def/satk/sdef/spe for affected stat. For Pokemon that boost themselves, add _self to the end. For example: Shadow Ball has the "sdef" effect, while Meteor Mash has the "atk_self" effect. Moves that affect multiple stats or give a boost higher than +1 will have a separate effect: contact me on IRC for details.
    • Moves with 100% unique effects will get their own effects corresponding to their own moves. For example: Taunt will have the effect "taunt", Snatch will have the effect "snatch", Magic Coat will have the effect "magic_coat". These unique effects will be the name of the move, with spaces replaced with underscores, all lower case.
    • Variable BP moves have their own flags. HP based moves like Flail and Reversal will have the "bp_hp" effect. Weight / Size based moves will have the "bp_wc" and "bp_sc" effect respectively. Wring Out and Crush Grip will have the "bp_ehp" effect.
    • Damaging trapping moves like Wrap and Fire Spin will have the "dmg_trap" effect.
    • Tri-attack will have a "tri_attack" effect.
    • The elemental fangs will have their own effects: "f_fang", "i_fang", and "t_fang". Their proc rate will be 100.
    • Psyshock and Secret Sword will have the "hits_def" effect.
    Feel free to contact me with questions about other effects.
  4. "proc" is the effect chance rate. If there is no effect, this rate will be 0. If the effect always occurs, it will be 100.
  5. Moves without an accuracy check will have an accuracy of 0. Moves without damaging effects will have a bp of 0.

There are 56 "blocks" of moves up for grabs, and each one will be worth 1 UC. You may reserve one block at a time and reserve a new one when the old block is completed. Payouts will be handled by me when the project is done. Contact me with any questions on IRC.
Absorb
Acid
Acid Armor
Acid Spray
Acrobatics
Acupressure
Aerial Ace
Aeroblast
After You
Agility

Air Cutter
Air Slash
Ally Switch
Amnesia
AncientPower
Aqua Jet
Aqua Ring
Aqua Tail
Arm Thrust
Aromatherapy

Assist
Assurance
Astonish
Attack Order
Attract
Aura Sphere
Aurora Beam
Autotomize
Avalanche
Barrage

Barrier
Baton Pass
Beat Up
Belly Drum
Bestow
Bide
Bind
Bite
Blast Burn
Blaze Kick

Blizzard
Block
Blue Flare
Body Slam
Bolt Strike
Bone Club
Bone Rush
Bonemerang
Bounce
Brave Bird

Brick Break
Brine
Bubble
BubbleBeam
Bug Bite
Bug Buzz
Bulk Up
Bulldoze
Bullet Punch
Bullet Seed

Calm Mind
Camouflage
Captivate
Charge
Charge Beam
Charm
Chatter
Chip Away
Circle Throw
Clamp

Clear Smog
Close Combat
Coil
Comet Punch
Confuse Ray
Confusion
Constrict
Conversion
Conversion Norma
Copycat

Cosmic Power
Cotton Guard
Cotton Spore
Counter
Covet
Crabhammer
Cross Chop
Cross Poison
Crunch
Crush Claw

Crush Grip
Curse*
Cut
Dark Pulse
Dark Void
Defend Order
Defense Curl
Defog
Destiny Bond
Detect

Dig
Disable
Discharge
Dive
Dizzy Punch
Doom Desire
Double Hit
Double Kick
Double Team
Double-Edge

DoubleSlap
Draco Meteor
Dragon Claw
Dragon Dance
Dragon Pulse
Dragon Rage
Dragon Rush
Dragon Tail
DragonBreath
Drain Punch

Dream Eater
Drill Peck
Drill Run
Dual Chop
DynamicPunch
Earth Power
Earthquake
Echoed Voice
Egg Bomb
Electro Ball

Electroweb
Embargo
Ember
Encore
Endeavor
Endure
Energy Ball
Entrainment
Eruption
Explosion

Extrasensory
ExtremeSpeed
Facade
Faint Attack
Fake Out
Fake Tears
False Swipe
FeatherDance
Feint
Fiery Dance

Final Gambit
Fire Blast
Fire Fang
Fire Pledge
Fire Punch
Fire Spin
Fissure
Flail
Flame Burst
Flame Charge

Flame Wheel
Flamethrower
Flare Blitz
Flash
Flash Cannon
Flatter
Fling
Fly
Focus Blast
Focus Energy

Focus Punch
Follow Me
Force Palm
Foresight
Foul Play
Freeze Shock
Frenzy Plant
Frost Breath
Frustration
Fury Attack

Fury Cutter
Fury Swipes
Fusion Bolt
Fusion Flare
Future Sight
Gastro Acid
Gear Grind
Giga Drain
Giga Impact
Glaciate

Glare
Grass Knot
Grass Pledge
GrassWhistle
Gravity
Growl
Growth
Grudge
Guard Split
Guard Swap

Guillotine
Gunk Shot
Gust*
Gyro Ball
Hail
Hammer Arm
Harden
Haze
Head Charge
Head Smash

Headbutt
Heal Bell
Heal Block
Heal Order
Heal Pulse
Healing Wish
Heart Stamp
Heart Swap
Heat Crash
Heat Wave

Heavy Slam
Helping Hand
Hex
Hi Jump Kick
Hidden Power
Hone Claws
Horn Attack
Horn Drill
Horn Leech
Howl

Hurricane
Hydro Cannon
Hydro Pump
Hyper Beam
Hyper Fang
Hyper Voice
Hypnosis
Ice Ball
Ice Beam
Ice Burn

Ice Fang
Ice Punch
Ice Shard
Icicle Crash
Icicle Spear
Icy Wind
Imprison
Incinerate
Inferno
Ingrain

Iron Defense
Iron Head
Iron Tail
Judgment
Jump Kick
Karate Chop*
Kinesis
Knock Off
Last Resort
Lava Plume

Leaf Blade
Leaf Storm
Leaf Tornado
Leech Life
Leech Seed
Leer
Lick
Light Screen
Lock-On
Lovely Kiss

Low Kick
Low Sweep
Lucky Chant
Lunar Dance
Luster Purge
Mach Punch
Magic Coat
Magic Room
Magical Leaf
Magma Storm

Magnet Bomb
Magnet Rise
Magnitude
Me First
Mean Look
Meditate
Mega Drain
Mega Kick
Mega Punch
Megahorn

Memento
Metal Burst
Metal Claw
Metal Sound
Meteor Mash
Metronome
Milk Drink
Mimic
Mind Reader
Minimize

Miracle Eye
Mirror Coat
Mirror Move
Mirror Shot
Mist
Mist Ball
Moonlight
Morning Sun
Mud Bomb
Mud Shot

Mud Sport
Mud-Slap
Muddy Water
Nasty Plot
Natural Gift
Nature Power
Needle Arm
Night Daze
Night Shade
Night Slash

Nightmare
Octazooka
Odor Sleuth
Ominous Wind
Outrage
Overheat
Pain Split
Pay Day
Payback
Peck

Perish Song
Petal Dance
Pin Missile
Pluck
Poison Fang
Poison Gas
Poison Jab
Poison Sting
Poison Tail
PoisonPowder

Pound
Powder Snow
Power Gem
Power Split
Power Swap
Power Trick
Power Whip
Present
Protect
Psybeam

Psych Up
Psychic
Psycho Boost
Psycho Cut
Psycho Shift
Psyshock
Psystrike
Psywave
Punishment
Pursuit

Quash
Quick Attack
Quick Guard
Quiver Dance
Rage
Rage Powder
Rain Dance
Rapid Spin
Razor Leaf
Razor Shell

Razor Wind
Recover
Recycle
Reflect
Reflect Type
Refresh
Relic Song
Rest
Retaliate
Return

Revenge
Reversal
Roar
Roar of Time
Rock Blast
Rock Climb
Rock Polish
Rock Slide
Rock Smash
Rock Throw

Rock Tomb
Rock Wrecker
Role Play
Rolling Kick
Rollout
Roost
Round
Sacred Fire
Sacred Sword
Safeguard

Sand Tomb
Sand-Attack*
Sandstorm
Scald
Scary Face
Scratch
Screech
Searing Shot
Secret Power
Secret Sword

Seed Bomb
Seed Flare
Seismic Toss
Selfdestruct
Shadow Ball
Shadow Claw
Shadow Force
Shadow Punch
Shadow Sneak
Sharpen

Sheer Cold
Shell Smash
Shift Gear
Shock Wave
Signal Beam
Silver Wind
Simple Beam
Sing
Sketch
Skill Swap

Skull Bash
Sky Attack
Sky Drop
Sky Uppercut
Slack Off
Slam
Slash
Sleep Powder
Sleep Talk
Sludge

Sludge Bomb
Sludge Wave
Smack Down
SmellingSalt
Smog
SmokeScreen
Snarl
Snatch
Snore
Soak

Softboiled
SolarBeam
SonicBoom
Spacial Rend
Spark
Spider Web
Spike Cannon
Spikes
Spit Up
Spite

Splash
Spore
Stealth Rock
Steamroller
Steel Wing
Stockpile
Stomp
Stone Edge
Stored Power
Storm Throw

Strength
String Shot
Struggle
Struggle Bug
Stun Spore
Submission
Substitute
Sucker Punch
Sunny Day
Super Fang

Superpower
Supersonic
Surf
Swagger
Swallow
Sweet Kiss
Sweet Scent
Swift
Switcheroo
Swords Dance

Synchronoise
Synthesis
Tackle
Tail Glow
Tail Slap
Tail Whip
Tailwind
Take Down
Taunt
Techno Blast

Teeter Dance
Telekinesis
Teleport
Thief
Thrash
Thunder
Thunder Fang
Thunder Wave
Thunderbolt
ThunderPunch

ThunderShock
Tickle
Torment
Toxic
Toxic Spikes
Transform
Tri Attack
Trick
Trick Room
Triple Kick

Trump Card
Twineedle
Twister
U-turn
Uproar
V-create
Vacuum Wave
Venoshock
ViceGrip
Vine Whip

Vital Throw
Volt Switch
Volt Tackle
Wake-Up Slap
Water Gun
Water Pledge
Water Pulse
Water Sport
Water Spout
Waterfall

Weather Ball
Whirlpool
Whirlwind
Wide Guard
Wild Charge
Will-O-Wisp
Wing Attack
Wish
Withdraw
Wonder Room

Wood Hammer
Work Up
Worry Seed
Wrap
Wring Out
X-Scissor
Yawn
Zap Cannon
Zen Headbutt
 
#2
I will start by reserving Block 56.


Code:
Wood_Hammer: {name: "Wood Hammer", bp: 10, acc: 100, en: 7, class: "physical", type: "grass", effect: "wc_recoil", proc: 100, priority: 0, contact: true, target: "single", ct: "elemental"}
Work_Up: {name: "Work Up", bp: 0, acc: 0, en: 7, class: "other", type: "normal", effect: "work_up", proc: 100, priority: 0, contact: false, target: "self", ct: "passive"}
Worry_Seed: {name: "Worry Seed", bp: 0, acc: 100, en: 8, class: "other", type: "grass", effect: "worry_seed", proc: 100, priority: 0, contact: false, target: "single", ct: "passive"} 
Wrap: {name: "Wrap", bp: 3, acc: 85, en: 4, class: "physical", type: "normal", effect: "dmg_trap", proc: 100, priority: 0, contact: true, target: "single", ct: "deferring"}
Wring_Out {name: "Wring Out", bp: 4, acc: 100, en: 9, class: "physical", type: "normal", effect: "bp_ehp", proc: 100, priority: 0, contact: true, target: "single", ct: "passive"}
X_Scissor {name: "X-Scissor", bp: 8, acc: 100, en: 6, class: "physical", type: "bug", effect: "none", proc: 0, priority: 0, contact: true, target: "single", ct: "elemental"}
Yawn {name: "Yawn", bp: 0, acc: 100, en: 7, class: "other", type: "normal", effect: "yawn", proc: 100, priority: 0, contact: false, target: "single", ct: "passive"}
Zap_Cannon {name: "Zap Cannon", bp: 12, acc: 50, en: 9, type: "electric", effect: "paralyze", proc: 100, priority: 0, contact: false, target: "single", ct: "set"}
Zen_Headbutt {name: "Zen Headbutt", bp: 8, acc: 90, en: 6, type: "psychic", effect: "flinch", proc: 20, priority: 0, contact: true, target: "single", ct: "elemental"}
SDS Edit: Checked, Approved.
 
#3
Reserving Block 16. I'm lazy enough to reserve the one that already has Fire Blast done teehee.

Code:
Final_Gambit: {name: "Final Gambit", bp: 0, acc: 100, en: 20, class: "special", type: "fighting", effect: "final_gambit", proc: 0, priority: 0, contact: true, target: "single" ct: "set"}
Fire_Blast: {name: "Fire Blast", bp: 12, acc: 85, en: 8, class: "special", type: "fire", effect: "burn", proc: 10, priority: 0, contact: false, target: "single", ct: "elemental"}
Fire_Fang: {name: "Fire Fang", bp: 7, acc: 95, en: 5, class: "physical", type: "fire", effect: "f_fang", proc: 100, priority: 0, contact: true, target: "single", ct: "elemental"}
Fire_Pledge: {name: "Fire Pledge", bp: 5, acc: 100, en: 3, class: "special", type: "fire", effect: "f_pledge", proc: 100, priority: 0, contact: false, target: "single", ct: "set"}
Fire_Punch: {name: "Fire Punch", bp: 8, acc: 100, en: 6, class: "physical", type: "fire", effect: "burn", proc: 10, priority: 0, contact: true, target: "single", ct: "elemental"}
Fire_Spin: {name: "Fire Spin", bp: 4, acc: 85, en: 5, class: "special", type: "fire", effect: "dmg_trap", proc: 100, priority: 0, contact: false, target: "single", ct: "elemental"}
Fissure: {name: "Fissure", bp: 25, acc: 30, en: 14, class: "physical", type: "ground", effect: "none", proc: 0, priority: 0, contact: false, target: "single", ct: "set"}
Flail: {name: "Flail", bp: 0, acc: 100, en: 0, class: "physical", type: "normal", effect: "bp_hp", proc: 100, priority: 0, contact: true, target: "single", ct: "deferring"}
Flame_Burst: {name: "Flame Burst", bp: 7, acc: 100, en: 6, class: "special", type: "fire", effect: "flame_burst", proc: 100, priority: 0, contact: false, target: "single", ct: "elemental"}
Flame_Charge: {name: "Flame Charge", bp: 5, acc: 100, en: 4, class: "physical", type: "fire", effect: "spe_self", proc: 100, priority: 0, contact: true, target: "single", ct: "elemental"}
SDS Edit: Checked, Approved.
 
#5
Reserving Block 55


Code:
Weather_Ball: {name: "Weather Ball", bp: 5, acc: 100, en: 7, class: "special", type: "normal", effect: "weather_ball", proc: 100, priority: 0, contact: false, target: "single", ct: "set"}
Whirlpool {name: "Whirlpool", bp: 4, acc: 85, en: 5, class: "special", type: "water", effect: "dmg_trap", proc: 100, priority: 0, contact: false, target: "single", ct: "elemental"}
Whirlwind {name: "Whirlwind", bp: 0, acc: 100, en: 7, class: "other", type: "normal", effect: "phaze", proc: 100, priority: -6, contact: false, target: "single", ct: "passive"}
Wide_Guard {name: "Wide Guard", bp: 0, acc: 0, en: 7, class: "other", type: "rock", effect: "wide_guard", proc: 100, priority: 3, contact: false, target: "ally", ct: "passive"}
Wild_Charge {name: "Wild Charge", bp: 7, acc: 100, en: 6, class: "physical", type: "electric", effect: "wc_recoil", proc: 100, priority: 0, contact: true, target: "single", ct: "elemental"}
Will_O_Wisp {name: "Will-O-Wisp", bp: 0, acc: 75, en: 7, class: "other", type: "fire", effect: "burn", proc: 100, priority: 0, contact: false, target: "single", ct: "force"}
Wing_Attack {name: "Wing Attack", bp: 6, acc: 100, en: 4, class: "physical", type: "flying", effect: "none", proc: 0, priority: 0, contact: true, target: "single", ct: "passive"}
Wish {name: "Wish", bp: 0, acc: 0, en: 6, class: "other", type: "normal", effect: "wish", proc: 100, priority: 0, contact: false, target: "self", ct: "passive"}
Withdraw {name: "Withdraw", bp: 0, acc: 0, en: 5, class: "other", type: "water", effect: "def_self", proc: 100, priority: 0, contact: false, target: "self", ct: "passive"}
Wonder_Room {name: "Wonder Room", bp: 0, acc: 0, en: 10, class: "other", type: "psychic", effect: "wonder_room", proc: 100, priority: -7, contact: false, target: "field", ct: "passive"}
SDS Edit: Checked, Approved.
 
#6
Reserving Block 12

Code:
DoubleSlap: {name: "DoubleSlap", bp: 2, acc: 85, en: 4, class: "physical", type: "normal", effect: "hits_5", proc: 0, priority: 0, contact: true, target: "single", ct: "passive"}
Draco_Meteor: {name: "Draco Meteor", bp: 14, acc: 90, en: 10, class: "special", type: "dragon", effect: "satk2_self", proc: 100, priority: 0, contact: false, target: "single", ct: "force"}
Dragon_Claw: {name: "Dragon Claw", bp: 8, acc: 100, en: 6, class: "physical", type: "dragon", effect: "none", proc: 0, priority: 0, contact: true, target: "single", ct: "elemental"}
Dragon_Dance: {name: "Dragon Dance", bp: 0, acc: 0, en: 7, class: "other", type: "dragon", effect: "dragon_dance", proc: 100, priority: 0, contact: false, target: "self", ct: "passive"}
Dragon_Pulse: {name: "Dragon Pulse", bp: 9, acc: 100, en: 7, class: "special", type: "dragon", effect: "none", proc: 0, priority: 0, contact: false, target: "single", ct: "elemental"}
Dragon_Rage: {name: "Dragon Rage", bp: 10, acc: 100, en: 5, class: "special", type: "dragon", effect: "fixed", proc: 100, priority: 0, contact: false, target: "single", ct: "elemental"}
Dragon_Rush: {name: "Dragon Rush", bp: 10, acc: 75, en: 7, class: "physical", type: "dragon", effect: "flinch", proc: 20, priority: 0, contact: true, target: "single", ct: "elemental"}
Dragon_Tail: {name: "Dragon Tail", bp: 6, acc: 90, en: 5, class: "physical", type: "dragon", effect: "phaze", proc: 100, priority: -6, contact: true, target: "single", ct: "passive"}
DragonBreath: {name: "DragonBreath", bp: 6, acc: 100, en: 5, class: "special", type: "dragon", effect: "paralyze", proc: 30, priority: 0, contact: false, target: "single", ct: "elemental"}
Drain_Punch: {name: "Drain Punch", bp: 8, acc: 100, en: 12, class: "physical", type: "fighting", effect: "leech", proc: 100, priority: 0, contact: true, target "single", ct: "force"}
SDS Edit: Checked, approved. Changed Doubleslap- the effect there is hits_5.
 
#7
Reserving Block 54


Code:
Vital_Throw: {name: "Vital Throw", bp: 7, acc: 0, en: 5, class: "physical", type: "fighting", effect: "none", proc: 0, priority: -1, contact: true, target: "single", ct: "passive"}
Volt_Switch: {name: "Volt Switch", bp: 7, acc: 100, en: 5, class: "special", type: "electric", effect: "phaze_self", proc: 100, priority: 0, contact: false, target: "single", ct: "set"}
Volt_Tackle: {name: "Volt Tackle", bp: 10, acc: 100, en: 7, class: "physical", type: "electric", effect: "wc_recoil", proc: 100, priority: 0, contact: true, target: "single", ct: "elemental"}
Wake_Up_Slap: {name: "Wake-Up Slap", bp: 6, acc: 100, en: 5, class: "physical", type: "fighting", effect: "wakeup_slap", proc: 100, priority: 0, contact: true, target: "single", ct: "passive"}
Water_Gun {name: "Water Gun", bp: 4, acc: 100, en: 3, class: "special", type: "water", effect: "w_gun", proc: 100, priority: 0, contact: false, target: "single", ct: "elemental"}
Water_Pledge {name: "Water Pledge", bp: 5, acc: 100, en: 3, class: "special", type: "water", effect: "w_pledge", proc: 100, priority: 0, contact: false, target: "single", ct: "set"}
Water_Pulse {name: "Water Pulse", bp: 6, acc: 100, en: 4, class: "special", type: "water", effect: "confuse", proc: 30, priority: 0, contact: false, target: "single", ct: "elemental"}
Water_Sport {name: "Water Sport", bp: 0, acc: 0, en: 5, class: "other", type: "water", effect: "w_sport", proc: 100, priority: 0, contact: false, target: "field", ct: "passive"}
Water_Spout {name: "Water Spout", bp: 15, acc: 100, en: 8, class: "special", type: "water", effect: "bp_mhp", proc: 100, priority: 0, contact: false, target: "multiple", ct: "set"}
Waterfall {name: "Waterfall", bp: 8, acc: 100, en: 6, class: "physical", type: "water", effect: "flinch", proc: 20, priority: 0, contact: true, target: "single", ct: "elemental"}
I have Wake Up Slap as effect: w_slap
I have Water Gun as effect: w_gun
I have Water Pledge as effect: w_pledge
Water Spore is effect: w_sport
Water Spout is effect: bp_shp

If you would like me to change any of these please tell me.

SDS Edit: Checked, Approved.
 
#8
I'll reserve block 40.

EDIT: Noted and corrected.
Code:
Rock_Tomb: {name: "Rock Tomb", bp: 5, acc: 80, en: 4, class: "physical", type: "rock", effect: "spe", proc: 100, priority: 0, contact: false, target: "single", ct: "elemental"}
Rock_Wrecker: {name: "Rock Wrecker", bp: 15, acc: 90, en: 10, class: "physical", type: "rock", effect: "sluggish", proc: 100, priority: 0, contact: false, target: "single", ct: "set"}
Role_Play: {name: "Role Play", bp: 0, acc: 0, en: 7, class: "other", type: "psychic", effect: "role_play", proc: 100, priority: 0, contact: false, target: "single", ct: "passive"}
Rolling_Kick {name: "Rolling Kick", bp: 6, acc: 85, en: 5, class: "physical", type: "fighting", effect: "flinch", proc: 30, priority: 0, contact: true, target: "single", ct: "passive"}
Rollout {name: "Rollout", bp: 4, acc: 90, en: 5, class: "physical", type: "rock", effect: "rollout", proc: 100, priority: 0, contact: true, target: "single", ct: "set"}
Roost {name: "Roost", bp: 0, acc: 0, en: 2, class: "other", type: "flying", effect: "roost", proc: 100, priority: 0, contact: false, target: "self", ct: "passive"}
Round {name: "Round", bp: 6, acc: 100, en: 8, class: "special", type: "normal", effect: "round", proc: 100, priority: 0, contact: false, target: "single", ct: "passive"}
Sacred_Fire {name: "Sacred Fire", bp: 10, acc: 95, en: 8, class: "physical", type: "fire", effect: "burn", proc: 50, priority: 0, contact: false, target: "single", ct: "set"}
Sacred_Sword {name: "Sacred Sword", bp: 9, acc: 100, en: 7, class: "physical", type: "fighting", effect: "hits_def", proc: 100, priority: 0, contact: true, target: "single", ct: "set"}
Safeguard {name: "Safeguard", bp: 0, acc: 0, en: 10, class: "other", type: "normal", effect: "safeguard", proc: 100, priority: 0, contact: true, target: "field", ct: "passive"}
SDS Edit: Checked, Approved. Sacred Sword's effect changed to hits_def as per the OP.
 
#9
Reserving Block 30, and I'll get working on it immeaditly.

Edit:

Code:
Memento: {name: "Memento", bp: 0, acc: 100, en: 0, class: "other", type: "dark", effect: "memento", proc: 100, priority: 0, contact: false, target: "single", ct: "passive"}
Metal_Burst: {name: "Metal Burst", bp: 0, acc: 100, en: 6, class: "physical", type: "steel", effect: "metal_burst", proc: 100, priority: 0, contact: false, target: "single", ct: "passive"}
Metal_Claw: {name: "Metal Claw", bp: 5, acc: 95, en: 4, class: "physical", type: "steel", effect: "atk_self", proc: 10, priority: 0, contact: true, target: "single", ct: "elemental"}
Metal_Sound: {name: "Metal Sound", bp: 0, acc: 85, en: 6, class: "other", type: "steel", effect: "sdef_2", proc: 100, priority: 0, contact: false, target: "single", ct: "passive"}
Meteor_Mash: {name: "Meteor Mash", bp: 10, acc: 85, en: 7, class: "physical", type: "steel", effect: "atk_self", proc: 20, priority: 0, contact: true, target: "single", ct: "force"}
Metronome: {name: "Metronome", bp: 0, acc: 0, en: 7, class: "other", type: "normal", effect: "metronome", proc: 100, priority: 0, contact: false, target: "self", ct: "none"}
Milk_Drink: {name: "Milk Drink", bp: 0, acc: 0, en: , class: "other", type: "normal", effect: "milk_drink", proc: 100, priority: 0, contact: false, target: "self", ct: "passive"}
Mimic: {name: "Mimic", bp: 0, acc: 0, en: 5, class: "other", type: "normal", effect: "mimic", proc: 100, priority: 0, contact: false, target: "single", ct: "passive"}
Mind_Reader: {name: "Mind Reader", bp: 0, acc: 0, en: 6, class: "other", type: "normal", effect: "mind_reader", proc: 100, priority: 0, contact: false, target: "single", ct: "passive"}
Minimize: {name: "Minimize", bp: 0, acc: 0, en: 9, class: "other", type: "normal", effect: "minimize", proc: 100, priority: 0, contact: false, target: "self", ct: "passive"}
 
#10
I'll do block 27, but I have a question. Why is Light Screen considered "field" if it only affects the user and allies, not enemies?

EDIT: Block 27 done.

Code:
Leaf_Blade: {name: "Leaf Blade", bp: 9, acc: 100, en: 7, class: "physical", type: "grass", effect: "crit", proc: 100, priority: 0, contact: true, target: "single", ct: "elemental"}
Leaf_Storm: {name: "Leaf Storm", bp: 14, acc: 90, en: 9, class: "special", type: "grass", effect: "satk2_self", proc: 100, priority: 0, contact: false, target: "single", ct: "elemental"}
Leaf_Tornado {name: "Leaf Tornado", bp: 7, acc: 90, en: 5, class: "special", type: "grass", effect: "acc", proc: 30, priority: 0, contact: false, target: "single", ct: "elemental"}
Leech_Life {name: "Leech Life", bp: 6, acc: 100, en: 9, class: "physical", type: "bug", effect: "leech", proc: 100, priority: 0, contact: true, target: "single", ct: "set"}
Leech_Seed {name: "Leech Seed", bp: 0, acc: 90, en: 10, class: "other", type: "grass", effect: "leech_seed", proc: 100, priority: 0, contact: false, target: "single", ct: "passive"}
Leer {name: "Leer", bp: 0, acc: 100, en: 4, class: "other", type: "normal", effect: "def", proc: 100, priority: 0, contact: false, target: "single", ct: "passive"}
Lick {name: "Lick", bp: 4, acc: 100, en: 3, class: "physical", type: "ghost", effect: "paralyze", proc: 30, priority: 0, contact: true, target: "single", ct: "force"}
Light_Screen {name: "Light Screen", bp: 0, acc: 0, en: 8, class: "other", type: "psychic", effect: "light_screen", proc: 100, priority: 0, contact: false, target: "field", ct: "passive"}
Lock_On {name: "Lock-On", bp: 0, acc: 0, en: 6, class: "other", type: "normal", effect: "lock-on", proc: 100, priority: 0, contact: false, target: "single", ct: "passive"}
Lovely_Kiss {name: "Lovely Kiss", bp: 0, acc: 75, en: 6, class: "other", type: "normal", effect: "sleep", proc: 100, priority: 0, contact: false, target: "single", ct: "passive"}
SDS Edit: Checked, Approved.
 
#11
Reserving block 6.
Code:
Brick_Break: {name: "Brick Break", bp: 8, acc: 100, en: 6, class: "physical", type: "fighting", effect: "none", proc: 0, priority: 0, contact: true, target: "single", ct: "Passive"}Brick_Break: {name: "Brick Break", bp: 8, acc: 100, en: 6, class: "physical", type: "fighting", effect: "none", proc: 0, priority: 0, contact: true, target: "single", ct: "Passive"}
Brick_Break: {name: "Brick Break", bp: 8, acc: 100, en: 6, class: "physical", type: "fighting", effect: "none", proc: 0, priority: 0, contact: true, target: "single", ct: "Passive"}
Brick Break
Brine
Bubble
BubbleBeam
Bug Bite
Bug Buzz
Bulk Up
Bulldoze
Bullet Punch
Bullet Seed
 
#12
Answering questions:

Hyper Beam and its clones will have the Sluggish effect.

Light Screen is a "field" effect because it leaves a lasting effect on the field itself, not the targets.
 
#13
Reserving Block 45.

Code:
Sludge_Bomb: {name: "Sludge Bomb", bp: 9, acc: 100, en: 7, class: "special", type: "poison", effect: "poison", proc: 30, priority: 0, contact: false, target: "single", ct: "elemental"}
Sludge_Wave: {name: "Sludge Wave", bp: 10, acc: 100, en: 7, class: "special", type: "poison", effect: "poison", proc: 10, priority: 0, contact: false, target: "all", ct: "elemental"}
Smack_Down: {name: "Smack Down", bp: 5, acc: 100, en: 4, class: "physical", type: "rock", effect: "smack_down", proc: 100, priority: 0, contact: false, target: "single", ct: "set"}
SmellingSalt: {name: "SmellingSalt", bp: 6, acc: 100, en: 5, class: "physical", type: "normal", effect: "smellingsalt", proc: 100, priority: 0,  contact: true, target: "single", ct: "passive"}
Smog: {name: "Smog", bp: 4, acc: 70, en: 3, class: "special", type: "poison", effect: "poison", proc: 40, priority: 0, contact: false, target: "single", ct: "elemental"}
SmokeScreen: {name: "SmokeScreen", bp: 0, acc: 100, en: 4, class: "other", type: "normal", effect: "acc", proc: 100, priority: 0, contact: false, target: "multiple", ct: "passive"}
Snarl: {name: "Snarl", bp: 6, acc: 95, en: 5, class: "special", type: "dark", effect: "satk", proc: 100, priority: 0, contact: false, target: "multiple", ct: "elemental"}
Snatch: {name: "Snatch", bp: 0, acc: 100, en: 4, class: "other", type: "dark", effect: "snatch", proc: 100, priority: 4, contact:  false, target: "single", ct: "passive"}
Snore: {name: "Snore", bp: 4, acc: 100, en: 3, class: "special", type: "normal", effect: "flinch", proc: 30, priority: 0, contact: false, target: "single", ct: "deferring"}
Soak: {name: "Soak", bp: 0, acc: 0, en: 8, class: "other", type: "water", effect: "soak", proc: 100, priority: 0, contact: false, target: "single", ct: "set"}
SDS Edit: Checked, Approved.
 
#14
Reserving Block 1.

EDIT: No access to IRC unfortunately, so I'll ask here: what would I put for draining moves? (Absorb)

EDIT EDIT: Y'know what, I'll just use forum PM for the rest of my questions.
 
#16
Reserving Block 32.

Code:
Mud_Sport: {name: "Mud Sport", bp: 0, acc: 0, en: 5, class: "other", type: "ground", effect: "mud_sport", proc: 100, priority: 0, contact: false, target: "field", ct: "passive"}
Muddy_Water: {name: "Muddy Water", bp: 10, acc: 85, en: 7, class: "special", type: "water", effect: "acc", proc: 30, priority: 0, contact: false, target: "multiple", ct: "elemental"}
Mud_Slap: {name: "Mud-Slap", bp: 4, acc: 100, en: 3, class: "special", type: "ground", effect: "acc", proc: 100, priority: 0, contact: false, target: "single", ct: "force"}
Nasty_Plot: {name: "Nasty Plot", bp: , acc: , en: , class: "", type: "", effect: "", proc: , priority: , contact: , target: "", ct: ""}
Natural_Gift: {name: "Natural Gift", bp: , acc: , en: , class: "", type: "", effect: "", proc: , priority: , contact: , target: "", ct: ""}
Nature_Power: {name: "Nature Power", bp: , acc: , en: , class: "", type: "", effect: "", proc: , priority: , contact: , target: "", ct: ""}
Needle_Arm: {name: "Needle Arm", bp: , acc: , en: , class: "", type: "", effect: "", proc: , priority: , contact: , target: "", ct: ""}
Night_Daze: {name: "Night Daze", bp: , acc: , en: , class: "", type: "", effect: "", proc: , priority: , contact: , target: "", ct: ""}
Night_Shade: {name: "Night Shade", bp: , acc: , en: , class: "", type: "", effect: "", proc: , priority: , contact: , target: "", ct: ""}
Night_Slash: {name: "", bp: , acc: , en: , class: "", type: "", effect: "", proc: , priority: , contact: , target: "", ct: ""}
 
#17
Block 1 (Reserved by Maxim)
Block 2 (Reserved by Leethoof)
Block 3 (EndQuote)
Block 4 (Imanalt)
Block 5
Block 6 (Ranger)
Block 7 (SubwayJ)
Block 8
Block 9 (SubwayJ)
Block 10
Block 11
Block 12 (Reserved by Maxim)
Block 13
Block 14 (Nyttyn)
Block 15 (SubwayJ)
Block 16 (COMPLETE) (Twice?)
Block 17 (Nyttyn)
Block 18
Block 19 (SubwayJ)
Block 20 (SubwayJ)
Block 21
Block 22 (Nyttyn)
Block 23 (SubwayJ)
Block 24 (SubwayJ)
Block 25 (Nyttyn)
Block 26
Block 27 (Objection)
Block 28 (Nyttyn)
Block 29
Block 30 (Sound)
Block 31
Block 32 (Dummy007)
Block 33
Block 34 (Nyttyn)
Block 35 (SubwayJ)
Block 36
Block 37 (SubwayJ)
Block 38
Block 39
Block 40 (TheWanderer)
Block 41
Block 42 (Nyttyn)
Block 43
Block 44
Block 45 (Dummy007)
Block 46
Block 47
Block 48 (LockDown)
Block 49
Block 50 (SubwayJ)
Block 51 (Nyttyn)
Block 52
Block 53 (Reserved by EspyOwner)
Block 54 (EspyOwner)
Block 55 (COMPLETE)
Block 56 (COMPLETE)

Reserving Block 3

Code:
Assist: {name: "Assist", bp: 0, acc: 0, en: 3, class:  "other", type: "normal", effect: "assist", proc: 0, priority: 0, contact:  false, target: "self", ct: "none"}
Assurance: {name: "Assurance", bp: 5, acc: 100, en: 7, class:  "physical", type: "dark", effect: "assurance", proc: 100, priority: 0, contact: true, target: "single", ct: "elemental"}
Astonish: {name: "Astonish", bp: 4, acc: 0, en: 3, class:  "physical", type:  "ghost", effect: "flinch", proc: 30, priority: 0, contact:  true,  target: "single", ct: "force"}
Attack Order: {name: "Attack_Order", bp: 9, acc: 100, en: 7, class:  "physical", type:  "bug", effect: "crit", proc: 0, priority: 0, contact:  false,  target: "single", ct: "elemental"}
Attract: {name: "Attract", bp: 0, acc: 100, en: 6, class:  "other", type:  "normal", effect: "attract", proc: 100, priority: 0, contact:  false,  target: "single", ct: "passive"}
Astonish: {name: "Astonish", bp: 4, acc: 0, en: 3, class:  "physical", type:  "ghost", effect: "flinch", proc: 30, priority: 0, contact:  true,  target: "single", ct: "force"}
Notes: Assist's effect is "assist", Assurance's effect is "assurance"
 
#18
Reserving Block 48.

Code:
Strength: {name: "Strength", bp: 8, acc: 100, en: 6, class: "physical", type: "normal", effect: "none", proc: 0, priority: 0, contact: true, target: "single", ct: "deferring"}
String_Shot: {name: "String Shot", bp: 0, acc: 95, en: 5, class: "other", type: "bug", effect: "spe", proc: 100, priority: 0, contact: false, target: "multiple", ct: "passive"}
Struggle: {name: "Struggle", bp: 5, acc: 100, en: 5, class: "physical", type: "normal", effect: "recoil", proc: 100, priority: 0, contact: true, target: "single", ct: "passive"}
Struggle_Bug: {name: "Struggle Bug", bp: 4, acc: 100, en: 3, class: "special", type: "bug", effect: "satk", proc: 100, priority: 0, contact: false, target: "multiple", ct: "elemental"}
Stun_Spore: {name: "Stun Spore", bp: 0, acc: 75, en: 7, class: "other", type: "grass", effect: "paralyze", proc: 100, priority: 0, contact: false, target: "single", ct: "passive"}
Submission: {name: "Submission", bp: 12, acc: 80, en: 6, class: "physical", type: "fighting", effect: "wc_recoil", proc: 100, priority: 0, contact: true, target: "single", ct: "passive"}
Substitute_15: {name: "Substitute (15)", bp: 0, acc: 0, en: 12, class: "other", type: "normal", effect: "substitute", proc: 100, priority: 0, contact: false, target: "self", ct: "passive"}
Substitute_20: {name: "Substitute (20)", bp: 0, acc: 0, en: 18, class: "other", type: "normal", effect: "substitute", proc: 100, priority: 0, contact: false, target: "self", ct: "passive"}
Substitute_25: {name: "Substitute (25)", bp: 0, acc: 0, en: 24, class: "other", type: "normal", effect: "substitute", proc: 100, priority: 0, contact: false, target: "self", ct: "passive"}
Sucker_Punch: {name: "Sucker Punch", bp: 8, acc: 100, en: 6, class: "physical", type: "dark", effect: "none", proc: 0, priority: 1, contact: true, target: "single", ct: "set"}
Sunny_Day: {name: "Sunny Day", bp: 0, acc: 0, en: 10, class: "other", type: "fire", effect: "sun", proc: 100, priority: 0, contact: false, target: "field", ct: "set"}
Super_Fang: {name: "Super Fang", bp: ehp/5, acc: 90, en: 3, class: "physical", type: "normal", effect: "none", proc: 0, priority: 0, contact: true, target: "single", ct: "set"}

I have Substitute as 3 separate attacks based on amount of HP siphoned.
I'm not sure about Super Fang, currently i have bp as ehp/5 and effect as none

Other than that, done.
 

Imanalt

I'm the coolest girl you'll ever meet
is a Tiering Contributor Alumnusis a Battle Server Moderator Alumnus
#19
reserving block 4
Code:
Barrier: {name: "Barrier", bp: 0, acc: 0, en: 7, class: "other", type: "psychic", effect: "barrier", proc: 100, priority: 0, contact: false, target: "self", ct: "passive"}
Baton_Pass: {name: "Baton Pass", bp: 0, acc: 0, en: 10, class: "other", type: "normal", effect: "baton_pass", proc: 100, priority: 0, contact: false, target: "self", ct: "passive"}
Beat_Up: {name: "Beat Up", bp: 3, acc: 100, en: 2, class: "physical", type: "dark", effect: "beat_up", proc: 100, priority: 0, contact: false, target: "single", ct: "force"}
Belly_Drum: {name: "Belly Drum", bp: 0, acc: 0, en: 30, class: "other", type: "normal", effect: "belly_drum", proc: 100, priority: 0, contact: false, target: "self", ct: "passive"}
Bestow: {name: "Bestow", bp: 0, acc: 0, en: 4, class: "other", type: "normal", effect: "bestow", proc: 100, priority: 0, contact: false, target: "self", ct: "passive"}
Bide: {name: "Bide", bp: 0, acc: 0, en: 6, class: "physical", type: "normal", effect: "bide", proc: 100, priority: 1, contact: true, target: "self", ct: "none"}
Bind: {name: "Bind", bp: 3, acc: 85, en: 4, class: "physical", type: "normal", effect: "dmg_trap", proc: 100, priority: 0, contact: true, target: "single", ct: "deferring"}
Bite: {name: "Bite", bp: 6, acc: 100, en: 4, class: "physical", type: "dark", effect: "flinch", proc: 30, priority: 0, contact: true, target: "single", ct: "elemental"}
Blast_Burn: {name: "Blast Burn", bp: 15, acc: 90, en: 10, class: "special", type: "fire", effect: "sluggish", proc: 100, priority: 0, contact: false, target: "single", ct: "force"}
Blaze_Kick: {name: "Blaze Kick", bp: 9, acc: 90, en: 7, class: "physical", type: "fire", effect: "blaze_Kick", proc: 100, priority: 0, contact: true, target: "single", ct: "elemental"}
 

nyttyn

Even ghosts stray from the path of righteousness
is a CAP Contributoris a Forum Moderator Alumnus
#20
Reserving block 42

I like suicide moves.

Block 42 is done.
Code:
Seed_Bomb: {name: "Seed Bomb", bp: 8, acc: 100, en: 6, class: "special", type: "grass", effect: "none", proc: 0, priority: 0, contact: false, target: "single", ct: "elemental"}
Seed_Flare: {name: "Seed Flare", bp: 12, acc: 85, en: 10, class: "special", type: "grass", effect: "sdef_2", proc: 40, priority: 0, contact: false, target: "single", ct: "set"}
Seismic_Toss: {name: "Seismic Toss", bp: 7, acc: 100, en: 6, class: "physical", type: "fighting", effect: "bp_wc", proc: 100, priority: 0, contact: true, target: "single", ct: "set"}
Selfdestruct: {name: "Selfdestruct", bp: 20, acc: 100, en: 15, class: "phsyical", type: "normal", effect: "self_ko", proc: 100, priority: 0, contact: false, target: "multiple", ct: "set"}
Shadow_Ball: {name: "Shadow Ball", bp: 8, acc: 100, en: 6, class: "special", type: "ghost", effect: "sdef_1", proc: 20, priority: 0, contact: false, target: "single", ct: "elemental"}
Shadow_Claw: {name: "Shadow Claw", bp: 7, acc: 100, en: 5, class: "physical", type: "ghost", effect: "crit", proc: 100, priority: 0, contact: true, target: "single", ct: "elemental"}
Shadow_Force: {name: "Shadow Force", bp: 12, acc: 100, en: 10, class: "physical", type: "ghost", effect: "shadow_force", proc: 100, priority: 1, contact: true, target: "single", ct: "set"}
Shadow_Punch: {name: "Shadow Punch", bp: 6, acc: 0, en: 4, class: "physical", type: "ghost", effect: "none", proc: 0, priority: 0, contact: true, target: "single", ct: "elemental"}
Shadow_Sneak: {name: "Shadow Force", bp: 4, acc: 100, en: 4, class: "physical", type: "ghost", effect: "none", proc: 0, priority: 1, contact: true, target: "single", ct: "elemental"}
ShadowStrike: {name: "ShadowStrike", bp: 8, acc: 95, en: 6, class: "physical", type: "ghost", effect: "def_1", proc: 50, priority: 0, contact: true, target: "single", ct: "elemental"}
Sharpen: {name: "Sharpen", bp: 0, acc: 0, en: 5, class: "other", type: "normal", effect: "sharpen", proc: 100, priority: 0, contact: false, target: "self", ct: "passive"}
 
#21
Reserving block 50

Code:
Synchronoise: {name: "Synchronoise", bp: 7, acc: 100, en: 5, class: "special", type: "psychic", effect: "synchronoise", proc: 100, priority: 0, contact: false, target: "all", ct: "set"}
Synthesis: {name: "Synthesis", bp: 0, acc: 0, en: 5, class: "other", type: "grass", effect: "synthesis", proc: 100, priority: 0, contact: false, target: "self", ct: "passive"}
Tackle: {name: "Tackle", bp: 3, acc: 100, en: 2, class: "physical", type: "normal", effect: "bp_wc", proc: 100, priority: 0, contact: true, target: "single", ct: "deferring"}
Tail_Glow: {name: "Tail Glow", bp: 0, acc: 0, en: 11, class: "other", type: "bug", effect: "tail_glow", proc: 100, priority: 0, contact: false, target: "self", ct: "passive"}
Tail_Slap: {name: "Tail Slap", bp: 3, acc: 85, en: 7, class: "physical", type: "normal", effect: "hits_5", proc: 100, priority: 0, contact: true, target: "single", ct: "set"}
Tail_Whip: {name: " Tail Whip", bp: 0, acc: 100, en: 4, class: "other", type: "normal", effect: "def", proc: 100, priority: 0, contact: false, target: "multiple", ct: "passive"}
Tailwind: {name: "Tailwind", bp: 0, acc: 0, en: 10, class: "other", type: "flying", effect: "tailwind", proc: 100, priority: 0, contact: false, target: "ally", ct: "passive"}
Take_Down: {name: "Take Down", bp: 7, acc: 85, en: 6, class: "physical", type: "normal", effect: "wc_recoil", proc: 100, priority: 0, contact: true, target: "single", ct: "passive"}
Taunt: {name: "Taunt", bp: 0, acc: 100, en: 10, class: "other", type: "dark", effect: "taunt", proc: 100, priority: 0, contact: false, target: "single", ct: "passive"}
Techno_Blast: {name: "Techno Blast", bp: 9, acc: 100, en: 7, class: "special", type: "normal", effect: "techno_blast", proc: 100, priority: 0, contact: false, target: "single", ct: "set"}
DONE
 

nyttyn

Even ghosts stray from the path of righteousness
is a CAP Contributoris a Forum Moderator Alumnus
#23
reserving block 51

block 51 done
Code:
Teeter_Dance: {name: "Teeter Dance", bp: 0, acc: 100, en: 5, class: "other", type: "normal", effect: "confusion", proc: 100, priority: 0, contact: false, target: "multiple", ct: "passive"}
Telekinesis: {name: "Telekineses", bp: 0, acc: 100, en: 7, class: "other", type: "psychic", effect: "telekinesis", proc: 100, priority: 0, contact: false, target: "field", ct: "passive"}
Evasive_Teleport: {name: "Evasive Teleport", bp: 0, acc: 0, en: 7, class: "other", type: "psychic", effect: "evasive_teleport", proc: 100, priority: 1, contact: false, target: "self", ct: "passive"}
Switch_Teleport: {name: "Switch Teleport", bp: 0, acc: 0, en: 7, class: "other", type: "psychic", effect: "switch_teleport", proc: 100, priority: 0, contact: false, target: "self", ct: "passive"}
Thief: {name: "Thief", bp: 4, acc: 100, en: 4, class: "physical", type: "dark", effect: "thief", proc: 100, priority: 0, contact: true, target: "single", ct: "passive"}
Thrash: {name: "Thrash", bp: 12, acc: 100, en: 8, class: "physical", type: "normal", effect: "thrash", proc: 0, priority: 0, contact: true, target: "single", ct: "set"}
Thunder: {name: "Thunder", bp: 12, acc: 70, en: 8, class: "special", type: "electric", effect: "thunder", proc: 100, priority: 0, contact: false, target: "single", ct: "elemental"}
Thunder_Fang: {name: "Thunder Fang", bp: 7, acc: 95, en: 5, class: "physical", type: "electric", effect: "t_fang", proc: 100, priority: 0, contact: true, target: "single", ct: "elemental"}
Thunder_Wave: {name: "Thunder Wave", bp: 0, acc: 100, en: 7, class: "other", type: "electric", effect: "paralyze", proc: 100, priority: 0, contact: false, target: "single", ct: "elemental"}
Thunderbolt: {name: "Thunderbolt", bp: 10, acc: 100, en: 7, class: "special", type: "electric", effect: "paralyze", proc: 10, priority: 0, contact: false, target: "single", ct: "elemental"}
ThunderPunch: {name: "Thunder Wave", bp: 8, acc: 100, en: 6, class: "physical", type: "electric", effect: "paralyze", proc: 10, priority: 0, contact: true, target: "single", ct: "elemental"}
 
#25
Maxim's Master List

Alright, unless he decides to reserve it again, I'll reserve Group 1. Also, I'll be putting all of my remaining groups here, so be sure to check back often for approval.

Code:
Absorb: {name: Absorb, bp: 4, acc: 100, en: 6, class: "special", type: "grass", effect: "leech", proc: 100, priroity: 0, contact: false, target: "single", ct: "elemental"}
Acid: {name: Acid, bp: 4, acc: 100, en: 2, class: "special", type: "poison", effect: "acid", proc: 10, priority: 0, contact: false, target: "multiple", ct: "elemental"}
Acid_Armor: {name: Acid Armor, bp: 4, acc: 0, en: 2, class: "other", type: "poison", effect: "a_armor", proc: 100, priority: 0, contact: false, target: "self", ct: "passive"}
Acid_Spray: {name: Acid Spray, bp: 4, acc: 100, en: 5, class: "special", type: "poison", effect: "a_spray", proc: 100, priority: 0, contact: false, target: "single", ct: "elemental"}
Acrobatics: {name: Acrobatics, bp: 6, acc: 100, en: 7, class: "physical", type: "flying", effect: "acrobatics", proc: 100, priority: 0, contact: true, target: "single", ct: "force"}
Acupressure: {name: Acupressure, bp: 0, acc: 0, en: 6, class: "other", type: "normal", effect: "acupressure", proc: 100, priority: 0, contact: false, target: "self", ct: "elemental"}
Aerial Ace: {name: Aerial Ace, bp: 6, acc: 0, en: 4, class: "physical", type: "flying", effect: "none", proc: 0, priority: 0, contact: true, target: "single", ct: "elemental"}
Aeroblast: {name: Aeroblast, bp: 10, acc: 95, en: 7, class: "special", type: "flying", effect: "aeroblast", proc: 100, priority: 0, contact: false, target: "single", ct: "elemental"}
After_You: {name: After You, bp: 0, acc: 0, en: 6, class: "other", type: "normal", effect: "a_you", proc: 100, priority: 0, contact: false, target: "single", ct: "passive"}
Agility: {name: Agility, bp: 0, acc: 0, en: 7, class: "other", type: "psychic", effect: "agility", proc: 100, priority: 0, contact: false, target: "self", ct: "passive"}
Okay, not entirely sure whether that's all right, but I'll be reserving Group 52 next if this gets approved.
 
Status
Not open for further replies.