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Data CALCULATOR WORK: Moveset Database Generation Thread

Discussion in 'Network Center' started by Seven Deadly Sins, Jul 15, 2012.

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  1. Seven Deadly Sins

    Seven Deadly Sins ~hallelujah~
    is a Site Staff Alumnusis a Forum Moderator Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Server Moderator Alumnus

    Joined:
    May 29, 2008
    Messages:
    4,269
    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:

    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.
    Block 1 (open)

    Absorb
    Acid
    Acid Armor
    Acid Spray
    Acrobatics
    Acupressure
    Aerial Ace
    Aeroblast
    After You
    Agility

    Block 2 (open)

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

    Block 3 (open)

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

    Block 4 (open)

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

    Block 5 (open)

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

    Block 6 (open)

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

    Block 7 (open)

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

    Block 8 (open)

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

    Block 9 (open)

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

    Block 10 (open)

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

    Block 11 (open)

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

    Block 12 (open)

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

    Block 13 (open)

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

    Block 14 (open)

    Electroweb
    Embargo
    Ember
    Encore
    Endeavor
    Endure
    Energy Ball
    Entrainment
    Eruption
    Explosion

    Block 15 (open)

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

    Block 16 (open)

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

    Block 17 (open)

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

    Block 18 (open)

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

    Block 19 (open)

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

    Block 20 (open)

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

    Block 21 (open)

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

    Block 22 (open)

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

    Block 23 (open)

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

    Block 24 (open)

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

    Block 25 (open)

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

    Block 26 (open)

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

    Block 27 (open)

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

    Block 28 (open)

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

    Block 29 (open)

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

    Block 30 (open)

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

    Block 31 (open)

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

    Block 32 (open)

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

    Block 33 (open)

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

    Block 34 (open)

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

    Block 35 (open)

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

    Block 36 (open)

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

    Block 37 (open)

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

    Block 38 (open)

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

    Block 39 (open)

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

    Block 40 (open)

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

    Block 41 (open)

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

    Block 42 (open)

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

    Block 43 (open)

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

    Block 44 (open)

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

    Block 45 (open)

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

    Block 46 (open)

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

    Block 47 (open)

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

    Block 48 (open)

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

    Block 49 (open)

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

    Block 50 (open)

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

    Block 51 (open)

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

    Block 52 (open)

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

    Block 53 (open)

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

    Block 54 (open)

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

    Block 55 (open)

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

    Block 56 (open)

    Wood Hammer
    Work Up
    Worry Seed
    Wrap
    Wring Out
    X-Scissor
    Yawn
    Zap Cannon
    Zen Headbutt
  2. EspyOwner

    EspyOwner

    Joined:
    Sep 11, 2010
    Messages:
    1,938
    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. typon77

    typon77

    Joined:
    May 9, 2011
    Messages:
    1,490
    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.
  4. smashlloyd20

    smashlloyd20

    Joined:
    Aug 7, 2010
    Messages:
    3,310
    block 2 is mine

    rolf>shinon
    lute>gerik
  5. EspyOwner

    EspyOwner

    Joined:
    Sep 11, 2010
    Messages:
    1,938
    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. Maxim

    Maxim

    Joined:
    Jul 15, 2009
    Messages:
    3,521
    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. EspyOwner

    EspyOwner

    Joined:
    Sep 11, 2010
    Messages:
    1,938
    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. The Wanderer

    The Wanderer

    Joined:
    Nov 2, 2011
    Messages:
    2,790
    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. Sound

    Sound

    Joined:
    Feb 18, 2012
    Messages:
    219
    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. Objection

    Objection

    Joined:
    Sep 27, 2008
    Messages:
    5,695
    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. MrcRanger97

    MrcRanger97

    Joined:
    Oct 12, 2011
    Messages:
    1,112
    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. Seven Deadly Sins

    Seven Deadly Sins ~hallelujah~
    is a Site Staff Alumnusis a Forum Moderator Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Server Moderator Alumnus

    Joined:
    May 29, 2008
    Messages:
    4,269
    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. Dummy007

    Dummy007

    Joined:
    Jun 8, 2009
    Messages:
    2,905
    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. Human Destroyer

    Human Destroyer

    Joined:
    Jul 16, 2012
    Messages:
    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.
  15. EspyOwner

    EspyOwner

    Joined:
    Sep 11, 2010
    Messages:
    1,938
    Reserving Block 53
  16. Dummy007

    Dummy007

    Joined:
    Jun 8, 2009
    Messages:
    2,905
    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. EndQuote

    EndQuote

    Joined:
    May 5, 2011
    Messages:
    2,358
    Queue (Last updated 6:16 PM (open)

    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

    Not even close to finished yet... (open)

    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. LockDown

    LockDown

    Joined:
    Jul 27, 2011
    Messages:
    673
    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.
  19. Imanalt

    Imanalt WHY BUNNELBY DO HAVE FUR?
    is a Tiering Contributor

    Joined:
    Apr 26, 2010
    Messages:
    2,082
    reserving block 4
    Block 4 (open)
    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"}
  20. nyttyn

    nyttyn Ribbit!
    is a Pre-Contributor

    Joined:
    Sep 8, 2010
    Messages:
    940
    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. SubwayJ

    SubwayJ

    Joined:
    Dec 16, 2011
    Messages:
    2,753
    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
  22. nyttyn

    nyttyn Ribbit!
    is a Pre-Contributor

    Joined:
    Sep 8, 2010
    Messages:
    940
    fuck disregard this accidentally did a block someone already did
  23. nyttyn

    nyttyn Ribbit!
    is a Pre-Contributor

    Joined:
    Sep 8, 2010
    Messages:
    940
    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"}
    
  24. Human Destroyer

    Human Destroyer

    Joined:
    Jul 16, 2012
    Messages:
    14
    Dereservationing (wat) block 1 because I didn't get answers to my questions.
  25. Maxim

    Maxim

    Joined:
    Jul 15, 2009
    Messages:
    3,521
    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.
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