Yeah, this sounds like a good idea. Adding it my todo list.Think you could add an option to turn off default sets? I'm asking because since I always calc for VGC, the singles sets (and sometimes even the VGC specific sets, going by last gen) are of no value to me and are often in the way.
Weather damage is implemented, but selecting a Pokemon with Sand Stream/Drizzle/etc doesn't automatically set the weather right now. I just haven't gotten around to that yet. If you set the weather to Sand manually, you'll see what you're looking for.Selecting certain Pokemon in the calculator causes it to stop responding. Currently I have found this problem with the combination of Tyranitar on one side and Kyogre or Kyu-B on the other side.
EDIT: Weather damage is not implemented either - "252+ Atk Tyranitar Stone Edge vs. 0 HP / 0 Def (Custom): 368-434 (94.1 - 110.9%) -- 62.5% chance to OHKO" should say "guaranteed OHKO after sandstorm damage." This was one of my favorite parts of the old calc and I'd love to see it back :<
Fixed. (It takes a little while for the files to refresh on the PS server, so the fix might not start working for a while, but it's pushed.)The calc as hosted on Pokemon Showdown doesn't refresh accordingly. Adding SR, changing an existing move to another, and changing EVs doesn't refresh it, from what I've tried.
Yeah, I'll do this.is there any chance you could implement control of the EVs in each stat via the ↑ ↓ buttons (+4 / -4 each time)? this would make it so much faster to design custom EV spreads ;O
(yeah I'm really really lazy)
Letting you choose the default level is already on the to-do list.First, your calculator is absolutely wonderful. I just have one question about a possible function.
Would it be possible to set it to auto level to 50 instead of always 100?
Yep, I am planning to do this eventually, just haven't gotten to it yet.Btw, is it possible for the damage calc to take into account current HP? It would be gravy if the damage calc calculate the KO % of -1 Dragonite's ExtremeSpeed to an 18% Garchomp, for instance.
There are lots of moves missing, and it's intentional. I only included moves that are competitively viable in some situation (with just a couple of exceptions), mainly to keep the move dropdown as uncluttered as possible. At some point I would like to have every move implemented and add an option to show all moves instead of just viable moves, but that's pretty low priority for me.Hello Hanko! Let me start out by saying that I absolutely love your battle calc! I co-own a pokemon roleplay site that uses it as our main calculator, and it makes things a lot easier. That being said, my members have pointed out some moves that seem to be simply missing from your calculator. I've looked through this forum and have seen a brief mention of multi-hit moves being added, but these are not multi-hit for most of them. We can't quite find and rhyme or reason to which ones are missing, so here they are:
Moves that have actual utility and/or aren't totally outclassed by another move that most pokemon would otherwise use are 'completely viable'. Astonish doesn't provide much coverage on anything--against super effective threats, it hits with 60 BP. On a user of it, like Crobat, Brave Bird is an infinitely better option as it hits for 180 BP against neutral threats. Hope this helped.I'm not sure what you mean by 'completely viable'? Could you possibly explain it to me a bit more?
Ah, yes, that does explain it. Unfortunately, it doesn't help in my situation. We start out with low level pokemon and raise them up, and a lot of the missing moves are the starter moves that pokemon have. Oh, well. I'll relay this to everyone. We'll figure something else out. Thanks for clarifying!Moves that have actual utility and/or aren't totally outclassed by another move that most pokemon would otherwise use are 'completely viable'. Astonish doesn't provide much coverage on anything--against super effective threats, it hits with 60 BP. On a user of it, like Crobat, Brave Bird is an infinitely better option as it hits for 180 BP against neutral threats. Hope this helped.
Yeah, there is definitely a bit of lag when opening the new dropdowns right now (about half a second on my machine, but I imagine it's longer for some people). I have a couple of ideas that should cut that lag way down that I just haven't had time to try yet. If those work and the lag mostly goes away, I think the new dropdowns are a clear improvement in terms of making it easy to find a specific set and keeping the dropdowns from being too cluttered (which makes me more willing to add things like blank sets and non-viable moves). If it turns out that I can't cut the lag down as much as I hope, then I might consider switching back to the old dropdowns.I'm not trying to bite the hand that feeds, let me come out and say that I absolutely love how the calculator has evolved over time, but one of the newest "features" irks me slightly.
The drop down java menu (where you select a Pokemon) is rather laggy (and no, it's not my computer). To me at least, the old version of the drop down menu was better. Other than that, I really like what you guys have done.
I hadn't even realized I removed them, but now that they're gone I'll need to think about the best way to add them back. I'd rather not have them mixed in with the official Pokemon by default, just because it could be confusing for new users to see them show up, especially once I add the mass calculators. They will be back eventually though.I know this probably isn't a priority for you but I miss the CAP sets when you had them, they made damage calculations for the meta a hell of a lot easier. If you want, I can write up a list of usage sets for each of them, I'm familiar enough with the meta that I know how they're usually used in Gen 6.