Yeah probs. Also I noticed learnsets.js wasn't included. rhydreigon can you compile every learnset you posted into a single pastebin / notepad file ? It'd be easier to create a .js file that way
Sure thing: http://pastebin.com/9TNxGkShYeah probs. Also I noticed learnsets.js wasn't included. rhydreigon can you compile every learnset you posted into a single pastebin / notepad file ? It'd be easier to create a .js file that way
It says "the PP cost cannot increase" regarding to the normal cost of 1 PP of every time you make a move. The only way to alter the PP cost is either by Pressure or Spite, so just make it immune to those effects and you are done.So as of right now I've run some checks and these are the only incomplete parts of the code as of now as I have no idea how to code the abilities of:
Moltie:
Calamity (Clear Body + Pressure) [Prevents the increase the PP cost of the user]
I know Stitch98 suggested that I make it immune to Spite and Pressure, but I'm not sure what the description means tbh - it either seems like a typo or it only means it negates "increase PP costs" - but I'm not sure if it was meant to be "never gets PP deducted, ever". If it's the former it's easy, if it's the latter I have no idea how.
Maladuck:
Atmospheric Perversion (All weather-based effects, including abilities and passive stat increases, are reversed.)
^ That is not as easy as it sounds.
I could try archedactyl but all I need to know is how to make defeatist a field effect.
Have you tried to use the Substitute script? I don't know how, but it seems a similar effect, because, when you use Sub, the HP bar that is working and from which HP are detracted isn't shown, but a static HP bar is shown instead. Is it a good idea?^ That is not as easy as it sounds.
I could try archedactyl but all I need to know is how to make defeatist a field effect.
For Atmospheric Perversion, it should have a better description. I guess Sun and Rain are somewhat opposites of each other due to Water/Fire damage changes and Solar Beam but what is the opposite of Sand? Does it decrease SpDef for Rock types? Does it damage only Rock, Ground and Steel? Does Sand Force deal less damage? Do Flying types take more damage in Strong Winds or just regular SE damage?
In my opinion, this is too complicated and should be left out, maybe changed to something else.
These should be all the effects of Atmospheric Perversion in each weather condition.Actually I don't know how to code, but I can try to help with some ideas :)
Casting: Monsoon could work exactly as Forecast, transforming Casting into 3 different forms in base of the weather (so: Poison/Fire in Sun, Poison/Water in Rain and Poison/Ice in Hail) and making those 3 forms have Levitate for their abilityEDIT: I'm not done with this;AndCode:"monsoon": { desc: "If this Pokemon is a Casting, its type changes to the current weather condition's type, except Sandstorm.", shortDesc: "Casting's secondary type changes to the current weather condition's type, except Sandstorm.", onUpdate: function (pokemon) { if (pokemon.baseTemplate.species !== 'Casting' || pokemon.transformed) return; var forme = null; switch (this.effectiveWeather()) { case 'sunnyday': case 'desolateland': if (pokemon.template.speciesid !== 'castingsunny') forme = 'Casting-Sunny'; break; case 'raindance': case 'primordialsea': if (pokemon.template.speciesid !== 'castingrainy') forme = 'Casting-Rainy'; break; case 'hail': if (pokemon.template.speciesid !== 'castingsnowy') forme = 'Casting-Snowy'; break; default: if (pokemon.template.speciesid !== 'casting') forme = 'Casting'; break; } if (pokemon.isActive && forme) { pokemon.formeChange(forme); this.add('-formechange', pokemon, forme, '[msg]'); } }, id: "monsoon", name: "Monsoon", rating: 3, num: ??
Code:"monsoonaltered": { desc: "If this Pokemon is a Casting, its type changes to the current weather condition's type, except Sandstorm.", shortDesc: "Casting's secondary type changes to the current weather condition's type, except Sandstorm.", onUpdate: function (pokemon) { if (pokemon.baseTemplate.species !== 'Casting' || pokemon.transformed) return; var forme = null; switch (this.effectiveWeather()) { case 'sunnyday': case 'desolateland': if (pokemon.template.speciesid !== 'castingsunny') forme = 'Casting-Sunny'; break; case 'raindance': case 'primordialsea': if (pokemon.template.speciesid !== 'castingrainy') forme = 'Casting-Rainy'; break; case 'hail': if (pokemon.template.speciesid !== 'castingsnowy') forme = 'Casting-Snowy'; break; default: if (pokemon.template.speciesid !== 'casting') forme = 'Casting'; break; } if (pokemon.isActive && forme) { pokemon.formeChange(forme); this.add('-formechange', pokemon, forme, '[msg]'); } }, onImmunity: function (type) { if (type === 'Ground') return false; }, id: "monsoonaltered", name: "Monsoon-Altered", rating: 3, num: ??
Harem: Automatic Gastro Acid (edit:) and Embargo;
Moltie: Immunity to Pressure and Spite;
Maladuck: this seems very difficult. First, you need to list all the effects in each weather condition, so:
- Under Rain:
- Fire-type moves and Solar Beam have their power boosted by 50%
- Water-type moves have their power decreased by 50%
- The accuracy of Thunder and Hurricane is decreased by 50%
- Moonlight, Morning Sun and Synthesis restore 75% max HP
- Every Pokemon with the ability Dry Skin loses 1/8 max HP each turn
- Swift Swim halves the Pokemon's Speed
- Every Pokemon with the ability Rain Dish loses 1/16 total HP each turn
- Hydration, Forecast and Monsoon don't work
- (If activated with Primordial Sea, Fire-type moves can hit)
- Under Harsh Sunlight:
- Water-type moves have their power increased by 50%
- Fire-type moves have their power decreased by 50%
- Solar Beam needs 3 turns to charge.
- The accuracy of Thunder and Hurricane is increased by 50%
- Moonlight, Morning Sun and Synthesis restore 33% max HP
- Clorophyll halves the Pokemon's Speed
- The SpA of the Pokemons with the ability Solar Power is decreased by 50% and they recover 1/8 max HP each turn
- Every Pokemon with the ability Dry Skin recovers 1/8 max HP each turn
- Leaf Guard, Forecast, Monsoon and Flower Gift don't work.
- (If activated with Desolate Land, Water-type moves can hit)
- Under Sandstorm:
- The SpD of Rock-type Pokemon is decreased by 50%
- Every Pokemon that isn't Steel-, Rock- or Ground-type or hasn't Sand Veil, Sand Force or Sand Rush recovers 1/16 max HP each turn
- The accuracy of Thunder and Hurricane is increased by 50%
- Solar Beam has its power boosted by 50%
- Moonlight, Morning Sun and Synthesis restore 75% max HP
- Sand Veil decreases the Pokemon's evasiveness by 20%
- Sand Force decreases the power of Ground-, Steel- and Rock-type moves by 30%
- Sand Rush halves the Pokemon's Speed
Hoping that this help- Under Hail:
- Every Pokemon that isn't ice-type or hasn't Snow Cloak or Ice Body recovers 1/16 max HP each turn
- Snow Cloak decreases the Pokemon's evasiveness by 20%
- Every Pokemon with the ability Ice Body loses 1/16 total HP each turn
- Solar Beam has its power boosted by 50%
- Moonlight, Morning Sun and Synthesis restore 75% max HP
- The accuracy of Blizzard is decreased by 50%
(I will continue later editing this post)
Idk how to fix this
For Atmospheric Perversion, it should have a better description. I guess Sun and Rain are somewhat opposites of each other due to Water/Fire damage changes and Solar Beam but what is the opposite of Sand? Does it decrease SpDef for Rock types? Does it damage only Rock, Ground and Steel? Does Sand Force deal less damage? Do Flying types take more damage in Strong Winds or just regular SE damage?
In my opinion, this is too complicated and should be left out, maybe changed to something else.
Welp, I guess I'm Onto my Last fusion here if I can Count... Charalge, Tyranniking, ExcaKing, Garorus, Azumadell and this guy, alright i can
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Think Of It As a Yellow Landorus with musical notes instead of it's white hat and a musical staff bar instead of that giant...ground thing?
DNA Donors: Chatot/Landorus
Offspring name: Chatotorus
New type: Normal/Flying
New base stats: 93 / 105 / 78 / 134 / 81 / 116 (+0 Def,+20 SpA, +10 SpD, +10 Spe )
New ability and desc: Keen Eye + Sand Force = Sandy Eyes, In Sand, Accuracy is upped by one third, immunity to sand damage.
Notable moves: Nasty Plot, Chatter, Earth Power, Sludge Wave, Substitute, Psychic, Boomburst, Superpower, Knock Off, Heat Wave
Role identification: Welcome To Hell, First Stop, Torture Room. Chatorus is Probably pretty broken due to it's High Special Attack and the fact that it can Abuse Chatter AND boomburst, The most powerful special move in the game. Oh, and Look at that it can abuse sandstorm also. wow. But Seriously with Earth Power, Chatter, Boomburst and Nasty Plot, You have an amazing sweeper/Wallbreaker that can abuse confusion hax like a boss with Chatter, as well as nuke everything with boomburst and get coverage in Earth Power. Also Nasty Plot. Nasty Plot Boomburst. Oh But Wait, You Get Walled By Blissey And Chansey, Right? WRONG. You have coverage in superpower to completely demolish Them.
Good Thing it has lowish defenses so that offense teams don't get demolished by it and espeed should kill it....
252+ Atk Guts Ursaring Extreme Speed vs. 0 HP / 4 Def Landorus: 261-307 (79.8 - 93.8%) -- guaranteed 2HKO
It takes a Guts one hundred Thirty STAB Extreme Speed to 2HKO it....
But RIP gg Stall.