Approved by Eevee General
Yeah, I have no idea what to call this thing.
Whatever its name, welcome to this Pet Mod('s thread)!
The real summary is "Fix a bunch of things that annoy Ghoul King about the current design", but have a summary to pretend there's a more formal mission statement.
Less extreme randomness/less randomness in general: Randomness can be good, but various pieces of Pokemon's randomness are too uncommon, too extreme in their outcome, or both, and various mechanisms are handled in a randomized way where I feel randomness is inappropriate.
Better type balance: Pokemon's type chart is surprisingly solid for being so ad hoc and oriented on considerations other than competitive balance, but there's still painful bits like Ice being unbearably awful defensively, with essentially no redeeming quality. I don't make a ton of changes here, and I was careful to avoid reversals of normal experience -resists do not become super effectives and super effectives don't become resists or immunities- so as to keep the experience reasonably accessible, but I also made an effort to ensure the changes help prop up sub-par types by at least giving them notable niches.
Reduce choice limiting effects: Trapping and Sleep, among other examples, are so powerful because they completely remove choices from the afflicted, often key choices necessary for core gameplay to function. (eg trapping removing switching) I have made an effort to keep to the spirit of these mechanics (trapping is still switch-unfriendly), including keeping them meta-relevant, while reducing their ability to simply ruin the competitive experience by destroying the ability of a player to participate in the match.
Keep changes accessible: Some changes are fairly substantial overhauls, but in most cases I tried to both stay true to the spirit of the effect -defensive Abilities that punish contact still do so- and minimize the extent to which players have to do research to know what's even possible in the Pet Mod. Most cases of altering Ability access are on Megas, and therefore are handled automatically, and I've made no movepool changes, ensuring players can largely import Standard teams and jump right in.
Clearly pointless things stop being pointless: I have not and will not be making changes to the tune of "make Ember competitively viable" because Ember was never intended to be a competitively viable -it's the Fire move you eventually replace with Flamethrower or the like- but Mega Punch and Mega Kick were essentially invalidated by the arrival of Return and Frustration, particularly Mega Punch with its inferior BP, and are -or were- clearly intended to be viable moves. More debateably, a number of Abilities either have essentially useless effects or too weak to be selected over other, more interesting and useful Abilities. Rock Head is literally a more limited version of Magic Guard, as a fairly extreme example.
Unbans: Shadow Tag, and tentatively Mega Gengar and Shaymin-Sky. (Their primary reasons for being banned have been massively altered/nerfed)
Pokemon resist
and
, but are vulnerable to
and
.
moves are super effective against
and
if the user is
typed.
resists
, period.
is super effective against
and
, but ineffective against
and
.
resists
and
.
is super effective against
, but is resisted by
.
Coded. Fully functional, with thanks to AWailOfATail for help with Normal's offensive benefits.
This is not a community project, though that doesn't mean I won't take into account feedback.
The meta is almost completely coded. (Much thanks to AWailOfATail for their help!) I'm still uncertain how to go about implementing the "grazing" mechanic, and Mummy not affecting Fluidity and Forecast is still not implemented -Mummy failing on Multitype and Stance Change is implemented in the Battle Engine itself, which makes it tricky to figure out.
This is the first generation of the code.
Yeah, I have no idea what to call this thing.
Whatever its name, welcome to this Pet Mod('s thread)!
The real summary is "Fix a bunch of things that annoy Ghoul King about the current design", but have a summary to pretend there's a more formal mission statement.
Less extreme randomness/less randomness in general: Randomness can be good, but various pieces of Pokemon's randomness are too uncommon, too extreme in their outcome, or both, and various mechanisms are handled in a randomized way where I feel randomness is inappropriate.
Better type balance: Pokemon's type chart is surprisingly solid for being so ad hoc and oriented on considerations other than competitive balance, but there's still painful bits like Ice being unbearably awful defensively, with essentially no redeeming quality. I don't make a ton of changes here, and I was careful to avoid reversals of normal experience -resists do not become super effectives and super effectives don't become resists or immunities- so as to keep the experience reasonably accessible, but I also made an effort to ensure the changes help prop up sub-par types by at least giving them notable niches.
Reduce choice limiting effects: Trapping and Sleep, among other examples, are so powerful because they completely remove choices from the afflicted, often key choices necessary for core gameplay to function. (eg trapping removing switching) I have made an effort to keep to the spirit of these mechanics (trapping is still switch-unfriendly), including keeping them meta-relevant, while reducing their ability to simply ruin the competitive experience by destroying the ability of a player to participate in the match.
Keep changes accessible: Some changes are fairly substantial overhauls, but in most cases I tried to both stay true to the spirit of the effect -defensive Abilities that punish contact still do so- and minimize the extent to which players have to do research to know what's even possible in the Pet Mod. Most cases of altering Ability access are on Megas, and therefore are handled automatically, and I've made no movepool changes, ensuring players can largely import Standard teams and jump right in.
Clearly pointless things stop being pointless: I have not and will not be making changes to the tune of "make Ember competitively viable" because Ember was never intended to be a competitively viable -it's the Fire move you eventually replace with Flamethrower or the like- but Mega Punch and Mega Kick were essentially invalidated by the arrival of Return and Frustration, particularly Mega Punch with its inferior BP, and are -or were- clearly intended to be viable moves. More debateably, a number of Abilities either have essentially useless effects or too weak to be selected over other, more interesting and useful Abilities. Rock Head is literally a more limited version of Magic Guard, as a fairly extreme example.
Unbans: Shadow Tag, and tentatively Mega Gengar and Shaymin-Sky. (Their primary reasons for being banned have been massively altered/nerfed)
Coded. Fully functional, with thanks to AWailOfATail for help with Normal's offensive benefits.
Confusion causes a Pokemon to hurt itself every turn it doesn't snap out of confusion, but it no longer causes skipped turns. The “move” used has a BP of 50. Coded. Functions perfectly.
Flinching causes a Pokemon to do 75% damage that turn. Every move that causes flinching has a 100% chance of causing flinching. Fake Out still forces the target to skip its turn, but this is a special-casing effect. Shield Dust still blocks Fake Out's turn-skipping effect, as well as regular Flinching. This modified mechanic includes not only all moves but also added effects from items (eg King's Rock) or Abilities, (eg Stench) including being 100% reliable in all cases. Coded. Fully functional.
Infatuation causes the afflicted to do halved damage. No chance of missing a turn. Coded. Functions perfectly.
“Fully paralyzed” does not happen when Paralyzed. Paralysis lowers Evasion by 1 stage at the end of every turn instead. Paralysis still quarters Speed. Coded. Functions perfectly.
Freeze causes a Pokemon's Attack, Defense, Special Attack, Special Defense, and Speed to all lower at the end of every turn by one stage, if the Pokemon doesn't defrost. The Pokemon is free to act, however. Coded. Fully functional.
Pokemon may use Status moves while Asleep. (Rest will fail if used while Asleep) Coded. Fully functional.
Regular Poisoning inflicts 1/6th of maximum HP each turn. Coded. Fully functional.
Crit chance now works as: 0% chance with no boost, 25% chance with one stage increase, 50% chance from two stages of increase, and 100% chance from three stages of increase. Tentatively coded. I've only got a small sample size, and I'm not 100% sure that moves with no crit multiplier bonus are actually barred from critical hits, but so far I think the ratios are correct. Difficult to say for sure when randomness is so core to the issue.
In all cases where an additional type can be added by an effect, this will overwrite any existing added type, just as with Forest's Curse and Trick Or Treat overwriting each other.
Damaging moves no longer miss -when they fail their accuracy check, they instead “graze” the target for 25% of the damage they would have done and fail to activate any secondary effects that require they hit the target. (Knock Off won't remove items, nothing can inflict statuses, nothing can modify stats, etc, no matter what these secondary effects might be)
All trapping effects no longer prevent switching, including "pseudo"-trapping effects like Fire Spin. Instead, trapping effects cause the "trapped" Pokemon to lose 1/8th of its HP when switching. Trapping immunity in turn is protection from the trapping damage: Ghost types that switch out of Shadow Tag take no damage, anything with Shed Shell switching out of Magnet Pull etc takes no damage, etc. Magic Guard protects from this damage, too. Coded. Everything's done and works!
Flinching causes a Pokemon to do 75% damage that turn. Every move that causes flinching has a 100% chance of causing flinching. Fake Out still forces the target to skip its turn, but this is a special-casing effect. Shield Dust still blocks Fake Out's turn-skipping effect, as well as regular Flinching. This modified mechanic includes not only all moves but also added effects from items (eg King's Rock) or Abilities, (eg Stench) including being 100% reliable in all cases. Coded. Fully functional.
Infatuation causes the afflicted to do halved damage. No chance of missing a turn. Coded. Functions perfectly.
“Fully paralyzed” does not happen when Paralyzed. Paralysis lowers Evasion by 1 stage at the end of every turn instead. Paralysis still quarters Speed. Coded. Functions perfectly.
Freeze causes a Pokemon's Attack, Defense, Special Attack, Special Defense, and Speed to all lower at the end of every turn by one stage, if the Pokemon doesn't defrost. The Pokemon is free to act, however. Coded. Fully functional.
Pokemon may use Status moves while Asleep. (Rest will fail if used while Asleep) Coded. Fully functional.
Regular Poisoning inflicts 1/6th of maximum HP each turn. Coded. Fully functional.
Crit chance now works as: 0% chance with no boost, 25% chance with one stage increase, 50% chance from two stages of increase, and 100% chance from three stages of increase. Tentatively coded. I've only got a small sample size, and I'm not 100% sure that moves with no crit multiplier bonus are actually barred from critical hits, but so far I think the ratios are correct. Difficult to say for sure when randomness is so core to the issue.
In all cases where an additional type can be added by an effect, this will overwrite any existing added type, just as with Forest's Curse and Trick Or Treat overwriting each other.
Damaging moves no longer miss -when they fail their accuracy check, they instead “graze” the target for 25% of the damage they would have done and fail to activate any secondary effects that require they hit the target. (Knock Off won't remove items, nothing can inflict statuses, nothing can modify stats, etc, no matter what these secondary effects might be)
All trapping effects no longer prevent switching, including "pseudo"-trapping effects like Fire Spin. Instead, trapping effects cause the "trapped" Pokemon to lose 1/8th of its HP when switching. Trapping immunity in turn is protection from the trapping damage: Ghost types that switch out of Shadow Tag take no damage, anything with Shed Shell switching out of Magnet Pull etc takes no damage, etc. Magic Guard protects from this damage, too. Coded. Everything's done and works!
Moltres gains Well of Power as an Ability. Coded. Select Gale Wings in the teambuilder to give Moltres Well of Power.
Articuno gains Ice Age as an Ability. Coded. Select Snow Warning in the teambuilder to give Articuno Ice Age.
Zapdos gains Drizzle as an Ability. Coded. Functions perfectly.
Giratina-Altered Forme gains Distortion as an Ability. The Origin Forme it transforms into will still have Levitate. An implication of the mechanics is that Giratina-Altered Forme granted Distortion will have the effect end, transform back into their Altered Forme, trigger Distortion, and thus become Origin Forme again without interruption. Coded. Select Shadow Tag in the Teambuilder. (Currently does not restart Distortion World when switching back, but otherwise functions perfectly)
Gengar, Mismagius, Dusknoir, and Spiritomb all also gain Distortion as Abilities. Coded. Select Shadow Tag in the teambuilder. Functions perfectly.
Castform now has a Form for Sandstorm, which is Rock typed. Coded. Functions perfectly, albeit with no graphic.
Meloetta-Aria and Meloetta-Pirouetta both replace Serene Grace with Fluidity. Coded. Handled automatically by the code, no need for Teambuilder shenanigans.
Durant replaces Hustle with Adaptability. Coded.
Mega Beedrill replaces Adaptability with Hustle. Its base Speed is 105, but its Defense is 70 and its Special Defense 90. Coded.
Mega Gallade replaces Inner Focus with Moxie. Coded. Functions perfectly.
Mega Alakazam now has 75 base Defense, normalizing its Mega BST gain to be the usual +100. It replaces Trace with Transcendent. Coded. Functions perfectly.
Mega Steelix replaces Sand Force with Arena Trap. Coded. Functions perfectly.
Mega Sceptile replaces Lightning Rod with Multiscale. Coded. Functions perfectly.
Mega Abomasnow replaces Snow Warning with Ice Age. Coded. Functions perfectly.
Articuno gains Ice Age as an Ability. Coded. Select Snow Warning in the teambuilder to give Articuno Ice Age.
Zapdos gains Drizzle as an Ability. Coded. Functions perfectly.
Giratina-Altered Forme gains Distortion as an Ability. The Origin Forme it transforms into will still have Levitate. An implication of the mechanics is that Giratina-Altered Forme granted Distortion will have the effect end, transform back into their Altered Forme, trigger Distortion, and thus become Origin Forme again without interruption. Coded. Select Shadow Tag in the Teambuilder. (Currently does not restart Distortion World when switching back, but otherwise functions perfectly)
Gengar, Mismagius, Dusknoir, and Spiritomb all also gain Distortion as Abilities. Coded. Select Shadow Tag in the teambuilder. Functions perfectly.
Castform now has a Form for Sandstorm, which is Rock typed. Coded. Functions perfectly, albeit with no graphic.
Meloetta-Aria and Meloetta-Pirouetta both replace Serene Grace with Fluidity. Coded. Handled automatically by the code, no need for Teambuilder shenanigans.
Durant replaces Hustle with Adaptability. Coded.
Mega Beedrill replaces Adaptability with Hustle. Its base Speed is 105, but its Defense is 70 and its Special Defense 90. Coded.
Mega Gallade replaces Inner Focus with Moxie. Coded. Functions perfectly.
Mega Alakazam now has 75 base Defense, normalizing its Mega BST gain to be the usual +100. It replaces Trace with Transcendent. Coded. Functions perfectly.
Mega Steelix replaces Sand Force with Arena Trap. Coded. Functions perfectly.
Mega Sceptile replaces Lightning Rod with Multiscale. Coded. Functions perfectly.
Mega Abomasnow replaces Snow Warning with Ice Age. Coded. Functions perfectly.
Big Root doubles leeching efficiency. (Not above 100%) Coded.
Shell Bell restores the user's HP by 33% of the damage they dealt. Coded.
Expert Belt boosts the damage of the user's super effective moves by 50%. Coded.
Wide Lens increases accuracy by 20%. Coded.
Zoom Lens increases accuracy by 50%, if the user moves after the target. Coded.
Quick Claw causes the user to move first in their priority bracket on the first turn they are out. Coded. Functions perfectly.
Enigma Berry heals 75% of the consumer's health instead of 25%. Coded. Functions perfectly.
Shell Bell restores the user's HP by 33% of the damage they dealt. Coded.
Expert Belt boosts the damage of the user's super effective moves by 50%. Coded.
Wide Lens increases accuracy by 20%. Coded.
Zoom Lens increases accuracy by 50%, if the user moves after the target. Coded.
Quick Claw causes the user to move first in their priority bracket on the first turn they are out. Coded. Functions perfectly.
Enigma Berry heals 75% of the consumer's health instead of 25%. Coded. Functions perfectly.
Wide Guard blocks Teeter Dance and Dark Void. (And any future multiple-target Status moves) Coded. Functions perfectly.
Quick Guard is +4 priority. Coded. Functions perfectly.
Crafty Shield's effect lasts for three turns. Coded. Functions perfectly, though the display is unaltered.
Stealth Rock's base damage to switch-ins is 1/12th of their HP. It still scales that value based on the typing of enemy switch-ins. Rock types that switch in on active Stealth Rocks take no damage and clear the Stealth Rocks on their side of the field. Coded. Functions perfectly.
Misty Terrain halves the damage dealt by grounded Dragon type Pokemon. It also boosts the damage done by grounded Fairy typed Pokemon by 30%, regardless of the move used. It still prevents major status effects and converts Nature Power to Moon Blast. Coded. Functions perfectly.
Electric Terrain boosts the damage output of grounded Electric typed Pokemon by 30%. Additionally, it not only blocks Sleep but will awaken currently sleeping Pokemon, if they are grounded. It still converts Nature Power to Thunderbolt. Coded. Functions perfectly.
Grassy Terrain restores 1/8th of all grounded Pokemon's HP each turn, and boosts the damage done by grounded Grass typed Pokemon by 30%. It still converts Nature Power to Energy Ball and halves the damage dealt by Earthquake, Bulldoze, and Magnitude. Coded. Functions perfectly.
Phantom Force and Shadow Force have special interaction with the new “Distortion World” weather: they attack in one turn during it. Coded. Functions perfectly.
Sky Drop has 75 BP. Coded.
Razor Wind has 100 Accuracy, 120 BP, and Hazes the target on impact. Coded.
Sky Attack raises the user's Speed and Attack on the charge turn. On its damaging turn it has a 30% chance of Burning the target, instead of causing Flinching. It has 100 Accuracy. Coded. Functions perfectly.
Skull Bash harshly lowers the target's Defense on impact in addition to its normal effects. Coded.
Freeze Shock and Ice Burn both have an Accuracy of 100, 100 BP and are no longer two-turn moves, with Freeze Shock being super effective against Water and Ice Burn being super effective against Steel. They retain their respective side effects and chances of those occurring. Coded. No animation, but functions perfectly otherwise.
Guillotine skips Accuracy checks. If the target is asleep, it is KOed. If it is not asleep, the move fails. Guillotine respects immunities. It still fails against Sturdy Pokemon. -3 Priority. Coded. Functions perfectly.
Horn Drill skips Accuracy checks. If the target is Paralyzed, it is KOed. If it is not Paralyzed, the move fails. Horn Drill respects immunities. It still fails against Sturdy Pokemon. -3 Priority. Coded. Functions perfectly.
Fissure skips Accuracy checks. If the target is Paralyzed, it is KOed. If it is not Paralyzed, the move fails. Fissure respects immunities. It still fails against Sturdy Pokemon. -3 Priority. Coded. Functions perfectly.
Sheer Cold skips Accuracy checks. If the target is Frozen, it is KOed. If it is not Frozen, the move fails. Sheer Cold respects immunities. It still fails against Sturdy Pokemon. -3 Priority. Coded. Functions perfectly.
Blaze Kick is calculated as a Fire/Fighting move, as per Flying Press. Coded. Functions perfectly.
Sky Uppercut is neutrally effective against the Flying type. It has 100 Accuracy, but 70 BP. Coded. Functions perfectly.
Ion Deluge sets a field condition for 4 turns, converting Normal moves to Electric for the duration. Coded. Functions perfectly.
Detect harshly lowers the attacker's Speed if they used a Protectable move on the user (Contact is irrelevant), in addition to its existing effects. Coded. Functions perfectly.
Will O Wisp has 100 Accuracy. Coded.
Toxic has 100 Accuracy. Coded.
Leech Seed has 100 Accuracy. Coded.
Magma Storm is 80 BP, 100 Accuracy. Coded.
Poison Gas has 100 Accuracy. Coded.
Incinerate's BP is doubled if it destroys the target's item. It still only destroys Berries and Gems. Coded. Functions perfectly.
Bone Club, Bonemerang, and Bone Rush all ignore Ground immunity of any sort except Wonder Guard, and Bonemerang is Super Effective against Flying types. Bone Club also Smacks Down the target if applicable, instead of causing Flinching. They all have 100 Accuracy, but Bonemerang is only 45 BP. Coded. Appears to function perfectly. (Flinch chance removal for Bone Club is untested)
Present has a priority of +3. It targets a single adjacent Pokemon, and if the target uses a Status move after Present has been set, the target loses 50% of its health instead of using the move. Coded. Functions perfectly.
Outrage, Thrash, and Petal Dance do not lock the user into the move for 2-3 turns, nor do they Confuse the user. Instead they have 150 BP and lower the user's Defense, Special Defense, and Speed on impact. They have a base PP of 5. Coded. Function perfectly.
Rage is 80 BP, and is now a Dark move with 20 PP. On impact it raises the user's Attack one stage but lowers their Defense and Special Defense by one stage each. Coded. Functions perfectly.
Teleport switches the user to a chosen ally. This is a normal switch, not a Baton Pass. +1 priority. Coded. Functions perfectly.
Silver Wind, Ominous Wind, and Ancient Power all employ Focus Punch behavior (“[name] is preparing an untold power!”) and raise all five stats without fail on a successful hit. This includes that they are -4 priority. They cannot be called by Assist, Copycat, Sleep Talk, or Mirror Move. Coded. Function perfectly.
Endure raises the user's Speed by one stage every time the user is attacked during the effect. The rest of its behavior is unaltered. Coded. Functions perfectly.
Charge's “Charged” status persists indefinitely, rather than being expended when attacking with an Electric move. Coded. Functions perfectly, display issues aside.
Mud Sport and Water Sport add Ground typing and Water typing, respectively, to all Pokemon on the field. This can be a third type, though it will do nothing to Pokemon that already have the type being added. Coded. Functions perfectly.
Defog now bypasses Protect etc. Coded. Functions perfectly.
Quash has +1 priority. Coded.
Aromatic Mist raises Special Defense of the user and all their allies by one stage each. Coded. Untested, strictly speaking.
Acid is super effective against Steel type and has a 20% chance of lowering Special Defense one stage. It hits both adjacent opponents. 65 BP. Coded. Functions perfectly.
Acid Spray is super effective against Steel types and harshly lowers the target's Special Defense. Single target. Coded. Functions perfectly.
Hyper Beam, Giga Impact, Rock Wrecker, Roar of Time, Frenzy Plant, Blast Burn, and Hydro Cannon all have 100 Accuracy, and they all force-switch the target. Substitutes will block the force-switching, as with Dragon Tail and Circle Throw. They still have normal priority, and still force the user to recharge. Coded. Function perfectly.
Fire Spin, Clamp, Wrap, Bind, Whirlpool, and Sand Tomb all have 100 Accuracy. Coded.
Dream Eater is 120 BP. Coded.
Octazooka is 80 BP, 100 Accuracy, +1 priority, but harshly lowers the user's Special Attack. Coded. Functions perfectly.
Rock Slide is 70 BP, 100 Accuracy. Coded.
Self-Destruct is a Fire move with 180 BP. Explosion is unchanged. Coded. Functions perfectly.
Air Slash has 100 Accuracy. Coded.
Water Spout and Eruption cap at 140 BP. Coded.
Muddy Water has 80 Accuracy, 80 BP, and lowers Speed by one stage in Pokemon it hits. Coded.
Psycho Boost, Overheat, Draco Meteor, and Leaf Storm all have 100 Accuracy. Coded.
Wring Out is Grass typed. Coded. Functions perfectly.
Charge Beam has 100 Accuracy and its chance of raising Special Attack is 100%, but it has 40 BP. Coded. Tentatively functions perfectly.
Spacial Rend has 100 Accuracy. Coded.
Venom Drench sets a field condition that lasts five turns. At the end of each turn, all Pokemon suffering from Poison/Toxic lose one stage each in Attack, Special Attack, and Speed. Coded. Functions perfectly.
Night Daze has 100 Accuracy, 80 BP, and switches the user out on a successful hit instead of having a chance of lowering Accuracy. Coded. Functions perfectly. I am reasonably confident the Accuracy dropping effect has been removed, at this point.
Techno Blast is Steel-typed if no Drive is carried. It is otherwise unaltered. Coded. Functions perfectly.
Relic Song is now 60 BP and automatically inflicts “drowsiness” as per Yawn on hit enemies. Coded. Functions perfectly.
Belch has 100 Accuracy and 135 BP. Coded.
Parabolic Charge has 65 BP. Coded.
Mystical Fire lowers the target's Special Attack and Special Defense one stage each. Coded. Functions perfectly.
Drill Peck has an increased critical hit ratio. Coded. Tentatively functions perfectly.
Spike Cannon has +1 priority. Coded.
Dizzy Punch always Confuses the target and has 80 BP. Coded.
Crabhammer has 100 Accuracy. Coded.
Super Fang has 100 Accuracy. Coded.
Slash always crits, but has 65 BP. Coded.
Sacred Fire has 100 Accuracy. Coded.
Aeroblast has 100 Accuracy. Coded.
Dynamic Punch has 110 BP. Coded.
Rock Smash always lowers the target's Defense one stage. Coded. Tentatively functions perfectly.
Poison Fang additionally causes Flinching. Coded.
Meteor Mash has 100 Accuracy. Coded.
Poison Tail has 60 BP and a 30% chance of Poisoning the target. Coded.
Payback has 65 BP base. Coded. Functions perfectly.
Punishment's BP raises by 30 apiece instead of 20. Coded.
Thunder Fang, Ice Fang, and Fire Fang all have 100 Accuracy. Coded.
Zen Headbutt has 100 Accuracy. Coded.
Circle Throw and Dragon Tail skip Accuracy checks. Coded.
Drill Run has 100 Accuracy. Coded.
Razor Shell has 100 Accuracy and always lowers the target's Defense one stage. Coded.
Icicle Crash has 100 Accuracy, but 80 BP. Coded.
Flying Press has 100 Accuracy. Instead of being dual-typed, it is super effective against Bug, Grass, and Fighting types. Coded. Functions perfectly as far as I can tell.
Fell Stinger is +1 Priority, but 20 BP. Coded. Functions perfectly.
Play Rough is 100 Accuracy, 85 BP. Coded.
Diamond Storm always raises the user's Defense one stage if it hits and has 100 Accuracy. Coded.
Land's Wrath additionally resets the stats of Pokemon it hits, like Clear Smog. Coded. Functions perfectly.
Air Cutter has 100 Accuracy. Coded.
Mist Ball always lowers the target's Special Attack one stage. Coded.
Luster Purge always lowers the target's Special Defense one stage. Coded.
Hyper Voice has 100 BP. Coded.
Uproar can be used while asleep and has doubled BP when used from sleep. It no longer locks in the user but will still awaken all Pokemon (Including the user) and prevents Pokemon from falling asleep for the next three turns, including preventing Rest. Its BP is 80. Coded. Functions perfectly.
Snarl has 100 Accuracy. Coded.
Comet Punch has 100 Accuracy, 25 BP. (It's still a multi-hit move) Coded.
Mega Punch has 100 Accuracy, is +1 priority, and lowers the user's Defense and Special Defense one stage each. Coded. Functions perfectly.
Mega Kick has 100 Accuracy and is +1 priority, but the user is forced to recharge. Coded. Functions perfectly.
Crush Claw has 100 Accuracy and always lowers the target's Defense one stage. Coded.
Hyper Fang has 100 Accuracy and 100 BP. Coded.
Crush Grip's maximum BP is 150. Coded.
Swallow now restores 40%/60%/80% of the user's health based on Stockpile count, but does not consume Stockpiles. Coded. Functions perfectly.
Spit Up no longer consumes Stockpiles. The BP is 50/100/150 for 1/2/3 Stockpiles, respectively. Coded. Functions perfectly.
Curse now removes 1/3rd of a Ghost user's health rather than 1/2. Coded. Functions perfectly.
Sleep Talk will never call Status moves, and will simply fail if the user's movepool is nothing but Status moves. It also will no longer call Circle Throw or Dragon Tail. Coded. Status moves per se are giving me trouble.
Powder Snow now has a 30% chance to Freeze target. Coded. Functions perfectly.
New moves, sort of
Acid Injection: When Poison Jab is used by Beedrill or Mega Beedrill, it is a 100 BP move that is super effective against Steel types. Coded. Functions perfectly.
Quick Guard is +4 priority. Coded. Functions perfectly.
Crafty Shield's effect lasts for three turns. Coded. Functions perfectly, though the display is unaltered.
Stealth Rock's base damage to switch-ins is 1/12th of their HP. It still scales that value based on the typing of enemy switch-ins. Rock types that switch in on active Stealth Rocks take no damage and clear the Stealth Rocks on their side of the field. Coded. Functions perfectly.
Misty Terrain halves the damage dealt by grounded Dragon type Pokemon. It also boosts the damage done by grounded Fairy typed Pokemon by 30%, regardless of the move used. It still prevents major status effects and converts Nature Power to Moon Blast. Coded. Functions perfectly.
Electric Terrain boosts the damage output of grounded Electric typed Pokemon by 30%. Additionally, it not only blocks Sleep but will awaken currently sleeping Pokemon, if they are grounded. It still converts Nature Power to Thunderbolt. Coded. Functions perfectly.
Grassy Terrain restores 1/8th of all grounded Pokemon's HP each turn, and boosts the damage done by grounded Grass typed Pokemon by 30%. It still converts Nature Power to Energy Ball and halves the damage dealt by Earthquake, Bulldoze, and Magnitude. Coded. Functions perfectly.
Phantom Force and Shadow Force have special interaction with the new “Distortion World” weather: they attack in one turn during it. Coded. Functions perfectly.
Sky Drop has 75 BP. Coded.
Razor Wind has 100 Accuracy, 120 BP, and Hazes the target on impact. Coded.
Sky Attack raises the user's Speed and Attack on the charge turn. On its damaging turn it has a 30% chance of Burning the target, instead of causing Flinching. It has 100 Accuracy. Coded. Functions perfectly.
Skull Bash harshly lowers the target's Defense on impact in addition to its normal effects. Coded.
Freeze Shock and Ice Burn both have an Accuracy of 100, 100 BP and are no longer two-turn moves, with Freeze Shock being super effective against Water and Ice Burn being super effective against Steel. They retain their respective side effects and chances of those occurring. Coded. No animation, but functions perfectly otherwise.
Guillotine skips Accuracy checks. If the target is asleep, it is KOed. If it is not asleep, the move fails. Guillotine respects immunities. It still fails against Sturdy Pokemon. -3 Priority. Coded. Functions perfectly.
Horn Drill skips Accuracy checks. If the target is Paralyzed, it is KOed. If it is not Paralyzed, the move fails. Horn Drill respects immunities. It still fails against Sturdy Pokemon. -3 Priority. Coded. Functions perfectly.
Fissure skips Accuracy checks. If the target is Paralyzed, it is KOed. If it is not Paralyzed, the move fails. Fissure respects immunities. It still fails against Sturdy Pokemon. -3 Priority. Coded. Functions perfectly.
Sheer Cold skips Accuracy checks. If the target is Frozen, it is KOed. If it is not Frozen, the move fails. Sheer Cold respects immunities. It still fails against Sturdy Pokemon. -3 Priority. Coded. Functions perfectly.
Blaze Kick is calculated as a Fire/Fighting move, as per Flying Press. Coded. Functions perfectly.
Sky Uppercut is neutrally effective against the Flying type. It has 100 Accuracy, but 70 BP. Coded. Functions perfectly.
Ion Deluge sets a field condition for 4 turns, converting Normal moves to Electric for the duration. Coded. Functions perfectly.
Detect harshly lowers the attacker's Speed if they used a Protectable move on the user (Contact is irrelevant), in addition to its existing effects. Coded. Functions perfectly.
Will O Wisp has 100 Accuracy. Coded.
Toxic has 100 Accuracy. Coded.
Leech Seed has 100 Accuracy. Coded.
Magma Storm is 80 BP, 100 Accuracy. Coded.
Poison Gas has 100 Accuracy. Coded.
Incinerate's BP is doubled if it destroys the target's item. It still only destroys Berries and Gems. Coded. Functions perfectly.
Bone Club, Bonemerang, and Bone Rush all ignore Ground immunity of any sort except Wonder Guard, and Bonemerang is Super Effective against Flying types. Bone Club also Smacks Down the target if applicable, instead of causing Flinching. They all have 100 Accuracy, but Bonemerang is only 45 BP. Coded. Appears to function perfectly. (Flinch chance removal for Bone Club is untested)
Present has a priority of +3. It targets a single adjacent Pokemon, and if the target uses a Status move after Present has been set, the target loses 50% of its health instead of using the move. Coded. Functions perfectly.
Outrage, Thrash, and Petal Dance do not lock the user into the move for 2-3 turns, nor do they Confuse the user. Instead they have 150 BP and lower the user's Defense, Special Defense, and Speed on impact. They have a base PP of 5. Coded. Function perfectly.
Rage is 80 BP, and is now a Dark move with 20 PP. On impact it raises the user's Attack one stage but lowers their Defense and Special Defense by one stage each. Coded. Functions perfectly.
Teleport switches the user to a chosen ally. This is a normal switch, not a Baton Pass. +1 priority. Coded. Functions perfectly.
Silver Wind, Ominous Wind, and Ancient Power all employ Focus Punch behavior (“[name] is preparing an untold power!”) and raise all five stats without fail on a successful hit. This includes that they are -4 priority. They cannot be called by Assist, Copycat, Sleep Talk, or Mirror Move. Coded. Function perfectly.
Endure raises the user's Speed by one stage every time the user is attacked during the effect. The rest of its behavior is unaltered. Coded. Functions perfectly.
Charge's “Charged” status persists indefinitely, rather than being expended when attacking with an Electric move. Coded. Functions perfectly, display issues aside.
Mud Sport and Water Sport add Ground typing and Water typing, respectively, to all Pokemon on the field. This can be a third type, though it will do nothing to Pokemon that already have the type being added. Coded. Functions perfectly.
Defog now bypasses Protect etc. Coded. Functions perfectly.
Quash has +1 priority. Coded.
Aromatic Mist raises Special Defense of the user and all their allies by one stage each. Coded. Untested, strictly speaking.
Acid is super effective against Steel type and has a 20% chance of lowering Special Defense one stage. It hits both adjacent opponents. 65 BP. Coded. Functions perfectly.
Acid Spray is super effective against Steel types and harshly lowers the target's Special Defense. Single target. Coded. Functions perfectly.
Hyper Beam, Giga Impact, Rock Wrecker, Roar of Time, Frenzy Plant, Blast Burn, and Hydro Cannon all have 100 Accuracy, and they all force-switch the target. Substitutes will block the force-switching, as with Dragon Tail and Circle Throw. They still have normal priority, and still force the user to recharge. Coded. Function perfectly.
Fire Spin, Clamp, Wrap, Bind, Whirlpool, and Sand Tomb all have 100 Accuracy. Coded.
Dream Eater is 120 BP. Coded.
Octazooka is 80 BP, 100 Accuracy, +1 priority, but harshly lowers the user's Special Attack. Coded. Functions perfectly.
Rock Slide is 70 BP, 100 Accuracy. Coded.
Self-Destruct is a Fire move with 180 BP. Explosion is unchanged. Coded. Functions perfectly.
Air Slash has 100 Accuracy. Coded.
Water Spout and Eruption cap at 140 BP. Coded.
Muddy Water has 80 Accuracy, 80 BP, and lowers Speed by one stage in Pokemon it hits. Coded.
Psycho Boost, Overheat, Draco Meteor, and Leaf Storm all have 100 Accuracy. Coded.
Wring Out is Grass typed. Coded. Functions perfectly.
Charge Beam has 100 Accuracy and its chance of raising Special Attack is 100%, but it has 40 BP. Coded. Tentatively functions perfectly.
Spacial Rend has 100 Accuracy. Coded.
Venom Drench sets a field condition that lasts five turns. At the end of each turn, all Pokemon suffering from Poison/Toxic lose one stage each in Attack, Special Attack, and Speed. Coded. Functions perfectly.
Night Daze has 100 Accuracy, 80 BP, and switches the user out on a successful hit instead of having a chance of lowering Accuracy. Coded. Functions perfectly. I am reasonably confident the Accuracy dropping effect has been removed, at this point.
Techno Blast is Steel-typed if no Drive is carried. It is otherwise unaltered. Coded. Functions perfectly.
Relic Song is now 60 BP and automatically inflicts “drowsiness” as per Yawn on hit enemies. Coded. Functions perfectly.
Belch has 100 Accuracy and 135 BP. Coded.
Parabolic Charge has 65 BP. Coded.
Mystical Fire lowers the target's Special Attack and Special Defense one stage each. Coded. Functions perfectly.
Drill Peck has an increased critical hit ratio. Coded. Tentatively functions perfectly.
Spike Cannon has +1 priority. Coded.
Dizzy Punch always Confuses the target and has 80 BP. Coded.
Crabhammer has 100 Accuracy. Coded.
Super Fang has 100 Accuracy. Coded.
Slash always crits, but has 65 BP. Coded.
Sacred Fire has 100 Accuracy. Coded.
Aeroblast has 100 Accuracy. Coded.
Dynamic Punch has 110 BP. Coded.
Rock Smash always lowers the target's Defense one stage. Coded. Tentatively functions perfectly.
Poison Fang additionally causes Flinching. Coded.
Meteor Mash has 100 Accuracy. Coded.
Poison Tail has 60 BP and a 30% chance of Poisoning the target. Coded.
Payback has 65 BP base. Coded. Functions perfectly.
Punishment's BP raises by 30 apiece instead of 20. Coded.
Thunder Fang, Ice Fang, and Fire Fang all have 100 Accuracy. Coded.
Zen Headbutt has 100 Accuracy. Coded.
Circle Throw and Dragon Tail skip Accuracy checks. Coded.
Drill Run has 100 Accuracy. Coded.
Razor Shell has 100 Accuracy and always lowers the target's Defense one stage. Coded.
Icicle Crash has 100 Accuracy, but 80 BP. Coded.
Flying Press has 100 Accuracy. Instead of being dual-typed, it is super effective against Bug, Grass, and Fighting types. Coded. Functions perfectly as far as I can tell.
Fell Stinger is +1 Priority, but 20 BP. Coded. Functions perfectly.
Play Rough is 100 Accuracy, 85 BP. Coded.
Diamond Storm always raises the user's Defense one stage if it hits and has 100 Accuracy. Coded.
Land's Wrath additionally resets the stats of Pokemon it hits, like Clear Smog. Coded. Functions perfectly.
Air Cutter has 100 Accuracy. Coded.
Mist Ball always lowers the target's Special Attack one stage. Coded.
Luster Purge always lowers the target's Special Defense one stage. Coded.
Hyper Voice has 100 BP. Coded.
Uproar can be used while asleep and has doubled BP when used from sleep. It no longer locks in the user but will still awaken all Pokemon (Including the user) and prevents Pokemon from falling asleep for the next three turns, including preventing Rest. Its BP is 80. Coded. Functions perfectly.
Snarl has 100 Accuracy. Coded.
Comet Punch has 100 Accuracy, 25 BP. (It's still a multi-hit move) Coded.
Mega Punch has 100 Accuracy, is +1 priority, and lowers the user's Defense and Special Defense one stage each. Coded. Functions perfectly.
Mega Kick has 100 Accuracy and is +1 priority, but the user is forced to recharge. Coded. Functions perfectly.
Crush Claw has 100 Accuracy and always lowers the target's Defense one stage. Coded.
Hyper Fang has 100 Accuracy and 100 BP. Coded.
Crush Grip's maximum BP is 150. Coded.
Swallow now restores 40%/60%/80% of the user's health based on Stockpile count, but does not consume Stockpiles. Coded. Functions perfectly.
Spit Up no longer consumes Stockpiles. The BP is 50/100/150 for 1/2/3 Stockpiles, respectively. Coded. Functions perfectly.
Curse now removes 1/3rd of a Ghost user's health rather than 1/2. Coded. Functions perfectly.
Sleep Talk will never call Status moves, and will simply fail if the user's movepool is nothing but Status moves. It also will no longer call Circle Throw or Dragon Tail. Coded. Status moves per se are giving me trouble.
Powder Snow now has a 30% chance to Freeze target. Coded. Functions perfectly.
New moves, sort of
Acid Injection: When Poison Jab is used by Beedrill or Mega Beedrill, it is a 100 BP move that is super effective against Steel types. Coded. Functions perfectly.
Hustle raises Attack and Speed by 25%, but every move the Pokemon uses loses an additional PP per use. Coded. Functions perfectly, with thanks to AWailOfATail.
Rock Head additionally provides immunity to effects that punish contacting the enemy -the user will take no damage from Rough Skin, Iron Barbs, Flame Body, Poison Point, Static, Rocky Helmet, Spiky Shield, and Aftermath, will not lose Attack when making contact with King's Shield, will not become Infatuated when attacking an opponent with Cute Charm, nor affected by Effect Spore, nor lose Speed to Gooey, nor lose their item to Pickpocket, nor will they acquire a Sticky Barb when impacting an enemy holding one. Mummy is an exception, and will still replace Rock Head on contact. Coded. Functions perfectly.
Shed Skin always clears major status ailments and does so immediately, but lowers the user's Speed by one stage every time it does so. Coded. Functions perfectly.
Illuminate lowers enemy Evasion one stage when the user switches in or when the Ability is Traced. Coded. Functions perfectly.
Run Away protects the user from trapping damage and causes Pursuit to fail against the user. (Even if they aren't switching) Coded. Functions perfectly.
Big Pecks ignores enemy Attack increases in addition to its existing effect. Coded. Functions perfectly.
Battle Armor additionally clears hazards on switch-in, preventing the user from being affected by them. Coded. Functions perfectly.
Shell Armor additionally halves the damage the user takes on the first turn they are out. Coded. Functions perfectly.
Limber provides immunity to Paralysis and Speed reductions. Coded. Functions perfectly.
Magma Armor renders the user immune to being Frozen and to Water type moves. Coded. Functions perfectly.
Water Veil renders the user immune to Burn. Additionally, the user's Attack and Defense are increased by 50% in Rain. Coded. Functions perfectly.
Immunity provides immunity to Poison type moves in addition to rendering the user immune to the Poison and Toxic status effects. Coded. Functions perfectly.
Insomnia provides immunity to Sleep and Dark type moves. Coded. Functions perfectly.
Vital Spirit, in addition to providing immunity to Sleep, causes the user's Speed to rise sharply anytime any stat is lowered by an outside source. (Defiant, but for Speed) Coded. Functions perfectly.
Iron Fist causes “Fist” moves to always crit. This is in place of the damage increase. Coded. Functions perfectly.
Tough Claws increases the damage of contact moves by 20%, and causes contact moves to “trap” the target. Coded. Functions perfectly.
Reckless increases the priority of the user's recoil moves by +1. Coded. Functions perfectly.
Slow Start causes the user to miss their first turn on a fresh switch. No other effect. Coded. Functions perfectly. Note that you still use PP on the first move.
Defeatist halves the user's Speed when below half health in place of the damage halving. Coded. Functions perfectly.
Truant puts the user to Sleep for one turn immediately after taking action while awake. Coded. Functions perfectly.
Toxic Boost raises Attack and Speed by 50% when Poisoned. Coded. Functions perfectly.
Flare Boost raises Special Attack by 50% when Burned and the user heals 1/16th of their HP each turn when Burned instead of losing HP. Coded. Functions perfectly.
Marvel Scale raises Defense and Special Defense by 50% when afflicted with a major status ailment. Coded. Functions perfectly.
Quick Feet doubles Speed when afflicted with a major status ailment, instead of boosting it by 50%. Coded.
Grass Pelt doubles Defense and Special Defense in Grassy Terrain. Fire type moves do doubled damage to the user. Coded. Functions perfectly.
Air Lock clears the current weather and causes all moves and Abilities that activate any kind of weather to fail so long as Rayquaza is on the field. Coded. Functions perfectly.
Cloud Nine's behavior is unchanged -and thus different from Air Lock.
Forecast cannot be Traced, Role Played, Skill Swapped, suppressed or replaced by any other Ability, just like Multitype and Stance Change. Anytime it successfully sets weather, Castform gains +1 to Special Attack, Special Defense, and Speed. Coded. Functions perfectly.
Rain Dish renders the user immune to all secondary effects of moves if it is currently Raining, in addition to its end-of-turn healing. Coded. Functions perfectly.
Ice Body renders the user immune to all secondary effects of moves if it is currently Hailing (Including Ice Age), in addition to its end-of-turn healing. Coded. Functions perfectly.
Adaptability instead increases the damage the user deals with super effective hits by 50%. Coded. Functions perfectly.
Normalize instead causes the user's moves to have 100 BP. Coded. Functions perfectly.
Inner Focus protects the user from both the new Flinching effect and from Fake Out's turn-blocking effect. Coded. Functions perfectly.
Steadfast increases Speed and Attack by one stage each when the user flinches. Fake Out's effect does not count. Coded. Functions perfectly.
Weak Armor raises the user's Speed by 50% but reduces their Defense by 33%. Coded. Functions perfectly.
Heavy Metal raises the user's Attack and Defense by 50%, but halves its Speed, in addition to doubling its weight. Coded. Functions perfectly.
Light Metal doubles the user's Speed, but lowers its Attack and Defense by 33%, in addition to halving its weight. Coded. Functions perfectly.
Wonder Skin causers Status moves that target the user to fail and restore the user's health by 25% of their max HP. Coded. Functions perfectly.
Cheek Pouch causes the user to replace a used-up Berry when switching, in addition to its existing effect. Coded. Functions perfectly.
Heatproof renders the user immune to Fire moves and Burn damage (In the event they end up Burned) and their Defense and Special Defense rise one stage each when blocking a Fire move. Coded. Functions perfectly.
Leaf Guard prevents status effects and raises Defense and Special Defense by 50% when Sunny. Coded. Functions perfectly.
Justified causes the user to gain the “Justified” status when damaged by a Physical or Special Dark move, which increases Attack by 50%. The “Justified” status can be Baton Passed. Coded. Functions perfectly.
Victory Star's Accuracy increase is 20%. Coded.
Pixilate, Aerilate, and Refrigerate only boost affected moves by 20%. Coded.
Thick Fat renders the user immune to Hail in addition to its existing effects. Coded... and for some reason provides Leech Seed immunity? What?
Damp Hazes on switch-in. Coded. Functions perfectly.
Flame Body punishes contact with damage, using Fire typing to define effectiveness. Neutral effectiveness is 1/8th. Coded. Functions perfectly.
Static punishes contact with damage, using Electric typing to define effectiveness. Neutral effectiveness is 1/8th. Coded. Functions perfectly.
Poison Point punishes contact with damage, using Poison typing to define effectiveness. Neutral effectiveness is 1/8th. Coded. Functions perfectly.
Iron Barbs now scales damage using Steel typing to define effectiveness. Neutral effectiveness is still 1/8th. Coded. Functions perfectly.
Rough Skin now scales damage using Dark typing to define effectiveness. Neutral effectiveness is still 1/8th. Coded. Functions perfectly.
Sticky Hold additionally causes the user's contact moves to trap the target. Coded. Functions perfectly.
Zen Mode causes Darmanitan to enter its Zen Mode Form anytime it is asleep, and allows Darmanitan to use Special moves while asleep -Physical moves being selected will cause it to do nothing while sleeping as normal. When Darmanitan wakes up it immediately exits its Zen Mode Form. Coded. Functions perfectly.
Anger Point raises the user's Attack and Speed one stage each when hit with a psychological effect. (Same list that Aroma Veil blocks/clears) Coded. Functions perfectly.
Snow Cloak sets a Substitute for free at the end of any turn it is Hailing or Ice Age is in effect. Coded. Functions perfectly.
Sand Veil sets a Substitute for free at the end of any turn Sandstorm is in effect. Coded. Functions perfectly.
Pressure applies its effect to any move any enemy Pokemon uses while the user is on the field, regardless of targeting.
Healer Heal Bells the user's team on switch-in. (Not affected by Soundproof) Coded. Functions perfectly, aside from a harmless error message.
Cute Charm triggers every time it can trigger. Coded.
New Abilities
Well of Power: The user executes two-turn moves in one turn, in the same way as a Power Herb. (eg Skull Bash increases the user's Defense and then attacks in the same turn turn) Coded. Functions perfectly.
Distortion: The user sets the Distortion World weather (ie it conflicts with other weathers) for five turns on entering the field or acquiring the Ability. While “Distortion World” is up Giratina shifts to its Origin Forme (Regardless of whether it is holding the Griseous Orb or not), Phantom Force and Shadow Force skip their charge turn, and non-Ghosts are treated as having Contrary for the duration of the effect. (Ghosts behave normally with respect to boosting) Coded. Functions perfectly.
Fluidity: Cannot be Traced, Role Played, Skill Swapped, suppressed, or replaced. Only works for Meloetta-Aria and Meloetta-Pirouette. Aria Forme automatically switches to Pirouette Forme when employing a Physical attacking move before executing the attack, while Pirouette Forme automatically switches to Aria Forme when employing a Special attacking move before executing the attack. Coded. Functions perfectly.
Ice Age: So long as the user is on the field, a weather called Ice Age is in effect. Ice Age is identical to Hail, except that Ice type Pokemon lose all their weaknesses, like Delta Stream. It works identically to the Primordial weather Abilities in terms of blocking “lesser” weathers, lasting as long as the user is on the field, etc. The user is immune to Ice Age's damage. Coded. Functions perfectly.
Transcendent: Moves with increased priority fail so long as the user is on the field. This includes Prankster-ed moves and Pursuit when it punishes a switch, as well as support moves like Protect and Helping Hand. Coded. Functions perfectly.
Rock Head additionally provides immunity to effects that punish contacting the enemy -the user will take no damage from Rough Skin, Iron Barbs, Flame Body, Poison Point, Static, Rocky Helmet, Spiky Shield, and Aftermath, will not lose Attack when making contact with King's Shield, will not become Infatuated when attacking an opponent with Cute Charm, nor affected by Effect Spore, nor lose Speed to Gooey, nor lose their item to Pickpocket, nor will they acquire a Sticky Barb when impacting an enemy holding one. Mummy is an exception, and will still replace Rock Head on contact. Coded. Functions perfectly.
Shed Skin always clears major status ailments and does so immediately, but lowers the user's Speed by one stage every time it does so. Coded. Functions perfectly.
Illuminate lowers enemy Evasion one stage when the user switches in or when the Ability is Traced. Coded. Functions perfectly.
Run Away protects the user from trapping damage and causes Pursuit to fail against the user. (Even if they aren't switching) Coded. Functions perfectly.
Big Pecks ignores enemy Attack increases in addition to its existing effect. Coded. Functions perfectly.
Battle Armor additionally clears hazards on switch-in, preventing the user from being affected by them. Coded. Functions perfectly.
Shell Armor additionally halves the damage the user takes on the first turn they are out. Coded. Functions perfectly.
Limber provides immunity to Paralysis and Speed reductions. Coded. Functions perfectly.
Magma Armor renders the user immune to being Frozen and to Water type moves. Coded. Functions perfectly.
Water Veil renders the user immune to Burn. Additionally, the user's Attack and Defense are increased by 50% in Rain. Coded. Functions perfectly.
Immunity provides immunity to Poison type moves in addition to rendering the user immune to the Poison and Toxic status effects. Coded. Functions perfectly.
Insomnia provides immunity to Sleep and Dark type moves. Coded. Functions perfectly.
Vital Spirit, in addition to providing immunity to Sleep, causes the user's Speed to rise sharply anytime any stat is lowered by an outside source. (Defiant, but for Speed) Coded. Functions perfectly.
Iron Fist causes “Fist” moves to always crit. This is in place of the damage increase. Coded. Functions perfectly.
Tough Claws increases the damage of contact moves by 20%, and causes contact moves to “trap” the target. Coded. Functions perfectly.
Reckless increases the priority of the user's recoil moves by +1. Coded. Functions perfectly.
Slow Start causes the user to miss their first turn on a fresh switch. No other effect. Coded. Functions perfectly. Note that you still use PP on the first move.
Defeatist halves the user's Speed when below half health in place of the damage halving. Coded. Functions perfectly.
Truant puts the user to Sleep for one turn immediately after taking action while awake. Coded. Functions perfectly.
Toxic Boost raises Attack and Speed by 50% when Poisoned. Coded. Functions perfectly.
Flare Boost raises Special Attack by 50% when Burned and the user heals 1/16th of their HP each turn when Burned instead of losing HP. Coded. Functions perfectly.
Marvel Scale raises Defense and Special Defense by 50% when afflicted with a major status ailment. Coded. Functions perfectly.
Quick Feet doubles Speed when afflicted with a major status ailment, instead of boosting it by 50%. Coded.
Grass Pelt doubles Defense and Special Defense in Grassy Terrain. Fire type moves do doubled damage to the user. Coded. Functions perfectly.
Air Lock clears the current weather and causes all moves and Abilities that activate any kind of weather to fail so long as Rayquaza is on the field. Coded. Functions perfectly.
Cloud Nine's behavior is unchanged -and thus different from Air Lock.
Forecast cannot be Traced, Role Played, Skill Swapped, suppressed or replaced by any other Ability, just like Multitype and Stance Change. Anytime it successfully sets weather, Castform gains +1 to Special Attack, Special Defense, and Speed. Coded. Functions perfectly.
Rain Dish renders the user immune to all secondary effects of moves if it is currently Raining, in addition to its end-of-turn healing. Coded. Functions perfectly.
Ice Body renders the user immune to all secondary effects of moves if it is currently Hailing (Including Ice Age), in addition to its end-of-turn healing. Coded. Functions perfectly.
Adaptability instead increases the damage the user deals with super effective hits by 50%. Coded. Functions perfectly.
Normalize instead causes the user's moves to have 100 BP. Coded. Functions perfectly.
Inner Focus protects the user from both the new Flinching effect and from Fake Out's turn-blocking effect. Coded. Functions perfectly.
Steadfast increases Speed and Attack by one stage each when the user flinches. Fake Out's effect does not count. Coded. Functions perfectly.
Weak Armor raises the user's Speed by 50% but reduces their Defense by 33%. Coded. Functions perfectly.
Heavy Metal raises the user's Attack and Defense by 50%, but halves its Speed, in addition to doubling its weight. Coded. Functions perfectly.
Light Metal doubles the user's Speed, but lowers its Attack and Defense by 33%, in addition to halving its weight. Coded. Functions perfectly.
Wonder Skin causers Status moves that target the user to fail and restore the user's health by 25% of their max HP. Coded. Functions perfectly.
Cheek Pouch causes the user to replace a used-up Berry when switching, in addition to its existing effect. Coded. Functions perfectly.
Heatproof renders the user immune to Fire moves and Burn damage (In the event they end up Burned) and their Defense and Special Defense rise one stage each when blocking a Fire move. Coded. Functions perfectly.
Leaf Guard prevents status effects and raises Defense and Special Defense by 50% when Sunny. Coded. Functions perfectly.
Justified causes the user to gain the “Justified” status when damaged by a Physical or Special Dark move, which increases Attack by 50%. The “Justified” status can be Baton Passed. Coded. Functions perfectly.
Victory Star's Accuracy increase is 20%. Coded.
Pixilate, Aerilate, and Refrigerate only boost affected moves by 20%. Coded.
Thick Fat renders the user immune to Hail in addition to its existing effects. Coded... and for some reason provides Leech Seed immunity? What?
Damp Hazes on switch-in. Coded. Functions perfectly.
Flame Body punishes contact with damage, using Fire typing to define effectiveness. Neutral effectiveness is 1/8th. Coded. Functions perfectly.
Static punishes contact with damage, using Electric typing to define effectiveness. Neutral effectiveness is 1/8th. Coded. Functions perfectly.
Poison Point punishes contact with damage, using Poison typing to define effectiveness. Neutral effectiveness is 1/8th. Coded. Functions perfectly.
Iron Barbs now scales damage using Steel typing to define effectiveness. Neutral effectiveness is still 1/8th. Coded. Functions perfectly.
Rough Skin now scales damage using Dark typing to define effectiveness. Neutral effectiveness is still 1/8th. Coded. Functions perfectly.
Sticky Hold additionally causes the user's contact moves to trap the target. Coded. Functions perfectly.
Zen Mode causes Darmanitan to enter its Zen Mode Form anytime it is asleep, and allows Darmanitan to use Special moves while asleep -Physical moves being selected will cause it to do nothing while sleeping as normal. When Darmanitan wakes up it immediately exits its Zen Mode Form. Coded. Functions perfectly.
Anger Point raises the user's Attack and Speed one stage each when hit with a psychological effect. (Same list that Aroma Veil blocks/clears) Coded. Functions perfectly.
Snow Cloak sets a Substitute for free at the end of any turn it is Hailing or Ice Age is in effect. Coded. Functions perfectly.
Sand Veil sets a Substitute for free at the end of any turn Sandstorm is in effect. Coded. Functions perfectly.
Pressure applies its effect to any move any enemy Pokemon uses while the user is on the field, regardless of targeting.
Healer Heal Bells the user's team on switch-in. (Not affected by Soundproof) Coded. Functions perfectly, aside from a harmless error message.
Cute Charm triggers every time it can trigger. Coded.
New Abilities
Well of Power: The user executes two-turn moves in one turn, in the same way as a Power Herb. (eg Skull Bash increases the user's Defense and then attacks in the same turn turn) Coded. Functions perfectly.
Distortion: The user sets the Distortion World weather (ie it conflicts with other weathers) for five turns on entering the field or acquiring the Ability. While “Distortion World” is up Giratina shifts to its Origin Forme (Regardless of whether it is holding the Griseous Orb or not), Phantom Force and Shadow Force skip their charge turn, and non-Ghosts are treated as having Contrary for the duration of the effect. (Ghosts behave normally with respect to boosting) Coded. Functions perfectly.
Fluidity: Cannot be Traced, Role Played, Skill Swapped, suppressed, or replaced. Only works for Meloetta-Aria and Meloetta-Pirouette. Aria Forme automatically switches to Pirouette Forme when employing a Physical attacking move before executing the attack, while Pirouette Forme automatically switches to Aria Forme when employing a Special attacking move before executing the attack. Coded. Functions perfectly.
Ice Age: So long as the user is on the field, a weather called Ice Age is in effect. Ice Age is identical to Hail, except that Ice type Pokemon lose all their weaknesses, like Delta Stream. It works identically to the Primordial weather Abilities in terms of blocking “lesser” weathers, lasting as long as the user is on the field, etc. The user is immune to Ice Age's damage. Coded. Functions perfectly.
Transcendent: Moves with increased priority fail so long as the user is on the field. This includes Prankster-ed moves and Pursuit when it punishes a switch, as well as support moves like Protect and Helping Hand. Coded. Functions perfectly.
This is not a community project, though that doesn't mean I won't take into account feedback.
The meta is almost completely coded. (Much thanks to AWailOfATail for their help!) I'm still uncertain how to go about implementing the "grazing" mechanic, and Mummy not affecting Fluidity and Forecast is still not implemented -Mummy failing on Multitype and Stance Change is implemented in the Battle Engine itself, which makes it tricky to figure out.
This is the first generation of the code.
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