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- Contact - The move makes physical contact with the target.
- CanProtect - The target can use Protect or Detect to protect itself from the move.
- CanMirrorMove - The move can be copied by Mirror Move.
- ThawsUser - If the user is frozen, the move will thaw it out before it is used.
- HighCriticalHitRate - The move has a high critical hit rate.
- Biting - The move is a biting move (powered up by the ability Strong Jaw).
- Punching - The move is a punching move (powered up by the ability Iron Fist).
- Sound - The move is a sound-based move.
- Powder - The move is a powder-based move (Grass-type Pokémon are immune to them).
- Pulse - The move is a pulse-based move (powered up by the ability Mega Launcher).
- Bomb - The move is a bomb-based move (resisted by the ability Bulletproof).
- Dance - The move is a dance move (repeated by the ability Dancer).
- CannnotMetronome - This move cannot be used by the move Metronome. Used for signature moves that are intended to remain exclusive to their associated Pokémon.
- TramplesMinimize - This move deals double damage to Pokémon that used Minimize at least once during their stay in the battle. Gen 6+: also skips all accuracy and evasion checks.
- #Aura Blade - 60bp, physical, works like hidden power
- #De-Evolution Beam - -BP, status, fails if already affected/no prevo. could look at how transform works for an idea. wears off after 2 #turns or on switching out
- #inverse room - room move that makes inverse battle
- #mirror room - room move that swaps side effect (entry hazards, pledge moves, etc)
- #play dead - stat move with extra priority like protect. will appear to faint, but will actually be revived when switch out. team #preview will continue to reflect this - not sure how easy that'd be to code... fails with no teammates, naturally
- #rainbow wave - 65bp, special, always super-effective
- #timeout - special, base power is 10 x the current hour
- #training room - room move that doubles exp yield
- #type swap - trades types with target
- #bug swarm - bug, 65, physical, beat up but only for bug-types
- #hell swarm - bug, 120, special, megahorn special counterpart, possible confusion
- #pester - bug, 45, physical, bug version of pursuit but deals double damage to incoming opponent instead
- #pollinate - bug, 70, special, has a chance of sprouting leech seed (doesn't mention if it's one target or multiple)
- #silk screem - status, raises defense and special defense
- #black hole - 100, special, dark, doesn't miss
- #nitpick - taunt variant where target can only use moves of its type
- #sidestep - dark, 60, physical, vanishes first turn and attacks an inactive pokemon on the enemy team second turn
- #trash talk - dark status move that makes the pokemon disobedient. fails on wild pokemon. (should friendship be a factor?)
- #vendetta - dark, 70, physical. works like rage, but multiplier is lower (and i think increases when hit?)
- #domination - dragon status, lowers atk and special attack (a roar, so probably affect all foes, sound-based)
- #dragon lance - dragon physical 90, 4x damage on dragon-types (that might bea bit op)
- #dragon lash/lash out - dragon physical 50, guaranteed hit if confused and does double damage
- #Lurk - Dragon/Status/Self Target - next attack 3x damage, fails if user hit while lurking
- #Storm Rise - Dragon/Status/Self Target - cures sleep, raises sp atk and speed, only works when asleep like snore
- #Didn't mention how many stages this would be by.
- #Not sure how Snatch should interact with this
- #Should maybe be added to Metronome blacklist
- #Not positive the waking up works.
- [STORMRISE]
- Name = Storm Rise
- Type = DRAGON
- Category = Status
- TotalPP =
- Target = Self
- FunctionCode = RaiseUserSpAtk1Speed1FailsIfUserNotAsleep
- Flags =
- Description =
- #===============================================================================
- # Increases the user's Sp. Attack and Speed by 1 stage each, and wakes the user.
- # Fails if the user is not asleep. (Storm Rise)
- #===============================================================================
- class Battle::Move::RaiseUserSpAtk1Speed1FailsIfUserNotAsleep < Battle::Move::MultiStatUpMove
- def usableWhenAsleep?; return true; end
- def initialize(battle, move)
- super
- @statUp = [:SPECIAL_ATTACK, 1, :SPEED, 1]
- end
- def pbMoveFailed?(user, targets)
- if !user.asleep?
- @battle.pbDisplay(_INTL("But it failed!"))
- return true
- end
- return false
- end
- def pbEffectGeneral(user)
- super
- user.pbCureStatus(false)
- @battle.pbDisplay(_INTL("{1} woke up!", user.pbThis))
- end
- end
- #Chain Bolt - Electric/Special/Power varies - hits up to three times, targets foes at random - first takes 30, next 40, last 50. if only one target can be hit, takes all 3
- #EMP Field - Electric/Status/affects field - moves learned by TM/HM can't be used. (what if can be learned via level-up?)
- #Ion Beam - Electric/Special/70 - SE on ground-types
- #Needs beam flag
- #Took accuracy and PP from Freeze-Dry
- #Freeze-Dry also has a chance of freezing - not sure if paralysis should be included. I left it out for balance.
- [IONBEAM]
- Name = Ion Beam
- Type = ELECTRIC
- Category = Special
- Power = 70
- Accuracy = 100
- TotalPP = 20
- Target = NearOther
- FunctionCode = SuperEffectiveAgainstGround
- Flags = CanProtect,CanMirrorMove
- Description = Is super-effective on Ground types.
- #===============================================================================
- # Effectiveness against Ground-type is 2x. (Ion Beam)
- #===============================================================================
- class Battle::Move::SuperEffectiveAgainstGround< Battle::Move
- def pbCalcTypeModSingle(moveType, defType, user, target)
- return Effectiveness::SUPER_EFFECTIVE_ONE if defType == :GROUND
- return super
- end
- end
- #Jump Start - Electric/Status/targets any pokemon like heal pulse - heals the target based on how much you mash A button
- #Short Circuit - Electric/Special/150 - electric-type burnup counterpart (unless move was charged turn before?)
- #Stun Gun - Electric/Special/60 - chance to disable enemy's last used move
- [STUNGUN]
- Name = Stun Gun
- Type = ELECTRIC
- Category = Special
- Power = 60
- Accuracy =
- TotalPP =
- Target =
- FunctionCode =
- Flags = CanProtect,CanMirrorMove
- Description =
- #Should it count as a bomb move to be blocked by bulletproof?
- #Glitz Blitz - Fairy-type Close Combat
- [GLITZBLITZ]
- Name = Glitz Blitz
- Type = FAIRY
- Category = Physical
- Power = 120
- Accuracy = 100
- TotalPP = 5
- Target = NearOther
- FunctionCode = LowerUserDefSpDef1
- Flags = Contact,CanProtect,CanMirrorMove
- Description = Becoming pure cosmic energy, the user rushes at the target like a shooting star. It also cuts the user's Defense and Sp. Def.
- #Hip Hooray - Fairy-type triple kick that has chance to cause encore. need to write note abt power and encore effect in desc, need to make new function code. the video desc said "bumps into opponent", which would seem physical, but it's listed as special?
- [HIPHOORAY]
- Name = Hip Hooray
- Type = FAIRY
- Category = Special
- Power = 10
- Accuracy = 90
- TotalPP = 10
- Target = NearOther
- FunctionCode = HitThreeTimesPowersUpWithEachHit
- Flags = Contact,CanProtect,CanMirrorMove
- Description = The user bumps into the opponent three times while doing a cheer routine.
- #Moonhammer - Depletes 1PP from target's last-used move
- [MOONHAMMER]
- Name = Moonhammer
- Type = FAIRY
- Category = Physical
- Power = 100
- Accuracy =
- TotalPP =
- Target = NearOther
- FunctionCode =
- Flags =
- Description = The user forms a glowing white hammer made out of moon energy.
- #Peekaboo - Fairy-type special priority move.
- [PEEKABOO]
- Name = Peekaboo
- Type = FAIRY
- Category = Special
- Power = 40
- Accuracy = 100
- TotalPP = 30
- Target = NearOther
- Priority = 1
- FunctionCode = None
- Flags = CanProtect,CanMirrorMove
- Description =
- #Pixel Wave - Fairy-type Dragon Wave
- [PIXELWAVE]
- Name = Pixel Wave
- Type = FAIRY
- Category = Special
- Power = 1
- Accuracy = 100
- TotalPP = 10
- Target = NearOther
- FunctionCode = FixedDamage40
- Flags = CanProtect,CanMirrorMove
- Description = This attack hits the target with a wave of pixie energy. This attack always inflicts 40 HP damage.
- #Play Tag - Opposite gender has chance of being attracted, same gender, user switches out, target may flinch
- [PLAYTAG]
- Name = Play Tag
- Type = FAIRY
- Category = Special
- Power = 65
- Accuracy =
- TotalPP =
- Target = NearOther
- FunctionCode =
- Flags =
- Description =
- #Replenish - Restores 3PP to one of user's moves. Needs to be added to Snatch
- [REPLENISH]
- Name = Replenish
- Type = FAIRY
- Category = Status
- Accuracy = 0
- TotalPP = 10
- Target = User
- FunctionCode =
- Description =
- #Ring Around - Traps the target with a special status. Rather than dealing damage, reduces Sp Atk each turn.
- [RINGAROUND]
- Name = Ring Around
- Type = FAIRY
- Category = Status
- Accuracy =
- TotalPP =
- Target = NearOther
- FunctionCode =
- Flags =
- Description =
- #Haymaker - May make foe fall asleep if it hits, but if it misses, user's evasion sharply falls.
- [HAYMAKER]
- Name = Haymaker
- Type = FIGHTING
- Category = Physical
- Power = 85
- Accuracy =
- TotalPP =
- Target = NearOther
- FunctionCode =
- Flags =
- Description = The user lets down its guard to throw a wild punch.
- #No Sweat - Description given was all Substitube said - dunno if "debuffs" includes like Disable, how much to lower Sp Def, etc.
- [NOSWEAT]
- Name = No Sweat
- Type = FIGHTING
- Category = Status
- Accuracy = 0
- TotalPP =
- Target = User
- FunctionCode =
- Flags =
- Description = The user powers through its injuries, overcoming status ailments and debuffs by lowering its own Special Defense.
- #Perservere - One of the user's other moves is used at +1 priority, and the user faints immediately after
- [PERSEVERSE]
- Name = Persevere
- Type = FIGHTING
- Category = Status
- Accuracy = 0
- TotalPP =
- Target = User
- FunctionCode =
- Flags =
- Description =
- #Hardboil - Fire move SE against Water
- [HARDBOIL]
- Name = Hardboil
- Type = FIRE
- Category = Special
- Power = 70
- Accuracy = 100
- TotalPP = 20
- Target = NearOther
- FunctionCode = SuperEffectiveAgainstWater
- Flags =
- Description =
- class Battle::Move::SuperEffectiveAgainstWater < Battle::Move
- def pbCalcTypeModSingle(moveType, defType, user, target)
- return Effectiveness::SUPER_EFFECTIVE_ONE if defType == :WATER
- return super
- end
- end
- #Heat Vision - Should have beam flag, should it be able to hit long-range foes in triple battles?
- [HEATVISION]
- Name = Heat Vision
- Type = FIRE
- Category = Special
- Power = 100
- Accuracy = 0
- TotalPP =
- Target = NearOther
- FunctionCode =
- Flags =
- Description = This attack never misses.
- #Immolate - Sets the user on fire and burns it, overriding any other non-volatile status effects. Fire-types won't be affected by the usual negative effects of a burn.
- [IMMOLATE]
- Name = Immolate
- Type = FIRE
- Category = Status
- Accuracy = 0
- TotalPP =
- Target = User
- FunctionCode =
- Flags =
- Description =
- #Night Breeze - Target may freeze if it's night. Needs wind flag. Unclear if it'd affect multiple foes or just one.
- [NIGHTBREEZE]
- Name = Night Breeze
- Type = FLYING
- Category = Special
- Power = 70
- Accuracy =
- TotalPP =
- Target = NearOther
- FunctionCode =
- Flags =
- Description =
- #Nose Dive - Flying-type counterpart to Flame Charge
- [NOSEDIVE]
- Name = Nose Dive
- Type = FLYING
- Category = Physical
- Power = 65
- Accuracy = 100
- TotalPP = 20
- Target = NearOther
- FunctionCode = RaiseUserSpeed1
- Flags = Contact,CanProtect,CanMirrorMove
- EffectChance = 100
- Description =
- #Tunnel Wind - Traps the target and lowers Speed each turn.
- [TUNNELWIND]
- Name = Tunnel Wind
- Type = FLYING
- Category = Status
- Accuracy =
- TotalPP =
- Target = NearOther
- Flags =
- Description =
- #Exorcism - Chance of disabling target
- [EXORCISM]
- Name = Exorcism
- Type = GHOST
- Category = Special
- Power = 65
- Accuracy =
- TotalPP =
- Target = NearOther
- Flags = CanProtect,CanMirrorMove
- Description =
- #Fog - Creates fog on the field
- [FOG]
- Name = Fog
- Type = GHOST
- Category = Status
- Accuracy = 0
- TotalPP = 5
- Target = BothSides
- FunctionCode =
- Description =
- #Ghoul Breath - Reduced priority, "phases out opponent"? Still not understanding what he means by that
- [GHOULBREATH]
- Name = Ghoul Breath
- Type = GHOST
- Category = Special
- Power = 70
- Accuracy =
- TotalPP =
- Target = NearOther
- FunctionCode =
- Flags = CanProtect,CanMirrorMove
- Description =
- #Phase Shift - Raises evasion on hit. Passes through solid surfaces - should it get through protect, or is that OP?
- [PHASESHIFT]
- Name = Phase Shift
- Type = GHOST
- Category = Special
- Power = 50
- Accuracy =
- TotalPP =
- Target = NearOther
- Flags = CanProtect,CanMirrorMove
- Description =
- #Poltergeist - This was before the canon move, not sure what to rename. Base power +10 for each fallen ally.
- [POLTERGEIST]
- Name = Poltergeist
- Type = GHOST
- Category = Physical
- Power = 70
- Accuracy =
- TotalPP =
- Target = NearOther
- FunctionCode =
- Flags = CanProtect,CanMirrorMove
- Description =
- #Reaper Mark - Ghost-type Leech Seed
- [REAPERMARK]
- Name = Reaper Mark
- Type = GHOST
- Category = Status
- Accuracy = 90
- TotalPP = 10
- Target = NearOther
- FunctionCode =
- Flags = CanProtect,CanMirrorMove
- Description = It steals some HP from the target every turn.
- #Sacrifice - Reduced-priority move, user faints and ally is revived with 1/2HP. Should it be affected by Snatch?
- [SACRIFICE]
- Name = Sacrifice
- Type = GHOST
- Category = Status
- Accuracy = 0
- TotalPP =
- Target = User
- FunctionCode =
- Flags =
- Description =
- #Summon Ritual - User transforms into fainted ally. Should it be affected by Snatch?
- [SUMMONRITUAL]
- Name = Summon Ritual
- Type = GHOST
- Category = Status
- Accuracy = 0
- TotalPP =
- Target = User
- FunctionCode =
- Flags =
- Description =
- #Grasscutter - Double damage on Grassy Terrain. (He said "in tall grass", but Grassy Terrain makes more sense? Environment-based or terrain based...)
- [GRASSCUTTER]
- Name = Grasscutter
- Type = GRASS
- Category = Physical
- Power = 55
- Accuracy =
- TotalPP =
- Target = NearOther
- FunctionCode =
- Flags = CanProtect,CanMirrorMove
- Description =
- #Hook Vine - Target will take extra damage if they switch out
- [HOOKVINE]
- Name = Hook Vine
- Type = GRASS
- Category = Physical
- Power = 60
- Accuracy =
- TotalPP =
- Target = NearOther
- FunctionCode =
- Flags = CanProtect,CanMirrorMove
- Description =
- #Psychoherb - Chance to confuse.
- [PSYCHOHERB]
- Name = Psychoherb
- Type = GRASS
- Category = Special
- Power = 100
- Accuracy =
- TotalPP =
- Target = NearOther
- FunctionCode =
- Flags = CanProtect,CanMirrorMove
- Description =
- #Timberfall - Grass-type counterpart to rollout. Should it still make contact? In this version, they're rolling on a log. Desc should be rewritten.
- [TIMBERFALL]
- Name = Timberfall
- Type = GRASS
- Category = Physical
- Power = 30
- Accuracy = 90
- TotalPP = 20
- Target = NearOther
- FunctionCode = MultiTurnAttackPowersUpEachTurn
- Flags = Contact,CanProtect,CanMirrorMove
- Description = The user continually rolls into the target over five turns. It becomes stronger each time it hits.
- #Devastation - Occurs three turns in the future, like future sight. Should it still affect the whole area like Earthquake?
- [DEVASTATION]
- Name = Devastation
- Type = GROUND
- Category = Special
- Power = 130
- Accuracy =
- TotalPP =
- Target =
- FunctionCode =
- Flags =
- Description =
- #Landslide - Ground-type Rock Slide. Desc needs to be updated.
- [LANDSLIDE]
- Name = Landslide
- Type = GROUND
- Category = Physical
- Power = 75
- Accuracy = 90
- TotalPP = 10
- Target = AllNearFoes
- FunctionCode = FlinchTarget
- Flags = CanProtect,CanMirrorMove
- EffectChance = 30
- Description = It may also make the targets flinch.
- #Pitfall - Target is treated like they used Dig until they use their next move. Ground-types not affected.
- [PITFALL]
- Name = Pitfall
- Type = GROUND
- Category = Status
- Accuracy =
- TotalPP =
- Target = NearOther
- FunctionCode =
- Flags = CanProtect,CanMirrorMove
- Description =
- #Stampede - Weaker version of Bonemerang given to more mons. Should PP be increased? Should it make contact?
- [STAMPEDE]
- Name = Stampede
- Type = GROUND
- Category = Physical
- Power = 35
- Accuracy = 90
- TotalPP = 10
- Target = NearOther
- FunctionCode = HitTwoTimes
- Flags = CanProtect,CanMirrorMove
- Description =
- #Black Ice - Entry hazard that deals fixed damage based on Speed stat, because Pokemon are slipping and crashing. Substitube said types that resist Ice are immune to this, not sure if that sounds right.
- [BLACKICE]
- Name = Black Ice
- Type = ICE
- Category = Status
- Accuracy = 0
- TotalPP = 20
- Target = FoeSide
- FunctionCode =
- Description =
- #Cryosleep - User freezes itself, curing any status ailments, and is immune to physical attacks until thawed.
- [CRYOSLEEP]
- Name = Cryosleep
- Type = ICE
- Category = Status
- Accuracy = 0
- TotalPP = 10
- Target = User
- FunctionCode =
- Description =
- #Frostbite - Chance to burn
- [FROSTBITE]
- Name = Frostbite
- Type = ICE
- Category = Physical
- Power = 65
- Accuracy =
- TotalPP =
- Target = NearOther
- FunctionCode =
- Flags =
- Description =
- #Slush Ball - Ice move SE against Fire
- [SLUSHBALL]
- Name = Slush Ball
- Type = ICE
- Category = Special
- Power = 70
- Accuracy = 100
- TotalPP = 20
- Target = NearOther
- FunctionCode = SuperEffectiveAgainstFire
- Flags = Bomb
- Description =
- class Battle::Move::SuperEffectiveAgainstFire < Battle::Move
- def pbCalcTypeModSingle(moveType, defType, user, target)
- return Effectiveness::SUPER_EFFECTIVE_ONE if defType == :FIRE
- return super
- end
- end
- #Winterbolt - Doubles damage when used in snowy terrain. (Environment-based, but could be weather-based)
- [WINTERBOLT]
- Name = Winterbolt
- Type = ICE
- Category = Special
- Power = 55
- Accuracy =
- TotalPP =
- Target = NearOther
- FunctionCode =
- Flags =
- Description =
- #Cataclysm - Different weather effect each turn for 3-5 turns
- [CATACLYSM]
- Name = Cataclysm
- Type = NORMAL
- Category = Status
- Accuracy = 0
- TotalPP = 5
- Target = BothSides
- FunctionCode =
- Description =
- #Colorless Beam - Always does neutral damage. Beam flag.
- [COLORLESSBEAM]
- Name = Colorless Beam
- Type = NORMAL
- Category = Special
- Power = 65
- Accuracy =
- TotalPP =
- Target = NearOther
- FunctionCode =
- Flags =
- Description =
- #Downsize - Damage calculated based on (target level - user level)
- [DOWNSIZE]
- Name = Downsize
- Type = NORMAL
- Category = Special
- Power = 1
- Accuracy =
- TotalPP =
- Target = NearOther
- FunctionCode =
- Flags =
- Description =
- #Equalize - Makes target Normal-type
- [EQUALIZE]
- Name = Equalize
- Type = NORMAL
- Category = Status
- Accuracy = 100
- TotalPP = 20
- Target = NearOther
- FunctionCode =
- Flags = CanProtect,CanMirrorMove
- Description =
- #Gamble - Base power 80 move with a variety of potential effects. Skipping PBS for now bc even category is up to change?
- #Giga Voice - damage based on how loud you scream into mic. not possible in essentials AFAIK
- #Holo-Beam - Double damage when used in wifi room. Environment-based move. Beam flag.
- [HOLOBEAM]
- Name = Holo-Beam
- Type = NORMAL
- Category = Special
- Power = 55
- Accuracy =
- TotalPP =
- Target = NearOther
- FunctionCode =
- Flags =
- Description =
- #Biogenesis - Poison-type counterpart to Outrage. Not sure if it should still make contact. Desc should be rewritten.
- [BIOGENSIS]
- Name = Biogenesis
- Type = POISON
- Category = Special
- Power = 120
- Accuracy = 100
- TotalPP = 10
- Target = RandomNearFoe
- FunctionCode = MultiTurnAttackConfuseUserAtEnd
- Flags = Contact,CanProtect,CanMirrorMove
- Description = The user rampages and attacks for two to three turns. It then becomes confused, however.
- #Chemthrower - Chance to burn - could be counterpart to Flamethrower?
- [CHEMTHROWER]
- Name = Chemthrower
- Type = POISON
- Category = Special
- Power = 85
- Accuracy =
- TotalPP =
- Target = NearOther
- FunctionCode = BurnTarget
- Flags = CanProtect,CanMirrorMove
- Description =
- #Dart Poison - Poisons target on hit, but if they're switching out, badly poisons.
- [DARTPOISON]
- Name = Dart Poison
- Type = POISON
- Category = Physical
- Power = 25
- Accuracy =
- TotalPP =
- Target = NearOther
- FunctionCode =
- Flags = CanProtect,CanMirrorMove
- Description =
- #Irradiate - For five turns, edible healing items do damage instead. (Leftovers, berries, drinks) Substitube suggested it be applied to the item directly I think but that's not really doable?
- [IRRADIATE]
- Name = Irradiate
- Type = POISON
- Category = Status
- Accuracy = 0
- TotalPP = 5
- Target = BothSides
- FunctionCode =
- Flags = CanMirrorMove
- Description =
- #Liquify - Poison move SE against Steel
- [LIQUIFY]
- Name = Liquify
- Type = POISON
- Category = Special
- Power = 70
- Accuracy = 100
- TotalPP = 20
- Target = NearOther
- FunctionCode = SuperEffectiveAgainstSteel
- Flags = CanProtect,CanMirrorMove
- Description =
- class Battle::Move::SuperEffectiveAgainstSteel < Battle::Move
- def pbCalcTypeModSingle(moveType, defType, user, target)
- return Effectiveness::SUPER_EFFECTIVE_ONE if defType == :STEEL
- return super
- end
- end
- #Nerve Gas - Chance of disabling foe
- [NERVEGAS]
- Name = Nerve Gas
- Type = POISON
- Category = Special
- Power = 50
- Accuracy =
- TotalPP =
- Target = NearOther
- FunctionCode =
- Flags =
- Description =
- #Pesticide - Extra damage on Bug-types and Pokemon with the Rodent flag
- [PESTICIDE]
- Name = Pesticide
- Type = POISON
- Category = Special
- Power =
- Accuracy =
- TotalPP =
- Target = NearOther
- FunctionCode =
- Flags =
- Description =
- #Pollution - Extra damage on fish and bird Pokemon (should it check Egg Group? Body Shape? Flag?)
- [POLLUTION]
- Name = Pollution
- Type = POISON
- Category = Special
- Power =
- Accuracy =
- TotalPP =
- Target = NearOther
- FunctionCode =
- Flags =
- Description =
- #Feedback - Psychic equivalent of Punishment
- [FEEDBACK]
- Name = Feedback
- Type = PSYCHIC
- Category = Special
- Power = 1
- Accuracy = 100
- TotalPP = 5
- Target = NearOther
- FunctionCode = PowerHigherWithTargetPositiveStatStages
- Flags = CanProtect,CanMirrorMove
- Description = This attack's power increases the more the target has powered up with stat changes.
- #Mind Zap - Chance of paralysis. I mostly based it on Dragon Breath here.
- [MINDZAP]
- Name = Mind Zap
- Type = PSYCHIC
- Category = Special
- Power = 70
- Accuracy = 100
- TotalPP = 20
- Target = NearOther
- FunctionCode = ParalyzeTarget
- Flags = CanProtect,CanMirrorMove
- EffectChance = 30
- Description = It may also leave the target with paralysis.
- #Palm Read - reveals nature of target. Not sure if should be perfect accuracy or not. And it's unusual for status moves to make contact, but...
- [PALMREAD]
- Name = Palm Read
- Type = PSYCHIC
- Category = Status
- Accuracy = 100
- TotalPP = 20
- Target = NearOther
- FunctionCode =
- Flags = CanProtect,CanMirrorMove
- Description =
- #Psionic Storm - Described as a combination of Overheat and Blizzard. (Blizzard's target and Overheat's debuff)
- [PSIONICSTORM]
- Name = Psionic Storm
- Type = PSYCHIC
- Category = Special
- Power = 110
- Accuracy = 90
- TotalPP = 5
- Target = AllNearFoes
- FunctionCode = LowerUserSpAtk2
- Flags = CanProtect,CanMirrorMove
- Description = The attack's recoil sharply reduces the user's Sp. Atk stat.
- #Blast Off - creates sandstorm and switches out
- [BLASTOFF]
- Name = Blast Off
- Type = ROCK
- Category = Status
- Accuracy = 0
- TotalPP = 10
- Target = BothSides
- FunctionCode =
- Flags =
- Description =
- #Boulderdash - If user didn't take damage, base power increased to 85. look at DoublePowerIfUserLostHPThisTurn for this. Probably shouldn't make contact bc of the whole "encased in armor" thing?
- [BOULDERDASH]
- Name = Boulderdash
- Type = ROCK
- Category = Physical
- Power = 60
- Accuracy =
- TotalPP =
- Target = NearOther
- FunctionCode =
- Flags = CanProtect,CanMirrorMove
- Description =
- #Cave-In - Double damage when used in cave. Environment-based move.
- [CAVEIN]
- Name = Cave-In
- Type = ROCK
- Category = Physical
- Power = 55
- Accuracy =
- TotalPP =
- Target = NearOther
- FunctionCode =
- Flags = CanProtect,CanMirrorMove
- Description =
- #Petrify - Traps target for 2-5 turns. (Doesn't elaborate, but I'm assuming more like Fire Spin and not like, freezing) Foe becomes pure rock at end.
- [PETRIFY]
- Name = Petrify
- Type = ROCK
- Category = Special
- Power = 35
- Accuracy =
- TotalPP =
- Target = NearOther
- FunctionCode =
- Flags = CanProtect,CanMirrorMove
- Description =
- #Harden2 - When baton passed, user won't take any entry hazard damage
- [HARDEN]
- Name = Harden
- Type = STEEL
- Category = Status
- Accuracy = 0
- TotalPP =
- Target = User
- FunctionCode =
- Description =
- #Pinpoint - Guaranteed to raise accuracy with each hit. (Should this be like Flame Charge, where Sheer Force would remove it?)
- [PINPOINT]
- Name = Pinpoint
- Type = STEEL
- Category = Physical
- Power = 50
- Accuracy =
- TotalPP =
- Target = NearOther
- FunctionCode =
- Flags = CanProtect,CanMirrorMove
- #Scrapcannon- Multihit move with chance of generating spikes.
- [SCRAPCANNON]
- Name = Scrapcannon
- Type = STEEL
- Category = Physical
- Power = 25
- Accuracy =
- TotalPP =
- Target = NearOther
- FunctionCode =
- Flags = CanProtect,CanMirrorMove,Bomb
- #Shield Bash - Uses Defense stat as the attacking stat.
- [SHIELDBASH]
- Name = Shield Bash
- Type = STEEL
- Category = Physical
- Power = 85
- Accuracy =
- TotalPP =
- Target = NearOther
- FunctionCode = UseUserBaseDefenseInsteadOfUserBaseAttack
- Flags = CanProtect,CanMirrorMove
- #Sledgehammer - Double damage when used in building. Environment-based move.
- [SLEDGEHAMMER]
- Name = Sledgehammer
- Type = STEEL
- Category = Physical
- Power = 55
- Accuracy =
- TotalPP =
- Target = NearOther
- FunctionCode =
- Flags = CanProtect,CanMirrorMove
- Description =
- #Transmute - Becomes pure Steel.
- [TRANSMUTE]
- Name = Transmute
- Type = STEEL
- Category = Status
- Accuracy = 0
- TotalPP = 20
- Target = User
- FunctionCode =
- Description =
- #Aqueduct - Counterpart to Rototiller that raises defense stats.
- [AQUEDUCT]
- Name = Aqueduct
- Type = WATER
- Category = Status
- Accuracy = 0
- TotalPP = 10
- Target = AllBattlers
- FunctionCode = RaiseGroundedGrassBattlersDefSpDef1
- Description = The user tills the soil to encourage plant growth. This raises the Defense and Sp. Defense of Grass types.
- #===============================================================================
- # Increases the Defense and Special Defense of all Grass-type Pokémon in battle by
- # 1 stage each. Doesn't affect airborne Pokémon. (Aqueduct)
- #===============================================================================
- class Battle::Move::RaiseGroundedGrassBattlersDefSpDef1 < Battle::Move
- def pbMoveFailed?(user, targets)
- @validTargets = []
- @battle.allBattlers.each do |b|
- next if !b.pbHasType?(:GRASS)
- next if b.airborne? || b.semiInvulnerable?
- next if !b.pbCanRaiseStatStage?(:DEFENSE, user, self) &&
- !b.pbCanRaiseStatStage?(:SPECIAL_DEFENSE, user, self)
- @validTargets.push(b.index)
- end
- if @validTargets.length == 0
- @battle.pbDisplay(_INTL("But it failed!"))
- return true
- end
- return false
- end
- def pbFailsAgainstTarget?(user, target, show_message)
- return false if @validTargets.include?(target.index)
- return true if !target.pbHasType?(:GRASS)
- return true if target.airborne? || target.semiInvulnerable?
- @battle.pbDisplay(_INTL("{1}'s stats can't be raised further!", target.pbThis)) if show_message
- return true
- end
- def pbEffectAgainstTarget(user, target)
- showAnim = true
- if target.pbCanRaiseStatStage?(:DEFENSE, user, self)
- showAnim = false if target.pbRaiseStatStage(:DEFENSE, 1, user, showAnim)
- end
- if target.pbCanRaiseStatStage?(:SPECIAL_DEFENSE, user, self)
- target.pbRaiseStatStage(:SPECIAL_DEFENSE, 1, user, showAnim)
- end
- end
- end
- #For AI
- when "RaiseGroundedGrassBattlersDefSpDef1"
- count = 0
- @battle.allBattlers.each do |b|
- if b.pbHasType?(:GRASS) && !b.airborne? &&
- (!b.statStageAtMax?(:DEFENSE) || !b.statStageAtMax?(:SPECIAL_DEFENSE))
- count += 1
- if user.opposes?(b)
- score -= 20
- else
- score -= user.stages[:DEFENSE] * 10
- score -= user.stages[:SPECIAL_DEFENSE] * 10
- end
- end
- end
- score -= 95 if count == 0
- #Decontaminate - Water move SE against Poison
- [DECONTAMINATE]
- Name = Decontaminate
- Type = WATER
- Category = Special
- Power = 70
- Accuracy = 100
- TotalPP = 20
- Target = NearOther
- FunctionCode = SuperEffectiveAgainstPoison
- Flags =
- Description =
- class Battle::Move::SuperEffectiveAgainstPoison < Battle::Move
- def pbCalcTypeModSingle(moveType, defType, user, target)
- return Effectiveness::SUPER_EFFECTIVE_ONE if defType == :POISON
- return super
- end
- end
- #Seasickness - Chance to poison. I based this on Poison Jab. Should it hit Dive targets or no?
- [SEASICKNESS]
- Name = Seasickness
- Type = WATER
- Category = Physical
- Power = 75
- Accuracy = 100
- TotalPP = 20
- Target = NearOther
- FunctionCode = PoisonTarget
- Flags = CanProtect,CanMirrorMove
- EffectChance = 30
- Description = The user creates a wave to rock the target back and forth, making them sick. It may also poison the target.
- #Undertow - Double damage when used on water surface or underwater. Environment-based move.
- [UNDERTOW]
- Name = Undertow
- Type = WATER
- Category = Special
- Power = 55
- Accuracy =
- TotalPP =
- Target = NearOther
- FunctionCode =
- Flags = CanProtect,CanMirrorMove
- Description =
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