DaWoblefet

Y-Info Screen text dump

Jul 23rd, 2020
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  1. Text File : btl_state
  2. ~~~~~~~~~~~~~~~
  3. [~ 0]
  4. [~ 1]
  5. Harsh Sunlight
  6. The harsh sunlight weather condition. It boosts the power of Fire-type moves and lowers the power of Water-type moves.
  7. Rain
  8. The rain weather condition. It boosts the power of Water-type moves and lowers the power of Fire-type moves.
  9. Sandstorm
  10. The sandstorm weather condition. At the end of each turn, it damages all Pokémon that are not Rock, Ground, or Steel types. It boosts the Sp. Def of Rock-type Pokémon.
  11. Hail
  12. The hail weather condition. At the end of each turn, it damages all Pokémon that are not Ice types.
  13. Electric Terrain
  14. For five turns, Pokémon on the ground won’t fall asleep. The power of Electric-type moves is boosted.
  15. Grassy Terrain
  16. For five turns, Pokémon on the ground will have a little HP restored at the end of each turn. The power of Grass-type moves is boosted.
  17. Misty Terrain
  18. For five turns, Pokémon on the ground won’t get any status conditions. Damage from Dragon-type moves is halved.
  19. Trick Room
  20. Slower Pokémon get to move first for five turns.
  21. Magic Room
  22. Pokémon can’t use their held items for five turns.
  23. Wonder Room
  24. Pokémon’s Defense and Sp. Def are swapped for five turns.
  25. Critical Hit Boost
  26. The Pokémon is more likely to land critical hits.
  27. Confusion
  28. The Pokémon may hurt itself in its confusion. The effect lasts for one to four turns.
  29. Infatuation
  30. The Pokémon is less likely to unleash an attack on Pokémon of the opposite gender.
  31. Nightmare
  32. The Pokémon will lose HP each turn as long as it is sleeping.
  33. Drowsy
  34. The Pokémon will fall asleep at the end of the turn if it remains on the battlefield.
  35. Encore
  36. Due to Encore, the Pokémon can use only [VAR 0107(0000)] for three turns.
  37. No Ability
  38. The Pokémon’s Ability loses its effect.
  39. Torment
  40. The Pokémon can’t use the same move twice in a row.
  41. Tailwind
  42. The Speed stats of a Pokémon and its allies are doubled for four turns.
  43. Lucky Chant
  44. The opponent’s moves won’t result in a critical hit.
  45. Grudge
  46. If the Pokémon faints by an opponent’s move, the PP of that move will be reduced to 0.
  47. Heal Block
  48. For five turns, the Pokémon is unable to recover HP through its moves, Ability, or held item.
  49. Identified
  50. The Pokémon will be hit by certain moves that usually wouldn’t affect it. If the Pokémon’s evasiveness has been boosted, the benefits will be ignored when it is attacked.
  51. Move Disabled
  52. For four turns, the Pokémon will be unable to use [VAR 0107(0000)].
  53. Can’t Escape
  54. The Pokémon can’t flee or be switched out.
  55. Lock-On
  56. The next move used by the Pokémon will be sure to hit the target that was locked on to.
  57. Embargo
  58. For five turns, the Pokémon cannot use its held item and no items can be used on it.
  59. Charge
  60. The power of an Electric-type move will be doubled if used in the turn after charging.
  61. Gravity
  62. Moves are more likely to hit for five turns. Ground-type moves will hit Flying-type Pokémon and Pokémon with the Levitate Ability. Moves that require action midair can’t be used.
  63. Mist
  64. The Pokémon’s stats won’t be lowered for five turns.
  65. Safeguard
  66. The Pokémon is protected from status conditions for five turns.
  67. Stealth Rock
  68. Pokémon that switch into battle will take damage.
  69. Stockpile
  70. The Pokémon’s Defense and Sp. Def stats go up while stockpiling.
  71. Taunt
  72. The Pokémon can only use moves that deal damage.
  73. Telekinesis
  74. For three turns, moves used against the Pokémon will hit without fail, except for one-hit KO moves. Also, Ground-type moves won’t hit the Pokémon.
  75. Magnet Rise
  76. Ground-type moves won’t hit the Pokémon for five turns.
  77. Toxic Spikes
  78. Pokémon that switch into battle will be poisoned. Flying-type Pokémon or Pokémon with the Levitate Ability will not be affected.
  79. Mud Sport
  80. The power of Electric-type moves will be halved for five turns.
  81. Wish
  82. The Pokémon in this spot will have its HP restored on the turn after Wish was used.
  83. Sticky Web
  84. Pokémon that switch into battle will have their Speed lowered.
  85. Ingrain
  86. The Pokémon regains some HP at the end of each turn. Ingrained Pokémon can’t be switched out.
  87. Curse
  88. The Pokémon takes damage at the end of each turn.
  89. Trick-or-Treat
  90. The Pokémon gains the Ghost type.
  91. Light Screen
  92. Damage from special moves is halved for five turns.
  93. Reflect
  94. Damage from physical moves is halved for five turns.
  95. Imprison
  96. If a Pokémon affected by Imprison knows any moves also known by the user of Imprison, it is prevented from using those moves.
  97. Counting Down
  98. All Pokémon in this battle state will faint after three turns.
  99. Spikes
  100. Pokémon that switch into battle will take damage. Flying-type Pokémon or Pokémon with the Levitate Ability will not be affected.
  101. Water Sport
  102. The power of Fire-type moves will be halved for five turns.
  103. Destiny Bond
  104. If the Pokémon is knocked out by an opponent, that opponent will also faint.
  105. Forest’s Curse
  106. The Pokémon gains the Grass type.
  107. Leech Seed
  108. Leech Seed steals some of the Pokémon’s HP at the end of each turn and gives it to the opponent.
  109. Lock-On
  110. Any move used against a locked-on target will be sure to hit.
  111. Bound
  112. The Pokémon is bound and takes damage every turn.
  113. Bide
  114. The Pokémon endures attacks for two turns, then strikes back to inflict double the damage it has taken.
  115. Outrage
  116. The Pokémon rampages and attacks for two to three turns. It then becomes confused.
  117. Rampaging
  118. The Pokémon rampages and attacks for two to three turns. It then becomes confused.
  119. Petal Dance
  120. The Pokémon rampages and attacks for two to three turns. It then becomes confused.
  121. Badly Poisoned
  122. The Pokémon is badly poisoned. The damage the Pokémon takes from the poison worsens every turn.
  123. Future Attack
  124. The Pokémon will take damage two turns after an attack was foreseen.
  125. Uproar
  126. The Pokémon attacks and causes an uproar for three turns. During this time, no Pokémon can fall asleep.
  127. Aqua Ring
  128. The Pokémon is enveloped in a veil made of water. It regains some HP every turn.
  129. Autotomize
  130. The Pokémon’s weight is reduced, and its Speed is sharply increased.
  131. Smack Down
  132. The Pokémon has been knocked out of the sky and has fallen to the ground.
  133. Fairy Lock
  134. No Pokémon can flee the turn after Fairy Lock is used.
  135. Rainbow
  136. The additional effects of moves are more likely to occur.
  137. Swamp
  138. Speed is reduced by 75% in swampy conditions.
  139. Sea of Fire
  140. Pokémon that are not Fire types will take damage every turn.
  141. Extremely Harsh Sunlight
  142. The extremely harsh sunlight weather condition. It boosts the power of Fire-type moves and protects Pokémon from Water-type moves.
  143. Heavy Rain
  144. The heavy rain weather condition. It boosts the power of Water-type moves and protects Pokémon from Fire-type moves.
  145. Strong Winds
  146. The strong winds weather condition. The power of moves that are super effective against Flying-type Pokémon is decreased.
  147. Psychic Terrain
  148. For five turns, Pokémon on the ground won’t be hit by priority moves. The power of Psychic-type moves is boosted.
  149. Throat Chop
  150. The Pokémon can’t use any sound-based moves for two turns.
  151. Aurora Veil
  152. For five turns, the power of special and physical moves will be halved.
  153. Laser Focus
  154. The next move used will always result in a critical hit.
  155. Tar Shot
  156. The Pokémon has been made weaker to Fire-type moves.
  157. Octolock
  158. The Pokémon’s Defense and Sp. Def are both lowered with each passing turn.
  159. G-Max Wildfire
  160. Pokémon that are not Fire types will take damage every turn for four turns.
  161. G-Max Volcalith
  162. Pokémon that are not Rock types will take damage every turn for four turns.
  163. G-Max Steelsurge
  164. Pokémon that switch into battle will take damage.
  165. G-Max Vine Lash
  166. Pokémon that are not Grass types will take damage every turn for four turns.
  167. G-Max Cannonade
  168. Pokémon that are not Water types will take damage every turn for four turns.
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