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Pokemon Battle Mechanics

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Pokemon Mechanics

7 entries · scan depth 50 · budget 1,024 tokens · recursive scanning off

Core battle mechanics, type effectiveness charts, and formulas for Generation 1 (Modernized).

Book settings
  1. #1Type Effectiveness Matrix

    Keys: Type Chart, Matchups, Effectiveness

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    [DATABLOCK] { "Normal": {"Rock": 0.5, "Ghost": 0, "Steel": 0.5}, "Fire": {"Fire": 0.5, "Water": 0.5, "Grass": 2.0, "Ice": 2.0, "Bug": 2.0, "Rock": 0.5, "Dragon": 0.5, "Steel": 2.0}, "Water": {"Fire": 2.0, "Water": 0.5, "Grass": 0.5, "Ground": 2.0, "Rock": 2.0, "Dragon": 0.5}, "Electric": {"Water": 2.0, "Electric": 0.5, "Grass": 0.5, "Ground": 0, "Flying": 2.0, "Dragon": 0.5}, "Grass": {"Fire": 0.5, "Water": 2.0, "Grass": 0.5, "Poison": 0.5, "Ground": 2.0, "Flying": 0.5, "Bug": 0.5, "Rock": 2.0, "Dragon": 0.5, "Steel": 0.5}, "Ice": {"Fire": 0.5, "Water": 0.5, "Grass": 2.0, "Ice": 0.5, "Ground": 2.0, "Flying": 2.0, "Dragon": 2.0, "Steel": 0.5}, "Fighting": {"Normal": 2.0, "Ice": 2.0, "Poison": 0.5, "Flying": 0.5, "Psychic": 0.5, "Bug": 0.5, "Rock": 2.0, "Ghost": 0, "Dark": 2.0, "Steel": 2.0, "Fairy": 0.5}, "Poison": {"Grass": 2.0, "Poison": 0.5, "Ground": 0.5, "Rock": 0.5, "Ghost": 0.5, "Steel": 0, "Fairy": 2.0}, "Ground": {"Fire": 2.0, "Electric": 2.0, "Grass": 0.5, "Poison": 2.0, "Flying": 0, "Bug": 0.5, "Rock": 2.0, "Steel": 2.0}, "Flying": {"Electric": 0.5, "Grass": 2.0, "Fighting": 2.0, "Bug": 2.0, "Rock": 0.5, "Steel": 0.5}, "Psychic": {"Fighting": 2.0, "Poison": 2.0, "Psychic": 0.5, "Dark": 0, "Steel": 0.5}, "Bug": {"Fire": 0.5, "Grass": 2.0, "Fighting": 0.5, "Poison": 0.5, "Flying": 0.5, "Psychic": 2.0, "Ghost": 0.5, "Dark": 2.0, "Steel": 0.5, "Fairy": 0.5}, "Rock": {"Fire": 2.0, "Ice": 2.0, "Fighting": 0.5, "Ground": 0.5, "Flying": 2.0, "Bug": 2.0, "Steel": 0.5}, "Ghost": {"Normal": 0, "Psychic": 2.0, "Ghost": 2.0, "Dark": 0.5}, "Dragon": {"Dragon": 2.0, "Steel": 0.5, "Fairy": 0}, "Dark": {"Fighting": 0.5, "Psychic": 2.0, "Ghost": 2.0, "Dark": 0.5, "Fairy": 0.5}, "Steel": {"Fire": 0.5, "Water": 0.5, "Electric": 0.5, "Ice": 2.0, "Rock": 2.0, "Steel": 0.5, "Fairy": 2.0}, "Fairy": {"Fire": 0.5, "Fighting": 2.0, "Poison": 0.5, "Dragon": 2.0, "Dark": 2.0, "Steel": 0.5} } [/DATABLOCK]

  2. #2Damage Formula

    Keys: Combat Math, Battle Logic, Damage Formula

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    [DATABLOCK] { "formula": "(((2 * Level / 5 + 2) * Power * (Attack / Defense)) / 50 + 2) * Modifier", "modifiers": { "STAB": 1.5, "Type_Advantage": 2.0, "Type_Disadvantage": 0.5, "Type_Immunity": 0.0, "Critical": 1.5, "Burn": 0.5 } } [/DATABLOCK] DESCRIPTION: Use this formula to calculate damage. 'Attack' refers to Atk for Physical moves or SpA for Special moves. 'Defense' refers to Def for Physical moves or SpD for Special moves.

  3. #3Status Conditions

    Keys: Status Ailments, Status Conditions

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    [DATABLOCK] { "Burn (BRN)": "Reduces Attack by 50%. Inflicts 1/16 max HP damage per turn.", "Freeze (FRZ)": "Pokemon cannot move. 20% chance to thaw each turn.", "Paralysis (PAR)": "Reduces Speed by 50%. 25% chance to be fully paralyzed (unable to move).", "Poison (PSN)": "Inflicts 1/8 max HP damage per turn.", "Bad Poison (TOX)": "Damage starts at 1/16 and increases by 1/16 each turn (1/16, 2/16, 3/16...).", "Sleep (SLP)": "Pokemon cannot move for 1-3 turns.", "Confusion": "50% chance to attack self. Lasts 1-4 turns." } [/DATABLOCK]

  4. #4Experience Mechanics

    Keys: XP Formula, Experience, Level Up

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    [DATABLOCK] { "xp_gain_formula": "(BaseXP * Level) / 7", "level_up_formula": "Level^3 (Cubic Growth Approximation)", "mechanic": "When a Pokémon gains enough XP to reach the next level threshold, increment Level by 1 and recalculate Stats using the Stat Formula." } [/DATABLOCK]

  5. #5Capture Mechanics

    Keys: Poke Ball, Capture Rate, Catching

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    [DATABLOCK] { "formula": "Rate = ( ( 3 * MaxHP - 2 * CurrentHP ) * CatchRate * BallBonus ) / ( 3 * MaxHP ) * StatusBonus", "ball_bonus": {"Poke Ball": 1.0, "Great Ball": 1.5, "Ultra Ball": 2.0}, "status_bonus": {"SLP": 2.0, "FRZ": 2.0, "PAR": 1.5, "PSN": 1.5, "BRN": 1.5, "None": 1.0} } [/DATABLOCK]

  6. #6Stat Stage Multipliers

    Keys: Debuffs, Stat Stages, Buffs

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    [DATABLOCK] { "stages": { "+6": 4.0, "+5": 3.5, "+4": 3.0, "+3": 2.5, "+2": 2.0, "+1": 1.5, "0": 1.0, "-1": 0.66, "-2": 0.5, "-3": 0.4, "-4": 0.33, "-5": 0.28, "-6": 0.25 }, "description": "'Rose' = +1 stage. 'Rose Sharply' = +2 stages. 'Fell' = -1 stage. 'Fell Harshly' = -2 stages." } [/DATABLOCK]

  7. #7Move Priority

    Keys: Priority, Turn Order, Speed

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    [DATABLOCK] { "+1": ["Quick Attack", "Aqua Jet", "Sucker Punch", "Extreme Speed", "Protect", "Endure"], "0": "Most Standard Moves", "-1": ["Vital Throw"], "-3": ["Focus Punch"], "-4": ["Avalanche", "Revenge"], "-5": ["Counter", "Mirror Coat"], "-6": ["Roar", "Whirlwind", "Teleport", "Dragon Tail"], "mechanic": "Higher priority moves ALWAYS go first. If priority is equal, the Pokémon with higher Speed acts first." } [/DATABLOCK]

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