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0.16.0-beta
Compatibility
Changes
Dynamax and Gmax Update!
Added:
- Dynamax can be enabled by the “canDynamax” and “dynamaxTarget” config options. (Similar to Tera)
- Gmax can be enabled by the “canGmax” config option
- Dynamax takes priority over Tera.
- Status moves never trigger it, since they would become Max Guard.
The AI Dynamaxes when any of these is true:
-
The Pokémon is a Dynamax Target in the config
-
The Pokémon is the last one left
-
It can Gigantamax, is at 66% HP or more, and survives the opponent's best hit with its boosted HP.
-
A Max Move gets a KO that the normal move wouldn't, and the AI is faster or is not OHKO
-
A Max Move's stat boost sets up a KO next turn:
a) Max Airstream: only when the Speed boost makes the AI outspeed the opponent.
b) Max Knuckle / Max Ooze: only when the Attack or Special Attack boost turns next turn's Max Move into a KO.
-
If all of these conditions are true
a) Weather or terrain isn't already up.
b) It can actually be set: no Primal weather, no Strong Winds, and no Cloud Nine or Air Lock on the opponent's side.
c) We move first or survive the return hit while Dynamaxed.
d) At least one of these is true:
- It helps us: the active Pokémon or anyone left in the party uses it, and it doesn't help the opponent equally.
- It denies them: it replaces a weather or terrain the opponent is currently benefiting from.
Moves that fail against a Dynamaxed target now count as immune:
- Weight-based moves: Low Kick, Grass Knot, Heavy Slam, Heat Crash.
- OHKO moves: Fissure, Guillotine, Horn Drill, Sheer Cold.
- Encore, Torment, Instruct, Skill Swap, and Entrainment.
- Roar and Whirlwind.
- Destiny Bond, when the user is Dynamaxed.
- Flinch immunity for Dynamaxed Pokémon:
- Fake Out loses its flinch bonus and is scored as a normal damaging move.
- Flinch moves no longer raise the score of paralysis moves against a Dynamaxed opponent.
Bug Fixes
- Fake Out now correctly sees Inner Focus, Shield Dust, and Covert Cloak. It now also respects ability suppression, Mold Breaker, Teravolt, Turboblaze, and Ability Shield.
- The Shell Smash and stat-boost KO checks permanently changed the battle's cached stat stages, so later calculations that turn used fake boosts or drops.
- The Shell Smash KO check always ignored Sturdy.
- OHKO now properly sees multi-hit moves hitting through Sturdy and Focus Sash.
- Sometimes, when no opponent is on the field, the AI will incorrectly choose a random move, defaulting to Pass. This is fixed so the AI can only choose available moves.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:KWljXemF:ScMVm0V0"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:KWljXemF:ScMVm0V0"
}

