Attribute: Boosted HP

Section 3.A

:hp_level This attribute sets the HP level of the wild Pokemon. "HP level" is simply how much the wild Pokemon's HP should be scaled up beyond its normal bounds. The Pokemon's total HP will be multiplied by whatever number this is set to. For example, if the wild Pokemon you encounter would normally have 100 total HP and you set its :hp_level to 3, it will have 3x HP, which means in battle it would actually have 300 HP. There's technically no limit to how much HP you can scale by, so you can easily have a wild Pokemon with HP in the thousands. Once the Pokemon is captured however, its HP will return to whatever its normal amount would usually be. Here's an example of what this may look like when set:

setBattleRule("editWildPokemon", {
  :name     => "Supreme Rat",
  :hp_level => 6
})
setBattleRule("cannotRun")
WildBattle.start(:RATICATE, 50)

In this example, a wild battle vs a level 50 Raticate named "Supreme Rat" will be initiated. It's HP will be scaled up by 6x its normal amount. At level 50, this can be around 540-630 HP.

Note that while HP is scaled up in this way, effects that deal damage, inflict recoil and/or heal HP based on a percentage of the Pokemon's total or remaining HP will still run their calculations based on what the Pokemon's original HP would normally be, not what their currently scaled up HP is. For example, the move Super Fang deals damage equal to 50% of the target's remaining HP. If the target has 100 HP, this means the move will deal 50 points of damage. However, let's say the Pokemon's original HP is 100, but is then scaled up to 500 by setting :hp_level => 5. When Super Fang is used on this Pokemon, it will not deal half of 500 to inflict 250 points of damage. Instead, it will calculate based on the original 100 HP the Pokemon would normally have, meaning Super Fang will still only deal 50 points of damage, despite the target's actual HP being far higher. This helps keep these moves and effects balanced, and prevents you from being able to deal obscene damage to boss Pokemon who are meant to have a lot of HP. This also nerfs healing moves used by the boss Pokemon, to prevent them from being entirely too good. For example, let's say that same 100 HP Pokemon was scaled up to have 1,000 HP and used the move Recover. Normally, this would mean it would heal a whopping 500 HP with each use, which would be totally unreasonable for the player to deal with. But because healing is scaled to its original HP, Recover will only heal 50 HP instead. Here is a list of all of the effects that will scale their damage/recoil/healing based on the Pokemon's original HP, and not its boosted HP:

  • Super Fang

  • Nature's Madness

  • Endeavor

  • Crush Grip

  • Wring Out

  • Hard Press (Gen 9 Pack)

  • Pain Split (both damage done and healing received)

  • Curse (self-inflicted damage by Ghost-types)

  • Steel Beam (self-inflicted damage)

  • Mind Blown (self-inflicted damage)

  • Belly Drum (self-inflicted damage)

  • Clangorous Soul (self-inflicted damage)

  • All self-inflicted damage from crash damage moves (High Jump Kick, etc.)

  • All splash damage taken by a move's effect (Flame Burst, etc.)

  • All passive damage taken by move effects (Leech Seed, Nightmare, Spiky Shield, etc.)

  • All passive damage taken from status conditions (Poison, Burn, Frostbite, etc.)

  • All passive damage taken from weather or terrain (Sandstorm, Hail, etc.)

  • All passive damage taken from held items (Life Orb, Rocky Helmet, etc.)

  • All passive damage taken from abilities (Solar Power, Rough Skin, etc.); except for those that deal a fixed amount (Innards Out)

  • All healing received from all moves effects (Recover, Life Dew, etc); except for those that heal a fixed amount (Strength Sap, HP draining moves)

  • All healing received from all held item effects (Leftovers, Sitrus Berry, etc.); except for those that heal a fixed amount (Oran Berry, Berry Juice, Shell Bell)

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