Script Section
PokeBattle_Move, in the function
def pbCalcDamage( (which starts on line 571), find line 1036. It should read like this:
Code:
typemod=pbTypeModMessages(type,attacker,opponent)
Add this directly below it:
Code:
typemod=16.0 if isConst?(type,PBTypes,:CHAOS)
typemod=10.4 if isConst?(type,PBTypes,:CHAOS) && !attacker.pbHasType?(:CHAOS)
A typemod of 8 means the attack is neutrally effective.
A typemod of 16 is standard super effectiveness.
8 multiplied by 1.3 is 10.4, so a typemod of 10.4 means that type effectiveness is 1.3
Note, however, that in this case, STAB mechanics would apply. A Chaos-type Pokemon (which would give the move a 2x effectiveness) would receive STAB on the Chaos-type move, whereas a non-Chaos type Pokemon (which would give the move a 1.3x effectiveness) would not. STAB is 1.5x damage output, or 2x damage output with the ability Adaptability.
This means that:
Chaos-type move used by Chaos-type Pokemon with Adaptability
2x * 2x (effectiveness * Adaptability STAB) = 4x damage
Chaos-type move used by Chaos-type Pokemon with some other ability
2x * 1.5x (effectiveness * STAB) = 3x damage
Chaos-type move used by non-Chaos-type Pokemon, with or without Adaptability
1.3x (effectiveness) = 1.3x damage
Do you want these moves to be that powerful? If not, might I suggest removing STAB mechanics from Chaos moves? This would be done by replacing line 1027, which reads:
Code:
if attacker.pbHasType?(type) && (options&IGNOREPKMNTYPES)==0
with these two lines:
Code:
if isConst?(type,PBTypes,:CHAOS)
elsif attacker.pbHasType?(type) && (options&IGNOREPKMNTYPES)==0