>>37873948>sleep induce move on mon recharging from hyper beam would always hitConsidering the likely intent and the actual description for HyperBeam in gen1 I'm surprised 100% accuracy against a resting beamer wasn't an intended feature for all moves. As-is if it was intended to affect only sleep moves it still makes sense to a degree as the beamer is exhausted from using the move and logically both less able to avoid attack and more prone to succumbing to tranquilization. Clearing any other status effect in the process was surely a glitch though since sleep status alone =/= the move Rest.
>swift and bide were able to hit opponent during invulnerable turn of fly/digFly/Dig aren't invulnerable though they cause enemy attacks to MISS, barring certain exceptions featured as early as Gen2 (not sure about gen1 though) like Thunder being able to hit Flyers and Earthquake hitting (for double damage at that) Diggers. Again, just going off the apparently intended functions in Gen2-3, Swift lists its accuracy as 100% but will hit despite Fly, Dig, Accuracy penalties or opposed Evasion boosts. I suspect Gen3 changed the notation from 100% accuracy to a blank/not applicable for Swift and its typed expies (like shockwave and magical leaf) to clarify its function. What I really want to know now is whether or not Gen1 Swift was subject to the same 1/256 accuracy glitch as the rest of the offensive moves or if it skipped accuracy calcs entirely even then.
Of course the rest is some hackjob shit programming but lol genwun.