Each status effect would have a bar out of a hundred. So being hit with an attack like flamethrower would increase the burn bar by 20 while lava plume would increase it by 40 or so. Every turn each bar drops by about 5. When a bar maxes out you get inflicted with that particular status effect and the bar stays maxed out until the condition is cured. When a condition is cured the bar drops to zero.
Poison and toxic share a bar and the final bump to 100 determines the type of poison. Flinch would still work as normal. Moves like thunderwave and toxic fill their particular bar by 100. Switching out will remove temporary status effect like confuse as usual by setting their respective bars to zero but non-maxed bars for burn, paralysis, sleep, poison, and freeze would remain at their current level and decrease by 20 every turn while the Pokemon is switched out. Pokemon can still only be inflicted with one formal status effect so if a poisoned Pokemon has their burn meter upped to 100 they remain poisoned.
If a Pokemon cures one formal status effect with a berry whilst having the bar of another status effect at 100 they do not instantly receive the other status effect. At the end of the turn each bar goes down by 5 bringing that bar to 95 but if the bar is reupped to 100 the next turn they are inflicted with that status effect. Essentially a Pokemon that cures self of a status effect cannot passively receive another status effect until next turn. Rest sets all bars (except curse I think) to zero while maxing out the sleep bar.
Would allow for abilities that grant status effect resistances. Would remove the luck element that comes with moves that offer additional status effects.
Additional status changing ideas.
Sleep -> Lasts 2-3 turns. Count does not reset upon switching out. Confusion -> Psychic Pokemon cannot be confused except though self-infliction via outrage etc. (Not my idea, heard it from someone else on this board. Thought it was pretty cool.) Freeze -> 20% chance to thaw out per turn. On the fourth turn thaw out is guaranteed. Defense and special defense increased by one stage while frozen.
I was initially worried that the bars would take up too much space on the screen but then I realized that the bottom half of the DS is totally dominated by the comically oversized attack selection buttons which could be down-scaled with no serious loss. --- http://img339.imageshack.us/img339/4489/actuallyworks.gif
I agree as well. I'm not sure if you explained this or not (mid way, I just ended up skimming >_<) but I think once you have a status on you (that isn't confusion/infatuate), all the other bars should go down.
Also, with pokemon that has serene grace, it could just double the status increase (in you example, a serene grace flame thrower would raise the bar by 40) --- Nintendo? PlayStation? no... http://mangafox.me/manga/mel_kano/v03/c016/27.html
I disagree, because the beauty of Pokemon is that you cannot be inflicted with multiple abnormal status. It adds strategy like Toxic Heal allowing you protection from abnormal status. --- http://i.imgur.com/ZOdcN.png We Are XROS HEART!
Seems to overcomplicate it for no real reason. So, a fire attack has a 20% burn chance. As it is, it could burn on the first attack, or it could burn on the tenth. This way it ALWAYS burns on the fifth. Just seems unnecessary to me. --- http://i47.tinypic.com/2me5xv.jpg
Hmm... I dunno, I think luck is a really important part of turn-based RPGs. Dark Souls (which is my favorite game of all-time, just by the way) is an Action RPG, so luck really felt out of place, and that was a wonderful change from Demon's Souls.
As much as smogonites will have wet dreams about removing the dice from Pokemon, it's vital to the games, it's basically the only thing allowing matches to stay unpredictable and weak Pokemon to beat stronger Pokemon.