Gen 5 updates, lalala. Skipping anything sections that haven't changed, and summarizing everything I altered at the bottom for your convenience.
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Well-traveled as they are, none of our residents (to our knowledge) have ever seen a legendary Pokémon and as such don't know anything about the special moves they might know. Moves that are exclusive to legendary Pokémon or otherwise exceptionally rare (Aeroblast, Blue Flare, Bolt Strike, Crush Grip, Dark Void, Doom Desire, Freeze Shock, Fusion Bolt, Fusion Flare, Glaciate, Heart Swap, Ice Burn, Judgment, Lunar Dance, Luster Purge, Magma Storm, Mist Ball, Psycho Boost, Psystrike, Relic Song, Roar of Time, Sacred Fire, Sacred Sword, Searing Shot, Secret Sword, Seed Flare, Shadow Force, Spacial Rend, Techno Buster, V-create) cannot be taught. None of them have mastered the ability to teach Sketch, Transform, Conversion or Conversion2, either.
Prices:
Directly damaging attacks (Scratch, Giga Impact, Fire Punch): To determine the price of your move, take its base power and divide it by ten (round down if it ends in 5 or lower and up if it ends in 6 or higher). So, for example, Earthquake would cost $10.
Special cases:
-Acrobatics is considered to have a base power of 110.
-Frost Breath and Storm Throw are considered to have a base power of 80.
Offensive moves with no fixed base power or variable total damage:
-Magnitude, Present, Psywave: $7
-Arm Thrust, Barrage, Comet Punch, Doubleslap, Fury Attack, Fury Swipes, Pin Missile, Twineedle: $4
-Triple Kick: $5
-Bone Rush, Bullet Seed, Double Hit, Double Kick, Icicle Spear, Rock Blast, Spike Cannon, Tail Slap: $6
-Dual Chop: $8
-Bonemerang: $10
-Electro Ball, Fling, Frustration, Grass Knot, Gyro Ball, Heat Crash, Heavy Slam, Low Kick, Night Shade, Natural Gift, Punishment, Return, Seismic Toss, Stored Power: $8
-Bide, Endeavor, Flail, Pain Split, Reversal, Spit Up, Trump Card, Wring Out: $10
-Super Fang: $15
-Final Gambit: $20
Mimicry Moves (Copycat, Assist, Mirror Move, Metronome, Me First, Mimic, Nature Power and Sleep Talk): $8
Weather Moves, Gravity, Magic Room, Tailwind, Trick Room and Wonder Room: $10
Stat-Altering Moves:
-Moves that change a stat by absolute value of 1 (Tail Whip, Howl, etc.): $5
-Moves that change stats by an absolute value of 2 (Screech, Cosmic Power, etc.): $8
-Moves that change stats by an absolute value of 3 (Cotton Guard, Quiver Dance, etc.): $11
-Shell Smash and Belly Drum: $15
Direct Status-Inflicting Moves (Poisonpowder, Thunder Wave, etc.), Flatter and Swagger: $8
Direct Healing Moves (Recover, Synthesis, Heal Pulse, etc.): $10
Magic Coat: $15
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Redundant Move Exchange Policy
If your pokémon learns a move from one of our belligerent elderly people but then wakes up one morning with the sudden realization "My god, I just realized that I totally already know how to do that!"—this sensation is sometimes known to occur after they release some of those newfangled "new video games" and they "update older pokémon's movepools"—and you'd rather it didn't have two copies of the same move, you can come back here and we'll have someone teach another that the pokémon actually doesn't know yet. Simply bring the pokémon with the redundant move back here, have it speak to the move deleter, and then you're welcome to choose another move of equal or lesser value (to teach to the same pokémon or to a different one) for free. You can also choose a more expensive move and simply pay the difference between the old move and the new one.
Price: Free if exchanging a move for one of equal or lesser value. If trading in for a more expensive move, costs [price of new move] - [price of old move].
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Summary of Prices/Overheads:
BP10: 1/0
BP20: 2/0
BP30: 3/1
BP40: 4/2
BP50: 5/2
BP60: 6/3
BP70: 7/3
BP80: 8/4
BP90: 9/4
BP100: 10/5
BP110: 11/5
BP120: 12/6
BP130: 13/7
BP140: 14/9
BP150: 15/9
BP200: 20/14
BP250: 25/18
Counter, Mirror Coat, Metal Burst: 15/9
Offensive moves w/no fixed power: 7/3, 4/2, 5/2, 6/3, 8/4, 10/5, 15/9, 20/14
Mimicry moves: 8/4
Weather moves, Gravity, Magic Room, Tailwind, Trick Room, Wonder Room: 10/5
Stat-altering moves: 5/2, 8/4, 11/5, 15/9
Status-inflicting moves: 8/4
Direct healing moves: 10/5
Magic Coat: 15/9
Everything else: 8/4
Summary of changes:
-Added blue flare, bolt strike, freeze bolt, fusion bolt, fusion flare, glaciate, ice burn, psystrike, relic song, sacred sword, searing shot, secret sword, techno buster and v-create to list of unteachable moves.
-Added special notes for directly-damaging moves that are in a price bracket higher than normal due to their effect always/almost always increasing their power (acrobatics is 110 BP/$11, frost breath and storm throw are 80 BP/$8).
-Bullet seed and icicle spear now cost $6 in accordance with their increased base power; added tail slap to the same $6 multi-hit bracket.
-Added dual chop for $8.
-Punishment now has "no fixed base power" and has been moved to the $8 price bracket, and added electro ball, heat crash and heavy slam to the same bracket.
-Added a new price bracket for moves that change stats by an absolute value of 3 (cotton guard, tail glow, quiver dance, etc.) for $11.
-Belly drum now costs $15, and added shell smash to the same bracket.
-Added final gambit for $20.
-Specified that flatter and swagger count as $8 status-inflicting moves and not $5 or $8 stat-altering moves (to prevent potential mixups in the case of flatter).
-Magic coat now costs $15 instead of being an $8 generic non-damaging move.
-Magic room and wonder room added to the $10 field effect bracket.
-Added a clause to cover "exchanges" in the event of members purchasing a move that their pokémon ends up learning naturally in future releases (another move of equal or lesser value for any of their pokémon, or a more expensive one for the difference in price between old move and new move).
-Overheads should all be correct; everything being added costs the same as something that already had a price and overhead anyway. The only thing I'm not sure about is how to do the overhead on the exchanged moves.
-I'm also tempted to put stored power in the $8 variable power bracket, and to increase the price for venoshock and hex because their damage-doubling effects are pretty easy to trigger. Should I?
Can you think of anything else I've missed or that needs special pricing?
Additionally, I'm curious: if someone gets a signature attribute that changes the type of their pokémon, are they allowed to count that pokémon as the new type for the purposes of this business? Theoretically they'd just be able to get whatever move they'd be buying from here along with the type change, of course, but could they buy stuff here or would I have to turn them down?