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Post by Akira on Feb 25, 2012 22:35:22 GMT -6
There are number of moves that, for one reason or another, simply don't work on a text-based RP. Whether it's due to mechanics that are too much of a hassle to translate, or the original effects are simply impractical, they will act in a manner different from the actual games. Alternatively, there are a few moves whose effects remain largely the same, but are triggered in slightly different ways. In either case, here is a list of such moves.
Increased-Priority moves Okay, so here's the deal with these. In the games, they were moves that, regardless of the user's Speed, would always go first. On this site, Speed doesn't affect turn order in any way, so here's what these moves will do instead. When using these moves, the user has the option to have it strike the opponent before they use whichever move was made in the last post. Initially, this doesn't seem like much, but the effect can be quite rewarding if used with the right timing.
Though the opponent's move will still go off, it's possible to knock them out before they can even use the attack. Additionally, some Pokemon have Abilities such as Prankster or Gale Wings that turn other moves into Increased-Priority moves as well, meaning it's possible to inflict them with a status that might make it impossible to attack. Though the moves themselves can be used as many times as you want, this effect may only be activated once per battle for each Increased-Priority move a Pokemon happens to know. For any uses beyond (or before) the time where you activate the effect, it's just a very fast but otherwise normal move.
Multi-hit moves This is less a change in what they do than it is an explanation on how they'll work on this site. Nevertheless, there are moves such as Fury Swipes and Pin Missile that can hit the opponent anywhere from two-to-five times in a single attack. There's are specific percentages involved in how many times each move will hit, but instead, we'll simply use an 8-sided die roll. The number it lands on will determine how many hits the opponent receives;
1 = 5 hits 2 = 4 hits 3-5 = 3 hits 6-8 = 2 hits
As a note to anyone on the receiving end of such an attack; if you get hit, you take every hit. There will be no taking the first hit, then magically avoiding/blocking the others.
Seismic Toss and Night Shade In the games, these two moves deal damage based on the user's level. Since we don't incorporate levels or specific numbers for HP on this site, they will instead have Base Power determined by the user's evolution level. Unlike the game version, these moves will be affected by weakness/resistance, STAB, and Type-boosting items. The tiers of Base Power based on evolution stage are as followed; • Basic evolution: 40 • Middle-stage evolution: 70 • Fully-evolved Pokemon and Pokemon who don't evolve: 100
Psywave When determining Base Power, Psywave will function identically to Seismic Toss and Night Shade. When using this attack, roll a die with two sides; if it lands on 1, the Base Power of this move is reduced by 50%. If it lands on 2, the Base Power is increased by 50% instead. Like in the games, Psywave inflicts typeless damage, and will therefore not be affected by weakness/resistance, STAB and Type-boosting items.
Sonic Boom and Dragon Rage These two moves also do set damage in the games, which, instead of going off of levels, deal a specific amount of damage each time. We don't use specific numbers for HP on this site, so, to keep things simple, I'm just giving both of these moves a Base Power of 50, with no side effect. Unlike the game versions, these moves will be affected by weakness/resistance, STAB, and Type-boosting items.
Double Team This is more of a clarification than anything else, because people have attempted this in the past, and each time it was unfunny. No, using Double Team does not grant your Pokemon Naruto-style Shadow Clones that can be individually controlled and are each capable of attacking on their own. Never thought I'd have to clarify that, let alone more than once, but here we are.
Moves that lower PP Because PP isn't a thing on here, moves like Spite, Grudge and Eerie Spell will instead have the same effect of Disable; the last move that the target used becomes unusable for the next 4 turns. Only one of an opponent's moves can be disabled at a time, even if different moves are used.
Revenge and Avalanche For the most part, they will work the same. They will have a base power of 60, and if the user was hit during the turn either attack is being used, the damage will be doubled.
Payback Aside from its Base Power remaining the same as it is in the game, Payback will function as a Dark-type version of Revenge and Avalanche.
Counter and Mirror Coat These two moves will have a Base Power of 80 and are used as though they're normal attacks. However, the catch is that they will fail unless the user is hit with a physical (Counter) or special (Mirror Coat) attack in the same turn that either move is being used. Lastly, unlike the game versions, weakness/resistance and STAB will apply to these moves.
Metal Burst Metal Burst will function as a Steel-type version of Counter and Mirror Coat. The only differences is that it can be used if hit by either category of attack (they still must be hit and take damage, though), but its base power will only be 70.
One-hit KO moves Fissure, Horn Drill, Guillotine, and Sheer Cold. These are moves that, in the games, have very low accuracy and, if they hit, will instantly knock out the opponent. There are also other calculations involved that makes them a pain in the ass to deal with. So instead of messing with all of that, they're going to be treated simply as powerful attacks, with 120 base power, no side effects and 85% accuracy. In other words, they'll be treated as Ground, Normal and Ice-type versions of Power Whip and Megahorn.
Jump Kick Because it's much easier to avoid attacks in an RP setting, we're treating this move a little differently. Instead of there being a huge recoil if the move misses, it will instead be treated as a move that inflicts recoil damage based on the damage inflicted to the opponent. This recoil is equal to 25% of the damage inflicted, making it similar to (albeit slightly stronger than) Take Down.
High Jump Kick Same as Jump Kick, but the recoil damage will be even greater; the user will take damage equal to 33% of what they inflicted to the opponent, making it similar to (albeit slightly stronger than) moves like Flare Blitz or Brave Bird.
Focus Punch Due to the impractical effect it has in-game and the fact that it's even more impractical in RP form, Focus Punch will instead be treated as a two-turn move along the same lines as Solarbeam or Skull Bash. Despite its high power and being slightly easier to use, it will still be boosted by Iron Fist.
Any moves that heal the user or an ally This does not include moves that drain HP based on how much damage is done, or gradual effects like Leech Seed or Aqua Ring. Either way, yeah. I wouldn't want someone to continuously use Recover every other turn, so I'm keeping this one simple. Each of these moves can only be used once per battle, though, if a Pokemon knows more than one, then it may use all of them.
Protect and Detect These moves basically allow you to no-sell an attack, regardless of whether or not it would hit you. As such, they may each only be used in a battle once. If a Pokemon manages to know both moves, then both can be used in the same battle, but not back-to-back. Note: These are strictly reactive moves. Using one before the opponent has acted will only waste the move.
Spiky Shield, King's Shield, Baneful Bunker and Obstruct Functionally, these moves are identical to Protect and Detect, with the only real difference being that they each have a side effect that is triggered if the move they block is one that makes contact. King's Shield, even after it's been used to block a move, may still be used for the purpose of switching Aegislash to its Shield Forme, but will not be able to block any further attacks.
Crafty Shield Same as Protect and Detect, but it only works against status moves. Simple enough.
Trump Card We don't use PP here, so gonna keep this one simple. Trump Card's base power will still go up with each use, and the amounts that it goes up will be the same as it is in the games. After five uses, that Pokemon will not be able to use that move for the rest of the battle.
Super Fang In favor of remaining consistent with moves like Night Shade and Seismic Toss, we're changing this one up a bit. Super Fang will be a physical Normal-type attack with 60 base power and a 10% chance to make the opponent Flinch. It will also be affected by resistance, STAB, and Type-boosting items (in short, it's a Normal-type version of Bite. Crunch and Hyper Fang share a similar comparison, so it seemed fitting).
Ally Switch The user and an ally switch places...that's pretty much it. This can also work at a distance. How useful this is will most likely be purely from a roleplay standpoint, but I figured it couldn't hurt to include it on here nonetheless.
Hidden Power Here, Hidden Power still has a BP of 60. However, instead of its type being based on IVs (which we don't use), you may instead simply choose which Type the move will be. Once chosen, this Type cannot be changed. If a Pokemon appears in the wild with the move, its type will be selected at random. Also, this move may be Fairy-type if you so choose, even though it’s impossible to have a Fairy-type Hidden Power in the actual games.
Beat Up Here, each hit of Beat Up will have a BP of 10, but will still be considered a Dark-type attack, meaning weakness/resistance, STAB and Type-boosting items will have a bearing on the damage done. To keep things simple, all of the damage inflicted will be determined only by the user's Attack.
Quash Because of how completely and utterly useless its actual effect is in an RP setting where turn order isn't determined by Speed, Quash will instead simply be treated as a Dark-type version of Fake Out.
Pay Day Only in a modded or PVP battle, using Pay Day will give you an extra 5 TP for each use. The max amount one can obtain through this is 30, and you won't actually receive the money until the end of the battle. Using this move will have no effect on wild battles. Lastly, this move cannot be used in battles that will already include TP as part of the reward at the end, such as an Adventure or a tournament (though you're still free to use the move for dealing damage if you feel so compelled).
Happy Hour Only in a modded or PVP battle, using Happy Hour will grant a flat 30 TP to both the user and (if used in a pvp battle) their opponent at the end of the battle. Using this move will have no effect on wild battles, and the amount will not double if both trainers in a pvp battle use the move. Lastly, this move cannot be used in battles that will already include TP as part of the reward at the end, such as an Adventure or a tournament.
Nature Power, Secret Power, and Camoflauge These moves work the same way as they do in the game; they'll have a different effect based on the location that the battle is taking place. See the post below this one for a list of what effects each move will have in each major location.
Natural Gift This move works the same as in the game for the most part, though there are some differences. Unlike the games, using this move will not consume the Berry being held, though doing so will also prevent the Pokemon from being able to eat said Berry for the rest of the battle. Not holding a Berry will still make the move unusable, but effects that prevent item use will not. Additionally, the base power of the move will, for the sake of consistency, always be 90. Because there are far fewer Berries on this RP, some of them take on a different Type than they did in the game; refer to the post below this for a list of what Type this move will take on with each Berry.
Last Resort Due to the fact that Pokemon on here can potentially have up to eight different moves, Last Resort's old effect simply won't cut it. So instead, Last Resort can be used right away. It starts out with a BP of 35, which will go up by an additional 35 for every move other than Last Resort used beforehand; this caps at 140 (or four different moves used). Once Last Resort is used, however, the user will be cut off from using any other moves aside from those already used for the rest of the battle. This cannot be prevented or undone, even by switching out.
Fling In the interest of actually making it usable and not a headache to deal with, Fling can now be used even if the Pokemon using it isn't holding an item. It has a base power of 60 by default, and can be flavored in RP as the Pokemon simply grabbing a rock or some other random object that happens to be lying around nearby and throwing it at the opponent. If the user is holding an item, then the base power of the move is doubled. Unlike the games, which item is being held will have no bearing on the BP; it's either 60 or 120. That said, any other side effects that come from throwing a specific item (i.e.; throwing a Flame Orb to burn the opponent) will still happen. Although the thrown item will not be lost, destroyed or (in the case of Berries) consumed, said item will be unavailable for the rest of the battle, meaning Fling will revert to its default 60 BP upon any subsequent uses; for all intents and purposes, they'll be treated as no longer holding the item. Switching out then sending them back in will not magically restore use of the held item in question.
Fishious Rend In the interest of Dracovish not being hilariously broken, but also because I'm not 100% sure how to translate the "if the user attacks first" part of its effect into an RP where Speed doesn't affect turn order, I'm keeping this one simple; Fishious Rend's power will not, under any circumstances, be doubled by its own effect, though it is still boosted by Strong Jaw. The way I see it, the move is plenty strong as it is, and does not need to be doubled.
Bolt Beak Same as Fishious Rend, Bolt Beak will not be doubled by its own effect under any circumstances.
Steel Roller In locations that are automatically treated as being under the effects of a Terrain move (Caspia Jungle, Hycinth Forest, etc), Steel Roller can be used, but will not remove the Terrain effect.
Next, we have Abilities. Like with moves, these will work differently than they do in the actual games, and the following section will provide an explanation of how they will work.
Analytic Because turn order isn't affected by Speed and we couldn't think of a fitting alternative to its effect that still incorporates, we're changing this one entirely. Now, it simply boosts damage from super-effective attacks by 25%. And before anyone says anything, yes we're aware that there's already an Ability like this and it's exclusive to a legendary. That said, seeing as how legendaries won't be attainable and that Analytic is exclusively a Hidden Ability (which are often extremely good anyway), I don't really see an issue with this.
Anticipation Pokemon with this Ability can freely avoid a Super-effective attack aimed at them. This Ability can only be used once for every opponent it faces. Switching either Pokemon out, then sending them back into battle later will not allow a second use.
Forewarn Functions the same as Anticipation, but applies instead to whichever move the opponent knows that has the highest base power. Keep in mind that this is based purely on the move itself, and does not take weakness/resistance, STAB, or Type-boosting items into account.
Honey Gather Each time a Pokemon with this Ability appears in a modded thread, there is a 30% chance that, assuming it isn't holding any items, it will receive Honey at the end of the thread (the Pokemon must actually battle for the effect to activate, but whether it wins or loses does not matter). For the sake of RP, Honey will effectively be treated as a Potion and a Full Heal mixed into one item, or can be immediately sold for 100 TP.
Pickup Each time a Pokemon with this Ability appears in a modded thread, there is a 30% chance that, assuming it isn't holding any items, it will receive an item at the end of the thread (the Pokemon must actually battle for the effect to activate, but whether it wins or loses does not matter). Notify a mod that you wish to roll for Pickup. Then, if it passes the effect check, the mod will then make a roll out of 100, which will determine what the Pokemon finds. For a listing of what can be found, check out the following;
1 - 35: a randomized medicinal item (can be a Potion, Super Potion, Revive or Full Heal) 36 - 65: a randomized Berry 66 - 80: a randomized Dorm Ball 81 - 90: a randomized TR 91 - 100: a piece of Rare Candy
Pressure Since this site doesn't incorporate PP, Pressure will instead act as an Ability version of the move Torment. In other words, the opponent won't be able to use the same move twice in a row as long as you have a Pokemon with this Ability out
Run Away During Trainer Battles, Pokemon with this Ability will be immune to effects that prevent switching out, like Fire Spin, Mean Look and Shadow Tag. Additionally, trainers will be able to switch them out during a trainer battle, without taking up their turn.
Prankster Status moves can be treated as increased priority moves. As stated under increased priority moves, this can only be done once per battle per Pokemon with the ability. Also keep in mind that a Prankster-boosted status move will have no effect against Dark-types.
Moody This one isn't so much a change to how it works as it is an explanation on how to use it. What Moody does is, at the end of each turn, a random stat is raised by two stages, while another one is lowered by one. Which stats will be raised and lowered will simply be determined by two 6-sided die rolls...one for the raised stat, and one for the lowered stat. If the results are the same, reroll the second stat only. 1 = Attack 2 = Defense 3 = Special Attack 4= Special Defense 5 = Speed 6 = Accuracy 7 = Evasion.
Wimp Out For the most part, this ability will remain the same. However, for the sake of keeping things simple, it only activates during trainer battles. When battling a wild Pokemon, Wimpod can stay out for as long as their trainer needs them to.
Emergency Exit In the interest of differentiating Emergency Exit from Wimp Out, this ability will instead give Golisopod the effects of Run Away when its health falls below 50%. Unlike Wimpout, Emergency Exit can activate during a wild battle; however, it will not trigger if Golisopod is the trainer's last remaining Pokemon during a trainer battle.
Flame Body and Magma Armor Aside from their respective in-battle effects, these two Abilities also allow one to hatch Eggs faster. Here, they do this by reducing the number of posts needed to hatch an Egg by two. For this to take effect, the Pokemon with one of these abilities must physically appear in all posts you plan on using towards hatching the Pokemon; how they do so is up to you. Lastly, if you have more than one Pokemon with one or both of these Abilities, their effects do not stack with each other. This effect does, however, stack with that of the Incubator item.
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