Regarding Moves and Abilities Feb 25, 2012 22:35:22 GMT -6
Post by Akira on Feb 25, 2012 22:35:22 GMT -6
This thread is all about explaining how moves are going to work, since this RP doesn't incorporate levels in any way. First, we have the moves
Types of Moves
On this site, moves used by Pokemon in battles are split into three types.
1) Normal Moves: These are moves that a Pokemon learns through leveling up. Since Pokemon don't have levels on this site, any Pokemon you start with can have up to four Normal Moves of your choice. If the Pokemon isn't naturally capable of learning four moves (like Caterpie or Magikarp), then leave the left-over slot blank. It is possible to extend the number of Normal Moves a Pokemon can learn, by purchasing the "Move Upgrade (Normal)" item from the Trainer Shop. Doing this allows for a maximum of six Normal Moves.
2) Extra Moves: Extra Moves are moves that are taught through the use of outside means, either through TMs/HMs or through a Move Tutor. Egg Moves also fall under this category, though they can only be learned through Breeding. Like Normal Moves, a Pokemon can only learn up to four Extra Moves. However, purchasing the "Move Upgrade (Extra)" item from the Trainer Shop will increase this number to six.
3) Unusual Moves: Easily the most unique type of move. To put it simply, a Unusual Move is when a Pokemon knows a move that its species is normally incapable of learning. Remember in the anime, when Ash's Bulbasaur randomly used Whirlwind? It's kinda like that. Another famous example is the Surfing Pikachu you could obtain in Pokemon Yellow. Either way, Pokemon with such moves are a bit on the rare side. For the most part, they are only given out for events, or as a Birthday Pokemon. Regardless, there are a few things to remember when it comes to Unique Moves...
- They must be somewhat logical, and (at the very least) physically possible. For example, a Growlithe with Wing Attack probably isn't going to work...the name "Wing Attack" kinda implies that wings are involved, and, as most of you are probably aware, Growlithe doesn't have wings. Also, due to its natural aversion to water, it's probably not going to enjoy using Water-type moves all that much.
- Unusual Moves will consist of damaging moves only. There's way too much potential for certain Pokemon to be broken with certain status moves, so yeah. No Status moves.
- Unusual Moves will never be moves that are unique to Legendaries. As cool as some of them are, there's probably a reason they're unique to those Pokemon.
- Similarly, due to the fact that they have uses outside of battle (which is part why they cost more), HM moves cannot be chosen as an Unusual Move. Sorry, no surfing Pikachu.
- Unusual Moves cannot be passed to an offspring via breeding, nor can they be replaced with another move. It's there to stay, and it's staying with that Pokemon.
- Pokemon may only have one Unusual Move, which, as mentioned before, cannot be replaced. The only exceptions to this are Rotom's alternate formes. The moves they can use in those forms (for example, Frost Rotom can use Blizzard for as long as it remains in that forme) are treated as Unusual moves. If the Rotom so happens to already have an Unusual Move, then, should it switch to one of its other forms, it will be allowed to keep both Unusual Moves.
- And finally, to prevent the abuse of particularly powerful moves (such as Aura Sphere and Boomburst), these moves will be limited to only once per battle. The only exception to this is the move that Rotom gains in each of it's alternate formes, as they are (more or less) learned naturally.
Certain moves have a specific chance of a side effect kicking in when they hit the opponent. For example, the move Body Slam as a 30% chance of inflicting Paralysis. What you do is push the dice button, then change the number to ten. Then all you do is post. In the case of 30%, if the number comes up as 1 - 3, then the status takes effect.
Decreased Priority Moves
Just like there are moves with an increased priority (i.e., there's a good chance they they will hit first, regardless of Speed), there are moves that have a decreased priority. In other words, they will usually go last. Since Speed has no affect on who attacks first, instead, using these moves will come at the cost of the user losing one of their Evasions. Here's a list of moves that fall under this category;
- Circle Throw
- Dragon Tail
- Magic Room
- Mirror Coat
- Trick Room
- Vital Throw
- Wonder Room
Due to the way this site works, certain moves will have different effects. I'll add more as they come up, but here's what I have so far.
Seismic Toss and Night Shade
These two moves deal damage based on the user's level. Since we don't incorporate levels 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 damage boosting items.
- Basic evolution: 40
- Middle evolution: 70
- Fully-evolved two-stage Pokemon/Pokemon who don't evolve: 95
- Fully-evolved three-stage Pokemon: 120
Sonic Boom and Dragon Rage
These two moves also do set damage, which, instead of going off of levels, deal a set amount of damage each time. Again, we don't have HP on this site, so, to keep things simple, I'm just giving both of these moves a Base Power of 40. Unlike the game version, these moves will be affected by weakness/resistance, STAB, and damage boosting items.
Grudge and Spite
Instead of lowering the opponent's PP when certain conditions are met, these two moves will instead act the same as Disable. The way these moves' effects are triggered remains the same.
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 their previous turn, their damage will be doubled. Also, since they are decreased priority moves, using them will cost an Evasion.
Counter and Mirror Coat
To make things simple, these two moves will function almost identically to Revenge and Avalanche. The only differences being that these moves have a starting base power of 75, making them somewhat stronger, and the damage doubling effect still only applies to physical (Counter) or special (Mirror Coat) damage. Like Revenge and Avalanche, however, using them costs an Evasion, as both have decreased priority. Lastly, unlike the game versions, weakness/resistance and STAB will apply to these moves.
Like Counter and Mirror Coat, Metal Burst will work similarly to, yet slightly different from, Avalanche and Revenge. In Metal Burst's case, it will only have a base power of 50. However, unlike the aforementioned moves, it is not a decreased priority move, meaning that using it will not cost an Evasion.
Payback's effect will be the same as Metal Burst, only it's Dark-type.
Gyro Ball and Electro Ball
Both of these moves have a different base power depending on the the difference between the user's and the opponent's Speed. For Electro Ball, the higher the user's Speed compared to the opponent's, the more damage. Gyro Ball does the opposite...lower Speed results in more damage. As mention before, we don't really incorporate the stats (plus math is evil), so instead, both moves will have a base power of 60. If, in the turn before this move was used, the user's Speed was increased (for Electro Ball) or decreased (for Gyro Ball), then the damage will be doubled. Oh, and for the record, I'm fully aware that Gyro Ball works completely differently from Electro Ball in the actual game, and its minimum base power is actually much lower. However, I don't care. Gyro Ball is stronger now. Don't like it? Too bad.
One-hit KO moves
Fissure, Horn Drill, Sheer Cold, and Guillotine. These are moves that, in the games, have very low accuracy and, if they hit, will instantly knock out the opponent. On a site where the opponent has a limited amount of times in which they can dodge an attack, that's kinda broken. So instead, they're going to be treated simply as powerful attacks, with 120 base power and no side effects.
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 a Fighting-type version of Giga Impact. It will still be affected 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. 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.
This has already been mentioned on the Battles Rules page, but for the sake of clarification, I decided to bring it up here as well. In addition to it's normal battle effects, any fish-based Pokemon who know this move will be able to move around freely on land, as though they were still in water.
Protect and Detect
These moves are basically a free block and a free dodge, respectively. 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.
Spiky Shield and King's Shield
They're identical to Protect, but with the added bonus of having a side effect. Spiky Shield inflicts a small amount of damage, while King's Shield lowers the attacker's Attack by two stages. Either way, they'll be getting the same treatment as Protect and Detect...only once per battle.
Same as Protect and Detect, but with status moves. Simple enough.
We don't use PP here, so gonna keep this one simple. Each time this move is used during the same battle, it goes up in power.
Dynamicpunch, Zap Cannon and Inferno
Their effects will remain unchanged. If they hit, they're guaranteed to inflict Confusion, Paralysis and Burn, respectively. However, because of the moves' low accuracy, they're a tad impractical...in the games. Accuracy doesn't really mean a lot on here, so, from now on, when you try to use these moves, make a die roll with two sides. If it lands on 1, it will be treated normally, meaning the opponent must use a dodge to avoid it. If it lands on 2, then it will miss no matter what the opponent does.
Whether it be a move that lowers a stat (Charm, Leer, etc) or a move that inflicts a Status Ailment (Thunder Wave, Hypnosis, Will-O-Wisp, etc), or any other effect, they will more or less be treated as a side-effect. In other words, unless their natural accuracy is 100, the user must make a roll out of 100 to see if it succeeds.
Since we don't incorporate HP, we're just gonna keep this one simple. Super Fang will be a physical Normal-type attack with 60 base power and no side effect.