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Post by Akira on Feb 10, 2015 0:16:12 GMT
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 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.
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 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 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.
- 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. 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 50, with no side effect. Unlike the game versions, these moves will be affected by weakness/resistance, STAB, and Type-boosting items.
Grudge and Spite Instead of lowering the opponent's PP, these two moves will instead act the same as Disable. Grudge's effect is still activated in the same way as it is in the games.
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, 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.
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. 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, 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 and King's Shield They're identical to Protect and Detect, 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. In addition, neither of these moves can block status moves. Either way, they'll be getting the same treatment as Protect and Detect...only once per battle.
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, the move will not be usable for the rest of the battle.
Super Fang 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. It will also be affected by weakness/resistance, STAB, and Type-boosting items.
Ally Switch The user and an ally switch places...that's pretty much it. 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. Ever. Even if you overwrite the move, then reteach it to them later. 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 game.
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 (especially in RP where Speed doesn't determine turn order), Quash will instead be treated as a Dark-type version of Fake Out.
Next, we have Abilities. Like with moves, these will work differently than they do in the actual games, this page will provide an explanation of how they will work. As such, they are as followed;
Analytic Instead of being triggered if the Pokemon with this Ability moves last, it will instead be triggered if their Speed was lowered in the previous turn. Whether or not the decrease was afflicted by the enemy doesn't matter.
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 Pokemon with this ability can freely dodge 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. Like Anticipation, 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.
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. They can also be sold at the PokeMart for 50 Credits.
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). At the end of the thread, make a roll out of 10. 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 random medicinal item (Potion, status healing, etc) 36 - 65: A random ball 66 - 80: a random TM 81 - 90: a piece of Stardust 91 - 95: a piece of Rare Candy 96 - 97: a random held item 98 - 99: a Nugget 100: a random Mega Stone
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 a Pokemon with this Ability is 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.
Swift Swim As long as rain is in effect, a Pokemon with this ability has its speed boosted, granting it an extra dodge chance even if it did not originally have one. If the rain effect ends or is overridden before this dodge is used, it is lost.
Chlorophyll As long as intense sunlight is in effect, a Pokemon with this ability has its speed boosted, granting it an extra dodge chance even if it did not originally have one. If the sunlight effect ends or is overridden before this dodge is used, it is lost.
Sand Rush As long as sandstorm is in effect, a Pokemon with this ability has its speed boosted, granting it an extra dodge chance even if it did not originally have one. If the sandstorm effect ends or is overridden before this dodge is used, it is lost.
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.
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 7-sided die rolls...one for the raised stat, and one for the lowered stat. If the results are the same, the poster will edit in another roll for the second die only. 1 = Attack 2 = Defense 3 = Special Attack 4= Special Defense 5 = Speed 6 = Accuracy 7 = Evasion.
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Post by Akira on Feb 18, 2015 3:56:22 GMT
Since this next section is rather long, I felt it warranted its own post. In any case, there are three moves that have a different effect depending on the location in which they are used. Since this region has a lot of different locations, I decided it would probably be best to list what these effects would be.
Nature Power The first, and most potentially powerful, of these attacks. When used, Nature Power will transform itself into a different move, depending on the location. For example, if used in the Lava Flow, the move will activate, and the Pokemon will proceed to use Lava Plume, even if they are normally incapable of learning that move.
- City (Includes all cities, Gyms, the Coliseum, and the Pokemon League, as well as Lani Expansion): Tri Attack
- Cave (Includes the Lava Tube, Cliffside Caves, and Sunrise Caves): Rock Slide
- Sand and barren terrain (Includes Kahakai Beachfront, Black Sand Beach, Red Sand Beach, Ridge Trail, A'a Trail, and Kohola Island): Earth Power
- Water (Includes Aina North Shore and Kohola Reef): Surf
- Ice (Includes Avalanche Ice Cream): Avalanche
- Volcanic (Includes the Lava Flow and Sunrise Crater): Lava Plume
- Haunted (Includes Haalele Town, Forgotten Gravesite, and Akahele Pass): Shadow Ball
- Sacred (Includes the Ceremonial Circle and Hale o Ali'i Heiau): Extrasensory
- Field (Includes Aina Plantation, Olala Ranch, Sunrise Ranch, Orchard Way, and Sugarcane Way): Seed Bomb
- Windy and High Altitude (Includes Seabreeze Road, the North Face, Sunrise Highway, and Mount Sunrise Summit): Air Slash
- Victory Road: Earthquake
- Grassy Terrain (Includes all forest areas: Hapuu Highway, Mala Wayside, Sunshower Path, and the Deep Rainforest, as well as anywhere that the move Grassy Terrain is used): Energy Ball
- Misty Terrain (Includes misty areas: the Western Mountains and the Cloud Layer, as well as anywhere that the move Misty Terrain is used): Moonblast
- Electric Terrain (Includes factories: the Power Plant and the Old Sugarcane Plant, as well as anywhere that the move Electric Terrain is used): Thunderbolt
Secret Power This move works a bit differently than Nature Power. It will always be a Normal-type Physical move that has a Base Power of 70. What the location decides is what side-effect the move will have. Whatever the side effect, there is always a 30% chance of it activating.
- City: Inflicts Paralysis
- Cave: Lowers Defense
- Sand and barren terrain: Lowers Accuracy
- Water: Lowers Attack
- Ice: Inflicts Freeze
- Volcanic: Inflicts Burn
- Haunted: Causes Flinching
- Sacred: Lowers Special Defense
- Field: Inflicts Poison
- Windy and High Altitude: Lowers Speed
- Victory Road: Inflicts Bad Poison
- Grassy Terrain: Inflicts Sleep
- Misty Terrain: Lowers Special Attack
- Electric Terrain: Inflicts Paralysis
Camouflage Unlike the other two, which are attacks that inflict damage, Camouflage plays a supportive roll instead. When used in battle, Camouflage, depending on where it's been used, will change the user's Type. This lasts until either the end of the battle or until the Pokemon is returned to its ball.
- City: Normal
- Cave: Rock
- Sand and barren terrain: Ground
- Water: Water
- Ice: Ice
- Volcanic: Fire
- Haunted: Ghost
- Sacred: Psychic
- Field: Grass
- Windy and High Altitude: Flying
- Victory Road: Dragon
- Grassy Terrain: Grass
- Misty Terrain: Fairy
- Electric Terrain: Electric
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