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Idea of pokemon moves/abilities/items
- Ability [???]: Prevents selection and execution of add-on commands (mega-evolution, Z-moves, dynamax, terastal), for all pokemons including self. Does not prevent the execution of the originally selected move. For example, if you try to select Z-Protect then it will execute (non-Z) Protect instead (it will still protect from attacks but will not reset lowered stats), and if you try to dynamax and select Explosion so that it would be Max Strike instead, then it will be Explosion. Also does not use up the opportunity to use mega-evolution, etc later in case the ability is suppressed or if that pokemon is switched out. If a pokemon is already mega-evolved, dynamaxed, terastallized, those pokemons will still be and it does not cancel them.
- Ability [Free Action]: Effects (e.g. Encore, Taunt, etc) that prevent you from selecting any move do not prevent you from doing so, and you cannot be prevented from switching out by a shift command, and any such effects that would prevent you from executing such a move also do not prevent you from executing such a move. Effects that prevent execution without preventing selection still work and still prevent you from executing them, and other kind additional effects of effects that would prevent selection will also still work (e.g. Heal Block still prevents you from healing by Wish and by draining moves). Your ability cannot be changed to Gorilla Tactics, and cannot be changed to Klutz if you are holding a choice item or Assault Vest. You also cannot be given a choice item or Assault Vest during battle. If you are already holding a choice item or Assault Vest, all of the functions of those items are suppressed.
- Ability [???]: All damage that would be caused to this pokemon is half of usual (round down, but to a minimum of 1), except damage from moves that use the usual damage calculation (or a variant that substitutes some stats). This does not affect Substitute. (For example, this affects damage from burn, poison, Seismic Toss, Super Fang, recoil damage, etc. It does not affect damage from moves with variable power, nor from moves such as Foul Play. It does affect OHKO moves, which normally deal damage equal to the target's current HP, so in this case it is half of your current HP.)
- Item [Alarm Clock]: When the holder is sleeping, all active and inactive pokemons (including the holder) wake up. If the holder uses Rest, then it does not affect the holder's current HP and non-volatile status but still triggers the item and wakes up everyone else.
- Item [???]: On entry, if this pokemon would be affected by any entry hazards, consumes this item and destroys all entry hazards against your side (including those which the holder of this item would not be affected by).
- Move [Delay]: Psychic, Status, +5 priority, 5 PP, single target (ally or opponent), accuracy ---. Tells you what move the target selected and then prevents it from being executed. It will be executed during the next turn, in its appropriate priority bracket and speed; if the pokemon that would execute it is no longer in that position then the pokemon that is there instead will execute it (using its attacking stats and speed). This move may fail if used consecutively (like Protect). It will also fail if the target already has a delayed move that is affected by this, or if the target did not select a move (e.g. if the target switched out), or if the target has already executed the move it selected.
- Move [Reset Battle]: Normal, Status, -7 priority, 1 PP, targets entire battle, accuracy ---. Resets the entire battle, except for the current HP, current PP (this move's PP is still depleted by executing it), hold items, non-volatile status, the opportunity to use a Z-move, and the opportunity to dynamax. The pokemons that are active when this move is executed will be the initially active pokemons of the restarted battle. If anything that was waiting to happen during this turn but had not yet happened (e.g. execution of Trick Room), those things won't happen during this turn.
- Move [???]: Dark, Status, -5 priority, ??? PP, targets self, accuracy ---. Always fails if executed normally, and makes you immune to Encore if you have selected this move on this turn but not yet executed it. However, if you faint after you have selected this move but before executing it (and you have another non-fainted inactive pokemon), then, after you select which pokemon will take its place, this pokemon recovers the current HP and non-volatile status it had, and deducts 1 PP from this move, without telling the opponent that any of this happened. This move may fail if used consecutively (like Protect).
- Move [???]: ???, Status, 0 priority, ??? PP, single target (ally or opponent), accuracy ---. Triggers the target's ability immediately even if the trigger condition is not met, and even if the ability is suppressed. It fails if the target's ability is not a triggered ability, or if it changes the form according to a condition but that pokemon is already in that form (although it can still trigger Hunger Switch), or if the effect depends a detail of the trigger condition that does not exist (e.g. Liquid Ooze, Dancer). If the effect depends on who the attacker is, you are the attacker (even if a status move would not normally trigger that ability). If the target's ability is Gulp Missile, then it changes the target's ability to or from default form; if it is changed to default form, then the damage and the paralysis or lowered Defense are applied to you.
- Move [Interference Voice]: Normal, Special, 40 power, +1 priority, 15 PP, targets all opponents, accuracy 100%. This is a sound-based move. If this move is selected by any pokemon and any other pokemon selects a sound-based move (including this one) during the same turn, then all sound-based moves (including this one) will fail during this turn, but PP is still deducted. This move can hit a pokemon behind a substitute.
- Move [???]: Fighting, Status, +3 priority, 5 PP, single target (ally or opponent), accuracy 100%. (This is based on an idea that I had read elsewhere, but is different.) If the target selected a physical move that normally allows selecting a target in a double battle (whether or not the current battle is a double battle), and that move uses the usual damage calculation, and has 100 or more power, and has not been executed yet during this turn, then the target of that move is changed so that it now targets the user of that move instead of its intended target (even if it cannot normally target the user). Checking the power does not apply any effects from abilities and items, but does apply effects of the move itself. If the move has variable power, its power that it would have if executed at the time of this move (the +4 priority bracket) is checked to see if it would be 100 or more. This counts as a redirection effect; effects that prevent redirection will prevent this move from working.
- Move [???]: ???, Status, -1 priority, ??? PP, single target (ally or opponent), accuracy 100%. Forces the target to transform into the user. Any conditions that would prevent it are checked just as though the target used Transform on the user. If the target has selected but not yet executed a move, that move cannot be executed during this turn.
- Move [Reverse Category]: ???, Status, 0 priority, ??? PP, targets entire battle, accuracy ---. Changes physical moves to special and vice versa for five turns (including moves executed later during the same turn that this move is used). This normally affects what attack and defense stats are used, but moves that substitute different stats in the damage calculation will substitute the same stats that they would otherwise; e.g. Body Press still uses Physical Defense as its attack stat, and Psyshock will effectively become an ordinary physical move. If used while it is already in effect, instead cancels the existing effect.
- Move [???]: Normal, Physical, 20 power, 0 priority, 15 PP, single target (ally or opponent), accuracy 90%. This move uses the sum of the user's and target's max HP as the attack stat.
- Move [???]: Psychic, Status, 0 priority, 20 PP, single target (ally or opponent), accuracy ---. Tells you what ability and moves the target has (but not the number of current PP and the number of PP Up).
- Move [???]: Typeless, Special, 39 power, -1 priority, 10 PP, single target (ally or opponent), accuracy ---, unrecoverable. This move is guaranteed to be executed if it is selected, regardless of sleeping, paralysis, confusion, infatuation, being forced to use a different move due to Encore, and even if you faint. If you are switched out before executing this move, the newly active pokemon executes this move instead.
(Some things above are marked "???" because I don't know. The stuff in [] is the names. Of course, abilities and moves will not be possible for all pokemon species; many would be available only for some pokemon species. Also, some other details may be missing, or some things might should be changed.)
Posted in: s/Pokemon
🦂 zzo38 [mod]
Sep 26 · 3 months ago · 👍 biological_hal0gen
3 Comments ↓
🚀 biological_hal0gen · Sep 26 at 02:37:
I actually love these so much!!!! It’s so cool to find pokemon enjoyers in the wild :D
Alarm clock would be SO cool to have in the game actually! I personally think that the status (and specially sleep) mechanics could be expanded a lot more :> really cool post!
🦂 zzo38 [OP/mod] · Sep 26 at 23:44:
Do you have any ideas relating to the parts that are missing, or if I had missed any details relating to any of them?
🦂 zzo38 [OP/mod] · Nov 29 at 20:32:
In the "Free Action" ability, I think I made a mistake in "Your ability [...] cannot be changed to Klutz if you are holding a choice item or Assault Vest"; I think it should say "...cannot be changed to anything except Klutz if..."