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Post by KiNGskruffi on Mar 29, 2011 5:18:42 GMT -8
You missed Hypnosis.
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Post by t3h Icy on Mar 29, 2011 8:24:39 GMT -8
Nice list! This is very handy. I added in Hypnosis for you.
I'm pretty sure you won't run out of space, but maybe you're adding something after. =P Anyway, awesome job dude.
Edit: I'm not totally positive if 1/2 Recoil is possible since Struggle is a bit different in move listings.
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Post by WaterWizard on Mar 29, 2011 9:13:06 GMT -8
oh yeah that's true about Struggle.
Thanks, king!
I'll be adding more tonight.
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Post by Destiny Warrior on May 3, 2011 7:58:20 GMT -8
Haze seems to be missing...Splash as well.
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Post by WaterWizard on May 3, 2011 9:21:26 GMT -8
Added. Thanks!
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Post by t3h Icy on May 3, 2011 9:46:48 GMT -8
Struggle is 1/2 recoil.
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Post by WaterWizard on May 3, 2011 10:38:15 GMT -8
Yeah, fixed.
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Post by Destiny Warrior on May 4, 2011 1:01:58 GMT -8
Recoil can be customized, there's a separate file for it.
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Post by t3h Icy on May 4, 2011 8:07:53 GMT -8
I'd say leave the numbers the way they are, but if we come up with an idea, we could implement it later.
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Post by WaterWizard on May 4, 2011 15:23:07 GMT -8
I think he meant for Take Down. We could potentially make Take Down have 50% or 100% recoil, for Arcanine and perhaps one or two others. Who knows.
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Post by gunbladelad on May 5, 2011 7:16:58 GMT -8
How about setting Flash & Sand Attack to counter evasion / accuracy reduction?
Flash to reset the user's accuracy to normal (or to raise it), and Sand attack to reset the opponent's evasion to normal. Just set both moves to ignore accuracy / evasion modifiers the way Swift does normally.
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Post by WaterWizard on May 5, 2011 10:48:16 GMT -8
Hmm, well...
Flash and Sand-Attack are the only accuracy lowering moves (since Kinesis will likely be something else), so they would have nothing to reduce.
I think we're trying to do away with evasion altogether.
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Post by Consumptus on May 5, 2011 17:11:51 GMT -8
Looks interesting!
I brought this up in the main thread, but I want to bring it up here too until it gets changed... >=(
Growl and Psywave should be -2 Attack imo.
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Post by t3h Icy on May 5, 2011 18:07:25 GMT -8
We're just working with what we know works so far, but -2 Attacks will happen if we can get Charm's effect into RBY.
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Post by WaterWizard on May 22, 2011 22:47:15 GMT -8
Hopeful Changes:
- Growl to x2 attack fall (possibly Psywave, too). - Effects from 10% to 30% for Roar, String Shot, and all secondary confusion moves.
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Post by WaterWizard on Mar 7, 2012 13:53:00 GMT -8
Update:
Will be nerfing Priority attacks some, as well as Lock-In attacks.
Also, Hyper Beam and Bubble Beam are currently set to 100% accurate while the stadium mechanics remain.
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Post by cheese on Apr 9, 2012 4:58:20 GMT -8
Do status affects work the same as in RBY (stadium mechanics). What are Stat-Screen moves? Do they prevent further stat changes, or do they revert previous stat changes?
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Isa
Member
FOREVER SECOND
Posts: 1,479
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Post by Isa on Apr 9, 2012 7:06:46 GMT -8
I only know of a change in mechanics when it comes to sleep, and that lasts for cartridge length (1-7 turns). Agility doesn't neglect paralysis like it does in the cartridge though, if you were thinking of that.
Stat-screen is just regular Reflect/Light Screen that works like it has always done.
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