How do Certain Moves Work?
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Post by Deleted on Mar 12, 2019 17:37:38 GMT
Got a question about a move? Ask, and we shall answer then add it in to our table of contents!
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Post by Deleted on Mar 12, 2019 17:43:35 GMT
Multi-Strike Moves When using a Multi Strike Move, you roll during the turn you use it. This will tell your opponent how many times the attack hits. The damage numbers and likely-hood of hitting different amounts of times are shown below.
2-5 Hit Moves The Roll Number is the number you roll, the Number of Hits is how many times you hit. Refer to move tables on Seribii or Bulbapedia for how much damage each hit will do and make sure to list each hit's damage.
Roll Number / Number of Hits 1-32 / 2 33-65 / 3 66-83 / 4 84-100 / 5
2 Strike Moves Dual Strike moves, as the name suggests, involves 2 strikes of the base power, before adding modifiers like STAB and Super Effective, with all the calculations for stab, effectiveness, and stat changes. This is to account for items/abilities that take effect for each physical attack.
EXAMPLES: Double Kick - 30 x 2 = 60 + STAB Bonus (where applicable) + / - SE / NVE + / - DEF / ATK = ? Double Hit 35 x 2 = 70 + STAB Bonus (where applicable) + / - SE / NVE + / - DEF / ATK = ? OtherThis rule applies for the move Triple Kick, which hits from 1-3 times. When using this move, you roll, this tells your opponent how many times the attack hits, or if it even works. Roll Number / Number of Hits 1-10 / Automatic Miss 11-40 / 1 41-70 / 2 71-100 / 3[/p]
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Post by Deleted on Mar 12, 2019 17:44:10 GMT
Camouflage and Nature Power The move Camouflage changes the user's type to reflect its surroundings. Well, what surrounding does what, here in Shula?
So first, we have the normal Gen6 battling terrain. These take effect for the Battle Complex, and take priority over field terrain. Terrain type | Pokemon type | Plain terrain/ Sky Battles | Normal | Sand/ murky water and puddles | Ground | Cave | Rock | Water | Water | Snow/ ice | Ice | Grassy Terrain | Grass | Misty Terrain | Fairy | Electric Terrain | Electric | Psychic Terrain | Psychic | Volcano | Fire |
Below is field terrain for different areas of Shula. Place | Type | Inside buildings | Normal | The Grasslands/ Mossrock Forest/ Tavros Ridge/ Stillwood Jungle/ Maplemaze Forest | Grass | Deadfall Cliffs/ Atlas Field | Rock | Giya Swamp | Poison | Mt. Drum | Dark | Lake Laleh/ Ankhara River | Water | The Desert/ The Badlands | Ground | Ancient Ruins | Psychic | Faraday Plains | Electric | Kasabian Volcano | Fire | Mt. Glacier/ Strider Mountains | Ice | |
Urban Places | Type | City street | Ground | City Alley | Dark | City Park | Grass | City Plaza | Bug | City Outskirts | Fairy |
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Post by Deleted on Mar 12, 2019 17:46:08 GMT
METRONOME Below are the rules for when a pokemon uses the move Metronome: - You must PM (or DM on discord) a Posting Mod or the Admin (all can be found on the staff bar) asking one of us to roll Metronome for you.
- Once we have rolled a Metronome for you, you must use the move before we will roll another.
- Metronome can be ANY move minus the ones mentioned in this list.
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Post by Deleted on Mar 12, 2019 17:46:58 GMT
Sketch The move Sketch works a bit differently here than it does in the games. On here, a Pokemon that knows the move Sketch can neither get rid of that move nor permanently learn any new ones. When Sketch is used in battle, the Pokemon takes one of the moves used by its opponent(s) the last turn, and adds it to their own moveset for the remainder of that battle. This means that during a single battle, the Pokemon can know 5 additional moves alongside Sketch. One more important thing is that Sketch counts as a Stat(us) move, so on a turn that you Sketch, you cannot use any other form of stat(us) moves, but you can attack.
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Post by Deleted on Mar 12, 2019 17:47:13 GMT
Snatch Snatch is unique in that it will take the effects of certain moves used by the target and will apply them to the user. This means the user will get any boost or healing that the opponent intended to use upon itself. Here on Shula, Snatch will take the Stat Boosts of the opposing pokemon and shall be a stat boost move meaning you can still properly attack to do damage. It has increased priority so you are taking a risk when using it. The big risk is that the other pokemon (Trainer Controlled) will see that you've used Snatch and they can skip out on using a stat boosting move as you don't have to use two attacks each turn. Everyone knows that Snatch is a risk taking move and can help you out when needed and turn the battle in your favour, but we do ask people to be reasonable with getting affected by the move as essentially you're dodging every stat move used and taking damage every turn, so surely you'd rather give the other person a lil bit of defence to save being hit? Snatch must also be the last move you use in a post, meaning it would have to be on the lines of 'Scratch then Snatch' as it will mean that pokemon is waiting for its new buff to come.
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Post by Deleted on Sept 21, 2019 2:19:42 GMT
How would Leech Seed work? Would it work similarly to a burn, lasts for an unlimited number of turns (Unless taken away by a move). 5hp additional HP is lost every turn and then would it just heal the user 3hp every turn at the end of the turn? Instead of doing % or do we just use the %s?
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Post by Gardeon on Sept 21, 2019 2:43:38 GMT
How would Leech Seed work? Would it work similarly to a burn, lasts for an unlimited number of turns (Unless taken away by a move). 5hp additional HP is lost every turn and then would it just heal the user 3hp every turn at the end of the turn? Instead of doing % or do we just use the %s? Leech seed, if successful in hitting which is something the other player still has to pick, will sap 5hp from the target pokemon and give 5 to the pokemon which used it. Like SE and UE, this ups by 5 for every 10 levels you gain but is after level 15. Aka at 16, it becomes 10hp, at 26 it would be 15 and so forth.
*to be edited/scaled as needed as we get up to said levels if proven to be TOO op*Ok, to scale with the way the move has changed through the generations we are treating it like the move in the game. This means it does not effect grass types and, should it hit, it will drain 1/8 of the hp of the pokemon and give directly this to the other pokemon. EG, level 10 mon has 100 hp so 12.5 so 13hp would be drained and given to the other mon.
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Post by Deleted on May 14, 2020 19:55:41 GMT
I had a question about the move "rollout." How would it work on Shula? I know that it has a base power of 30 so it would do 30 damage, but in the games its power is doubled with each consecutive hit (according to bulbapedia). Would it work in the same way here on Shula or is it nerfed so that it doesn't go from 30 to 60?
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Post by Gardeon on May 15, 2020 2:37:45 GMT
Rollout does go up each turn as you say but with turn 3, the chain breaks on account of our +80 rule so it would be 30-60-120 and then the move canceled out.
This means you'd have 30bp +?? (stab) +?? (stat boosts or loss) = final power - - >60bp +?? (stab) +?? (stat boosts or loss) = final power - - >120bp +?? (stab) +?? (stat boosts or loss) = final power --> new attack move possible
When taking in to account how dodges work here, this balances the move out.
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Post by Gardeon on Jun 20, 2020 10:46:04 GMT
So this is to find out something fairly specific for both myself and anyone else who has or may find themselves in a similar situation at a later time. I realise that the subsequent move from using 'metronome ' during the course of a battle of other situation is determined by a staff member but what of the move 'Assist' for I realise that the move used from this is determined by how many Pokemon have in any characters current team and such but say for example when it is used will the move used be determined by a staff member still? Whether it be permanently or will regular members for example be (in time) be trusted to - for example - randomly pick out a move for themselves to use? Ideally you should either dm a staff, or use the dice roll function on site so we can know how you got the move you did! To figure out what to roll for assist, add up all the moves your team knows (including assist, and counting each one seperately, ie if two pokemon know scratch, thats two different moves) and dividing 100 by the number of moves and going down the list with each section of numbers. Ex: Kaylinn's purrloin learns assist at level 6 and uses it. Combined, Kaylinn's team knows 10 moves, and listing them out just going through each one in the pc, it looks like this: Fake Out, Growl, Tackle, Tail Whip, Foresight, Wish, Scratch, Growl, Yawn 100/10 is 10, so each 10 counts as 1 move. Obviously this is an easy number, but if it was say, 16, 100/16 = 6.25, so every 6 numbers would be a different move (and if you roll above 96 then go through each move 1 by 1, so a 98 would be the second move, being 2 above 96) nYeoMjhSIn this example I would have rolled Tail Whip for Kaylinn, or in the 16 move example, 41/6 = 6.8, or the 6th move in my team! If you have trouble with the math or it looks confusing, feel free to request a mod roll or ask for help! I hope this makes sense!
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Post by Deleted on Sept 1, 2020 20:15:25 GMT
How do moves like counter, mirror coat, and destiny bond work? Do counter and mirror coat just do the same amount of damage that was done to the pokemon after being attacked? Does destiny bond count the number of posts in the battle or number of moves?
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Post by Haunter on Sept 1, 2020 20:29:11 GMT
For moves such as Counter & Mirror Coat that is correct, they essentially do the same as you wouold find in the games though doubled - for example if an attack would cause 60 damage upon a target that knew either move and either move were used right after this the damage sent back would be 120 (so 60 x 2) or however much would be worked out in the end. Though there may be a cap on this but in case I am wrong will get Gardeon to double check that I am correct or not. As for Destiny Bond it counts the number of posts rather than the number of moves because each post counts as one turn.
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Post by Deleted on Oct 2, 2020 20:15:42 GMT
How does uproar work here since it does 90 BP and is supposed to strike 3-5 consecutive times? Is it restricted to only one turn?
How does gyro ball work here since it's calculated using speed stats in the game, but those stats don't exist in our calculations here?
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Post by Gardeon on Oct 3, 2020 0:27:13 GMT
How does uproar work here since it does 90 BP and is supposed to strike 3-5 consecutive times? Is it restricted to only one turn? How does gyro ball work here since it's calculated using speed stats in the game, but those stats don't exist in our calculations here? Uproar - 90bp first move, after that, the move fails once/if it misses Gyro ball - the base speed power from serbibi would be the only power to use
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stats
Trainers
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♂ 11
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♀ 01
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Police
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♂ 03
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♀ 02
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Civilians
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♂ 04
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♀ 03
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Team Rocket Members
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♂ 08
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♀ 05
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Coordinators
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♂ 03
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♀ 03
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Rangers
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♂ 02
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♀ 05
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Breeders
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♂ 03
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♀ 04
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Gijinka
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♂ 05
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♀ 07
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Humans
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♂ 29
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♀ 16
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Total
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♂ 34
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♀ 23
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Credits
Shula was created by Gardeon. Content is copyrighted to Shula unless otherwise stated. The skin is created by Wolf of Adoxography and Gangnam Style. Board Remodel is by Kagney and has been heavily edited.
Banner Image Credit
Egg Sprites made by Gardeon. Sprites beyond gen 5 are made by these guys and this lot while gen 9 sprites are provided by pokengine. Pokemon stated as "Shulian Pokemon" were made by Pokemon Sage and we have permission to use them!
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