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 Fake'mon moves

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kirahunter



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PostSubject: Fake'mon moves   Sat Apr 05, 2014 9:26 am

We already have fakemon so I think it would be okay to have fakemoves. An official move app should be made that people can submit to make new moves. Admins/mods will have to decided power points and damage stuff.

All fake moves should be TM only to prevent confusion and complications.
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Sirenapples
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PostSubject: Re: Fake'mon moves   Sat Apr 05, 2014 10:13 am

Been planning on it sooner or later.

Making a shop now.
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kirahunter



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PostSubject: Re: Fake'mon moves   Tue Apr 08, 2014 11:27 am

alright other concept that is similar.

Dual Type moves, pretty self explanitory. How will it work when type match ups clash like when using a psychic fighting move on a dark poison type? Simple: elemental punnet squares.

The elements are lined up like so

Psychic | Fighting
Dark 0% 200%
______

Poison 200% 50%

total: 450% damage
Net: 112.5% damage

what does this mean? What are these number I'm looking at saying? Simple, it's finding the average.
100% means the damage an attack normally does, 200% is super effective, 50% is not very effective, 0% is no effect. So Psychic against Dark is 0%, fighting against dark is 200% and fighting against poison is 50%. So using the punnet square we compare all possible type collisions, add them together and average them out to find our total damage. Pretty simple right?

How will we implement this?

Also simple, a list of obvious moves that should be dual type can be compiled and applied. If more are found later players can apply to have them made dual type. Also new dual type moves could be made as fakemon moves.

Some good examples of dual type moves:

-Muddy Water: Water/Ground
-Eruption: Fire/Rock
-Steel Wing: Steel/Flying
-Zen Headbutt: Fighting/Psychic
-Fire/Thunder/Ice Punch: Fire|Electric|Ice /fighting
-Tri-Attack: o-o
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Sirenapples
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PostSubject: Re: Fake'mon moves   Tue Apr 08, 2014 5:49 pm

10/10, could do.
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