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Author Topic: TMs and HMs?  (Read 12730 times)

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zyborg

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TMs and HMs?
« on: February 22, 2008, 07:24:04 am »
There doesn't appear to be a place for TMs and HMs on this message board. So, if you don't mind, I think I'll make one. If you DO mind, then just delete it. Anyways, here are my ideas for some.


1) A tribute to a glitched attack
    TM/HM - TM05
    Name - Prank
    Type: Dark/Glitch
    Animation - RBY pound animation
    Effect - greatly raises evasion (more than any non-glitch one)
    Description - (cannot think of one

2) Unknown if this will work, but...
    TM/HM - TM 99?
    Name - Overdrive
    Type: Normal
    Animation- similar to focus energy, then whatever attack you chose
    Effect - use an attack twice to four times in a row (this uses 1 PP from Overdrive and the amount of PP per attack from the chosen attack)
    Description - Use great power over 9000! to attack multiple times!

3) Glitch killer!
    TM/HM - HM00
    Name - Debug
    Type: ???(like curse)
    Animation - "tetris-y" attack to enemy
    Effect - In battle: a very weak attack, though does great damage to glitches
                Out of battle: may remove some glitches in the normal world
    Description - Remove glitches with a program attack

How's this?

Edit by Hydrall: For future suggestions of TMs/HMs or moves, use the following. Remove things in ( )s.

Name
TH/HM: (If applicable, you don't need this. TMs 1-91 or so are used in D/P. Remember, Glitch TMs should be Hexes, not numbers :P)
Type:
Animation:
PP:
Accuracy:
Effect: (In battle and out, if HM.)
Description:
« Last Edit: February 28, 2008, 02:21:15 pm by Hydrall »

Hydrall

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Re: TMs and HMs?
« Reply #1 on: February 22, 2008, 07:33:52 am »
There's already a TM 05, it's Roar. Though it could be... TM CD, that's what makes TM05, both the item and glitch move.

Overdrive- It's pretty much just a better Focus Energy- good.

Debug- HM? Very yes! The 'removing some glitches' part could be what opens up the river in the ruins of Burkome...

*gives a cookie* Nice job!
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zyborg

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Re: TMs and HMs?
« Reply #2 on: February 22, 2008, 09:41:33 am »
I'm glad you like TM05 and debug, but Overdrive is probably overpowered... sorry. Thanks for the quick reply. Anyways, I edited my post to add what I thought were good types for them, since I didn't give them a type.

Jolteon

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Re: TMs and HMs?
« Reply #3 on: February 24, 2008, 10:01:03 am »
TM05 could have this as a description:


A glitched attack. Sharply raises users evasion.
DESU~ DESU~ DESU~ DESU~ DESU~ DESU~ DESU~? DESU~ DESU~ DESU~ DESU~ DESU~ DESU~ DESU~ DESU~ DESU~ DESU~.

DESU~ DESU~ DESU~

Sherkel

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Re: TMs and HMs?
« Reply #4 on: February 24, 2008, 11:53:01 am »
I thought we'd keep the TM set from Diamond and Pearl, but we could invent 8 more TMs, and 2 more HMs. And we could make a whole other category if we wanted to (well, Mystery Dungeon did it, so why not us?).

Hydrall

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Re: TMs and HMs?
« Reply #5 on: February 24, 2008, 11:55:03 am »
TM Set from D/P, but what other HM? Debug and _?

And what would this other catagory be?
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zyborg

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Re: TMs and HMs?
« Reply #6 on: February 24, 2008, 02:41:08 pm »
Okay, I came up with some more moves.

1) Name: Spirit Palm/punch/kick/headbutt/fart/insert word here
    Type: Fighting
    Effect: A normal Fighting-type attack, except can hit ghosts. Probably for extreme damage.
    Description: A powerful strike that can hit ghosts using inner power

2) Name: Pin-down
    Type: Normal
    Effect:
      A) Like Grass Knot, but the damage depends on the USER'S weight
      B) Damages the opponent and lowers their attack and speed. Depends on amount of Pokemon you have. Similar to Beat-up
      C) A combination of the two - the damage and amount the enemy's speed decreases (and possibly attack if that is part of its effect) depends on the total weight of all pokemon with you.
      Description: Depends on the version chosen

3) Name: Psiburst/disrupt
    Type: Psychic
    Effect: causes both confusion and paralyzation (not sure if it would do damage
   Description: Attacks the nervous system, causing the foe to be paralyzed and confused

 

Hydrall

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Re: TMs and HMs?
« Reply #7 on: February 25, 2008, 01:59:32 pm »
Sprit Palm, yes. Not extreme damage, just can do something to 'em.

Pin down, I think, should be A. Sounds good.

Psiburst- There's a reason this doesn't already exist. In the games, there isn't enouge memory to store multiple effects. We might be able to do it, though.

Zyborg, I hereby declare you TM/HM Creator of GCL Version! Put it in your sig or discription or something.
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Sorreah

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Re: TMs and HMs?
« Reply #8 on: February 25, 2008, 05:26:35 pm »
Actually, confusion is one of those semi-status attacks that can be overlapped with others (attraction, stat-lowering moves, etc). So an atack with both confusion and paralysis could be possible. Damage would be overkill, though.
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Hydrall

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Re: TMs and HMs?
« Reply #9 on: February 25, 2008, 07:33:56 pm »
Oh, hey, you're right...

:D
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Sorreah

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Re: TMs and HMs?
« Reply #10 on: February 25, 2008, 08:06:12 pm »
As a side note, it might not be bad to have a non-damage attack that inflicts a random status element.
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Hydrall

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Re: TMs and HMs?
« Reply #11 on: February 25, 2008, 08:15:26 pm »
Not bad.
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RPBnimrod

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Re: TMs and HMs?
« Reply #12 on: February 25, 2008, 08:23:26 pm »
Will we have the hm's from every game (IE: whirlpool, dive, rock climb, ect)


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Sorreah

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Re: TMs and HMs?
« Reply #13 on: February 25, 2008, 09:01:04 pm »
Bleh, I hope not. It always annoys me when there are so many HMs, because then that's one more move slot taken up on one of my Pokemon
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zyborg

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Re: TMs and HMs?
« Reply #14 on: February 26, 2008, 07:02:30 am »
Sprit Palm, yes. Not extreme damage, just can do something to 'em.

Pin down, I think, should be A. Sounds good.

Psiburst- There's a reason this doesn't already exist. In the games, there isn't enouge memory to store multiple effects. We might be able to do it, though.

Zyborg, I hereby declare you TM/HM Creator of GCL Version! Put it in your sig or discription or something.

... Wow. Thanks. I'm glad you like the moves I came up with. I'm honored to have that title. Anyways, I'll come up with some more ASAP.

EDIT: Here is an idea I came up with when thinking about the movie "Mewtwo Strikes Back".

Name: Capture
Type: Steel
Animation: An edited version of the Pokeball animation. The enemy is caught in it. When the enemy takes damage from trying to escape, an edited version "wiggling Pokeball" animation is done twice, sped up. If the enemy does escape, it is an edited version of the "Pokeball escape" animation
Effect: The enemy pokemon is trapped and takes damage each time they try to escape. They cannot attack until they do escape - though they take the damage from trying to escape before they manage to, and as soon as they escape, they attack with the move they chose. When used on wild Pokemon, the catch rate might slightly increase, maybe.
Description: The user traps the opponent in a fake Pokeball, hurting them and preventing them from attacking.
NOTE: I have an idea for a special trade. If you have a Voltorb that knows Capture, a certain trainer might want to trade for it or give you an item for showing it to him. "Hahahaha! A fake Pokeball that creates pokeballs! That's funny!" Or maybe you get it from him if you have a Voltorb. Just an idea, though not a good one....
« Last Edit: February 26, 2008, 09:58:10 am by zyborg »