Haxor69 Posted September 2, 2016 Share Posted September 2, 2016 My Ideas Part 2. 1. TMs These can be Like Prizes for Gyms battles (some) and some maps. Like Waterfall on Water Maps. Here's the List of TMs Spoiler TM # Move Type Power Accuracy Effect TM01 Mega Punch Normal 80 85% Damages the target. (Mt. Moon) TM02 Razor Wind Normal 80 75% The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. (Team Rocket's Hideout) TM03 Swords Dance Normal N/A N/A Raises the user's Attack by 2 stages. (Silph. Co) TM04 Whirlwind Normal N/A 100% Escapes from wild battles; fails automatically in trainer and link battles. (Route 4) TM05 Mega Kick Normal 120 75% Damages the target. (Victory Road) TM06 Toxic Poison N/A 85% The target is badly poisoned, with the damage caused by poison doubling after each turn. However, Toxic poisoning will revert to normal poisoning if the poisoned Pokemon is switched out or uses Haze. Damage caused by Leech Seed will also increase as Toxic damage increases. (Fuchsia City Gym) TM07 Horn Drill Normal KO 30% The target faints; doesn't work on faster or higher-leveled Pokemon. (Team Rocket's Hideout) TM08 Body Slam Normal 85 100% Has a ~30% chance to paralyze the target. (S.S. Anne) TM09 Take Down Normal 90 85% The user receives 1/4 recoil damage. (Silph Co.) TM10 Double-edge Normal 100 100% The user receives 1/4 recoil damage. (Team Rocket's Hideout) TM11 Bubblebeam Water 65 100% Has a ~10% chance to lower the target's Speed by 1 stage. (Cerulean City Gym) TM12 Water Gun Water 40 100% Damages the target. (Mt. Moon) TM13 Ice Beam Ice 95 100% Has a ~10% chance to freeze the target. (Celadon MegaMart Roof - Exchange for Fresh Water) TM14 Blizzard Ice 120 90% Has a ~10% chance to freeze the target. (Cinnabar Mansion) TM15 Hyper Beam Normal 150 90% In Stadium, the user becomes uncontrollable during its next turn. Otherwise, the user attacks on turn one but it doesn't recharge on turn two if it KOs the target, breaks its Substitute or misses entirely. (Celadon Casino) TM16 Pay Day Normal 40 100% The player picks up extra money after in-game battles; the money received is equal to: [user's level * 2 * number of times Pay Day is used]. The player does not lose money if the opponent uses Pay Day but the player wins the battle. (Route 12) TM17 Submission Fighting 80 80% The user receives 1/4 recoil damage. (Victory Road) TM18 Counter Fighting Var Dmg 100% Almost always goes last; if an opponent strikes with a Normal- or Fighting-type attack before the user's turn, the user retaliates for twice the damage it had endured. (Celadon MegaMart - Level 3) TM19 Seismic Toss Fighting Var Dmg 100% Does damage equal to user's level. Hits Ghost-type Pokemon. (Route 25) TM20 Rage Normal 20 100% The user attacks uncontrollably until it faints or its target faints. During this time, the user's Attack increases by 1 stage for each time it is hit by the target. If this move misses, the user continues to attack but has only a 1/256 chance to land a hit. (Route 15) TM21 Mega Drain Grass 40 100% Restores the user's HP by 1/2 of the damage inflicted on the target. (Celadon City Gym) TM22 Solarbeam Grass 120 100% The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. (Cinnabar Mansion) TM23 Dragon Rage Dragon Set 100% Always deals 40 points of damage. (Celadon Casino) TM24 Thunderbolt Electric 95 100% Has a ~10% chance to paralyze the target. (Vermilion City Gym) TM25 Thunder Electric 120 70% Has a ~10% chance to paralyze the target. (Power Plant) TM26 Earthquake Ground 100 100% Damages the target. (Silph Co.) TM27 Fissure Ground KO 30% The target faints; doesn't work on faster or higher-leveled Pokemon. (Viridian City Gym) TM28 Dig Ground 100 100% On the first turn, the user digs underground, becoming uncontrollable, and evades all attacks. Swift may still hit a Pokemon underground. On the second turn, the user attacks. (Cerulean City - defeat the Rocket) TM29 Psychic Psychic 90 100% Has a ~30% chance to lower the target's Special by 1 stage. (Saffron City - Mr Psychic's House) TM30 Teleport Psychic N/A N/A Escapes from wild battles; fails automatically in trainer and link battles. (Route 9) TM31 Mimic Normal N/A 100% This move is temporarily replaced by one of the target's moves; after one PP is subtracted to use this move, the replacement move will retain Mimic's remaining PP. The user can select any of the target's moves to copy until the end of the battle or until the user switches out. There are no move restrictions on Mimic other than itself and Struggle. However, in a link battle, Mimic will copy one of the target's attacks randomly. (Saffron City - Exchange for a PokeDoll with the Copycat) TM32 Double Team Normal N/A N/A Raises the user's Evasion by 1 stage. (Safari Zone) TM33 Reflect Psychic N/A N/A The user receives 1/2 damage from Physical attacks until it switches out or either Pokemon uses Haze. (Power Plant) TM34 Bide Normal Var Dmg 100% The user absorbs all damage for 2-3 turns and then inflicts twice the absorbed damage on its target. This move ignores the target's type but still cannot hit Ghost-type Pokemon. (Pewter City Gym) TM35 Metronome Normal N/A N/A The user performs a randomly selected move; almost any move in the game could be picked. Metronome cannot generate itself, Struggle or any move that the user already knows. (Cinnabar Lab - Next to Pokemon Center) TM36 Selfdestruct Normal 130 100% The Defense stat of other Pokemon is halved against this attack, essentially doubling the move's base power; causes the user to faint. (Silph. Co) TM37 Egg Bomb Normal 100 75% Damages the target. (Safari Zone) TM38 Fire Blast Fire 120 85% Has a ~30% chance to burn the target. (Cinnabar Island Gym) TM39 Swift Normal 60 100% Ignores Evasion and Accuracy modifiers and will hit Pokemon even if they are in the middle of Fly or Dig. Has a 1-in-256 chance of missing. (Route 12 Lookout) TM40 Skull Bash Normal 100 100% The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. (Safari Zone) TM41 Softboiled Normal N/A N/A Restores 1/2 of the user's max HP. However, this move fails if the user's current HP is 511 or 255 HP below its value at full health. (Celadon City) TM42 Dream Eater Psychic 100 100% Restores the user's HP by 1/2 of the damage inflicted on the target but only works on a sleeping target. (Viridian City) TM43 Sky Attack Flying 140 90% The user prepares on turn one, becoming uncontrollable, and then attacks on turn two. (Victory Road) TM44 Rest Psychic N/A N/A The user is cured of status effects (and confusion), and recovers full HP, but falls asleep for 2 turns (and then uses a third turn to wake up). However, this move fails if the user's current HP is 511 or 255 HP below its value at full health. (S.S. Anne) TM45 Thunder Wave Electric N/A 100% Paralyzes the target. (Route 24) TM46 Psywave Psychic Var Dmg 80% Randomly inflicts set damage between a minimum of 1 HP and a maximum of [1.5x the user's level] HP. (Saffron City Gym) TM47 Explosion Normal 170 100% The Defense stat of other Pokemon is halved against this attack, essentially doubling the move's base power; causes the user to faint. (Victory Road) TM48 Rock Slide Rock 75 90% Damages the target. (Celadon MegaMart Roof - Exchange for a Soda Pop) TM49 Tri Attack Normal 80 100% Damages the target. (Celadon MegaMart Roof - Exchange for a Lemonade) TM50 Substitute Normal N/A N/A The user takes one-fourth of its maximum HP to create a substitute; this move fails if the user does not have enough HP for this. Until the substitute is broken, it receives damage from all attacks made by other Pokemon. In-game, the user can still be inflicted with status effects and stat modifiers from other Pokemon, but this is fixed in Pokemon Stadium. If a Substitute breaks from a hit during a multistrike move such as Fury Attack, the user takes damage from the remaining strikes. And as for the typing, Times can't be bought. Moves Learned from TMs can't be changed with other moves. 2. Mega Stones, Rarity of Legendaries. Remove Mega stones from the Pokemart and bring them to the maps. 3. Water Surfing I think this could be a fun thing, you need a Water type with the move Surf to go around on a water map. Thats all I thought could be added in v4 That I'd like. So do sure apply them in v4 @Patrick . or I bomb you. 3 Link to post Share on other sites More sharing options...
Srki123 Posted September 2, 2016 Share Posted September 2, 2016 ^ right this! 1 Link to post Share on other sites More sharing options...
Sneezeball Posted September 2, 2016 Share Posted September 2, 2016 1. Pokemon can already learn TM moves in "Change Attacks". The TM list you have given is the worst possible list from Gen 1. Waterfall is not a TM move. 2. The only way this would be possible is to delete every Mega Pokemon from game to balance this thing out, so doubt that will happen. 3. This probably sounds cool, but how are you going to get Pokemon that can learn Surf if you cant access water maps? 1 Link to post Share on other sites More sharing options...
porymon Posted September 2, 2016 Share Posted September 2, 2016 1 hour ago, Sneezeball said: 1. Pokemon can already learn TM moves in "Change Attacks". The TM list you have given is the worst possible list from Gen 1. Waterfall is not a TM move. 2. The only way this would be possible is to delete every Mega Pokemon from game to balance this thing out, so doubt that will happen. 3. This probably sounds cool, but how are you going to get Pokemon that can learn Surf if you cant access water maps? 1.Yeah.....its a HM. 2.Wouldnt be fun..... 3.Agree with sneezeball. Link to post Share on other sites More sharing options...
MichaelAnthonyWoodsonJr. Posted September 2, 2016 Share Posted September 2, 2016 I like your idea @Haxor69 Link to post Share on other sites More sharing options...