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- There is so much potential for teaching moves to Assists. Some of them (see: Basic Assists) have a ridiculously limited moveset. With these items, you can teach new, possibly unique moves to your assists. The base name for these will be Battlechips, because Battle Network is a mega man, and Mystery Mansion is on a mega man forum (killme.png)
- Base Set:
- 01: BUSTER SHOT (Neutral)
- >Attack +0
- 02: ELEC BEAM (Electric)
- >Damages three random opponents. Attack -10
- 03: SUPER ARM (Impact)
- >Attack -20. If two enemies are present, Atack +20, and hits both enemies
- 04: DIVE MISSILE (Missile)
- >Attack -10, enemy's defense lowered by 5
- 05: CENTAUR ARROW (Laser)
- >Attack -20, pierces defense. Target's attack lowered by 1 (cannot be lowered past 67% of original attack)
- 06: AUTO CANNON (Laser/Missile)
- >Attack +30, recoil damage (DamageInflicted/17.5 = Recoil)
- 07: TOMAHAWK TOSS (Cutter)
- >Attack -10, target's attack lowered by 5% (cannot be lowered past 67% of original attack)
- 08: OIL PUMP (Earth)
- >Attack +15. 3x Power when used with Flame attack
- 09: PURIFY
- >Removes ALLERGY, SCURVY, FRZ, MILD PSN.
- 10: REFRESH
- >Heal. Power * 1.75.
- 11: SLUDGE (25% to Poison, -40 Attack)
- >Poison: Opponents will lose 1/12 of Max Health for five turns. Shadow, Shield and Earth typed opponents will lose 1/20 per turn. Nature, Water, and Freeze typed opponents will lose 1/8 per turn.
- 12: ICE BREATH (25% to Freeze, -40 Attack)
- >Freeze: Opponents cannot attack for three turns. Freeze and Impact moves inflict 1.5x more damage. Flame, Electric, Water, Freeze, and Space typed opponents will thaw out after one turn.
- 13: FLASH (Inflicts Blind)
- >Blind: Opponents have 50% chance to miss for three turns.
- 14: HEARTSLICE (Inflicts Heartbreak)
- >Heartbreak: Attack and Defense lowered by 25% for nine turns
- 15: VIRUS SPREAD (Inflicts Allergy)
- >Allergy: Opponents will lose 1/20 of Max Health for rest of battle. Nature typed attacks will inflict 2x more damage on those with Allergy
- 16: HYPER BOMB (Explode)
- >Attack *1.5, will inflict damage one turn later
- 17: FIRE STORM (Flame)
- >Attack +10. Attack +30 if opponent makes contact with user
- 18: QUICK BOOMERANG (Swift)
- >Hits opponent 6 times. Attack *0.5, accuracy 60%
- 19: TIME ARROW (Time)
- >Attack +5. Enemy Attack Speed halved
- 20: STAR BARRIER (Shield/Space)
- >Attack -35. Defense boosted by (5% * Shield and Space) for three turns (cannot be stacked)
- 21: DIAMOND SAW (Freeze/Cutter)
- >Attack +15, 50% chance to lower opponent's defense by 10% (Cannot be lowered past 67% of original Defense)
- 22: LIGHT BARRIER
- >(Defense +(10% * Laser and Shield) for three turns)
- 23: SHARPEN
- >(Attack +(10% * Cutter) for three turns)
- 24: ZENNY CANNON
- >(Power based on amount of zenny sacrificed. Power = Zenny * 2.5)
- 25: STEAM BURST (Flame/Water)
- >Attack +35. Will automatically thaw out user
- Caesar Set:
- 26: COPY BEAM
- >Attack +5. Copies most effective type in battle
- 27: STORM TORNADO v0.1 (Wind)
- >Attack -60, hits all enemies. Powers up by 1.5x and boosts Wind eff. by .1x when used with Freeze-typed move.
- 28. STORM TORNADO v0.5 (Wind)
- >Attack -20, hits all enemies. Powers up by 2x and boosts Wind eff. by .2x when used with Freeze-typed move.
- 29. CHAMELEON STING v0.1 (___/Laser)
- >Attack -5. "___" type replaced with strongest efficiency in battle.
- 30. CHAMELEON STING v0.5
- >Attack +15. "___" type replaced with strongest efficiency in battle. Boosts Laser eff. by .2x and whatever eff. replaces "___" by .1x per use.
- 31. ANTIRECOVERY
- >When used, for the next three turns, all enemies that use a recovery move or item will have the recovery negated, and will lose Health equal to 25% of what they were intended to recover.
- 32. LOVESHIELD
- >For one turn, user will create a shield around all allies, and the shield's Dmg Reduction will equal (User's Char/7.5 = Dmg Reduc. %)
- 33. IMMUNEDOWN
- >Attack -50. Enemy's immunity lowered by 20. (can't be used more than three times on one target)
- 34. SIPHON
- >Enemy's Defense and Immunity is lowered by 10%. User gains Health equal to amount enemy lost (can't be used more than three times on one target)
- Lonnie: 01, 02, 06, 13, 15, 16, 20, 21, 22, 23, 24, 25
- Roll: 01, 02, 05, 08, 09, 10, 12, 13, 14, 15, 17, 20, 22, 24
- Disco: 01, 03, 04, 07, 09, 10, 11, 13, 14, 15, 17, 18, 21, 23, 24
- Bass: All, excluding 09 and 10
- Elec Man: 01, 02, 05, 06, 13, 15, 20, 21, 23, 24
- Guts Man: 01, 03, 06, 07, 08, 15, 17, 20, 22, 24, 25
- Dive Man: 01, 04, 06, 07, 08, 15, 16, 19, 20, 22, 24, 25
- Centaur Man: 01, 02, 05, 09, 10, 12, 13, 14, 19, 20, 21, 22, 24, 25
- Tomahawk Man: 01, 04, 07, 08, 11, 15, 17, 18, 21, 22, 23, 24
- Auto: 01, 02, 03, 04, 05, 06, 08, 10, 13, 14, 16, 17, 19, 21, 22, 23 24, 25
- Met: 01, 05, 08, 13
- I also had an idea for moves that could be used outside of battle. I already have an idea for a few of the above Battlechips to be used outside of battle for something trivial, but I have an idea for something that's kind of like HMs from Pokemon.
- Battlechips used to travel across terrain (or T. Battlechips) could possibly be used to travel into new sections of the Mansion. I have about four in my mind, but one (used to enter Underground Chambers) I'm contemplating whether or not to implement.
- Anyway, T. Battlechips will be sold for low-medium prices (80 or so zenny, depending on the use) and will pretty much only be alternatives to other items. For example, a badge or an item may be used in place for a T. Battlechip, but some T. Battlechips are the only way to traverse through certain terrain. I know, it's kind of confusing, but I hope I can make more sense out of it if you were to ask me any questions you may have.
- T01: Drill (Takes down large rocks)
- >Attack -10, Impact
- Cost: 55 Zenny
- T02: Excavate (Digs entrances to Underground Chambers)
- >Attack -10, Earth
- Cost: 30 Zenny
- T03: Clot (stops currents in water)
- >Attack -10, Water
- Cost: 115 Zenny, 1 Paper
- T04: Reveal (allows players to access microcosm mansions)
- >Attack -10, Space
- Cost: 200 Zenny, 2 Paper
- Lonnie: T03, T04
- Roll: T01, T03, T04
- Disco: T01, T02, T03
- Bass: T01, T02, T03, T04
- Elec Man: (none)
- Guts Man: T01, T02
- Dive Man: T03
- Centaur Man: T03, T04
- Tomahawk Man: T01, T02
- Auto: T01, T02, T03, T04
- Met: T02
- There will be alternative ways to get access to these techniques, the following are what can be used instead of these T. Battlechips:
- T01: Drill (item)
- T02: Shovel (item)
- T03: Yacht Badge
- T04: Wonder-Core macguffin thigny i dunno
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