Magicat

Proposal: Manually Teaching Assists Moves

Feb 18th, 2017
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  1. 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)
  2.  
  3. Base Set:
  4. 01: BUSTER SHOT (Neutral)
  5. >Attack +0
  6. 02: ELEC BEAM (Electric)
  7. >Damages three random opponents. Attack -10
  8. 03: SUPER ARM (Impact)
  9. >Attack -20. If two enemies are present, Atack +20, and hits both enemies
  10. 04: DIVE MISSILE (Missile)
  11. >Attack -10, enemy's defense lowered by 5
  12. 05: CENTAUR ARROW (Laser)
  13. >Attack -20, pierces defense. Target's attack lowered by 1 (cannot be lowered past 67% of original attack)
  14. 06: AUTO CANNON (Laser/Missile)
  15. >Attack +30, recoil damage (DamageInflicted/17.5 = Recoil)
  16. 07: TOMAHAWK TOSS (Cutter)
  17. >Attack -10, target's attack lowered by 5% (cannot be lowered past 67% of original attack)
  18. 08: OIL PUMP (Earth)
  19. >Attack +15. 3x Power when used with Flame attack
  20. 09: PURIFY
  21. >Removes ALLERGY, SCURVY, FRZ, MILD PSN.
  22. 10: REFRESH
  23. >Heal. Power * 1.75.
  24. 11: SLUDGE (25% to Poison, -40 Attack)
  25. >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.
  26. 12: ICE BREATH (25% to Freeze, -40 Attack)
  27. >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.
  28. 13: FLASH (Inflicts Blind)
  29. >Blind: Opponents have 50% chance to miss for three turns.
  30. 14: HEARTSLICE (Inflicts Heartbreak)
  31. >Heartbreak: Attack and Defense lowered by 25% for nine turns
  32. 15: VIRUS SPREAD (Inflicts Allergy)
  33. >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
  34. 16: HYPER BOMB (Explode)
  35. >Attack *1.5, will inflict damage one turn later
  36. 17: FIRE STORM (Flame)
  37. >Attack +10. Attack +30 if opponent makes contact with user
  38. 18: QUICK BOOMERANG (Swift)
  39. >Hits opponent 6 times. Attack *0.5, accuracy 60%
  40. 19: TIME ARROW (Time)
  41. >Attack +5. Enemy Attack Speed halved
  42. 20: STAR BARRIER (Shield/Space)
  43. >Attack -35. Defense boosted by (5% * Shield and Space) for three turns (cannot be stacked)
  44. 21: DIAMOND SAW (Freeze/Cutter)
  45. >Attack +15, 50% chance to lower opponent's defense by 10% (Cannot be lowered past 67% of original Defense)
  46. 22: LIGHT BARRIER
  47. >(Defense +(10% * Laser and Shield) for three turns)
  48. 23: SHARPEN
  49. >(Attack +(10% * Cutter) for three turns)
  50. 24: ZENNY CANNON
  51. >(Power based on amount of zenny sacrificed. Power = Zenny * 2.5)
  52. 25: STEAM BURST (Flame/Water)
  53. >Attack +35. Will automatically thaw out user
  54.  
  55. Caesar Set:
  56. 26: COPY BEAM
  57. >Attack +5. Copies most effective type in battle
  58. 27: STORM TORNADO v0.1 (Wind)
  59. >Attack -60, hits all enemies. Powers up by 1.5x and boosts Wind eff. by .1x when used with Freeze-typed move.
  60. 28. STORM TORNADO v0.5 (Wind)
  61. >Attack -20, hits all enemies. Powers up by 2x and boosts Wind eff. by .2x when used with Freeze-typed move.
  62. 29. CHAMELEON STING v0.1 (___/Laser)
  63. >Attack -5. "___" type replaced with strongest efficiency in battle.
  64. 30. CHAMELEON STING v0.5
  65. >Attack +15. "___" type replaced with strongest efficiency in battle. Boosts Laser eff. by .2x and whatever eff. replaces "___" by .1x per use.
  66. 31. ANTIRECOVERY
  67. >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.
  68. 32. LOVESHIELD
  69. >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. %)
  70. 33. IMMUNEDOWN
  71. >Attack -50. Enemy's immunity lowered by 20. (can't be used more than three times on one target)
  72. 34. SIPHON
  73. >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)
  74.  
  75. Lonnie: 01, 02, 06, 13, 15, 16, 20, 21, 22, 23, 24, 25
  76. Roll: 01, 02, 05, 08, 09, 10, 12, 13, 14, 15, 17, 20, 22, 24
  77. Disco: 01, 03, 04, 07, 09, 10, 11, 13, 14, 15, 17, 18, 21, 23, 24
  78. Bass: All, excluding 09 and 10
  79. Elec Man: 01, 02, 05, 06, 13, 15, 20, 21, 23, 24
  80. Guts Man: 01, 03, 06, 07, 08, 15, 17, 20, 22, 24, 25
  81. Dive Man: 01, 04, 06, 07, 08, 15, 16, 19, 20, 22, 24, 25
  82. Centaur Man: 01, 02, 05, 09, 10, 12, 13, 14, 19, 20, 21, 22, 24, 25
  83. Tomahawk Man: 01, 04, 07, 08, 11, 15, 17, 18, 21, 22, 23, 24
  84. Auto: 01, 02, 03, 04, 05, 06, 08, 10, 13, 14, 16, 17, 19, 21, 22, 23 24, 25
  85. Met: 01, 05, 08, 13
  86.  
  87. 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.
  88. 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.
  89. 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.
  90.  
  91. T01: Drill (Takes down large rocks)
  92. >Attack -10, Impact
  93. Cost: 55 Zenny
  94.  
  95. T02: Excavate (Digs entrances to Underground Chambers)
  96. >Attack -10, Earth
  97. Cost: 30 Zenny
  98.  
  99. T03: Clot (stops currents in water)
  100. >Attack -10, Water
  101. Cost: 115 Zenny, 1 Paper
  102.  
  103. T04: Reveal (allows players to access microcosm mansions)
  104. >Attack -10, Space
  105. Cost: 200 Zenny, 2 Paper
  106.  
  107. Lonnie: T03, T04
  108. Roll: T01, T03, T04
  109. Disco: T01, T02, T03
  110. Bass: T01, T02, T03, T04
  111. Elec Man: (none)
  112. Guts Man: T01, T02
  113. Dive Man: T03
  114. Centaur Man: T03, T04
  115. Tomahawk Man: T01, T02
  116. Auto: T01, T02, T03, T04
  117. Met: T02
  118.  
  119. There will be alternative ways to get access to these techniques, the following are what can be used instead of these T. Battlechips:
  120.  
  121. T01: Drill (item)
  122. T02: Shovel (item)
  123. T03: Yacht Badge
  124. T04: Wonder-Core macguffin thigny i dunno
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