PP: Difference between revisions

256 bytes added ,  22 July 2010
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Under the power point system, a move may have a base number of PP equal to 1 or a multiple of 5 between 5 and 40. Up to three {{DL|Vitamin|PP Up}}s can be applied to a move on a particular Pokémon, and each PP Up increases the move's maximum PP by 20% of its original value, unless the move originally had 1 PP, in which case it has no effect. A {{DL|Vitamin|PP Max}} may also be used in place of three PP Ups. In [[Generation I]] and [[Generation II]], the maximum PP value for moves that have a base PP value of 40 is 61 (likely due to a lack of data space); this was increased to the "proper" value of 64 in [[Generation III]]. Typically, the stronger or more desirable a move is compared to other moves, the lower its base PP.  When the moves {{m|Shadow Rush}} and {{m|Struggle}} are used, PP is not deducted, effectively giving them infinite PP.
Under the power point system, a move may have a base number of PP equal to 1 or a multiple of 5 between 5 and 40. Up to three {{DL|Vitamin|PP Up}}s can be applied to a move on a particular Pokémon, and each PP Up increases the move's maximum PP by 20% of its original value, unless the move originally had 1 PP, in which case it has no effect. A {{DL|Vitamin|PP Max}} may also be used in place of three PP Ups. In [[Generation I]] and [[Generation II]], the maximum PP value for moves that have a base PP value of 40 is 61 (likely due to a lack of data space); this was increased to the "proper" value of 64 in [[Generation III]]. Typically, the stronger or more desirable a move is compared to other moves, the lower its base PP.  When the moves {{m|Shadow Rush}} and {{m|Struggle}} are used, PP is not deducted, effectively giving them infinite PP.


In [[Generation I]], a glitch allowed {{m|Struggle|struggling}} to be avoided by allowing the game to automatically use a move to attack, which could happen to any attack if a Pokémon attacked immediately after being defrosted, or due to a handful of moves ({{m|Bind}}, {{m|Clamp}}, {{m|Fire Spin}}, {{m|Hyper Beam}}, {{m|Metronome}}, {{m|Mimic}}, and {{m|Wrap}}) because of the auto-selection involved with partial trapping moves. Due to the way PP data is stored, a move that is used with 0 PP in this way will {{wp|arithmetic underflow|underflow}} to the maximum possible value (63, or 2<sup>6</sup> - 1), and full PP Up status will be applied to the move. (In terms of computer mechanics, this means that the PP count has rolled over to 255, which is interpreted as "63 PP, with 3 PP ups".) In Generation II and onward, a check was added that prevents execution of a move that has 0 PP if it is autoselected.
In [[Generation I]], a glitch allowed {{m|Struggle|struggling}} to be avoided by allowing the game to automatically use a move to attack, which could happen to any attack if a Pokémon attacked immediately after being defrosted, or due to a handful of moves ({{m|Bind}}, {{m|Clamp}}, {{m|Fire Spin}}, {{m|Hyper Beam}}, {{m|Metronome}}, {{m|Mimic}}, and {{m|Wrap}}) because of the auto-selection involved with partial trapping moves. A move that is used with 0 PP in this way will {{wp|arithmetic underflow|underflow}} to the maximum possible value of the data that stores it. In Generation I, the PP data for one move was stored as one {{wp|byte}}, with the first two bits being how many PP Ups were applied to that move, and the last six being the remaining PP. Due to this, when a move with 0 PP is used, the PP value will roll over to 255. This gives the move 63 PP, (or 2<sup>6</sup> - 1), and if no PP Ups were used originally, full PP Up status will be applied to the move. (If PP Ups were used beforehand, the move will lose one PP Up instead.) In Generation II and onward, a check was added that prevents execution of a move that has 0 PP if it is autoselected.


Outside of battle, field moves like {{m|Milk Drink}}, {{m|Dig}}, and all [[HM|HMs]], may be used even if the current PP of the move is 0.
Outside of battle, field moves like {{m|Milk Drink}}, {{m|Dig}}, and all [[HM|HMs]], may be used even if the current PP of the move is 0.
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