Generation I: Difference between revisions

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* Critical hits would ignore stat increases from both parties rather than just the target.
* Critical hits would ignore stat increases from both parties rather than just the target.
* {{m|Counter}} could be used in response to {{m|Guillotine}} or {{m|Horn Drill}} to instantly defeat an enemy Pokémon, even if the move hit the user's {{m|Substitute}}.
* {{m|Counter}} could be used in response to {{m|Guillotine}} or {{m|Horn Drill}} to instantly defeat an enemy Pokémon, even if the move hit the user's {{m|Substitute}}.
* With the exception of {{m|Swift}}, every attack had at least a 1/256 chance of missing. This is because the game checks for accuracy by generating a value ranging from 0 to 255. The generated number is compared with the accuracy of the used move, which is also set as a value ranging from 0 to 255 (with 255 representing 100% accuracy). The problem here stems from the fact that the move only hits if the generated number is less than that of the highest hexadecimal value in the move's accuracy range, rather than checking if the former value is less than or equal to the latter. Because of this, even for 100% accuracy moves, there is still a 1/256 chance of missing.
* With the exception of {{m|Swift}}, every attack had at least a 1/256 chance of missing. This is because the game checks for accuracy by generating a value ranging from 0 to 255. The generated number is compared with the accuracy of the used move, which is also set as a value ranging from 0 to 255 (with 255 representing 100% accuracy). The problem here stems from the fact that the move only hits if the generated number is less than that of the value for the move's accuracy, rather than checking if the former value is less than or equal to the latter. Because of this, even for 100% accuracy moves, there is still a 1/256 chance of missing.
* {{m|Wrap}}, {{m|Bind}}, {{m|Fire Spin}}, and {{m|Clamp}} immobilized the target for 2 to 5 turns as a side effect. If a Pokémon that used one of these moves switched out, the target would still be considered trapped during that turn.
* {{m|Wrap}}, {{m|Bind}}, {{m|Fire Spin}}, and {{m|Clamp}} immobilized the target for 2 to 5 turns as a side effect. If a Pokémon that used one of these moves switched out, the target would still be considered trapped during that turn.
* {{m|Struggle}} was programmed with {{type|Normal}} offensive properties instead of being programmed to ignore type matchups, making it ineffective against {{t|Ghost}} types.
* {{m|Struggle}} was programmed with {{type|Normal}} offensive properties instead of being programmed to ignore type matchups, making it ineffective against {{t|Ghost}} types.
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