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The first few games in the [[Pokémon Mystery Dungeon]] series have a unique internal order for moves. This applies to [[Pokémon Mystery Dungeon: Red Rescue Team and Blue Rescue Team|Red Rescue Team, Blue Rescue Team]], [[Pokémon Mystery Dungeon: Explorers of Time and Explorers of Darkness|Explorers of Time, Explorers of Darkness]], [[Pokémon Mystery Dungeon: Explorers of Sky|Explorers of Sky]], and [[Pokémon Mystery Dungeon (WiiWare)|Keep Going! Blazing Adventure Squad, Let's Go! Stormy Adventure Squad, Go For It! Light Adventure Squad]]. | |||
From [[Pokémon Mystery Dungeon: Gates to Infinity]] onward, the internal order [[List of moves|is the same]] as in [[core series]] games. | |||
Wonder Orbs as well as few certain other actions work by calling a specific move; for most Wonder Orbs, this is a move otherwise inaccessible in the game. | In Red Rescue Team and Blue Rescue Team, a range of values past 412 (0x19C) is used for effects on certain moves such as {{m|SolarBeam}}, {{m|Dive}} or {{m|Weather Ball}}; these were moved in Explorers to accommodate for Generation IV moves and new Wonder Orbs. | ||
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[[Wonder Orb]]s as well as few certain other actions work by calling a specific move; for most Wonder Orbs, this is a move otherwise inaccessible in the game. This applies even in Gates to Infinity and later, where all unusual moves (such as Wonder Orb effects or alternate versions of a move) are internally listed after all normal moves. | |||
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