Approved Allow using more than one copy of a move with custom rules.

Dorron

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Now that we have more moves slots, I think it would be nice to have the ability to bring two copies of the same move. Yeah, it might result in people bringing two copies of the same move accidentally when the rule is active, so we could look for a way to tell the teambuilder we rlly want to, the same way you add a single EV when you don't want to invest your Pokemon.
 
This is already a thing for formats that allow for illegal moves (Balanced Hackmons, Pure Hackmons, Custom Game), and in normal formats it’s impossible to have two of the same move ingame.
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This is already a thing for formats that allow for illegal moves (Balanced Hackmons, Pure Hackmons, Custom Game), and in normal formats it’s impossible to have two of the same move ingame.View attachment 342525
Yeah, I used to play CG a lot time ago, and that's from where I brought the idea. I know it is impossible to have two of the same move ingame, and I think the same does for being over LvL 100, which was coded to overwrite the nonexisting rule, so I thought it could be done for this too.
 
This is currently a part of Obtainable Moves but it could be broken out into a sub-rule, like Obtainable Misc.

On the other hand, it's been this long and no one's actually gotten around to breaking up Obtainable Misc either, so maybe I'll just do this myself.
 
I think probably a big problem here is that having multiple copies of moves in Hackmons doesn't actually work the way people expect it to. The actual Pokémon Sword/Shield games on Nintendo Switch aren't programmed to handle multiple copies, and will just bug out and not let you use the other copies, which is what we simulate in Balanced Hackmons.
 
To add to the above, specifically, selecting any copy of your move will just cause you to use up the PP of the first copy of your duplicate moves. If one of those runs out of PP, then if you try to use another copy, it will just fail due to lack of PP.


You'd need to add some sort of mod if you wanted this to "behave correctly". But I honestly don't even see the appeal of this even with a mod. In normal gameplay, you rarely are ever going to run out of actual attacking moves, so all this does is allow players to add multiple copies of healing moves or other stall effects, which I don't think is the point of this proposed mod.
 
To add to the above, specifically, selecting any copy of your move will just cause you to use up the PP of the first copy of your duplicate moves. If one of those runs out of PP, then if you try to use another copy, it will just fail due to lack of PP.


You'd need to add some sort of mod if you wanted this to "behave correctly". But I honestly don't even see the appeal of this even with a mod. In normal gameplay, you rarely are ever going to run out of actual attacking moves, so all this does is allow players to add multiple copies of healing moves or other stall effects, which I don't think is the point of this proposed mod.

The one thing I would actually find use in this is Metronome battles. A friend and I create Metronome teams from time to time through custom mode and we once attempted adding 4 slots of Metronome but to no avail. It is useful if you get Taunted, Disabled, Tormented etc, and +, constantly clicking Metronome is the point of it all.

However I suppose this isn't enough to warrant making that change, I mostly just wanted to point out at least one use this potentially provides. I also wouldn't mind not having it as well due to the aforementioned points.
 
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