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User talk:Vuvuzela2010/Template:Learnlist/level/GenV

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Examples

Pikachu

By level up

Move
Type
Cat.
Pwr.
Acc.
PP
III
IV
V
ThunderShock Electric Special 40 100% 30 1 1 1
Thunder Wave Electric Status 100% 20 8 10 10
  • Bold indicates a move that gets STAB when used by Pikachu
  • Italic indicates a move that gets STAB when used by an evolution of Pikachu
  • Bold italic indicates a move that loses STAB when used by an evolution of Pikachu
  • For details that have changed between games, please see an individual move's page.
Gen I and II
Move
Type
Pwr.
Acc.
PP
I
II
Thunder Wave Electric 100% 20 9 / 8 8
Swift Normal 100% 20 9 no
  • Bold indicates a move that gets STAB when used by Pikachu
  • Italic indicates a move that gets STAB when used by an evolution of Pikachu
  • Bold italic indicates a move that loses STAB when used by an evolution of Pikachu
  • For details that have changed between games, please see an individual move's page.

By TM

TM
Move
Type
Cat.
Pwr.
Acc.
PP
III
IV
V
TM70 Flash Normal Status 100% 20 *
TM72 Volt Switch Electric Special 70 100% 20 no no
  • Bold indicates a move that gets STAB when used by Pikachu
  • Italic indicates a move that gets STAB when used by an evolution of Pikachu
  • Bold italic indicates a move that loses STAB when used by an evolution of Pikachu
  • For details that have changed between games, please see an individual move's page.

By Move Tutor

Move
Type
Cat.
Pwr.
Acc.
PP
III
IV
V
Headbutt Normal Physical 70 100% 15 no no
  • Bold indicates a move that gets STAB when used by Pikachu
  • Italic indicates a move that gets STAB when used by an evolution of Pikachu
  • Bold italic indicates a move that loses STAB when used by an evolution of Pikachu
  • For details that have changed between games, please see an individual move's page.

By a prior evolution

Move
Type
Cat.
Pwr.
Acc.
PP
III
IV
V
Endeavor Normal Physical 100% 5 no 172* no
  • Bold indicates a move that gets STAB when used by Pikachu
  • Italic indicates a move that gets STAB when used by an evolution of Pikachu
  • Bold italic indicates a move that loses STAB when used by an evolution of Pikachu
  • For details that have changed between games, please see an individual move's page.

Azurill

Pokemon type change upon evolution

Move
Type
Cat.
Pwr.
Acc.
PP
III
IV
V
Slam Normal Physical 80 75% 20 no no 15
Water Gun Water Special 100% 40 no no 18
  • Bold indicates a move that gets STAB when used by Azurill
  • Italic indicates a move that gets STAB when used by an evolution of Azurill
  • Bold italic indicates a move that loses STAB when used by an evolution of Azurill
  • For details that have changed between games, please see an individual move's page.

Gastly

Move type/category/power/accuracy/PP change

Move
Type
Cat.
Pwr.
Acc.
PP
III
IV
V
Curse Ghost * Status * 100% 40 1 1 1
  • Bold indicates a move that gets STAB when used by Gastly
  • Italic indicates a move that gets STAB when used by an evolution of Gastly
  • Bold italic indicates a move that loses STAB when used by an evolution of Gastly
  • For details that have changed between games, please see an individual move's page.

Heat Rotom

Type change

Move
Type
Cat.
Pwr.
Acc.
PP
III
IV
V
Shadow Ball * Ghost Special 80 100% 20 no 1 1
  • Bold indicates a move that gets STAB when used by Heat Rotom
  • Italic indicates a move that gets STAB when used by an evolution or alternate form of Heat Rotom
  • Bold italic indicates a move that loses STAB when used by an evolution or alternate form of Heat Rotom
  • For details that have changed between games, please see an individual move's page.


Move
Type
Cat.
Pwr.
Acc.
PP
III
IV
V
Overheat * Fire Special 140 90% 5 no 1 1
  • Bold indicates a move that gets STAB when used by Heat Rotom
  • Italic indicates a move that gets STAB when used by an evolution or alternate form of Heat Rotom
  • Bold italic indicates a move that loses STAB when used by an evolution or alternate form of Heat Rotom
  • For details that have changed between games, please see an individual move's page.

Eevee

Bite

Move
Type
Pwr.
Acc.
PP
I
II
Bite * Dark * 60 100% 25 36 / 30 30
  • Bold indicates a move that gets STAB when used by Eevee
  • Italic indicates a move that gets STAB when used by an evolution of Eevee
  • Bold italic indicates a move that loses STAB when used by an evolution of Eevee
  • For details that have changed between games, please see an individual move's page.

Oddish

Move
Type
Cat.
Pwr.
Acc.
PP
III
IV
V
Acid * Poison Special 30 100% 40 23 9 9
  • Bold indicates a move that gets STAB when used by Oddish
  • Italic indicates a move that gets STAB when used by an evolution of Oddish
  • Bold italic indicates a move that loses STAB when used by an evolution of Oddish
  • For details that have changed between games, please see an individual move's page.

Gen I and II

Move
Type
Pwr.
Acc.
PP
I
II
Acid * Poison 30 100% 40 23 9
  • Bold indicates a move that gets STAB when used by Oddish
  • Italic indicates a move that gets STAB when used by an evolution of Oddish
  • Bold italic indicates a move that loses STAB when used by an evolution of Oddish
  • For details that have changed between games, please see an individual move's page.

Comments

:)

:|

I'll try and make the levels sortable, if possible. And I'll get round to adding a footer. Vuvuzela2010 Δ 00:32, 5 November 2011 (UTC)

:(

Not really liking it. The idea as a whole... maybe if you split Generations I and II from III, IV, V. It is waaay too wide and stretches my screen a lot. I would recommend condensing into generations rather than games and just adding notes (sup tags?) for which games in the generation it can learn the moves in. --SnorlaxMonster 08:12, 8 November 2011 (UTC)
Also, how do you handle modified moves? --SnorlaxMonster 09:07, 9 November 2011 (UTC)
Display the details accurate to Gen V, but the tt template can be used to display older info. And I'm making a start on changing the template to be smaller an to show generations instead of games. Vuvuzela2010 Δ 09:33, 9 November 2011 (UTC)
What about Curse? Will you just use the defined damage categories and ignore any that were different due to being type-based in Generation III? --SnorlaxMonster 10:48, 9 November 2011 (UTC)

I've added options for moves that've changed types and categories Vuvuzela2010 Δ 11:55, 9 November 2011 (UTC)

For the Pikachu Gen I and II example, for Thunderwave, I would put a tool tip for RGB as well as Yellow, since it doesn't learn the move at both levels 8 and 9 in Yellow. For "By prior evolution" with the event Pichu, I would make the tool tip either "event" or "event (Pikachu-colored Pichu)". Events could probably stay as they are now in separated generational boxes, because we list the events that it can have it through, and doing it this way would make it hard to find out, for example, which events allow a Pikachu to know Surf. I think bold and itallics for lost STAB is a bit unnecessary—it is there to show that it could have STAB in a further evolution/other form, and I don't think it is really necessary. If kept, then I think the bold and itallics should be removed from the Shadow Ball example, as like on Bite, we list the current STAB situation and note how it was before. Also if it is kept, I think "another form" would be better than just "form" in the footer. If not kept, I guess Shadow Ball could stay bold and itallic, but maybe it should also go to the way our other articles do it (and can you do an example of Eevee's Bite in Gens I and II?). The note "STAB from Gen V" sounds like Gen V gives it STAB. I would prefer either "STAB from Gen V onward" or "STAB in Gen V". --SnorlaxMonster 06:30, 10 November 2011 (UTC)
I've added an example of Eevee and Bite, and I've changed the footer so that is hides "or alternate form" for ones without forms (plus it was starting to stretch the template out a bit). I do think that it should be noted if STAB will be lost after evolution since its as usefull as knowing if it will gain STAB, but I've removed the bold and italics from the Shadow Ball example, and I've fixed the wording of the Pichu and the Gen V STAB example Vuvuzela2010 Δ 10:09, 10 November 2011 (UTC)
The issue with your lost STAB is that for Eevee, in Gen I it should be bold italic, but you only note it as bold. Also, Bite should have the type note you gave Curse. Also, shouldn't Shadow Ball be italic because it gets STAB as Normal Rotom, even in Generation V? What happens for something like Gloom's Acid? It loses it if it evolves into Bellosom, but not into Vileplume. Also, does Larvitar's Earthquake count because it loses STAB after two evolutions (I assume it would, since gets italics for Bite)? Of course, you can then combine these two issues into Oddish's Acid... --SnorlaxMonster 05:40, 12 November 2011 (UTC)

Help Needed

For some reason, the template just garbles up when I try to add a single typed Pokemon. The example above actually has two types added, but only shows the first one. If only one type is added, it appears like this:


Vuvuzela2010 Δ 21:55, 4 November 2011 (UTC)

You need to add an extra pipe after the first type and leave it blank, like this:
{{User:Vuvuzela2010/Template:Learnlist/levelh|Ghost|Poison}} {{User:Vuvuzela2010/Template:Learnlist/level|Struggle|Normal||Status|40|100|1|1|2|3|4|5}} |}

Pikiwyn talk 22:05, 4 November 2011 (UTC)

Cheers, that solves that problem. But I still cant get it to show both types? It still only shows the first one, and I've mucked it by trying to fix it :S . Vuvuzela2010 Δ 22:19, 4 November 2011 (UTC)
Why does it even need to show 2 types? Isn't this for a list of moves?--MisterE13 22:22, 4 November 2011 (UTC)
..................... I've just realised that. I've been getting moves mixed up with Pokemon, likely since it's a copy of this template. In other words, it should be fine now Vuvuzela2010 Δ 22:27, 4 November 2011 (UTC)
It only shows the Pokémon's first type though, you entered the types as Ghost and Poison but only Ghost is showing. Pikiwyn talk 22:34, 4 November 2011 (UTC)
I'll try and fix that now. I'll need to sort out the level up section as well, I had to do things to the individual games (FRLG, etc.) to make the template less complicated to edit. Vuvuzela2010 Δ 22:37, 4 November 2011 (UTC)
Border's fixed. Vuvuzela2010 Δ 22:40, 4 November 2011 (UTC)
Suggestions:Remove the game coloring after the first row; kinda hard to read. Make the width wider so the sortable buttons and the text aren't cramp into the space. -tc²₆tc26- 23:02, 5 November 2011 (UTC)
How much wider exactly? (its was 900px, now 1000px). I don't think the colouring makes it hard to read, apart from thee Crystal and Colosseum ones, which I've darkened. Vuvuzela2010 Δ 23:30, 5 November 2011 (UTC)