Move data structure (Generation III): Difference between revisions

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* '''Accuracy''' determines the move's accuracy. Divide this value by 100 to get the actual accuracy. In [[Generation I]], this value was 0-255 and divided by 256, which explains why sometimes attacks like {{M|Swift}} missed. This no longer happens in [[Generation III]]. This value is also set to 0 to reach 100% accuracy.
* '''Accuracy''' determines the move's accuracy. Divide this value by 100 to get the actual accuracy. In [[Generation I]], this value was 0-255 and divided by 256, which explains why sometimes attacks like {{M|Swift}} missed. This no longer happens in [[Generation III]]. This value is also set to 0 to reach 100% accuracy.
* '''Effect accuracy''' determines probability that the effect associated with a given move will happen. Divide this value by 100 to get the actual effect's accuracy. So that, for instance, a value of 100 gives you 100% chances for the effect to trigger. For yet-unknown reasons, some moves have this value set to 0 which results in 100% accuracy as well.
* '''Effect accuracy''' determines probability that the effect associated with a given move will happen. Divide this value by 100 to get the actual effect's accuracy. So that, for instance, a value of 100 gives the player 100% chances for the effect to trigger. For yet-unknown reasons, some moves have this value set to 0 which results in 100% accuracy as well.
* '''Affects whom''' determines who the move will hit on a 2 on 2 battle. It can be selected target, user, both foes, random foe, both foes and partner, field, opponent field (Spikes) and last opponent who moved. The following table indicates which value matches a certain target type.
* '''Affects whom''' determines who the move will hit on a 2 on 2 battle. It can be selected target, user, both foes, random foe, both foes and partner, field, opponent field (Spikes) and last opponent who moved. The following table indicates which value matches a certain target type.


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