Template talk:LegendsZAMove
Accuracy?
Where are the accuracy values used across move pages in this template coming from? Is it just from the move's accuracy in other core series games? I've noticed that moves don't seem to miss in Z-A. Is accuracy even really a thing with this battle system? I don't even give a Schif (Talk • Contribs) 15:10, 22 December 2025 (UTC)
- Yes, in Pokémon Legends: Z-A, moves can't miss unless the target moves out of the way. Certain moves can also be blocked with obstacles. C.Ezra.M (talk | contribs) 16:00, 22 December 2025 (UTC)
- Sounds to me like there's no real reason to have the parameter then, no? I don't even give a Schif (Talk • Contribs) 16:54, 22 December 2025 (UTC)
- There's a "Hit Percent" field in the data structure for the moves in ZA, where three moves, Air Slash (95%), Fire Blast (85%), and Focus Blast (70%) have accuracies below 100%. I wasn't exactly sure what those numbers for those moves meant, but I included the Accuracy field here just to be safe. Minibug (talk) 17:00, 22 December 2025 (UTC)
- Sounds to me like there's no real reason to have the parameter then, no? I don't even give a Schif (Talk • Contribs) 16:54, 22 December 2025 (UTC)
Clarification needed for move wind-up times
The move wind-up time values across move pages are confusing, because they don't specify if the values are true for the Switch 1 version (which runs at 30 fps) or the Switch 2 version (which runs at 60 fps). When you have two different versions of the same game that run at different frame rates, such a distinction needs to be made. MasterBraixen96 (talk) 20:16, 24 January 2026 (UTC)
There are a lot of hidden fields for moves that play a huge role in how they behave. I plan on adding some of these here, but I want to see which of them are the most significant. They also don't have official names, so I'll refer to them here by the internal, datamined names (names used for mainspace TBD):
- AttackLoopFrame - move execution frames. This should have been included with wind-up frames in the first place, imo.
- WazaRangeMin and WazaRangeMax - distance user must be from target to begin winding up a move
- EffectiveRange - how far a move travels
- PlayWazaMoveType - in most cases, correlates with WazaRangeMax; 0 - self-targeting move, 1 - close-range move, 3 - long-range move
- But it doesn't necessarily describe range, but rather move behavior (i.e. Long-range moves require the user to run to the Trainer's location first before winding up the move; Relic Song is the only self-targeting attack move)
- MinShootNum/MaxShootNum - these 2 values are always the same; # of times multi-strike moves hit; many Plus Moves have different values
- SpawnOrigin and SpawnLocator - I have a post on Smogon explaining these. Some moves fire in a straight line and can be blocked by obstacles (Ice Beam), some moves lock onto the target (Thunderbolt), some moves blink the user to the target (Extreme Speed), etc.
- BulletCorrectScale - I think this is a projectile size multiplier, which makes Plus Moves bigger than the base forms. This video very nicely compiles all the base moves alongside their Plus Moves side-by-side, and it roughly seems to match this theory.
For more, here's my spreadsheet of the Move datamines. TehPerson (talk) 03:52, 3 February 2026 (UTC)