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Post by Basile on Jul 14, 2012 16:57:54 GMT -6
Moves that change the status of a pokemon are as much a staple of battling as the pokemon themselves are. Thanks to our battling system, these moves work in very specific ways, and can only be used once per pokemon. That's a little confusing, so let me explain further. Let's say you're in a Gym Battle against Wendy.
Your first pokemon uses Leer against Wendy's Farfetch'd. That is the only time an attack that decreases defense can be used against the Farfetch'd. Even if your pokemon faints and you bring in another pokemon, the new pokemon can't lower Farfetch'd's defense again. Now, once the Farfetch'd is defeated and Tranquill is up to battle, a defense lowering attack can be used against Tranquill. But only the once.
Different status' can be inflicted at the same time, however. Your pokemon could use Howl on itself, then use Leer on its opponent, and both would work.
Use the A T T A C K code to figure out how hard your status infliction hits.
Result = Miss or 0: Your attack didn't work, you may try to change status again. Result = 1-6 : Status is increased/decreased by 1. Attacks will either do one extra point of damage or be resisted by one point. Result = 7-10 : Status is increased/decreased by 2. Attacks will either do two extra points of damage or be resisted by two points.
For example, if you attacked a pokemon who had used Defense Curl with a result of 4, the attack would look like this:
[RESULT: 7] -1 Defense Curl
For attacks that do damage as well as possibly creating a status change, a roll of 6 or higher is required for the status change to be inflicted.
Burn, Freeze - There is no in-battle effect for these, but you can have your pokemon be scarred by a fire attack.
Paralysis - Paralyzed pokemon will only be able to make successful attacks if the roll result is an odd number.
Sleep - Sleeping pokemon will stay asleep for a total of three turns or until hit with an attack of 7 or higher, whichever comes first.
Confusion - Odd numbered attacks hit the opponent. Even numbered attacks cause pokemon to do damage to themselves for the number rolled. Confusion wears off when switched out or the battle ends, or if hit by a roll of 7 or higher.
Flinch - Moves that guarantee flinching cause the opponent to skip their turn. Moves that have a chance of causing flinching will make the target flinch when the result is a 7 or higher.
Poisoning - A pokemon that is poisoned can only make one move before the poison takes full effect, and it cannot battle again until cured. You have two (Real Life) days to cure that pokemon of its poisoning before it succumbs to it completely. Yes, that means EXACTLY what you think.
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Post by Basile on Jul 14, 2012 16:58:21 GMT -6
Some attacks have effects other than changing status. The following is a list of these attacks and how they work here on Victory Seekers. [atrb=width,95%,bTable][atrb=border,0,true] Attacks that Heal | Absorb - Deals damage and restores one health to user. Drain Punch - Deals damage and restores three health to user. Giga Drain - Deals damage and restores four health to user. Heal Order - Restores a target by the amount rolled. Heal Pulse - Restores a target by the amount rolled. Horn Leech - Deals damage and restores four health to user. Leech Life - Deals damage and restores one health to user. Leech Seed - Deals one point of damage to target and gives one health to your pokemon. Lasts until target faints. Mega Drain - Deals damage and restores two health to user. Milk Drink - Restores health to maximum less five if the roll is 5 or higher. Moonlight - Will heal user to full health less six when outside during the day, will heal user to full health less two when inside or if it is night. Morning Sun - Will heal user to full health less two when outside during the day, will heal user to full health less six when inside or if it is night. Present - Damages if the result is odd, heals when the result is even. Recover - Restores health to maximum less five if the roll is 5 or higher. Rest - Restores to full health and eliminates status conditions, but the user is asleep for at least twp turns. Roost - Restores to full health, but the user is forbidden from flying for five turns, and can be hit by ground type moves. Electric type moves do double damage while grounded. Slack Off - Restores to full health, but the user skips next turn. Softboiled - Restores health to maximum less five if the roll is 5 or higher. Synthesis - Restores health to maximum less five if the roll is 5 or higher. Will fail if the sun is blocked, if it is night, or if inside. | Attacks that Damage Per Turn | Clamp - Does two extra point of damage per round for three rounds. Trapped pokemon may only use special attacks or break free with an attack roll of 6 or greater. Fire Spin - Does one extra point of damage per round for three rounds. Trapped pokemon may only use special attacks or break free with super effective moves. Ice Ball - Must be used at least two turns in a row. Does roll damage plus the number of turns in a row it has been used. Mega Storm - Does three extra point of damage per round for three rounds. Trapped pokemon may only use special attacks or break free with super effective moves. Rollout - Must be used at least two turns in a row. Does roll damage plus the number of turns in a row it has been used. Sand Tomb - Does one extra point of damage per round for three rounds. Trapped pokemon may only use special attacks or break free with super effective moves. Whirlpool- Does one extra point of damage per round for three rounds. Trapped pokemon may only use special attacks or break free with super effective moves or a rushing attack such as quick-attack. Wrap - Does two extra point of damage per round for three rounds. Trapped pokemon may only use special attacks or break free with an attack roll of 6 or greater. | Attacks that are Random | Assist - Any move your team has of your choice, cannot use the same move twice. Metronome - Ask in the cbox, a member of staff will randomly select an attack. Sleep Talk - Any move your pokemon has of your choice, moves that put you to sleep auto-fail, cannot use the same move twice. Transform - If Ditto, turns into any NON legendary pokemon on your opponent's team. If Mew, turns into ANY pokemon of your choice, with the moveset completely up to you as long as the move is within level range. | Attacks that have Other Effects | For attacks that guarantee the next hit, the next round result can be no less than five. Attacks with a result of Miss or 0-4 will be added to until the result is five.
For attacks that deal double damage if the user was dealt damage the previous turn, they do exactly that. Roll damage is doubled.
Attacks that do recoil damage will always deal one point of damage to the user if it connects, even if the result is zero. Two points are added to any damage dealt.
Attacks that require a turn to recharge add three points of damage to the roll. The opponent then attacks twice.
Attacks the lower the user's stats will do an additional two damage before lowering the roll by one each turn there after.
Attacks that confuse the user will do an additional three damage before confusing the user.
Attacks that strike multiple times in the same round are treated as single attacks, doing roll damage only once.
Bide - For every attack that damages the pokemon using bide, 5 points that will be done to the attacker. For example, if a Piplup is using Bide and is attacked once a turn both turns it is charging, then when it unleashed power, it will do 10 damage guaranteed. You will have to roll to see if it hits. If your result is anything less than 1, it misses.
Night Shade - Treated as a Ghost-Type variation of Psybeam.
Seismic Toss - Considered a OHKO move. |
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Post by Basile on Jul 14, 2012 16:58:51 GMT -6
[atrb=width,95%,bTable][atrb=border,0,true][style=font-family: Bad Script; text-align: left; letter-spacing: 2px; color: #6E4689]Abilities | [style= text-align: justify; letter-spacing: 0px; padding-left: 20px; padding-right:50px]Pokemon have abilities for a reason. Some abilities can help in a battle, and some can hurt. Thanks to Victory Seeker's battle system, some abilities are slightly different, and some abilities are not employed at all. The following is a list of all abilities and their effects that can be found here. |
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Post by Catilena1890 on Oct 19, 2012 19:38:28 GMT -6
Pokemon Attacks
Pokemon are allowed a Maximum of SIX moves, rather than four. This is to help the coordinators with their combinations and normal trainers with gym battles. If you want to learn a new move, you will have to discard an old one.
Pokemon learn attacks much like in the games and anime:
From the anime side, they can learn attacks as they get stronger, and some have difficulty with powerful moves. They can also use attacks that they might not necessarily learn in the games. This is most prevalent with beginner pokemon and pokemon caught on Route 801, due to the fact that if someone gets a magikarp or catches an abra, who ordinarily know useless moves, they would be no better off against attackers than if they went on their own, and thus this defeats the purpose of getting a starter pokemon.
It is not necessary to play out the learning or discarding of an attack.
From the game side, pokemon also learn moves from TMs and HMs. TMs and HMs from all generations can be obtained here at VS, and are labeled according to generation. For example, the Gustella Gym Leader grants G3TM 43, Aerial Ace. Breaking it down, G stands for Generation, 3 is the generation it comes from, and then the TM and Move Name.
To use a TM or HM, you first need a TM Case, which can be obtained from Wendy after you defeat her. Despite being called Technical/Hidden Machines, the things that teach moves are actually candy pills. A T/HM is a dispenser that holds 10 candies, called Move Pills or MP. To teach a pokemon a move, open the pokeball at the top of the dispenser and you will find a small candy ball. Feed this to your pokemon and wait until they have eaten it fully before commanding the attack. If the TM is compatible, the pokemon will completely consume the candy and be able to use the attack right away.
If you attempt to feed a pokemon an MP that contains a move it is incompatible with, the pokemon will find it unpalatable and will spit it out. Forcing the pokemon to swallow the MP will do you no good, as it will make them vomit. Causing a pokemon to vomit from incompatible MPs will result in that pokemon getting angry with you and they may refuse to obey your commands.
Unlike in the games, HMs are disposable and forgettable without the use of a Move Deleter. All TMs and HMs can carry a maximum of 10 MP before needing to be replenished, which can be done for a fee at any pokemart.
TMs and HMs may only be obtained via events, gym battles, and contest wins. The containers are far too valuable in the Varaia Region to be simply discarded, and attempting to buy or sell one will land you under Officer Jenny's suspicion because of their specialness and rarity. MP, however, CAN be found while traveling and CAN be bought/sold.
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