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Cardshark000

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Posts posted by Cardshark000

  1. 16 hours ago, kream said:

    honestly i think some of the crest you suggested could be a little bit OP, idk but the crest suppose to only give a small boost to help the pokemon out

    That's a fair criticism. I made my crests with the intention of having them be strictly better than certain held items in order to ensure that the pokemon using them would, in fact, be buffed... but I can see how that might make them too good. Maybe a crest's real value should come from how it changes a pokemon's playstyle, and not by providing a strict buff to a pokemon.

  2. I really like how the crests introduced in V11 and V12 have made Pokemon which I would have never otherwise considered for a play-through fun to use, so I have been thinking up some ideas for new crests -- mainly with the intention of either promoting alternate playstyles for certain pokemon or making their unique niche(s) more viable in-game. The ideas I've come up with so far are listed below according to my naive conception of how difficult it would be to implement them into the game. 

     

    Spoiler

    Sigilyph Crest: Dark types lose their immunity to Sigilyph's Psychic type attacks and Sigilyph's defense / special defense stats are increased by a factor of 1.3x. (This makes Sigilyph's Cosmic Power / Stored Power set more viable in game)

     

    Comfey Crest: HP-draining moves (Draining Kiss, Giga Drain, etc.) deal 1.5x damage and Comfey's defense stat is increased by a factor of 1.3x or 1.4x (Comfey has a fantastic niche as a priority-based set-up sweeper, but its stats really hold it back)

     

    Weezing Crest: Weezing gains the Berserk Ability and is healed as if it is holding Black Sludge / Leftovers (Weezing's a great wall with Will-o-Wisp and Pain Split, but an awful special attacker; this helps patch that up and has some rewarding interactions with Pain Split to boot.)

     

    Dhelmise Crest: Dhelmise gains a third Steel typing (similar to how Trick-or-Treat adds a Ghost Typing) and attacks which prevent the opponent from switching out (Anchor Shot, Whirlpool, etc.) deal damage equal to 1/8 of the target's HP at end of turn in addition to the move's other effects. (So anchor shot deals 1/8 @ E.o.T. and whirlpool deals 1/4 HP @ E.o.T.). (This makes a trapping / walling set with synthesis much more viable for Dhelmise to run)

     

    Marowak Crest: Marowak's attack stat is doubled (like with the thick club) and it gains parental bond (with the second attack ideally inflicting ghost-type damage for flavor)

     

    Golisopod Crest: Golisopod's priority attacks deal 1.3x damage and its Emergency Exit ability becomes optional (Like Comfey, Golisopod has fantastic priority attacks... but it has a very hard time sticking around on the battlefield. This helps fix that.)

     

    Garbodor Crest: When Garbodor lays down a layer of Spikes, it also lays down a layer of Toxic Spikes (and vice versa); in addition, Garbodor takes 2/3 - 3/4 damage from opponents' attacks. (Garbodor's not normally bulky enough to withstand more than one or two neutral hits, but it has a fantastic supporting movepool that I'd like to see it be able to use)

     

    Sudowoodo Crest: When Sudowoodo uses Mimic for the first time, it gains +1 priority and it causes Sudowoodo to immediately use the mimicked move (ala Mirror Move); in addition, Sudowoodo takes 2/3 - 3/4 damage from opponents' attacks. Sudowoodo is a surprisingly strong attacker, but it's inability to use more than one attack in most late-game battles holds it back)

     

    and my personal favorite

     

    Vespiquen Crest: Defend Order's effect changes, and becomes a variant of substitute which also causes the user to gain a stage in Defense and Special Defense. Also, while Vespiquen is behind a substitute, Heal Order heals 2/3 or 3/4 health instead of 1/2 health. In addition, while Vespiquen is behind a substituteAttack Order becomes a 70BP two-hit move. (Vespiquen has an admittedly awful typing, but decent stats; I thought this was a super flavorful way to make it bulky enough to actually have an impact in some battles if it survives your opponent's initial attack(s).

     

    More Crests:

     

    Pyroar Crest: Merge Pyroar's SpA and Atk

     

    Togedemaru Crest: Multiply Togedemaru's defenses by 1.5x

     

    Chimecho Crest: Create an instance of Trick Room when Chimecho enters the battlefield.

     

    If anyone else has some ideas for more crests, I'd love to see them! I'll also be coming back to edit this post every once in a while if I come up with some more ideas.

  3. This glitch occurs while I'm fighting Amaria in doubles. The first turn goes like this: meowstic uses fake out on vaporeon, seismitoad uses surf and kills meowstic, Vaporeon flinches, then whimsicott kills seismitoad with giga drain. When I send in liepard on the next turn and use copycat, it uses giga drain as expected. However, when I call Z-Copycat, the move boosts Liepard's accuracy as intended -- but then the move becomes Hydro Vortex. I presume that this occurs because it copied one of the instances of surf used earlier instead of Giga Drain. This happens when Whimsicott uses other moves than giga drain as well, no matter if they're status moves or other attacks.

     

    Edit: Interestingly enough, when I tried using Z-Copycat in a single battle to copy a move my liepard had used before in the same battle, I got the message "Throat Chop is not compatible with Normalium-Z" -- presumably because the game is only applying the code to transform a move into its Z-move counterpart after Copycat has called a different move and replaced itself with it.

     

    Edit 2: Unfortunately, using the Darkinium-Z on Copycat when Throat Chop was the last used move returns the message "Copycat is not compatible with Darkinium-Z." If I had to guess, the move checks for both copycat's compatibility with the Z-crystal, THEN checks for the replacement move's compatibility with the Z-crystal, ensuring that Z-Copycat is currently unusable unless it's copying a normal-type move. I still have no idea why it copied surf correctly in a double battle, however.

  4. When I use a Z-move to defeat a wild pokemon, the battle ends immediately after displaying the message "the wild _____ fainted!" without awarding experience. This has held true against different wild species, on different fields, and when battling with traded and non-traded pokemon alike. 

     

    Likewise, my pokemon do not gain experience when they defeat a trainer's last pokemon with a Z-move, causing the dialogue to skip directly to the standard victory dialogue.  Pokemon gain experience as normal if they defeat a trainer's pokemon while they still have other pokemon remaining in their party.

     

    I have only been able to test this with the following Z-crystals, though I suspect that more/all of them may be similarly bugged:

    Spoiler

    Firium-Z

    Poisonium-Z

    Waterium-Z

     

  5. When I switch grounded pokemon out mid-turn while the swamp field is active, the new pokemon does not have their first speed reduction occur until the end of the first full turn it spends in battle. This means that any ability which triggers upon stat reduction, such as Defiant, triggers twice at the end of the pokemon's second turn in battle as opposed to once at the end of each of the pokemon's two turns in battle.

     

    Example Battle:

    Turn 1: Greninja uses Water Pledge.

    Turn 2: I switch out Greninja for Venusaur.

    Turn 3: Venusaur uses Grass Pledge, creating the swamp field. The swamp field lowers the speed of all grounded pokemon.

    Turn 4: I switch out Venusaur for Pawniard. Pawniard's speed is not lowered at turn's end -- meaning defiant doesn't trigger -- but the field does lower the speed of opposing grounded pokemon which have been in play since the turn's beginning.

    Turn 5: Attacks take place as normal. Afterwards, the standard stat-lowering VFX flash over Pawniard (though no text is displayed), which triggers Defiant. After this, Pawniard's speed drops again -- displaying both the standard text and VFX -- which triggers Defiant for the second time.

     

    The same error takes place in double battles as well, with the only difference being that I can switch out either Venusaur or Greninja for Pawniard starting on turn 2.

  6. Your hard drive is full. Please delete any unneeded memories to make space for new ones.

    Alright then, i'll just delete all of my memories from second grade. I never liked that year.

    On a different note, thanks everyone for welcoming me back!

  7. Trainer Name: Alex

    Trainer Class: Gen V veteran preferably, if otherwise, a pokemon breeder.

    Start text: Just make this a good battle, that's all i want.

    End text: You get what you ask for, i guess.

    Team: Houndoom, Sigilyph, Tentacruel, Metagross, and Flygon.

  8. As for abilities... levitate is standard fare for ghosts, as is cursed body. Iron fist might also work depending on the design... there's also shadow tag if you feel like making something broken... finally i can see tinted lens working to help boost the thing's attacking prowess (design withstanding). that's what I can see working for this pokemon.
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