Game Fortress |
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The Big Cheese
Awards:
Group: Admin Posts: 425 Donor: $0.01
| Bob is taking over as far as the battle system is concerned. He will be scripting attacks, the attacks pokemon learn, and tweaking the battle system. If you have any questions or comments about any of these let him know. Hopefully we'll get it up to par for V5 :)
He's already gone through and made sure all the existing fire moves are in the game, and added a few extras :)
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supersniper | |
Guild Member
Awards: Group: Member Posts: 757 Donor:
| fix the damage given ratio, and also type advantages mean nothing...
Also the secondary poison effect on the move infection is to high of a probablility... basicaly you use it they are poisoned... unless that's how you intend it to be
Then if that's the case I suggest you lower the damage received when being poisoned by that mave.
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Bouncy Ball | |
Champion
Awards: Group: Mod Posts: 4057
| I kinda think that trainers make you get a LOT more exp than normal, even with the trainer advantage factored in.
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Dark Matter | |
Champion
Awards:
Group: Member Posts: 4563
| I think you should make moves like solar beam take 2 turns, etc.
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supersniper | |
Group: Member Donor:
| they will make those moves dont worry ;)
but yeah i suggest you focus mainly how the structure of the battle system.
get a basis down.
set an equation or a ratio that calculates the damage done and received by each attack. Factoring in type advantages, and pokemon stats.
and fyi poison is awesome i love how it totally destroys you :p |
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Dark Matter | |
Group: Member
| It needs to continue poisoning outside of battle too though. |
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dum0dum | 10/20/09 08:04 pm - Last edited 10/21/09 02:12 am by dum0dum | Filter - Reply #6 |
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Champion
Awards:
Group: Member Posts: 3618
| yeah thats a problem but what about the rapid x pressing during attack the attacks overlap and dead pokemon start attacking
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A pox on all of you! |
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Dark Matter | 10/20/09 08:14 pm - Last edited 10/26/09 03:49 pm by Game Fortress | Filter - Reply #7 |
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Group: Member
| And pressing X rapidly when using potions so you can use them as many times as you like.
GAME FORTRESS: Fixed! |
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Bouncy Ball | 10/21/09 10:38 pm - Last edited 10/26/09 02:57 pm by Game Fortress | Filter - Reply #8 |
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Group: Mod
| all shrouds make me bug...
Game Fortress: Fixed! |
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supersniper | |
Group: Member Donor:
| oh weird.... hmm. |
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Dark Matter | |
Group: Member
| Well, now that Kabob has found the reason for all those weird occurences, hopefully everything will go nicely now. |
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Bouncy Ball | |
Group: Mod
| yeah.... i agree that poisoning is too powerful |
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KaBob799 | 10/27/09 03:26 am - Last edited 10/27/09 03:26 am by KaBob799 | Filter - Reply #12 |
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Dual Master
Awards:
Group: Admin Posts: 1029
| Stuff Done So Far:
Damage Calculation
Type Advantages (not truly fixed, but if the attack is supposed to do 0 damage (such as normal<->ghost) it will only do 1)
Accuracy lowering works
A couple moves were rebalanced/fixed/added
Swift now works correctly
False Swipe was added
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David | |
Pyco Artist
Awards: Group: Member Posts: 704
| Nothing much I can add but yes the damage given/taken ratio needs fixing. The same move on a pokemon can do for instance, 40 damage or 20 damage at different times, when both pokemon remain in the same condition.
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Dark Matter | |
Group: Member
| But un-effective moves do need to be added in. 1 hp can mean a lot of difference in a hard battle. |
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Bouncy Ball | |
Group: Mod
| Especially in the beginning when one has 20hp |
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Dark Matter | |
Group: Member
| You aren't really going to come up against un-effective moves right at the beginning though, are you? |
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Bouncy Ball | |
Group: Mod
| Yeah. one could.... if there was a trainer... |
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Dark Matter | |
Group: Member
| No, but the types that have un-effectivenesses aren't the types you come up against early on in the game when you have low-level pokemon. |
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Bouncy Ball | |
Group: Mod
| i guess.... but what if you traded for a low level pkmn. |
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