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Posted: Tue Jun 16, 2009 6:15 pm
I've issued tasks. You don't have to do 'em, it's just a suggestion and I tried to do it based on what would be done. 'Cept Sparky. Not sure what he's interested in working on.
Omni's Things To Do: • Work on NPCs and how to incorporate them. • Work on mini-events. • Work on Kanto threads.
Winny's Things To Do: • Work on summer event ideas, start getting it going.
Sparky's Things To Do: • Help with summer event ideas, start getting it going.
Armohny's Things To Do: • Help with summer event ideas. • Start on Johto threads. • Reserve Kanto threads when need be.
Iron's Things To Do: • Work on his mini-events ideas/Create a thread for them so we can know what it's all about. • Work on getting the contests incorporated. • Whatever he finds interesting.
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Posted: Tue Jun 16, 2009 6:32 pm
Hold Items
The items listed below explain what effect particular hold items have in RP. Hold items that increase type-effectiveness, contest appeal, and induce evolution are grouped at the bottom. These hold items can be purchased with LG coins, which are distributed monthly given out at events and certain games. You can purchase these hold items from the LG guild shop located in the "Guild Records | LG Guild Shop" forum. • Amulet Coin - Double the money earned from battles. • Big Root - Increases effect of HP stealing moves by 1.25 • Black Sludge - Poison-type Pokemon gain 1HP every turn, if equipped to a non Poison-type, they loose 1HP every turn. • Bright Powder - Raises evasiveness. (Evasiveness has yet to be worked in, please be patient.) • Choice Band - Boosts attack by 1.5, but only allows the use of one attack unless the Pokemon is called back. • Choice Scarf - Raises Speed by 1.5, but only allows the use of one attack unless the Pokemon is called back. • Choice Specs - Boosts Sp. attack by 1.5, but only allows the use of one attack unless the Pokemon is called back. • Cleanse Tag - Wild Pokemon encounters decrease if the holder is the first in the party. • Damp Rock - Prolongs number of turns of Rain Dance by 2 turns. • Destiny Knot - If user becomes infatuated, the foe becomes infatuated also. • Expert Belt - Super effective moves deal 1 more point of damage. • EXP Share - The holder of this item gets 1/2 of the EXP of battle, if it didn't participate. ( 3/4 of the EXP if it participated for only part of the battle, and of course full EXP if it fought the whole battle.) • Flame Orb - Induces burn status to holder. • Focus Band - May prevent fainting from a KOing move and is left with 1 HP. (Roll a dice 1-10 if the dice is below 3, you're left 1HP. Requires two posts for gym battles.) • Focus Sash - May prevent fainting by leaving 1 HP from a KOing move only with full health. (Roll a dice 1-10 if you'll be knocked out in one move. If the dice is below 6, you're left 1HP. Requires two posts for gym battles.) • Full Incense - Holder always attacks last. • Grip Claw - Prolongs the number of turns of trapping attacks by 2 turns. • Heat Rock - Prolongs number of turns of Sunny Day by 2 turns. • Icy Rock - Prolongs number of turns of Hail by 2 turns. • Iron Ball - Lowers speed of holder and makes the holder vulnerable to Ground moves, even with a Levitate ability. • King's Rock - May cause opponent to flinch. (Flinching has yet to be worked in, please be patient.) • Lagging Tail - Holder always attacks last. • Lax Incense - Enemy's chance of a critical hit is lowered by 5%. (Critical Hit ratio has yet to be worked in, please be patient; also give to a female Wobbuffet and breed to get a Wynaut.) • Leftovers - HP increases by 2 points each turn. • Light Ball - Pikachu's Attack and Special Attack are increased by x2. • Life Orb - Increases Attack damage by 2 points but decreases your HP by 1 point when you deal damage. • Light Clay - Prolongs the effect of Reflect and Light Screen by 2 turns. • Luck Incense - Doubles the amount of money awards if equipped to a Pokemon in the party. • Lucky Egg - Pokemon this item is attached to gains 1.25 more EXP in battle. • Lucky Punch - If attached to a Chansey, critical hit ratio increases. (Critical Hit ratio has yet to be worked in, please be patient.) • Macho Brace - No particular effect evident besides lowering your Pokemon's Speed. • Mental Herb - Removes infatuation status; one use only. • Metal Powder - If attached to Ditto, its Defense and Sp. Defense are raised by x2. • Metronome - Raises power of move by 1 point of damage each turn it is used consecutively. • Muscle Band - Raises power of Physical moves by 1 point of damage. • Power Anklet - No particular effect evident besides lowering your Pokemon's Speed. • Power Band - No particular effect evident besides lowering your Pokemon's Speed. • Power Belt - No particular effect evident besides lowering your Pokemon's Speed. • Power Bracer - No particular effect evident besides lowering your Pokemon's Speed. • Power Herb - Allows user to omit first turn of charge-up required moves; one use only. • Power Lens - No particular effect evident besides lowering your Pokemon's Speed. • Power Weight - No particular effect evident besides lowering your Pokemon's Speed. • Pure Incense - Lowers encounter rate of wild Pokemon if the holder is first in the party. • Quick Claw - The Pokemon holding this item will attack first. • Quick Powder - If attached to Ditto, Defense and Special Defense are raised by x2. • Razor Claw - Raises chances of landing a Critical Hit. (Critical Hit ratio has yet to be worked in, please be patient.) • Razor Fang - Raises the chance of the foe to Flinch. (Flinching has yet to be worked in, please be patient.) • Scope Lens - Increases chances of landing a Critical Hit. (Critical Hit ratio has yet to be worked in, please be patient.) • Shed Shell - Always allows holder to switch out. • Shell Bell - User restores 3 HP per turn damage is inflicted to opponent. • Smoke Ball - Holder can always run away from Wild battles. • Smooth Rock - Prolongs turns of Sandstorm by 2 turns. • Soothe Bell - Raises happiness over time, cuts time of evolution by happiness down by 1 city. • Stick - If attached to Farfetch'd, Critical Hit ratio increases. (Critical Hit ratio has yet to be worked in, please be patient.) • Sticky Barb - When equipped, user receives 1 point of damage every turn; the opponent will receive 1 point of damage every turn instead if they use a phsyical move. • Thick Club - If attached to Cubone or Marrowak, Attack rises by x2. • Wide Lens - Slightly raises accuracy of moves. (Accuracy has yet to be worked in, please be patient.) • Wise Glasses - Raises power of special moves by 1 point of damage. • Zoom Lens - Accuracy increases if user is attacked by the foe first in a turn. (Accuracy has yet to be worked in, please be patient.) ------------------ • Hold items that raises a particular move type - Raises moves of that type by 1 point of damage. • Hold items used for evolution - Evolve your Pokemon when they hold it and are traded. • Scarfs - Raise a particular contest appeal in Super Contests.
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Posted: Fri Jun 19, 2009 12:53 pm
Thanks, Winevy. That actually helps. :3
Um, I skipped over all of them that just boost types. 'Cause I'll lump all of them together. These are ones that have misc. effects.
And I skipped scarfs. Lumping them together, too.
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Posted: Fri Jun 19, 2009 1:17 pm
Fell free to give input, Sparky. Or Winevy/Armohny/any one else.
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Posted: Sat Jun 20, 2009 1:49 pm
Looking great!
For the EXP Share, the Pokemon can still get half the EXP even if it didn't participate, since it works like that in the game. If it DOES participate, it gets full EXP while any other Pokemon used in the battle (if you switched out the Pokemon with EXP Share) get half the EXP (divided amongst themselves)
...if that makes sense sweatdrop
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Posted: Sat Jun 20, 2009 1:57 pm
Armohny Looking great! For the EXP Share, the Pokemon can still get half the EXP even if it didn't participate, since it works like that in the game. If it DOES participate, it gets full EXP while any other Pokemon used in the battle (if you switched out the Pokemon with EXP Share) get half the EXP (divided amongst themselves) ...if that makes sense sweatdrop
Mmhmm. I think that's what I typed, I just probably typed it confusingly. Ha. 'Cause I used my EXP Share a lot.
If your Pokemon doesn't battle, it gets 1/2 experience, if it fights the full battle, 2/2 experience, and if it fights part of the battle 3/4 experience.
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Posted: Sat Jun 20, 2009 1:58 pm
Oh lol OK then great whee
Keep it up!
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Posted: Mon Jun 29, 2009 4:36 pm
Next, I'd like to start helping with the contest stuff getting up. That's pretty important, yanno.
(I've been saying yanno a lot just here recently . . . like within the last hour.)
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Posted: Mon Jun 29, 2009 9:49 pm
Yeah. I was going to ask Armohny if I could start the contest post things because I have a potential great idea with the dice and stuff. A lot of the guild basics use dice roll, so yeah. Like I said, POTENTIALLY GREAT IDEAS. Cause I'm chock full o' those. :3 So how about we get the OK from Armohny and lump together some ideas and form a contest system?
And yes, Omni, you have been saying yanno a lot. Well, not a lot, but... yeah. I was like WHAT? New word? Cause you usually just say Butchea or whatever. But yeah. I say yeah and whatever a lot. xP Oh, I also say whatvever tons cause I misspell and don't notice it.
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Posted: Sat Jul 04, 2009 9:25 am
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Posted: Sat Jul 04, 2009 9:51 pm
Awesome. So how 'bout we wait for Sparky to get online, so we are on all together, and start on the special event thing. That's more imprortant to me than the contest anyhow.
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Posted: Sat Jul 04, 2009 10:05 pm
Yeah. That'll work. But aren't you leaving today?
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Posted: Mon Jul 06, 2009 12:41 am
I did, but I haves a computer here. ;3
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Posted: Wed Jul 08, 2009 11:31 am
Ah, alright.
We gonna start on stuff soon? >.>
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Posted: Wed Jul 08, 2009 1:03 pm
I dunno. We probably should, but I have no clue where to start. How about the stickied main building? I don't know what to do, so how about you tell me? xD
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