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Unread 04-29-2010, 01:15 AM   #121
Menarker
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By recharge, I meant that they just aren't using moves in combat, so it's more like they can't be using it 4 to 5 times in a row. (I interpretted your example as only being able to use pokemon moves 5 or 6 times before they run out and battle has to end before they can recover/recharge)


Example:
Turn 1: Able to do anything. Current example being Psych Up (Same as the current set up we're arguing about)

Turn 2: Able to do anything. Example is Attack with any appropriate move for high damage or use Baton Pass or so. They run out of charges.

Turn 3: They can use healing items, a pokebrid super move or do nothing, but cannot use a pokemon move.

Turn 4: They can use healing items, a pokebrid super move or do nothing, but cannot use a pokemon move. Moves are recharged.

Turn 5: Able to do anything they can do.


At least that's how I'm proposing it.

Phew, at least I think this change and realization and the fact that I sent away Dormond might end this debate. ^^

Last edited by Menarker; 04-29-2010 at 01:25 AM.
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Unread 04-29-2010, 01:34 AM   #122
Dracorion
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Quote:
Originally Posted by Menarker View Post
(I interpretted your example as only being able to use pokemon moves 5 or 6 times before they run out and battle has to end before they can recover/recharge)
Nope, what I meant was:

Turn 1: Able to do anything.

Turn 2: Able to do anything.

Turn 3: Able to do anything. They run out of charges.

Turn 4: They can use healing items, a pokebrid super move or do nothing, but cannot use a pokemon move.

Turn 5: They can use healing items, a pokebrid super move or do nothing, but cannot use a pokemon move. Moves are recharged.

Turn 6: Able to do anything.

I'm thinking maybe even make it four turns before they have to recharge.

Anyway, how about a list of all the changes we've proposed to help AB?
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Unread 04-29-2010, 01:39 AM   #123
Menarker
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I'll start looking back a few threads and compiling them. Might take a bit though. I'll edit this post when I'm done. *Or if AB makes a new thread, which it's about time, I'll post it there.*

EDIT: There wasn't too much stuff to ask since most of the stuff was debates. ^^;


AB: Just in case you haven't noticed, any time we type something that we feel you need to answer, we'll have it in this color!

Pokemon BreederPokemon Breeder: These trainers hold an incredible bond with their pokemons due to the immense dedication and effort to raise them beyond the basic requirement of a trainer. While pokemon trainers are challenged to learn about the pokemons that exist and how to harness them, the breeder has a higher calling in the vocation to bring out the very best out of one's pokemons. When a breeder is a trainer too, one can be easily assured that their proteges have been groomed to the sheer pinacle of excellence.

(The following are just list of suggestions of benefits for the Pokemon Breeder, if it gets approved.)
A: All pokemons are level 100. (Assuming that pokemons of the other trainers are around level 80 or 85ish fairly soon) Assume that 2 of each of the pokemons stats are at their maximum value as according to Serebii's website, as a result of careful EV training. Assume that nature is beneficial.
B: Custom Items
C: Being able to change movesets once per mission in between combat.
D: Damage dealt to pokemons are increased by a certain percentage due to being a practiced professional in pokemon battles. (not ruin pokemon or pokebrids or anything that isn't a pokemon.)
E: The Leader Pokemons possessing a sort of Testament Drive that's slightly weaker than the legendary pokemon version and usable once per combat.
F: Each one of Renny's pokemon gain an attack that gains power via the happiness rating similar to Return that is one of the element type of whatever type the pokemon is and of the attack type of the user's choice (Can be chosen each time it is used). Such a move is treated as an HM and doesn't take up a move slot. Power around 100 to 110 max.


So can we get a list of what upgrades the NPCs can or can't use?

I suggest that there is a number limit of how many pokemon moves an NPC pokebrid can use before they have to recharge. Like 3-4 moves and then they can't use moves from their pokebrid forms (with the exception of their super moves) for a turn or two, and the uses recharges as they regain "stamina". They could still use healing items, since that was their main purpose in the first place and it doesn't take a toll on the body, but a limit on their moves would prevent overuses of Psych Up and the overuse of Helping Hand which was a source of argument earlier too.

Like this:

Turn 1: Able to do anything.

Turn 2: Able to do anything.

Turn 3: Able to do anything. They run out of charges.

Turn 4: They can use healing items, a pokebrid super move or do nothing, but cannot use a pokemon move.

Turn 5: They can use healing items, a pokebrid super move or do nothing, but cannot use a pokemon move. Moves are recharged.

Turn 6: Able to do anything.

Last edited by Menarker; 04-29-2010 at 02:24 AM.
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