ASM Nightblade: Shadow of Death
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Oct 19th, 2011
The standard format for "feral battles," those with other users with intent to kill or capture or against wild Pokemon, is switch=ok, items on, all abilities.
Format is tricky. As the users are trying to kill, format is dictated more by realism than niceties. For each side I'm the battle, it works like this:
1 user: 3 Pokemon active
2: 2 each, 4 total active
3+: 1 each, Pokemon active equals number of users.
For instance, a 2 vs 1 would have 4 Pokemon out against three. This is mainly done for realism and to keep refs from committing suicide. Realistically, in a fast paced battle where the opponent is ordering quickly, you don't have time to give orders for six Pokemon or keep track of six. Additionally, the battlefield would start to get crowded.
If you should stumble across an ongoing battle, you may order to send out after seeing the end result of the round you stumbled into. However, you will not be able to battle until the next round ends.
Bill walks up to a trainer fighting with another trainer. The GM sends the following end data:
Magikarp: 78 HP, 60 energy
Feebas: 60 HP, 78 energy
He would send orders to send out his Tentacool, which would enter at the end of the next round. Thus:
Magikarp: 50 HP, 50 energy
Feebas: 50 HP, 50 energy
Tentacool: 90 HP, 100 energy
Please talk to me if you have questions.
Oct 27th, 2011
How to use a potion, etc.
These may only be used on an active Pokemon, and takes all of the Pokemon's actions for a round. In exchange for this time of inactivity, the Pokemon restores 18 energy.
If the Pokemon in Taunted or Tormented, they are not in a state to relax and do not get the chill. A Pokemon under Embargo can not have a restoration item used on it.
E: I dislike both interpretations of the items (TLR and Castle), so here is my clarification:
-Status Healers: should be obvious
-Potion: +20 HP
-Super Potion: +50 HP
-Hyper Potion: +100 HP
-Full Restore: Restores all HP and status
-Revive: Restores a fainted Pokemon to 50% health and energy
Nov 9th, 2011
Something I forgot to mention: weather moves take 15 energy to execute in ASM. However, they last fifteen minutes for every round remaining once a battle ends. When used outside of battle, they will last a full hour. Auto-weather abilities will extend it to 2 hours from the move being used, regardless of circumstances, and Pokemon with those abilities can cause that weather to stop. An item that boosts the duration of a weather will double it's length. I forgot to clarify this, but figure better late than never.
Jan 11th, 2012
been posted but apparently forgotten, so I'll just post it again to save some headaches.
In combat situation, DQ is 36 hours. It won't count towards a DQ record of any sort, but it will cause you to idle during the round. The best solution is to use irc so I can rage whenever you haven't sent in orders. The next best is to make sure that you did indeed successfully send the PM.
Feb 26th, 2012
New Hotfix applying to all current battles and on:
Boss Total HP in capture formula calculations is equal to the HP a normal member of the species would have in ASB. This means they can not be captured until they are brought to below the HP of a normal member of the species...
This even applies to Master Balls.
Mar 3rd, 2012
Does that mean someone has found a boss?
If so, can that person tell us all?
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