Sticky Orange Islands SQSA Thread

Huh, TIL Kricketune learns Perish Song
Looks like SOMEONE didn't pay attention to my last team submission in the Hostile Region thread >:(((
You know Cynthia's Pokémon are in the 60s right? Garchomp is 66. Why were you even trying at 49?
DP's Pokemon League is extremely beatable with mons in the high 40s/low 50 and getting a team of six anywhere near Cynthia's levels requires hours of grinding, so it makes perfect sense to just jump right in imo
 
So in L:A, when you trade Pokemon the ball flips upsidedown and rockets off using the hisui Pokeball's hole
It's very cute but I realized I never traded with a strange ball, the ball used for non-Hisui transfers, before. Does it have its own unique animation, or does it just awkwardly use the apricorn balls effects?

e: It does, in fact, just awkwardly use the regular effects
 
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In Generations I and II, poisoned 'mons don't take damage on a turn when they KO something. How does this interact with bad poison from Toxic, where the amount of poison damage steadily increases?

For example, let's say I get a KO on the third turn of being badly poisoned. On Turn 4, if I don't get a KO, will I take 3 turns worth of damage (3/8s of my HP iirc), or will I take 4 turns worth (5/8)?
 

QuentinQuonce

formerly green_typhlosion
In Generations I and II, poisoned 'mons don't take damage on a turn when they KO something. How does this interact with bad poison from Toxic, where the amount of poison damage steadily increases?

For example, let's say I get a KO on the third turn of being badly poisoned. On Turn 4, if I don't get a KO, will I take 3 turns worth of damage (3/8s of my HP iirc), or will I take 4 turns worth (5/8)?
According to Bulbapedia, the amount taken increases every turn the Pokemon takes poison damage, the inference being that if you don't take poison damage that turn the counter doesn't go up. So for the example you gave, it follows that you should expect to take 3 turn's worth.
 
Every forum post I've read that appear on Google when I search point to yes for both. One even had someone listing all the EVs.
That thread is about EV training in Colosseum, and the post you linked isn't even about Colosseum; it's about XD. I meant the trainers in this mode, the Battle Tower Pokemon Stadium mode of Colosseum. Do they have EVs on their Pokemon? What are their IVs? I've found an old GameFAQs walkthrough that lists all of their movesets, but it doesn't say anything about their stat investments.
 
Do the Pokemon in Colosseum's Battle Mode have EVs and/or IVs?
For what it's worth, no trainers in the story mode had EVs and they all had 0 IVs and neutral natures.
I tried to use the Colosseum + GoD hacking tool by Stars to check the trainer data to verify the battle mode trainers but I've only ever used it for editing XD and when I tried to use it with Colo unfortunately I couldn't get it working. Sorry I couldn't give you a definitive answer but hopefully you or someone else (hopefully someone with a Mac OS because the windows release is finicky) can use this tool to verify for sure.
 

QuentinQuonce

formerly green_typhlosion
That thread is about EV training in Colosseum, and the post you linked isn't even about Colosseum; it's about XD. I meant the trainers in this mode, the Battle Tower Pokemon Stadium mode of Colosseum. Do they have EVs on their Pokemon? What are their IVs? I've found an old GameFAQs walkthrough that lists all of their movesets, but it doesn't say anything about their stat investments.
I believe I asked this question a while back and it appears that the Pokemon have EVs and IVs of 0 across the board.
 
What happens if a Pokémon with the ability Cud Chew eats its berry but its ability is changed before it regurgitates the berry on the next turn? Does the berry effect still get duplicated, or does this not happen because its ability is no longer Cud Chew?

EDIT: Is this the place to ask about game mechanics? I looked around the forums and wasn't sure where to post this question.
 
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Not sure if this is the best place to ask, but I have a few questions about shiny hunting. Assume no RNG manipulation (or emulators) for all of these questions

Is an egg's shininess determined when the egg is generated or when the player receives the egg? Does this depend on the generation?
Is it easier to do Poke radar shiny hunting in DPPt than BDSP? I have heard that the chance of continuing a chain in DPPt is 98% if you catch the Pokemon in the shaking grass 4 tiles away from the player, and all of the chances in BDSP are lower than that.
When using a Poke radar, is it possible for a shiny patch to appear exactly 1 tile north of the player? Does this depend on the generation? Does XY even have shiny patches?
When is a Poke radar Pokemon's gender determined? Is it when the grass starts shaking or when the player walks into the grass? Does this depend on the generation?
If you soft reset in B2W2 with the lucky pass power 3, will the game reroll every wild Pokemon's shininess each time you encounter them, or will the pass power and soft resetting mess with the RNG somehow? In other words, is it faster to shiny hunt by farming pass powers or soft resetting each time the pass power wears off? Assume I don't care about the species of the shiny Pokemon and I just want to maximize the average shiny Pokemon encountered per hour.
How can you shiny hunt the starter faster in HGSS? Using fast text speed and saving right in front of the Poke balls are obvious, but is there anything else you can do? Like clamping down the L and R buttons? Just to be clear, this is asking about maximizing the number of soft resets per hour, not the shiny chance per soft reset.
 
Not sure if this is the best place to ask, but I have a few questions about shiny hunting. Assume no RNG manipulation (or emulators) for all of these questions
It might vary by game, but from my recollection, the characteristics of Pokemon in eggs are determined in two phases. The first set of characteristics (shininess, gender, nature, ability) are determined the moment that the egg is created (the same time when the day care man moves). The second set of characteristics (IVs) are determined when the player actually collects the egg. I'm... ~90% sure this is how it works in Emerald. Less sure of how it works in later games. This is useful knowledge if you're trying to manipulate IVs because it means that you can verify the two phases independently. (After the day care man moves, stand in front of him and save the game. Collect the egg and hatch it. If it has the desired shininess/gender/nature/ability, then you can soft reset from here and try to additionally manipulate IVs from your save point. If it does not have the desired shininess/gender/nature/ability, then release the Pokemon, wait until the day care man has another egg for you to pick up, and save in front of him again. Repeat as needed.) Some of the in-game guides related to RNG manipulation may have more details regarding this sort of stuff that might be useful to you, even if you're not planning to actually perform RNG manipulation.

All I know about the Pokeradar is that, when BDSP launched, its implementation was so broken that it effectively made it useless, especially compared to original DPPt. I am not sure if they ever patched it.
 
Is an egg's shininess determined when the egg is generated or when the player receives the egg? Does this depend on the generation?
Pre-gen 8 shinyness is determined when the egg hatches (though the PID is determined ahead of time so if it's not shiny for you it will always not be shiny for you, but it might be shiny for someone else if you trade it to them). From gen 8 on it is determined when the egg is generated.

If you soft reset in B2W2 with the lucky pass power 3, will the game reroll every wild Pokemon's shininess each time you encounter them, or will the pass power and soft resetting mess with the RNG somehow? In other words, is it faster to shiny hunt by farming pass powers or soft resetting each time the pass power wears off? Assume I don't care about the species of the shiny Pokemon and I just want to maximize the average shiny Pokemon encountered per hour.
Much like the various later mechanics of similar functions, Pass Powers don't stay active if you turn off or reset the game.


When is a Poke radar Pokemon's gender determined? Is it when the grass starts shaking or when the player walks into the grass? Does this depend on the generation?
I'm not entirely familiar with the exact mechanics of the Poké Radar (always hated it), but in Gen 4 gender is tied to the PID, so if those are being generated before the encounter than gender is determined at the same time. In Gens 6 and 8, gender is completely unrelated to either PID, so I have no clue when that's being generated.
 
(though the PID is determined ahead of time
Is it when the egg is generated or when the player receives it? Is this different for different games or generations?
Much like the various later mechanics of similar functions, Pass Powers don't stay active if you turn off or reset the game.
Can you save right before buying the pass power? Or do pass orbs also disappear when you soft reset?
 
That thread is about EV training in Colosseum, and the post you linked isn't even about Colosseum; it's about XD. I meant the trainers in this mode, the Battle Tower Pokemon Stadium mode of Colosseum. Do they have EVs on their Pokemon? What are their IVs? I've found an old GameFAQs walkthrough that lists all of their movesets, but it doesn't say anything about their stat investments.
I have now learned from experience that not only do they have EVs and IVs, but they even have specific Hidden Powers for coverage.

So much for my speed creep investment...
 
Burn status effect is halving physical moves since gen 3 (previously it halves Attack stat).
With gen 4 phy/spe split it is understandable that physical category is affected, but how about gen 3?
Is it only affect to physical inclined types? Like burn will halves the power of Shadow Ball, but will not drop Waterfall's power?

And while I'm at it, Showdown shows that burn will halves the phy base power in the simulator. If the BP dropped to 60 and below, is the move affected by Technician?
 
Burn status effect is halving physical moves since gen 3 (previously it halves Attack stat).
With gen 4 phy/spe split it is understandable that physical category is affected, but how about gen 3?
Is it only affect to physical inclined types? Like burn will halves the power of Shadow Ball, but will not drop Waterfall's power?

And while I'm at it, Showdown shows that burn will halves the phy base power in the simulator. If the BP dropped to 60 and below, is the move affected by Technician?
The answer for the second question is no, PS! just does that to make it easier to comprehend

I don’t know about the first one though, someone more knowledgeable is going to have to answer that
 
Burn status effect is halving physical moves since gen 3 (previously it halves Attack stat).
With gen 4 phy/spe split it is understandable that physical category is affected, but how about gen 3?
Is it only affect to physical inclined types? Like burn will halves the power of Shadow Ball, but will not drop Waterfall's power?
Yes pre physical/special split, it only affects Physical typing, since those use the Attack stat. Waterfall makes contact, but as far as Gen 1-3 is concerned it's still just a special move.
 
And while I'm at it, Showdown shows that burn will halves the phy base power in the simulator. If the BP dropped to 60 and below, is the move affected by Technician?
No, Burn's drop is applied long after Technician's boost would be. Also technically Burn doesn't actually affect power directly, the multiplier is added after a bunch of other non-power related parts of the damage formula.
 

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