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Other Weather Effects(The First true test of the Cap project)

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Coding is who says we can't do that. We would have to give it two abilities at the same time.

Not really, look at Multitype it changes the users type depending on held plate and prevents item theft (Sticky Hold+an extra effect). So having a single ability with 2 or more effects is fine from the coding point of view.
 
Coding is who says we can't do that. We would have to give it two abilities at the same time.

So we simply can't add the effect of Weather Change to Mini-drizzle, and explain it in the pokedex?

Like EtE just said, Arceus has sticky hold implemented in multitype... It makes no mention of Sticky Hold in the in-game description, but it is there.

Why can't we do the same thing?
 
So we simply can't add the effect of Weather Change to Mini-drizzle, and explain it in the pokedex?

Like EtE just said, Arceus has sticky hold implemented in multitype... It makes no mention of Sticky Hold in the in-game description, but it is there.

Why can't we do the same thing?

Sticking within in the realms of what nintendo does makes the project legit and avoids coding hell for the people programming.Anybody who ever had make a program and debug it would tell you it is not fun.
 
It's not hard to code an ability to do things that are currently done by two abilities. In fact, it's really easy. (and making programs then debugging them is lots of fun)
 
Last time I checked we are not gamefreak... why the hell do we need to follow their standards?

If we give it mini-drought as an ability, and mention in the pokedex it transforms to match the weather, than who the fuck says we can't do that?

Smogon=/=Gamefreak

Because the Pokedex does not affect the battle mechanics at all. The ability doesn't have to describe it, but it does have to be implemented in the coding of the ability. Could Doug tell us if he would be able to code this? The only reason I think this is more complex than Multitype is that both abilities are complex, compared to one complex effect and one simple one.
 
Because the Pokedex does not affect the battle mechanics at all. The ability doesn't have to describe it, but it does have to be implemented in the coding of the ability. Could Doug tell us if he would be able to code this? The only reason I think this is more complex than Multitype is that both abilities are complex, compared to one complex effect and one simple one.

It could be coded. It would be more complicated, which generally makes it harder -- BUT, as others have stated, both abilities are already done, so combining them wouldn't be too difficult.

We can do just about anything we want. For certain other mod servers, the head coders are mainly hacking existing code. I write a lot of original code for the CAP server, so we don't have many limitations. For example, Mountaineer was a completely original ability. In fact, there was almost no coding precedent for it. It was a bitch to work out the kinks, but not as hard as you might think.
 
Should we have a vote for the concepts? I'll write up an (admittedly limited) analysis for my idea.

Or are we going to hold off and do some other pokemon first?
 
Should we have a vote for the concepts? I'll write up an (admittedly limited) analysis for my idea.

Or are we going to hold off and do some other pokemon first?

hiya Woodman. He gets finished first. Beyond that, I think we should just hold a goal discussion thread to see if we want Scrappy Spinner or Weather Duo first (or follow Mekkah's advice and accomplish both at once with Poison Weather Changers).
 
hiya Woodman. He gets finished first. Beyond that, I think we should just hold a goal discussion thread to see if we want Scrappy Spinner or Weather Duo first (or follow Mekkah's advice and accomplish both at once with Poison Weather Changers).

If we have a Scrappy Rapid Spinner, we want to make sure it doesn't get eaten by Ghosts regardless. I'm not sure weather a Poison/Steel pokemon would Absorb Toxic Spikes or be immune to them... Either way, it won't be able to resist Spikes (Absorbing TS and avoiding Spikes is impossible), but it can avoid SR. This leves us with Poison/Fighting, Poison/Steel, and Poison/Ground. Any of them could be interesting (although Poison/Steel has bad 4x EQ weak). Poison/Fighting would use Scrappy the best. Poison/Ground would have an additional TWave immunity, but it leaves open some nasty Water and Ice weaknesses.

And again, we'd need to check what takes priority between Poison effect and Steel effect on Toxic Spikes, but if so Poison/Steel could be quite interesting. 4x resists Bug and Grass, resists Dragon, nuetral to Psychic, resists Ice and Ghost. It would also resist Flying instead of being weak to it >_>.
 
Because the Pokedex does not affect the battle mechanics at all. The ability doesn't have to describe it, but it does have to be implemented in the coding of the ability. Could Doug tell us if he would be able to code this? The only reason I think this is more complex than Multitype is that both abilities are complex, compared to one complex effect and one simple one.

You did not understand what I was saying at the beginning...

I was saying we do something similar to Arceus... basically we show ONE ability, but implement the second one behind the scenes...

Then we use the Pokedex TO EXPLAIN the second effect, and it's presence as to not leave people in the dark.
 
Since the poll has almost closed, it's obvious that people would rather do a big dedicated weather project than have weather on our Grass/Fire poke.

There's been enough interest around the weather project to make that the next one (two actually). I will open a workshop thread on how to structure the Weather Project.

Currently in the process thread we are discussing having a general Concept poll at the beginning of every CAP project.

So here's the timeline:

1) Continue the Fire/Grass project.
1a) Open a workshop to define the process for the Weather Project
2) Finish the Fire/Grass project
3) Do the Weather Project
4) Do another CAP Project, starting with a Concept poll
 
CastformCastform has 420 BST, so if we do make some Castform evos, they should have, at the most 480 BST. I also think they should all be Normal type, so that they get no huge advantage over one of the others, and so that they can't be used as a lone powerhouse, being for support only.Making it a Castform evo also helps us with natural limitations - movepool, stats, etc are already partly implemented. The Enter button in my keyboard is broken, BTW, so please excuse my lack of paragraphisation.
 
How often do I have to repeat that BST is totally insignificant?

I don't see why Poison/Steel would not absorb Toxic Spikes. Poison types are immune to it by themselves, I'm sure it won't "care" about an additional immunity to Poison.

In my opinion, it won't really need to absorb Toxic Spikes if it gets Scrappy Rapid Spin as long as it is immune to Poison by itself. Avoiding damage from Spikes seems more important. Problem is, if you want to avoid Stealth Rock as much as possible as well, you'll probably restricted to some kind of non-grounded Fighting type, because Ground/Flying, Ground + Levitate, Steel/Flying and Steel + Levitate have been done already by Gamefreak.

I also think it should try to fix other problems with other Rapid Spinners: not having any offense at all or not having a recovery move are the most common flaws, it seems. I think it would also be prudent to make it untrappable, which is where Poison/Steel runs into problems, though this is circumventable with Shed Shell.

Just thinking miles ahead.
 
I'd say that the weather project should have Drizzle and Drought, and not toned down versions.

Abomasnow has 218 base stat rating. I'd suggest these new Pokemon to have around 200-230 base stat rating.
 
How often do I have to repeat that BST is totally insignificant?

I don't see why Poison/Steel would not absorb Toxic Spikes. Poison types are immune to it by themselves, I'm sure it won't "care" about an additional immunity to Poison.

In my opinion, it won't really need to absorb Toxic Spikes if it gets Scrappy Rapid Spin as long as it is immune to Poison by itself. Avoiding damage from Spikes seems more important. Problem is, if you want to avoid Stealth Rock as much as possible as well, you'll probably restricted to some kind of non-grounded Fighting type, because Ground/Flying, Ground + Levitate, Steel/Flying and Steel + Levitate have been done already by Gamefreak.

I also think it should try to fix other problems with other Rapid Spinners: not having any offense at all or not having a recovery move are the most common flaws, it seems. I think it would also be prudent to make it untrappable, which is where Poison/Steel runs into problems, though this is circumventable with Shed Shell.

Just thinking miles ahead.


Or you could go with a Pure Steel type and give it Meteor Mash. It would be immune to Toxic Spikes, resist Ghost, and resist Stealth Rock. I don't think Fighting/Flying would be a great type for a Rapid Spinner. I think we already have too many fighting types and too many flying weaks. As far as trappable, Pure Steel can be caught by both Magnezone and Dugtrio, but Zone gets covered easily by something like 75 Speed and Earthquake. Dugtrio is harder but if we give it sufficient defense and Bullet Punch in should be fine.

I made a spread for a Pure Steel that should be able to take on both Dugtrio and Magnezone with Meteor Mash and Earthquake respectively. It can survive Duggy's CB EQ and Magnezone's Specs Tbolt. It's faster than Zone but slower than Duggy(naturally). Most Bulky Grounds would counter it, especially Garchomp. It has 510 BST and a 287 "Quite Good" rating. Defensively it rivals Metagross, but it has much, much less attack and no SA worth remarking about.
 
Well then, what the fuck are you waiting for and why arn't you posting it? D:

Aki, I'm going to say this to you once: Swears are not sentence enhancers. They make you look like a stupid git. There is no instance in which adding "fuck/ing" to a sentence makes that sentence more appealing.

The Pure Steel Spread I came up with:

90/80/125/55/85/75.

In order to do its job and guarentee the kills you basically need 252 HP/252 Atk Adamant, but with those EVs it can still survive Modest Gengar Focus Blast (at full health, of course).

I wouldn't know what to put for a Recovery move. It's so defensive that I think Recover or Slack Off would be too powerful. There's no real basis for any of the Sun-based Recovery moves, and this thing doesn't strike me as having wings, so Roost is out.
 
Really, i've had so much flak about this i'm also going to say this once:

I don't really care about your opinion on my swearing. Everyone has a right to their opinion. I do not swear to look tough/cool, because like you've mentioned it dosen't.

Now will you leave me the fuck alone about it? D:

About the spread: What would you be envisioning as a picture? I'd be thinking Stockpile/Swallow, but that's not really viable and Stockpile would make it the god of Stall. Maybe a 33% 8 base pp recovery move?
 
The Castform evo idea is kind of old, but I got thinking. Perhaps we could have a pokemon that may learn all of the weather enducing moves and it's ability makes them permanent... *prepares to be shot down*

EDIT: Oh, and I almost forgot, it needs to have really sucky stats to make up for its ability.
 
I can see that either being totally overpowered or failing dramatically, depending on how the Typing/BST/Movepool out of the Weather moves. I can't see that being stable.
 
Really, i've had so much flak about this i'm also going to say this once:

I don't really care about your opinion on my swearing. Everyone has a right to their opinion. I do not swear to look tough/cool, because like you've mentioned it dosen't.

Now will you leave me the fuck alone about it? D:

About the spread: What would you be envisioning as a picture? I'd be thinking Stockpile/Swallow, but that's not really viable and Stockpile would make it the god of Stall. Maybe a 33% 8 base pp recovery move?

For a description in my head:

A little Silver Imp-man with one arm modified to look like a shield and the other to be a fist with a drill on the end, maybe with a star-shaped head. That would achieve the flavor neccesary for Scrappy while maintaining a realistic possibility of Meteor Mash, Earthquake, Bullet Punch, and Rapid Spin. Scrap the recovery moves. I'm pretty sure there's a reason only Skarmory (and evil Jirachi) gets a recovery move among Steels. Wish might work, actually.

This is why Deck Knight should not do art:

ImpSpinner.jpg
 
Guess you are right, Aki. Well... I liked Deck Knight's idea better anyway! Silver Imps FTW!

Scrappy and Rapid Spin might own a little too much though, that would make for (obviously)an unblockable Rapid Spinner, which would probably be baaaaaaaaaad.
 
i hate the idea of a scrappy spinner it seems too convenient, cant we just make a spinner that owns ghost switch ins. Hell another good pursuit user who also gets rapid spin, revenanhk is a problem though. Another good dark pokemon or atleast pursuit user would be nice.

Basically do or die if you want to block the rapid spin fine, but then you lose your ghost pokemon.
 
There's several options for a Rapid Spinner to beat out Ghosts, and I'm pretty sure that Scrappy is the solution that has the least amount of drawbacks.

1) Give it access to good Dark or Ghost moves. The problem here is obvious: Revenankh, and to a lesser extent Spiritomb (but who still uses that on CAP? definitely not me). I also think that Dark is good enough in DP as it is while we already have Revenankh for our Ghost type, so it would have to be unSTABed attacks.
2) Give it such powerful offense that Ghosts would simply not counter them. The problem is, a Spinner cannot really function with Infernape-like stats, at least not defensively. It's either offense or defense for the most part, or failing at both pretty much. Or having an overpowered Pokemon.
3) Creating a seperate Pokemon that is basically the epitome of a good Pursuiter. Again, Revenankh screws this up, and most Ghosts tend to have enough coverage to deal it a good load of damage nonetheless.
4) Scrappy Rapid Spin.

And yeah, Aki, if you're aware that it doesn't add anything, perhaps it would be a good idea to stop being a child.

I'm kinda fond of the idea of making the whole Stockpile slew work, but it doesn't fit on a Rapid Spinner. Great idea for a seperate project though.

Also, I don't really like evading the trap with "survives their most powerful attack", mostly because it relies on them being at 100%, a problem further enhanced by you rightfully pointing out that most recovery moves do not fit on them.

There's only one recovery move you didn't touch upon yet, which is Pain Split. Unreliable, it hardly worked for Weezing, Spiritomb and friends, but it's there.
 
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