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Messages - NotlaHunk

Pages: [1] 2
1
Game Features / Re: Another version of trainer growth...
« on: September 05, 2010, 03:58:02 PM »
Lol. Took me a while to analyze what you said...  :D :D

And i think you're right.

But why would it be that much of a pain?? :)
i don't really understand it, but i get your point.

Can you please explain it to me further? thanks :D

2
Game Features / Re: Another version of trainer growth...
« on: September 05, 2010, 03:36:58 PM »
Ahhh...

As i said, it needs a lot of twitching. :))

Thanks for the comment ^^

and you're right about the hp.  ;D

3
Game Features / Another version of trainer growth...
« on: September 05, 2010, 03:24:48 PM »
Well, i know there's already a lot of suggestion about trainers that levels up and become pokeraisers, etc...

But i was thinking about a simpler thing.

Every level the trainer reaches, he will be awarded points where he/she can invest into either of the three stats:

Offense
Defense
Technique

Offense:
For each point invested to this stat, each pokemon will have an increase of .5 point (1 point per 2 investment) in:
ATTACK
SP. ATTACK
SPEED

Defense:
For each point invested to this stat, each pokemon will have an increase of .5 point (1 point per 2 investment) in:
DEFENSE
SP. DEFENSE
HP (either the same, or 1 point per investment)

Technique:
A little bit trickier. Each invested trainer points gives:
.1% increase evasion
.2% increase accuracy (for less accurate attacks)
.1% increase critical rate
etc. (can't think of anything else that could be included)


Also, at level 100 or so, there will be a total of ____ points. (undecided)
And you will receive a title on which stat you gave majority of your points to.

The titles will also add a bonus.
Example: 150 points.
Majority- "Title" - bonus

76 points to Offense- "Reckless" :
15% increase damage to all attack, and a % of the attack will heal your pokemon. etc.

76 points to Defense- "Shield-Meister" :
15% reduced damage to all attacks, and a % of the attack will be returned to the opponents pokemon(% is based on the original, and not the reduced damage)

76 points to Technique- "Artisan" :
10% increase in Accuracy and Evasion. 7% increase critical. and an increase equivalent to 2 pp up to all attacks.

There is also a combo if you invested into 2 stats more than the other:

51 points to Offense and Defense- "Gladiator" :
7% increase damage, and reduced damage.
% of the attack is converted to health, % of the damage is returned.
(% is lower than the one stat majority)

51 points to Offense and Technique- "Sniper" :
7% increased damage, % of the damage converted to health.
7% increased evasion and accuracy. 5% critical, and an increase equivalent to 1 pp up to all attacks.

51 points to Defense and Technique- "Strategist" :
7% reduced damage, and % return damage.
7% increased evasion and accuracy. 5% critical, and an increase equivalent to 1 pp up to all attacks.


And lastly, if you invested equally on all three:

50 points in Offense, Defense and Technique- "Ace" :
5% increase damage, reduced damage, evasion and accuracy.
% of the damage inflicted is converted to health, % of the damage is returned
3% increased critical.

All the numbers can be changed so it can be balanced. But the general idea is there.
So, what do you guys think? :D

I'll take any criticism, bad and good. :D

4
New Trainers / Welcome / Re: New trainer hangout
« on: August 20, 2010, 02:38:05 PM »
Hello Everyone :D
I'm not really new here, i've even posted some suggestion months ago...

But its the first time ill say hi officially lol  ;D ;D

5
Ideas & Suggestions / Re: Name suggestions for citys/caves/routes etc.
« on: February 21, 2010, 03:09:09 PM »
lolz.

Its actually very funny but i think its a good name for a pass with nerdy trainers :D


6
Quests & Plots / Re: 8 paths... DUNGEON QUEST
« on: February 21, 2010, 05:11:20 AM »
Thank you very much for the suggestions guys.

The 8th maze will be as what Jerry suggested, plus the pokemon levels will be changed.

As for spirit's idea:

I really like the reward system for the number of people to complete the quest.

plus the simple story/ spectator tournament, i think will be cool...

Note: Edited the quest post :D

7
Ideas & Suggestions / free stat point distribution... :D
« on: February 16, 2010, 12:14:59 PM »
i have thought of a simple yet effective way of replacing the EV system:

"Ragnarok" Style Stat Point System

Every level of the pokemon, you get a free point to spend on any of the stat of each pokemon.

Since the full EV training is equal to 127 points (i think) :D

Every level= +1 skill point
Every 5 levels= +2 skill points (means 6 points per 5 levels)
Every 20 levels= another +1 point (means 125 points at level 100)
another 1 extra point at 50, and another 1 extra point at 100. = 127 points :D

I'm not saying its easy to do let alone program.
But i think its simple and very easy to understand by all players :D


8
Ideas & Suggestions / Re: Name suggestions for citys/caves/routes etc.
« on: February 15, 2010, 05:27:15 PM »
Clezensia Falls

Drifter City (if trains will be implemented may be we could place the grand terminal here? XD)

Pythagoras Pass (All pokemon trainers will be nerds/scientists etc)

Angelique Village

Climat de temps (Extremely unpredictable weathers, any weather may occur at any time)

9
Quests & Plots / Re: 8 paths... DUNGEON QUEST
« on: February 14, 2010, 03:36:16 AM »
Note Edited:

Maze 7 is already thought off :D check it out XD

10
Quests & Plots / Re: 8 paths... DUNGEON QUEST
« on: February 13, 2010, 12:09:16 PM »
No. XD

To do the quest, each player must have pokemons with levels no less than the specified :D

So for the first type: all pokemon must be between level 40-65
Second: all pokemon must be 60 above XD

11
Quests & Plots / Re: [Quest] Dying Flame. (Easy)
« on: February 13, 2010, 03:57:56 AM »
Hahaha :D Pokemon anime series themed quest  ;D

I like the idea because it is very simple, and would be a big help for beginner trainers :D

12
Quests & Plots / Re: 8 paths... DUNGEON QUEST
« on: February 13, 2010, 03:40:15 AM »
Thanks  ;D

Hope other players would comment on this ideas for other questions/suggestions.

Specially for reward items and the 7th and 8th maze type  :D

13
Quests & Plots / Re: 8 paths... DUNGEON QUEST
« on: February 13, 2010, 02:43:00 AM »
You may be right about the pokemon lvls.

Change will be that there are now two difficulty for the players to play this quest depending on their current level.

1st: Player's Pokemon lvl maximum is 65, minimum is 40
Levels of opponent trainer's pokemon is between 30-45.
While the gate keeper will have lvl 40-50 pokemons.
Legendaries will be at level 50-60.

2nd: Player's Pokemon lvl maximum is 100, minimum is 60
Levels of opponent trainer's pokemon is between 40-55.
Gate keepers will have lvl 50-65 pokemons.
Legendaries will be at 70 up.

Rewards will be different from the two.

Players will also recieve 1 special potions that will heal both HP and PP of all pokemons
(So players will have an increased chance to complete it) 
Also, HP healed will be full, and PP will only be healed up to 90% of the max PP(e.g. max 30 PP skill will be healed to 27, etc)

Also, players will recieve 5 potions that can be used anytime.

Note: Items can only be used in the dungeon and will be removed from the players bag if the players goes outside/finish the mission.

For the quest being too long...
Trainers will be reduced from 6-8 to just 2-4 per room.

If ever the player disconnects, that person will be removed from the quest, but the remaining can still continue battling. Losing against an opponent will be the only reason that the quest will be over. Problem is, if you are only 7 at the end of the solo room, one person will have to solo the double battle room as well...

14
Quests & Plots / 8 paths... DUNGEON QUEST
« on: February 12, 2010, 02:41:32 PM »
Requires 8 players
Difficulty: (You Rank it) XD
Rewards: High Experience, Valuable Items to be decided by the GM's

The quest will be have three difficulties:

1st(Normal Mode): Player's Pokemon lvl maximum is 55, minimum is 40
Levels of opponent trainer's pokemon is between 40-45.
While the gate keeper will have lvl 45-50 pokemons.
Legendaries will be at level 55-60.

2nd(Hard Mode): Player's Pokemon lvl maximum is 75, minimum is 60
Levels of opponent trainer's pokemon is between 60-65.
Gate keepers will have lvl 65-70 pokemons.
Legendaries will be at 75-80.

3rd(Hell Mode): Player's Pokemon lvl maximum is 100, minimum is 75
Levels of opponent trainer's pokemon is between 70-75.
Gate keepers will have lvl 75-80 pokemons.
Legendaries will be at 80-100.

After entering the cave, each will be battled by a trainer.

After the battle:
Appearing before them is 8 doors
Each may choose whatever they want to enter and only one player may enter a path.

Inside each paths is a maze that is filled with trainer and each has a specific twist.
Plus: You have to defeat all enemies to get out. total of 3-4 trainers.
Path 1: Dark room. You can't light up the room using flash. You can only light up the room by defeating trainers.(Room will be very windy)
Path 2: Arrow floor room(the one that when you stand on it, it will move you to another spot).
Path 3: Ice floor room
Path 4: Strength rock room
Path 5: Locked door room(you have to find levers to open specific doors)
Path 6: Teleporter room
Path 7: Puzzle Room- straightforward hall, divided into 2, each room has 2-3 trainers, and before you can go to the next hall, you have to complete a puzzle. (like the puzzles in gsc) Opponents that are defeated will give you clues to what pokemon it is.
Path 8: Same style as the 8th gym in Pokemon DPP
*Note: Paths are not really numbers in the game itself. Game will ramdomly choose a room for the player

After defeating the mazes... Before they can get through the door...
A gate guardian will appear to battle you.

After defeating the guardian...
Just when you thought its finish...
Just when you have already met each other again...
4 doors appears...

Players will go inside in pairs. All battles will be double battles.
Inside the four doors are rooms like the gym of norman in RSE wherein you'll be able to pick one of two doors to battle.

After about 2-3 rooms. All players will again be inside a room. With only one door XD
Get inside... And you will see 8 statues 4 at each sides...
They are statues of legendaries each player will have to battle against one of the legendary pokemons.
Note: Each player would need only to defeat ONE legendary. So if the team is less than eight, example 7, then you would need to defeat only 7 legendaries.

Also, every after each "stage," Trainers will be healed in a specific way:
For normal mode: HP will be restored fully after every stage, PP will be restored by 50% of a move's max PP
For Hard mode: PP will be restored only after guardians battle and pair battle, PP will be restored by 25% of a move's max PP
For Hell mode: PP will be restored to only after guardians battle, PP will be restored by 10% of a move's max PP.
Note: Number of PP-restored is rounded up(e.g 1.3 will be 2) :D

Items are also scattered in the mazes for trainers to get:
1 Miracle Potion: Heals HP and PP of all Pokemons
3 Blissful Potion: Heals HP and PP of one Pokemon.

After defeating the legendaries. Congratulation the Golden door will be unlocked, and at the next room, the quest giver is there to congratulate you and give you the rewards :D

Rewards will be given depending on how many players finish the quest:
8: Very High Exp, 2 Rare(or 1 Epic?) Item (Epic items are very very useful)
6-7: High Exp, Rare Item
4-5: High Exp, Uncommon Item
1-3: Good Exp, Uncommon Item

Feel free to give suggestions and feedbacks, you can also complete the missing part of the quests :D

And... You can give a story on how the quest is started coz i haven't thought about it yet XD

Thank you :)



15
Ideas & Suggestions / Re: The big pvp thread (suggestions here please)
« on: February 10, 2010, 10:44:48 AM »
I have an idea on how to use but not REALLY USE Items

It an item that can be held by pokemons...
Don't have a name yet so.... <insert item name here>  ;D

The use of the item is that you can put a potion or any status cures in it and it will use it automatically in battles. But it heals doesn't heal once. It will divide the HP that the pokemon can heal and heal the pokemon per turn(much like leftover/heal bell) but much better i think...

Potions also have an increased effectiveness when installed in the item and also, max potions and full restores will have a definite HP that it can heal
Potion: 20 --> 50
Super Potion: 50 --> 80
Hyper Potion: 200 --> 250
Max Potion: 300

Heals will be divided by 5-30 or even lower HP heal per turn (depends on the players./ GM's to decide)

Also, if you input a status recov item like antidotes, prlyz heal, etc. It will have a 2x effect or it can heal twice. You can also input a full heal, the full heal can heal 1 of every stat effect.

Full Restore is a combined Max Pot and Full Heal :)

Also... If ever we implement it...
I have planned a series of Quests on how to get the item:
1: You will meet the inventor of the item and will fight you to see if your worth the item

2-6: Parts hunting

7: After finishing the parts, you will be sent out and you should come back after 20-60 minutes, but instead of you arriving and recieving the item, the creator will tell you that the item has been stolen by <insert bad group name here> so, you go on their hideout, fight a couple of grunts and fight the leader. if you win you get the item back but you need to deliver it to the creator first

8: Creator will see that the item is damaged, and you have to get another, and the last item for it to be restored. after you come back, item will be restored and you are free to use it.

Its not a totally clear quest but its the complete idea for it :)

i also have a trouble of thinking if the item should be single pokemon held or group held :)

what do you guys think? ;D

Pages: [1] 2