Conversation Between FamiliaWerneck and MrDollSteak
31 to 45 of 46
  1. FamiliaWerneck
    June 28th, 2015 3:17 PM
    FamiliaWerneck
    Okay, I'll give it a go.
    I understand how OP I'm making them, giving them this ability.
    I'll just make it, and decide if I give it to the ghosts, some ghosts, or none. I'd really like to see it though.
    Thanks man!
  2. MrDollSteak
    June 27th, 2015 7:50 PM
    MrDollSteak
    Well that's still ridiculous to be honest. The only reason Wonder Guard isn't a completely broken ability is because Shedinja is immediately one shot. Whereas the ghost types you want to give it to have HP, Defense and Sp. Def stats. Imagine Dusclops or Dusknoir being immune to like all those types.

    You'd have to look around for the Wonder Guard check in the attack canceler routine.
  3. FamiliaWerneck
    June 27th, 2015 2:45 AM
    FamiliaWerneck
    Got it. What if I just give the ability to avoid physical attacks of Normal, Fighting, Flying, Poison, Ground, Rock, Bug and Steel (the previous physical attacks)?
    Like Wonder Guard, there's a way to specify what types I wanna be unattacked by, right?
    Can you point me in the right direction to start on this? A link, someone that might help, anything?
    Thanks man.
  4. MrDollSteak
    June 26th, 2015 5:17 PM
    MrDollSteak
    As in it's very over-powered. You're effectively giving every ghost a physical wonder guard. For balance purposes its ridiculous.
  5. FamiliaWerneck
    June 26th, 2015 3:09 AM
    FamiliaWerneck
    Sorry asking directly MrDS, but what did you mean when you said an abilty like the one I suggested would be EXTREMELY broken?
  6. FamiliaWerneck
    June 10th, 2015 7:47 PM
    FamiliaWerneck
    Got it.
    If you want help with something, got any ideas, or want to implement stuff that is already around...
    I may be new here, but I can still help with something, perhaps.
  7. MrDollSteak
    June 10th, 2015 3:27 PM
    MrDollSteak
    Just bug fixing. It should be fine. Maybe some extra miscellaneous decapitalisation or new abilities from the thread. I'm mostly working on the Emerald version.
  8. FamiliaWerneck
    June 10th, 2015 9:02 AM
    FamiliaWerneck
    What are you planning to add? Do you want help with anything? I'd love to help. =P
  9. MrDollSteak
    June 10th, 2015 3:45 AM
    MrDollSteak
    Eventually yes.
  10. FamiliaWerneck
    June 10th, 2015 3:12 AM
    FamiliaWerneck
    Thanks bro. That did help. Guy confirmed the fix for it.
    I'll test if I need it later.
    Just out of curiosity, are you planning on making another update on that Rombase?
  11. MrDollSteak
    June 9th, 2015 6:09 PM
    MrDollSteak
    Yeah fair enough.
    Railey's response should help you more with expansion if you're not sure how to go about it.
  12. FamiliaWerneck
    June 9th, 2015 6:41 AM
    FamiliaWerneck
    I can imagine man. I understand you, chill. I did look up in that thread and others (as DoesntKnowHowToPlay's for example), though.
    This was a recurring doubt I had and I never actually found an explanation. I asked now because I saw some guy was testing this feature and getting mixed results, which none seemed to work.
  13. MrDollSteak
    June 9th, 2015 5:30 AM
    MrDollSteak
    I get a lot of questions all the time, and that particular one could actually already be found in the thread, which is why I'm being prickly.

    Make sure you read through the different things you're looking at before asking a bunch of questions.
  14. FamiliaWerneck
    June 9th, 2015 5:07 AM
    FamiliaWerneck
    Ok, sorry man. Thanks for the help anyway. =/
  15. MrDollSteak
    June 9th, 2015 4:52 AM
    MrDollSteak
    Don't ask 'straight to me'. Your question is going to be answered on the thread eventually.

    All the moves in the rombase are already Physical / Special / Status. If you want to change them for whatever reason you can do so in the tool.

    The reason you can't change type effectiveness is because the table is expanded.