Conversation Between FamiliaWerneck and MrDollSteak
Showing Visitor Messages 31 to 45 of 46
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June 28th, 2015 3:17 PMFamiliaWerneckOkay, 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! -
June 27th, 2015 7:50 PMMrDollSteakWell 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. -
June 27th, 2015 2:45 AMFamiliaWerneckGot 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. -
June 26th, 2015 5:17 PMMrDollSteakAs in it's very over-powered. You're effectively giving every ghost a physical wonder guard. For balance purposes its ridiculous.
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June 26th, 2015 3:09 AMFamiliaWerneckSorry asking directly MrDS, but what did you mean when you said an abilty like the one I suggested would be EXTREMELY broken?
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June 10th, 2015 7:47 PMFamiliaWerneckGot 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. -
June 10th, 2015 3:27 PMMrDollSteakJust 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.
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June 10th, 2015 9:02 AMFamiliaWerneckWhat are you planning to add? Do you want help with anything? I'd love to help. =P
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June 10th, 2015 3:45 AMMrDollSteakEventually yes.
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June 10th, 2015 3:12 AMFamiliaWerneckThanks 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? -
June 9th, 2015 6:09 PMMrDollSteakYeah fair enough.
Railey's response should help you more with expansion if you're not sure how to go about it. -
June 9th, 2015 6:41 AMFamiliaWerneckI 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. -
June 9th, 2015 5:30 AMMrDollSteakI 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. -
June 9th, 2015 5:07 AMFamiliaWerneckOk, sorry man. Thanks for the help anyway. =/
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June 9th, 2015 4:52 AMMrDollSteakDon'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.

