|
|
| Line 1: |
Line 1: |
| − | '''Status Effects''', also colloquially referred to as '''status conditions''', are conditions that affect a Pokémon in-battle. They can be onset by a [[Category:Status Moves|status move]] or a secondary effect of a damage-dealing move used against the Pokémon, or as a self-afflicted repercussion of a move used by the Pokémon.
| + | #REDIRECT[[Status Effects]] |
| − | | + | |
| − | There are currently two categories of working status effects within PWO: status ailments, and stat-enhancing effects. Due to the underdeveloped battle system of PWO, status conditions — including the supported categories of status effects — have limitations or function improperly here, compared to how they functioned in the handheld games (explained more in-depth below).
| + | |
| − | | + | |
| − | =Status Ailments=
| + | |
| − | Status ailments are conditions that affect a Pokémon's ability to battle. When onset, the ailment last until it either subsides (inapplicable for some ailments), is substituted by the onset of another status ailment, or until the Pokémon is [[Pokémon_Center|healed]].
| + | |
| − | | + | |
| − | Resultant of battle-system limitations, many status ailments — as they were conceived in the handheld games — are non-existent in PWO's battle system. The following status ailments, with their limitations defined, are itemized below:
| + | |
| − | ==List of Status Ailments within PWO==
| + | |
| − | ===Burn===
| + | |
| − | A Pokémon that is beset by the '''burn''' condition will sustain damage at the end of each turn, proportionate to the Pokmon's maximum-health capacity (1/8th of it, precisely).
| + | |
| − | | + | |
| − | In PWO, burn will '''not''' halve the damage output inflicted by [[physical moves]] by the affected Pokémon.
| + | |
| − | ===Confusion===
| + | |
| − | '''Confusion''', when induced, will cause the Pokémon to attack itself 50% of the time. The self-inflicted damage is calculated as a typeless move on 40 base-power points.
| + | |
| − | | + | |
| − | Confusion's duration ranges from 1-4 turns while in battle. It '''is not''' automatically expunged after battle; it only ends after a determinate amount of turns while in battle. The only out-of-battle cure for confusion is healing in a Pokémon center.
| + | |
| − | | + | |
| − | ===Freeze===
| + | |
| − | '''Freeze''' currently has no producible effect in battle; it is a functionless status condition. However, if the freeze status is induced upon a Pokémon, it will overwrite the Pokémon's previous status ailment; any previous status ailment in effect will be effectively removed as a result.
| + | |
| − | | + | |
| − | ===Paralysis===
| + | |
| − | '''Paralysis''' will physiologically prevent the Pokémon from attacking at randomly determined turns—a 1/4th chance that the afflicted Pokémon will not attack at all.
| + | |
| − | | + | |
| − | As a differential limitation in PWO's battle system, paralysis '''does not''' reduce the afflicted's speed by 75%. Attacking priority will remain unaffected, still accounting solely for the Pokémon's speed, and whether or not [[Priority Moves|priority moves]] are being used as determinants.
| + | |
| − | | + | |
| − | It has no determinate ending point; it lasts indefinitely until either the Pokémon is healed, or until the status ailment is overwritten by another one.
| + | |
| − | | + | |
| − | ===Seeding===
| + | |
| − | '''Seeding''', solely inducible by [[Leech Seed]], will sap 1/8th of the afflicted Pokémon's health, and use that amount of damage to restore the user of Leech Seed.
| + | |
| − | | + | |
| − | Leech Seed does have a determinate ending point; there is no counter for it to end after a determinate amount of turns have elapsed. It can only be removed by visiting a Pokémon Center, or by the onset of another status ailment to overwrite it.
| + | |
| − | | + | |
| − | ===Sleep===
| + | |
| − | When a Pokémon is asleep, it can not make any move, thus it can not retaliate to the opponent at all. The sleep effect will last for up to 3/4 turns.
| + | |
| − | | + | |
| − | Due to the battle system's incapability for moves to work jointly with status conditions, moves that would require the user to be asleep to use them, namely [[Snore]] and [[Sleep Talk]], are effectless, even if the user is asleep.
| + | |
| − | | + | |
| − | Self-inducing moves for the sleep ailment in the official games, such as [[Rest]], also do not produce that effect here; the battle system currently lacks the functionality for healing moves to restore health, thus the move is functionless altogether.
| + | |
| − | | + | |
| − | ==All-Encompassing Limitations==
| + | |
| − | ===Lack of the Volatile-Nonvolatile Split===
| + | |
| − | Under PWO's mechanics, status ailments are not classified as [http://bulbapedia.bulbagarden.net/wiki/Status_condition#Volatile_status volatile]] or [http://bulbapedia.bulbagarden.net/wiki/Status_condition#Non-volatile_status non-volatile], as they were in the official games; they are treated inseparably in that regard.
| + | |
| − | | + | |
| − | Implications of this are as follows:
| + | |
| − | | + | |
| − | *Volatile and non-volatile ailments, as they were conceived in the handheld games, are not stackable. Example: if a Pokémon was already asleep, and the opponent landed a [[Leech Seed]] attack on it, Leech Seed would overwrite the sleep status; the Pokémon would no longer be asleep, but strictly seeded instead.</li>
| + | |
| − | *Volatile statuses, as already explained with confusion and Leech Seed, will not wear off as the battle does.</li>
| + | |
| − | *Damage-dealing status ailments, namely burn, poison and so forth, will not inflict damage as the user walks outside of battle, but their effects will resume throughin the next battle.
| + | |
| − | ===Immunity===
| + | |
| − | In the official games, Pokémon were immune to the onset of some status ailments, depending on their types; this is not the case here. Status conditions in themselves are not treated as classifiable types, thus Pokémon of any type will not be immune to them; if they are immune to the type of the move in itself, however, then the status-inducing move will have no producible effect on the target.
| + | |
| − | | + | |
| − | For example: if [[Thunder Wave]] was used on a [[Ground_(type|Ground-type]], the move would be precluded from onsetting paralysis, because it is impossible for an [[Electric_(type|Electric-type]] move (Thunder Wave, in this context) to land a hit on a Ground-type Pokémon. However, if [[Stun Spore]], a [[Grass_(type)|Grass-type]] move, was used on the Ground-type Pokémon, it would still paralyze the target due to its lack of type-property immunity to the move.
| + | |
| − | | + | |
| − | =Stat-Modifying Effects=
| + | |
| − | Moves can also affect the stats of a Pokémon — their Attack, Defense, Special Attack, Special Defense and Speed — in battle, which will alter their stats for the duration of the battle. After the battle ends, the stats will reset back to their unaffected values.
| + | |
| − | | + | |
| − | | + | |
| − | ==Stages==
| + | |
| − | There are 6 stat-increasing stages, as well as 6 stat-decreasing stages. The stages are stackable, meaning that stat-increasing and stat-decreasing moves can add or subtract from the net stages—for example, if a stat-increasing move was used for a 2-stage increase in the Pokémon's Attack (equating to a +2 net stage), a stat-decreasing, which would reduce the same stat by 1 stage, would subtract it to a net stage of +1.
| + | |
| − | | + | |
| − | Stages are calculated in fractional increments, which are outlined below:
| + | |
| − | | + | |
| − | <center>
| + | |
| − | {| cellpadding="0" width="50%" style="border: 3px solid #000000; border-radius: 12px; background: #fafad2; margin-top: 12px; margin-bottom: 6px;"
| + | |
| − | ! colspan="7" style="text-align: center;" | Subtractive Stages
| + | |
| − | ! colspan="1" style="text-align: center;" | Base
| + | |
| − | ! colspan="7" style="text-align: center;" | Additive Stages
| + | |
| − | |-
| + | |
| − | ! Stage
| + | |
| − | | -6
| + | |
| − | | -5
| + | |
| − | | -4
| + | |
| − | | -3
| + | |
| − | | -2
| + | |
| − | | -1
| + | |
| − | | style="text-align: center;" | 0
| + | |
| − | | +1
| + | |
| − | | +2
| + | |
| − | | +3
| + | |
| − | | +4
| + | |
| − | | +5
| + | |
| − | | +6
| + | |
| − | |-
| + | |
| − | ! Fraction
| + | |
| − | | 2/8
| + | |
| − | | 2/7
| + | |
| − | | 2/6
| + | |
| − | | 2/5
| + | |
| − | | 2/4
| + | |
| − | | 2/3
| + | |
| − | | style="text-align: center;" | 1
| + | |
| − | | 1<sup>1/2</sup>
| + | |
| − | | 2
| + | |
| − | | 2<sup>1/2</sup>
| + | |
| − | | 3
| + | |
| − | | 3<sup>1/2</sup>
| + | |
| − | | 4
| + | |
| − | |-
| + | |
| − | ! Percentage
| + | |
| − | | 25%
| + | |
| − | | 29%
| + | |
| − | | 33%
| + | |
| − | | 40%
| + | |
| − | | 50%
| + | |
| − | | 67%
| + | |
| − | | style="text-align: center;" | 100%
| + | |
| − | | 150%
| + | |
| − | | 200%
| + | |
| − | | 250%
| + | |
| − | | 300%
| + | |
| − | | 350%
| + | |
| − | | 400%
| + | |
| − | |}
| + | |
| − | </center>
| + | |
| − | | + | |
| − | ==Known Limitations==
| + | |
| − | *Currently, the stat-enhancing mechanics only allow single-stat modifications. [[Dragon Dance]], which raised both the user's Attack and Speed in the handheld games, is only capable of raising one stat (the user's Attack) in PWO.
| + | |
| − | *Stat-modifying effects do not take into effect until the round after which they are used. For example, if a Pokémon attacked first in round 1, using a Defense-increasing move, and sustains an attack by the opponent in the same round, the damage would be calculated as if the Defense was not altered; it would not go into effect until round 2.
| + | |
| − | *While stat-modifying moves do exist to increase Accuracy and Evasion, these two stats are not calculated as in-battle stats at this time. Even if [[Sand Attack]] reduced the target's accuracy, its accuracy - as calculated by the battle system - would remain intact.
| + | |
| − | | + | |
| − | =Critical Hits=
| + | |
| − | There is a 5% chance for any move to score a critical hit, which would invariably double the damage output of the move. Currently critical hits are not announced in the battle log, side-aligned to the left of the battle screen, but the magnitude of their damage differential is large enough to be often noticeable.
| + | |
| − | | + | |
| − | Since it is an invariant 5% chance of landing a critical hit at this time, there are no move-designated critical-hit ratios. Since the 5% chance is static, moves such as [[Focus Energy]] can not increase the critical-hit chance.
| + | |
| − | | + | |
| − | [[Category:Battle System Mechanics]]
| + | |