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 Removing wild poke cap

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Kisuo
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PostSubject: Removing wild poke cap   Wed Nov 30, 2011 6:52 pm

Because of some game balance issues I thought about removing the level 25 cap on wild poke battles.
So I will remove them in 2.5 which will be next weekend.
I will add a battle system for player vs player which will be a battle similar to PRAT but with more detail and such.
-Countdown
-Ready button
-1st and 2nd attack for types on space and x
-Pokemon counter
-pokemon placement
-music

Thats all cheers
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Kurei Hitaka

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PostSubject: Re: Removing wild poke cap   Fri Dec 02, 2011 5:35 am

Good idea. Though honestly, and I know you're probably damned near tired of hearing me say this, but if you wanna do it that way, I'd suggest an extremely high level cap. Like maybe 2,000. Because I could see someone just no-lifing this new system until nobody could ever beat them, or find some bug and abuse it instead of telling someone.

PS: Sorry I haven't been around, been studying for finals.
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Kisuo
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PostSubject: Re: Removing wild poke cap   Fri Dec 02, 2011 4:17 pm

The new system will be working with the verb like the old one did so:
-5 spaces between
-Toggle battle
-Select Poke
AND
-It will auto lock and after 5 secs countdown unlock the poke movement
After they were placed

So I doubt people could no life it without multikey.
I would be too lazy lol!
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Kurei Hitaka

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PostSubject: Re: Removing wild poke cap   Fri Dec 02, 2011 4:42 pm

Hm, actually, with the countdown it should be impossible to macro...The only thing I see is those people who find a way to cheat no matter the consequences finding a way. Though that could be said about any system...I think we should have a battle log that full-level admins and owners can look at, maybe, to make sure there isn't something wrong. In my mind, there's two ways this could be classified as broken:

3rd Party Systems

or the old-fashioned way...clever byond macroing.

Either way could be traced in the logs; since we attack w/ attributes, with the right variety of wilds in an area (which happens except for maybe two spots on the map), some moron's gonna have a single attribute macro held down by tape or something, and start randomly spazzing 0's till they faint xD
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Kisuo
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PostSubject: Re: Removing wild poke cap   Fri Dec 02, 2011 7:21 pm

If u didnt notice I coded in a question if the player wants the opposing poke to faint.
This will prevent macroing I think.
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Kurei Hitaka

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PostSubject: Re: Removing wild poke cap   Mon Dec 05, 2011 6:35 pm

Nah. Me and Kat caught someone using a macro system last time, There's some new one out there now that allows for multicommand macroing. Though it hasn't been much of a problem yet. Especially with no players on except myself xD
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