Phenomenon: Difference between revisions

Adding information about repels (tested)
(Adding information about repels (tested))
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'''Phenomena''' are a mechanic in the [[Generation V]] [[core series]] {{pkmn|games}}. Phenomena are a means of encountering [[wild Pokémon]], and in some cases [[item]]s. There are four types of phenomena: rustling grass, dust clouds, flying Pokémon's shadows, and rippling water. Some {{OBP|Pokémon|species}} can only be obtained via this method. Phenomena will only appear after the {{player}} has the first [[Badge]].
'''Phenomena''' are a mechanic in the [[Generation V]] [[core series]] {{pkmn|games}}. Phenomena are a means of encountering [[wild Pokémon]], and in some cases [[item]]s. There are four types of phenomena: rustling grass, dust clouds, flying Pokémon's shadows, and rippling water. Some {{OBP|Pokémon|species}} can only be obtained via this method. Phenomena will only appear after the {{player}} has the first [[Badge]].


A phenomenon can be randomly triggered whenever the player takes a step in an area. Only one may be active at a time. An active phenomenon will generally continue to exist if the player moves away from it so long as they stay in the same overall location or room. A phenomenon will vanish after it is encountered or if the player picks up a visible item, encounters a wild Pokemon, interacts with an [[Non-player character|NPC]], or exits the area or room entirely; it will also vanish if an NPC steps on it. An active phenomenon is not saved when the game is saved.
A phenomenon can be randomly triggered whenever the player takes a step in an area. Only one may be active at a time. An active phenomenon will generally continue to exist if the player moves away from it so long as they stay in the same overall location or room. A phenomenon will vanish after it is encountered or if the player picks up a visible item, encounters a wild Pokemon, interacts with an [[Non-player character|NPC]], or exits the area or room entirely; it will also vanish if an NPC steps on it. Using a [[Repel]] does not prevent wild Pokémon from being encountered in a phenomenon. An active phenomenon is not saved when the game is saved.


Different phenomena are distinguished in-game by audio and visual effects; in most cases, they are named for the visual effect shown on-screen when each phenomenon occurs. The audio of a phenomenon reflects the distance between it and the player: if the player is close, the sound will be louder, and if the player is farther away (such as if the phenomenon is off-screen), the sound will be fainter but will also never stop.
Different phenomena are distinguished in-game by audio and visual effects; in most cases, they are named for the visual effect shown on-screen when each phenomenon occurs. The audio of a phenomenon reflects the distance between it and the player: if the player is close, the sound will be louder, and if the player is farther away (such as if the phenomenon is off-screen), the sound will be fainter but will also never stop.
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