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(→Battle mechanics: in terms of mechanics, two points din’t seem to be true changes to the coding, but rather different typing mechanics to which the usual coding is then applied) |
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The battle is won when all sync pairs on a team have been eliminated. If the player wins, the sync pairs will gain experience and obtain items as rewards. | The battle is won when all sync pairs on a team have been eliminated. If the player wins, the sync pairs will gain experience and obtain items as rewards. | ||
Besides the real time mechanics, the battle system borrows the core mechanics from {{g|Ultra Sun and Ultra Moon}}, with various differences: | Besides the real time mechanics and the typing that works without predetermined immunities and resistances and a single type weakness per pair rather than the usual type effectiveness, the battle system borrows the core mechanics from {{g|Ultra Sun and Ultra Moon}}, with various differences: | ||
* {{DL|Status condition|Flinch}} is now a status condition that makes the Pokémon in the pair unable to perform any move for a few seconds instead of just one move. While flinching, the move gauge also fills more slowly. To get out of the condition, the pair can use a sync move, switch out or wait a few seconds | * {{DL|Status condition|Flinch}} is now a status condition that makes the Pokémon in the pair unable to perform any move for a few seconds instead of just one move. While flinching, the move gauge also fills more slowly. To get out of the condition, the pair can use a sync move, switch out or wait a few seconds | ||
* The random factor in the [[damage]] formula goes from 0.9 to 1, still using integer percentage steps of 0.01 | * The random factor in the [[damage]] formula goes from 0.9 to 1, still using integer percentage steps of 0.01 | ||
* [[Statistic#Stage multipliers|Stage multipliers for statistics]] no longer work with a base fraction of 2/2, resulting in a +6 multiplier which is around 1.8 | * [[Statistic#Stage multipliers|Stage multipliers for statistics]] no longer work with a base fraction of 2/2, resulting in a +6 multiplier which is around 1.8 | ||
* The [[Critical hit#Probability 2|critical hit stage]] is now capped at 3 and the critical hit rate for the +1 and +2 stages is 50% and 80% respectively | * The [[Critical hit#Probability 2|critical hit stage]] is now capped at 3 and the critical hit rate for the +1 and +2 stages is 50% and 80% respectively | ||
* Using a sync move increases the stage multiplier of a new effect, whose only observed influence so far is increasing the damage dealt | * Using a sync move increases the stage multiplier of a new effect, whose only observed influence so far is increasing the damage dealt by applying a multiplier that starts at 1 and increases by 0.5 per stage | ||
* Moves that affect both allies and all foes in the main series games (such as {{m|Earthquake}}) instead only affect all the foes. However, field moves such as [[weather]]-based moves will still affect the entire field. | * Moves that affect both allies and all foes in the main series games (such as {{m|Earthquake}}) instead only affect all the foes. However, field moves such as [[weather]]-based moves will still affect the entire field. | ||
* | * [[Same-type attack bonus]] is not applied | ||
* | * Harsh sunlight and rain do not decrease the damage of Water-type and Fire-type moves, respectively | ||
Each sync pair can also know up to three [[passive skill]]s. Similar to {{Abilities}}, these provide passive effects in battle, such as preventing stats from being lowered. They may also similarly learn a lucky skill, which requires Lucky Scrolls to unlock. | Each sync pair can also know up to three [[passive skill]]s. Similar to {{Abilities}}, these provide passive effects in battle, such as preventing stats from being lowered. They may also similarly learn a lucky skill, which requires Lucky Scrolls to unlock. |
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