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Old 08-26-2011, 12:04 PM
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Default DU/Monbrey/Pika Calculator Tutorial

DU/Monbrey/Pika calc v3.0 tutorial
by DU



The above is what you see when you go to this calculator.

This is the B/W version of the calculator.

1. This is where you put in the name of the Pokémon of one of the trainers.
Ex. Jack sends out Stantler. You click on this box and go down to the 'S' and select Stantler.

2. This is where you put in the name of the Pokémon of another trainer.
Ex. Scott sends out Misdreavus. You click on this box and go down to the 'M' and select Misdreavus.

3. This is where you see what type the Pokémon is. If the Pokémon only has 1 type, then the 2nd one will be left at '(none)'. If you have a Pokémon like Porygon who can change his type, you just click here and change it into whatever type you need it to be.

4. The HP of the Pokémon is put in here. You don't have to input, enter or change anything here.
It is generally left alone, so do not touch this.

5. The Attack of the Pokémon is put in here. You don't have to input, enter or change anything here.
It is generally left alone, so do not touch this.

6. This box hold the Attack modifiers. Ex. if Jack used Swords Dance on his Stantler, his attack would rise 2 options above its current spot. So you should have '2' instead of '0' there if everyone started out without any multipliers. If however, Scott used Growl on Stantler, then Stantler's attack would drop by 1. So, you should have '.66' instead of '0'.

7. The Defense of the Pokémon is put in here. You don't have to input, enter or change anything here.
It is generally left alone, so do not touch this.

8. This box hold the Defense modifiers. Ex. if Jack used Iron Defense on his Stantler, his defense would rise 2 options above its current spot. So you should have '2' instead of '0' there if everyone started out without any multipliers. If however, Scott used Tail Whip on Stantler, then Stantler's defense would drop by 1. So, you should have '.66' instead of '0'.

9. The Special Attack of the Pokémon is put in here. You don't have to input, enter or change anything here.
It is generally left alone, so do not touch this.

10. This box hold the Special Attack modifiers. Ex. if Jack used Tail Glow on his Stantler, his special attack would rise 2 options above its current spot. So you should have '2' instead of '0' there if everyone started out without any multipliers. If however, Scott used Mist Ball on Stantler, then Stantler's special attack would drop by 1. So, you should have '.66' instead of '0'.

Also, if the weather has an effect on a certain move, you can choose to set the modifier to 1.5 if it is still on 0.

11. The Special Defense of the Pokémon is put in here. You don't have to input, enter or change anything here.
It is generally left alone, so do not touch this.

12.This box hold the Special Defense modifiers. Ex. if Jack used Amnesia on his Stantler, his special defense would rise 2 options above its current spot. So you should have '2' instead of '0' there if everyone started out without any multipliers. If however, Scott used Luster Purge on Stantler, then Stantler's special defense would drop by 1. So, you should have '.66' instead of '0'.

13. The Speed of the Pokémon is put in here. You don't have to input, enter or change anything here.
Sometimes, it is easy if you do change it, but you can do with the box labeled 14 for all your editing.

14. This box hold the Speed modifiers. Ex. if Jack used Agility on his Stantler, his speed would rise 2 options above its current spot. So you should have '2' instead of '0' there if everyone started out without any multipliers. If however, Scott used Icy Wind on Stantler, then Stantler's speed would drop by 1. So, you should have '.66' instead of '0'.

15. This is where the attack type goes. Ex. If Jack uses Confusion, which is a Psychic type attack, you click on this box and select 'Psychic'. If Scott uses Shadow Ball, which is a Ghost type attack, you click on this box and select 'Ghost'.

16. This box holds the move power. Ex. Earthquake has a base power of 100. So you type '100' in this box.

17. If the move is a special attack, set it to 'Yes'. If it's not, set it to no.
*From DP on out, Pokémon moves will either be classified as Physical or Special.
If a move is classified as Physical, select no. If it's Special, select yes.


No -> Rock, Ground, Normal, Fighting, Ghost, Bug, Flying, Steel, and Poison. (DP: Physical)
Yes -> Ice, Fire, Dark, Water, Electric, Grass, Psychic, and Dragon. (DP: Special)


18. Press this after putting in the move to attack the opponent. Speaks for itself.

19. The HP left after an attack is displayed here.

20. The HP in /10 left after an attack is displayed here.

21. The HP in % left after an attack is displayed here.

22. If you need to add HP, substract HP, do additional damage or stuff like that, you input the amount in here. Ex. If there is recoil from Take Down, you divide the number in box 23 by 4 and input it here with a - sign in front of it.

- sign is for substracting.

If Stantler has been caught by Sandstorm, just input -.6 (if you like to do it in /10) or -6 (if you like to do it in %)

The blue button is for adding/subtracting with the HP.
The green button is for adding/subtracting with the %.
The yellow button is for adding/subtracting with the /10.
The red button is for subtracting 6.25%. ~ Due to rounding down to whole HP integers, this might end up not being 6.25% exactly.
The purple button is for subtracting 12.50%.~ Due to rounding down to whole HP integers, this might end up not being 12.50% exactly.

23. Damage of the previous attack is placed here in HP. You'll need this to determine what you need to input as recoil damage or stuff like that.

24. This is where you put the gender of the Pokémon. It automatically changes into the most likely gender based on game information.

25. This is where you put the Pokémon's ability, manually. Note: If a Pokémon has Flash Fire and a fire move has been used on this Pokémon, set the ability to Flash Fire On. Some abilities are not calculated for you automatically, like Analytic, so you have to pay attention to 'manual' abilities and 'automatic' abilities.

26. This is where you put status afflictions as BRN, PSN, SLP, FRZ, and PAR. The calc does not calculate any of the end-turn damage, but it does use them in case abilities or items need them.

27. This is where you put certain moves, if used. Light Screen, Reflect, Move First, Focus Energy and Spit Up.

28. This is where you manually input held items. The choices are limited to those only in the calc.

29. Auto-CH gives each move a 6% chance to achieve a critical hit. You can turn this on and off. Also, putting this on Critical Hit! will calculate the added factor in the attack. You only need to input the basepower, no need to do it 2x or anything like that. Putting 27. on Focus Energy will turn off the Auto-CH as well.

30. You change this to the current weather in the battle. Damage at end-turn will not be calculated.

31. Press this to make the mon hit himself. Handy when the mon is Confused.

32. Enter here the number of sides the dice needs.

33. Press this to roll the dice.

34. This is the result of the dice roll.

Final notes:
Things such as STAB is automatically processed, so you don't have to do that. Same for type effectiveness. If you're wondering why there's no damage when using Psychic on Absol, I suggest you take a look at the type chart.

Last edited by Ataro; 08-26-2011 at 12:15 PM.