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Old 09-19-2011, 09:35 PM
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Dino Offline
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Default Re: GYM LEADER Applications

I would like to modify my gym area some. Changes are in bold.

Quote:
The gym is a large room with its floor covered in black tiles that are about 2 square feet. The walls and ceiling are covered with tiles the same size as the floor's, but are grey, and they let off a dull light like a computer screen. The gym leader is the purple team and the challenger is the green team. Every time a pokemon steps on a tile, it glows it's teams color until it leaves the space when it turn back to black. But if a pokemon from the opposite team steps on that tile, it can cause something to happen to that pokemon. The room also is not stabilized. By some odd magnetization the cube-room floats freely inside of the building it is contained. So that means, if a pokemon slammed against the left side, or if to much weight is put on the left side, the whole room will start to tip to the left; the room could potentially roll all the way over. In this same way the room could roll or even flip however it wanted, if a trainer so happened to want their pokemon to flip the room.

Command: Sometime along the lines of this. It has to make sense though. A Jumpluff won't be flipping the room using it's weight.
A pokemon must be 50 lbs. heavier than it's opponent in order to flip the stadium. This can be overridden in any way if some creativity, that is logicical (like a certain attack), is used.
Quote:
Aggron, jump up into the air, then land hard to try and flip the arena upside down to mess up his aim, then attack with earthquake.
Room Flip ~ Earthquake


Math: At the end of every round a number is rolled for the pokemon on both sides.
Rounds 1-7: 20% Chance of stepping on a "lighted" tile.
Rounds 8-12: 35% Chance of stepping on a "lighted" tile.
Rounds 13+ : 50% Chance of stepping on a "lighted" tile.

If they do step on a tile roll out of 100 to find.
1-30: The pokemon suffers from the effects of fog for the next round.
31-70: The pokemon receives poison damage for this round only. (-3 HP)
71-85: The pokemon is given an electric shock. (Electric, 40 BP, Special | Acts like a Thundershock from a pokemon with 3 SpAtk except with no Criticals, no Paralysis, and it always hits.)
86-95: Flash is used at the beginning of the next round. (effects both pokemon)
95-100: The pokemon is healed by 10% Health.
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Last edited by Dino; 09-20-2011 at 01:29 PM.