Caomhnoir Angel
(?)Community Member
- Posted: Wed, 08 Aug 2012 17:55:12 +0000
-You can only randomly generate for THREE items at a time! No generating five or six times just to get the item you want! *Added* You may get freebie rolls if you have two pokeballs or two revives already in your possession. That would be the only exception to the item count for the day.
-If you are in battle you can only find three items for the entire length of that battle. And you can only find one item at a time during battle as that counts as one move.
-You can only carry two reviving items *1 revive and 1 max revive; 2 revives; 2 max revives, 1 revive and 1 revival herb; 2 revival herbs; 1 max revive and 1 revival herb* at any given time, *unless* you are carrying a Package with a revive in it.
-You can only use revives on other people! You cannot use them on yourself *because fainted shouldn't be able to heal themselves anyway*
-If you are tossing items to another person, make sure you have in your post that the items were thrown at the other person. If the other person doesn't respond to it, the items are up for grabs by anyone else in the room. *after two posts made by the person the items were being thrown at*
-You may only carry 2 pokeballs at one time, and you CANNOT have two dark balls!
-All pokeballs can only be used ONE TIME. if the pokemon bursts free, the pokeball is broke, can't reuse it.
-PP up will only raise pp to the max available for that move. Base 5pp maxes out at 8. Base 10pp maxes out at 16pp and moves that are base 15pp max out at 24pp. PP up will raise by 1, 2, or 3. If you use your pp up, generate a random number between 1 and 3.
-HP up will raise your health points. HP will max out at 200. HP up will raise hp by 5, 10, and 15. If you use your HP up, generate a number between 1 and 3. 1 raises by 5 points, 2 by 15 points, and 3 by 15 points.
-All evolution and de-evolution stones work upon contact. You cannot pocket it for any reason if you are a fusion. That being said, there are is one exception. Trainers can find either stone but the first pokemon they bring out, it will affect unless it can't evolve or de-evolve.
For any items found: Use 0-10 Random Number Generator!
*Items in generator are subjected to change randomly*
.:Storyline items [Key Items]:.
*Items in generator are subjected to change randomly*
.:Storyline items [Key Items]:.
Dark Claw (automatically attaches itself to the finder): Key Item, If not removed before 15 posts are made, the mental state of mind starts to deteriorate. Can only be removed by a scientist. Warning: those with the dark claw (even before mental deterioration) are prone to attacking without warning, speaking in harsh tones, and overall violent behavior towards others.
Article Fragment: Key Item, Unlocks an article on the Team Rocket Handheld. Article Fragments will show up as Article 1, Article 2, Article 3, or Article 4, in the item generator. Pm me when you find these. (You must have, however, an RPD to read any part of the article. When you find an article fragment it'll look like a piece of paper with a URL code on it.)
TRAP!: Steel chains shoot out and wrap around you! Trying to struggle or break the chains results in 10% damage. The person trapped inside of the TRAP! cannot break or remove it. It can only be removed by a ranking [Security Guard and above] member of Team Rocket. This cannot be found in Team Rocket offices (or rooms), instead they will find a fresh water.
Trap Door: A button is either stepped on or pressed and you fall down through the floor to the next floor into a cell. If a Rocket triggers it, obviously they can let themselves out of the locked room (if they are able. If they have fallen onto a security sublevel outside their ID card clearance, obviously they cannot open their own door unless they break out or call for help). This cannot be found in Team Rocket offices (or rooms), instead they will find a fresh water. If you are on Sublevel 10 and trigger it, obviously there are no other sublevels below you with cells so instead, you will be triggering a TRAP! See above reference.
Dark Pendant: Key Item, Team Rocket design after the Dark Claw was found to make the holder mentally unstable when in contact for too long. Wearer of the pendant is under a telepathic mind control and follows the orders of any Team Rocket personnel. Looks like a normal necklace until activated, once activated, the center of the pendant gets a faint red glow. If found by a member of Team Rocket, they can pocket it. If found by escapee, fusion or trainer, the pendant automatically locks around their neck or wrist, whichever is preferred, and cannot be removed unless by a high ranking member of Team Rocket (scientists, headhunters to boss). It activates as soon as it is found. If an escapee, trainer or fusion find it, and it activates, they will forget what they were doing and go find the nearest Team Rocket member.
Freaky flaw of the Dark Pendant number one: the bearer of the dark pendant slowly warps the mind so that the bearer becomes Team Rocket "oriented".
Once this happens, they will start acting like a member of Team Rocket and the Dark Pendant will remove itself.
Afterwards, the fusion will remain Team Rocket oriented and never become a "deserter".
Freaky flaw of the Dark Pendant number two: traitors still have a mindset like Team Rocket and therefore will not activate as it would on an escapee.
However if the traitor is caught in a pokeball, the dark pendant WILL activate as it then reads the fusion as a "problem rocket" and needs correcting.
See freaky flaw number one.
Once this happens, they will start acting like a member of Team Rocket and the Dark Pendant will remove itself.
Afterwards, the fusion will remain Team Rocket oriented and never become a "deserter".
Freaky flaw of the Dark Pendant number two: traitors still have a mindset like Team Rocket and therefore will not activate as it would on an escapee.
However if the traitor is caught in a pokeball, the dark pendant WILL activate as it then reads the fusion as a "problem rocket" and needs correcting.
See freaky flaw number one.
Held Item: These will add 10% to your attack of the same type as the held item you're carrying. This item corresponds with your fusion's type not by the moves it knows. And believe me I will check to make sure it's the correct one. If you're a dual type, use a second generator to determine between 1 and 2 which one you get. I will be checking.
And you may only carry one of these. If you get a second held item through the generator, you'll find a potion.
Dark type - blackglasses
Steel type - Metal Coat
Electric type - Magnet
Ice type - nevermeltice
Psychic type - twisted spoon
Water type - mystic water
Flying type - sharp beak
Normal type - silk scarf
Ground type - soft sand
Fighting type - black belt
Fire type - charcoal
Dragon type - dragon fang
Rock type - hard stone
Poison type - poison barb
Grass type - miracle seed
Ghost type - spell tag
Bug type - silverpowder
For Personnel at the Summit Base - Catacomb Hive or Housing Units ONLY:
0 Poke Doll <> 1 Conversion Ball <> 2 HyperPotion <> 3 TrapDoor <> 4-5 FreshWater <> 6 HP Up <> 7-8 Dark Ball <> 9 Chains <> 10 Max PPup
For Pokemon with the ability Pickup or Trainer / Fusion with an Itemfinder or personnel in Hearthome ONLY:
(Meowth, Persian, Aipom, Teddiursa, Phanpy, Zigzagoon, Linoone, Pachirisu, Ambipom, Munchlax, Lillpup)
0 Elixer <> 1-2 Shell Bell <> 3-4 Soda Pop <> 5 Great Ball <> 6 Lum Berry <> 7 Super Potion <> 8-9 Poke Doll <> 10 Revive
For the personnel on the Mountain Range ONLY:
0 Revival Herb <> 1 Leppa Berry <> 2-3 Sitrus Berry <> 4 Cheri Berry <> 5 Lum Berry <> 6-7 Oran Berry <> 8-9 Perism Berry <> 10 Revival Herb
Steel type - Metal Coat
Electric type - Magnet
Ice type - nevermeltice
Psychic type - twisted spoon
Water type - mystic water
Flying type - sharp beak
Normal type - silk scarf
Ground type - soft sand
Fighting type - black belt
Fire type - charcoal
Dragon type - dragon fang
Rock type - hard stone
Poison type - poison barb
Grass type - miracle seed
Ghost type - spell tag
Bug type - silverpowder
For Personnel at the Summit Base - Catacomb Hive or Housing Units ONLY:
0 Poke Doll <> 1 Conversion Ball <> 2 HyperPotion <> 3 TrapDoor <> 4-5 FreshWater <> 6 HP Up <> 7-8 Dark Ball <> 9 Chains <> 10 Max PPup
For Pokemon with the ability Pickup or Trainer / Fusion with an Itemfinder or personnel in Hearthome ONLY:
(Meowth, Persian, Aipom, Teddiursa, Phanpy, Zigzagoon, Linoone, Pachirisu, Ambipom, Munchlax, Lillpup)
0 Elixer <> 1-2 Shell Bell <> 3-4 Soda Pop <> 5 Great Ball <> 6 Lum Berry <> 7 Super Potion <> 8-9 Poke Doll <> 10 Revive
For the personnel on the Mountain Range ONLY:
0 Revival Herb <> 1 Leppa Berry <> 2-3 Sitrus Berry <> 4 Cheri Berry <> 5 Lum Berry <> 6-7 Oran Berry <> 8-9 Perism Berry <> 10 Revival Herb
Items can be found pretty much anywhere (unless limiters are placed based on location)
*you can only carry five items at a time; multiple items count as separate items, so two revives count as two items*
Items that can be found include:
Healing Items, Berries, Team Rocket items, Misc. Storyline Items, Pokeballs
*you can only carry five items at a time; multiple items count as separate items, so two revives count as two items*
Items that can be found include:
Healing Items, Berries, Team Rocket items, Misc. Storyline Items, Pokeballs
Berry Juice: heals 20hp
RageCandyBar: heals 20hp
Jellybeans: heals 30hp
Sweet Heart: heals 20hp
Fresh Water: heals 50hp
Lemonade: heals 80hp
Soda Pop: heals 60hp
Moomoo Milk: heals 100hp
Potion: heals 20hp
Super Potion: heals 50hp
Hyper Potion: heals 200hp (has two uses)
Elixer: heals 10pp all moves
Max Elixer: heals all pp all moves
Full Heal: heals all status conditions
Lava Cookie: heals all status conditions
PP up (randomly raises 1, 2, or 3 pp for one move)
PP Max (raises pp to max amount for one move)
HP up (raises HP by 5, 10, 15%)
Revival Herb: revives you 100%, tastes really bitter
Revive: heals you 50%
Max Revive: heals you 100%
Pokeball
Greatball
Ultraball
Poke Doll: One time use to successfully escape from battle
RageCandyBar: heals 20hp
Jellybeans: heals 30hp
Sweet Heart: heals 20hp
Fresh Water: heals 50hp
Lemonade: heals 80hp
Soda Pop: heals 60hp
Moomoo Milk: heals 100hp
Potion: heals 20hp
Super Potion: heals 50hp
Hyper Potion: heals 200hp (has two uses)
Elixer: heals 10pp all moves
Max Elixer: heals all pp all moves
Full Heal: heals all status conditions
Lava Cookie: heals all status conditions
PP up (randomly raises 1, 2, or 3 pp for one move)
PP Max (raises pp to max amount for one move)
HP up (raises HP by 5, 10, 15%)
Revival Herb: revives you 100%, tastes really bitter
Revive: heals you 50%
Max Revive: heals you 100%
Pokeball
Greatball
Ultraball
Poke Doll: One time use to successfully escape from battle
Berries
Leppa Berry - heals 10pp
Oran Berry - heals 10hp
Sitrus Berry - heals 30hp
Cheri Berry - cures paralysis
Chesto Berry - cures sleep
Pecha Berry - cures poison
Rawst Berry - cures burn
Aspear Berry - cures freeze
Perism Berry - cures confusion
Lum Berry - cures any status ailment
Oran Berry - heals 10hp
Sitrus Berry - heals 30hp
Cheri Berry - cures paralysis
Chesto Berry - cures sleep
Pecha Berry - cures poison
Rawst Berry - cures burn
Aspear Berry - cures freeze
Perism Berry - cures confusion
Lum Berry - cures any status ailment
Evolving Items
If your fusion needs an item to evolve you can do it the following way: *and only your RP character will be affected*. (If you are Team Rocket and have a pokemon that needs a stone to evolve you will not receive one until you reach appropriate level in rank. If you are a human trainer you can find the stones and pocket them HOWEVER they will affect the first pokemon that you draw out of the pokeball if it can evolve or it will affect the next one if it can or it just sits in your inventory until it is used.)
Instead of a bunch of evolution stones, we have just the one. It glows in different shades depending on the type of pokemon (fusion) that picks it up. That way fusions (or pokemon) that evolve from leveling up (or by trading or high friendship) can also evolve. (Remember, to evolve your pokemon you have to be at the corresponding rank. You can only affect your fusion at this point in time.)
However this grayish, opaque stone (and its counterpart) can only be found in certain areas. If you are the Summit Base: Catacomb Hive and Housing Units you can only find it in Storage Rooms at the base. If you are on the Hearthome or Mountain Range, you are out of luck. To prevent their research on evolving from being lost, the scientists keeps them at the main base. To find this stone you will need the even numbers in the 0 and 11 scale.
0, 2, 4, 6, 8, 10 -> Find the item to evolve
1, 3, 5, 7, 9, 11 -> Do not find the item to evolve
1, 3, 5, 7, 9, 11 -> Do not find the item to evolve
That being said, you may also find a rather dark and iridescent stone. This stone will DE-evolve you back to your previous pokemon stage. *Only your RP character will be affected*. (If you are Team Rocket trainer, you can also find this stone, why you would want to is beyond me, but you can find this one. If you are a human trainer you can find the stones and pocket them HOWEVER they will affect the first pokemon that you draw out of the pokeball if it can de-evolve or it will affect the next one if it can or it just sits in your inventory until it is used.) (this has been edited due to the fact there are no human trainers inside the base).
This stone has somewhat of a glitch to it. Since there should be no way to actually de-evolve your pokemon (fusion), Team Rocket had to create this stone and therefore, there was a slight problem with it's coding when a pokemon (fusion) come into contact with it. If you find this stone, pm me, and I'll let you know what the glitch is. Trainers can pocket this stone if they find it. To find this stone (you need to be in the certain areas listed above ie, storage room or handed to you to evolve pokemon at certain rank) and you will find the odd numbers in the 0 and 11 scale.
0, 2, 4, 6, 8, 10 -> Do not find the item to de-evolve
1, 3, 5, 7, 9, 11 -> Find the item to de-evolve
1, 3, 5, 7, 9, 11 -> Find the item to de-evolve
So regardless of which one you were going after, you do find a stone. If however you can't evolve because you are the last stage in that pokemon line, you will instead find a corresponding item above for your area (summit base, hearthome, mountain range). If however, you can't de-evolve since you are the first stage of the pokemon line, you will instead find a corresponding item above for your area (summit base, hearthome, mountain range).
As soon as the fusion or pokemon comes into contact with the item it changes automatically. At that time, a new picture for your profile would be appreciated. As well as a new moveset if it happens to change. When your character changes, your health stays the same but any status ailment you might have had is gone.
Key Items
Key items do NOT count towards your normal item maximum. These items include *but are not limited to* Fragments, Dark Claws, Pendants, Rocket Handheld Devices, Shell Bell, Leftovers, Rocket Passcodes, Rocket ID cards, Leftovers, Itemfinder, Held Item... *list is subject to change with notice*
*added*
Fusions are able to carry many key items at a time, HOWEVER pokemon are not. Pokemon are limited to one held item at a time. That means, a trainer's pokemon may only carry a power boost item or shell bell or leftovers.
Itemfinder: finds an item every 10 posts
Shell Bell: heals 10% at every end of your turn (post) (battle posts only)
Leftovers: heals 10% health at every end of your turn (post) (battle posts only)
Shell Bell: heals 10% at every end of your turn (post) (battle posts only)
Leftovers: heals 10% health at every end of your turn (post) (battle posts only)
You can only use one shell bell OR one leftovers during the "healing 10%" at the end of your battle posts.
No matter if you have both a shell bell or leftovers or two of either, you can only use one.
As of right now, Key Items do NOT have a maximum set amount that you can carry, due to quite a few of the key items being storyline items.
Key Items can NOT be traded away, given away, stolen, etc...EXCEPT FOR Leftovers, Shell Bell, Itemfinder, R.P.D., Rocket ID, held item...*will be updated* and you CAN NOT give away or trade them during battle.
Items That Heal During Battle
Shell Bell and Leftovers both heal 10% at the end of your turn. If you get knocked out, you cannot heal 10% and be still awake. That's just not fair. Also, you must say that the item healed you, if you forget to say it, you can go back and edit if there are no posts after yours. If there is, then I'm sorry, you missed the 10% healing of that turn. ((this is to keep rpers from getting confused as to why someone's math is wrong))
Custom Pokeballs
These are specially designed pokeballs invented by members of Team Rocket, such as Scientists, but is not limited to just that rank. Some of these custom balls include:
Compassion Ball: Makes the captured fusion/pokemon friendly towards their "trainer" faster.
Dark Ball: Any fusion captured in one, is under the control of Team Rocket, and cannot refuse an order.
Full Heal Ball: Fully restores all HP, PP, and Status Effects of the captured fusion.
Autolock Ball: Automatically captures any fusion with a status effect *even if the health is not 35% or below*
SelfControl Ball: Captured fusions follow orders of their "trainer" without using the "trainer's" turn.
Thief Ball: "Trainer" automatically gets *any* and *all* items the captured fusion was holding. All items go into a "bag" and counts as one item. (Except Key items. Key items automatically go into your key item section. If there is a held item it stays with the fusion. Held items are items that power up your type moves by 10%.) The bag then disintegrates after the last item is used from the bag.
Restore Ball: Captured fusion gains 10% health back every turn *including non-battle turns*
Element Ball: Captured fusion gets a 10% attack bonus when using an attack that matches their element. *fire-type fusions using a fire-type move*
Conversion Ball: Captured fusion's type changes to that of the trainer's type.