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    Cheers and good times! Neo Emolga's Avatar
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    Quote Originally Posted by Bulbasaur View Post
    A team DBR would actually be pretty cool. I think that could make things interesting!
    Cool bits. My thoughts were at the start of a season, RNG would randomly decide if single, double, or triple battles will be active for the season. And those would work the same way they do in the game, with how certain moves affect multiple targets and that kind of thing. If one side can't be divided evenly into the randomized battle setup, then they just have to roll with whoever they have left. So for example, if one side has 6 people and the other has 5 and the setup is triple battles, the first battle will be a 3vs3, but then the second will have to be a 3vs2.

    Attack order would be determined randomly.

    I'd also implement my very own Smart Auto-battling system for multi-battles, where okay, it rolled a move you know as the Pokémon you are. According to DBR, you HAVE to fling that attack at someone no matter what the consequences are. What defender you strike at first will be based on this hierarchy:

    1. If your attack would be Super-Effective on someone, then obviously that's what you're going to go for first. If your attack would be Super-Effective on multiple defenders and they all have the same number of regular damage strikes on them, then you'll just pick one at random. Wave them goodbye!
      • If your attack would be Super-Effective against multiple defenders but they have different amounts of regular damage strikes on them, then you would target the person with the LEAST amount of regular damage strikes, because this kind of attack would KO them anyway. You'd leave behind the already-damaged opponent so that fewer amount of regular-damage strikes are needed to take them down in case another Super-Effective attack doesn't come up.
    2. If your attack would only result in a regular-damage strike (at best) among at least some the defenders, then you will target whoever has the most amount of regular damage strikes among those defenders so you can KO them sooner.
    3. If your attack would only result in a regular-damage strike (at best) among at least some the defenders but those defenders have the same number of regular-damage strikes, then you just pick someone at random.
    4. Generally, you will try your best to avoid flinging your attack at someone where that attack would be considered "NOT VERY EFFECTIVE" but if there's no choice it would result in that at best among all the remaining defenders, then you have to do it. Of course you would rather do this than fling it at someone where it would result in a "NO EFFECT" outcome.
    5. And at the very bottom, if you absolutely can't avoid it at all and there's no choice but to fling your attack at someone where it would result in a "NO EFFECT" outcome because that's all that remains on the defending side, that's what happens.


    Also, this would VERY NICELY deal with the problem we've been having with Ghost types! Trust me, I've been working hard to find ways to address that for DBR2 and now we've got loads of nice options.

    (I definitely need to save this somewhere)

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