Environment

The environmentTerm used in the English localization of the core series and side series Pokémon games since Generation IV. (Japanese: location) of a Pokémon battle, localized as locationIn move descriptions in , and and , and in the description of in . or terrainIn the move descriptions of and in . in Generation III, is a mechanic in the core series, side series, and Pokémon Mystery Dungeon series that allows the background and surface to change depending on where the battle takes place. In move descriptions in the Mystery Dungeon games prior to Gates to Infinity, it is referred to as the terrain (Japanese: ちけい terrain), and from Gates to Infinity onwards, it is described as the dungeon floor's scenery (Japanese: ふうけい scenery).
The mechanic was introduced in the Generation III games, debuting in . It was also used in , , and . In and , battles take place directly in the overworld, so there are no longer distinct battle environments, and moves affected by environment are no longer usable.
The battle environment affects the moves , , and ; the cloak that changes to after battle; and the effectiveness of the Dusk Ball and (in some games) the Dive Ball.
==In the core series games==
Broadly, the environment in battle is based on the location of that battle. This can take into account the tile the player is standing on, the location the player is in, and the method of initiating the battle, among other factors. Special battles (such as villainous team bosses, Gym Leaders, etc.) often override the environment that would be otherwise used.
Environments are also used in other features, such as Pokémon Refresh and Pokémon Camp. The environments of these features are determined in the same way as the environment for battles.
===Structure===
The environment consists of two primary components: the background and platform. Starting in Generation VI, there is also a third component of battle environments: distant objects—the same background can appear in different locations, but with different objects visible in the distance, such as a mountain or island.
In Generation III, the background and platform are tied together; every platform corresponds to exactly one background, and vice versa. Starting in Generation IV, the platforms and background are separated; the platform is usually determined by the tile the player is standing on when the battle starts, while the background is usually determined by both the location and the battle type. For tiles that do not correspond to any particular platform, the default platform for that background is used.
In , environments are a single contiguous piece (without independent platforms or backgrounds). Every location has two backgrounds: one for land and one for water. Certain Trainers override the default environment for their locations, such as several Trainers on the clifftop on ; however, due to an oversight, Trainers who have different parties in rematches often fail to overwrite the environment during rematches, so fall back to using the default environment for the area.https://twitter.com/SnorlaxMonster/status/1467478705433825281
===Appearance===
From Generation III to VI, platforms are rendered as circular discs under the battling Pokémon. From Generation III to V, in Double and Triple Battles, all Pokémon on each side of the field share the same platform. In Generation VI, the size of the platform depends on the Pokémon standing on it; in these games, each Pokémon has its own platform in Double and Triple Battles, shapes joining these platforms together on each side of the field. In Rotation Battles, a special platform with arrows on it is used.
In Generation VI, certain types of battles do not use platforms at all, such as Gym Leader battles, Elite Four battles, Horde Battles, Sky Battles, and link battles (except link Rotation Battles).
In Generation VII and , platforms instead encompass the entire surface of the battlefield, as well as some nearby background objects. There is no longer a clear division between the platform and the background.
Starting in Generation IV, the appearance of the environment is also affected by the in-game time of day. In Generation V, the season affects tiles in the overworld, which in turn affects which environments are used as well as their appearance.
===Effects===
In Generation III, the platform and background are linked, so the combined environment determines environmental effects. Palette swaps do not impact environmental effects.
From Generation IV to V, environmental effects are determined by the platform and background. In Generation VI, environmental effects are determined by the background. In Generation VII and , environmental effects are determined by the battlefield.
In Pokémon Brilliant Diamond and Shining Pearl, environments are atomic, so directly determine environmental effects.
===Natural objects===
* Natural object
In , in many areas, it is possible for a natural object to appear behind an opponent in a wild or Trainer battle. These objects can be hit by certain moves that can target multiple Pokémon. If the object is hit, it will break or drop Berries and remain in that state until the end of the battle, when the player will pick up an item in the aftermath of the battle.
If a natural object can appear in an area, a raised platform will be visible behind the opponent.
===Determination===
====Generation III====
In Generation III, the process for determining which environment to use is complex. The process is summarized below:
* Try to determine the environment using the tile the player is standing on:
** Tall grass: Tall grass environment
** Long grass: Long grass environment
** Beach sand, deep sand, or shallow water: Sand environment
* Otherwise, if the location is not a city, town or land route, determine the environment based on the map type:
** Cave or other subterranean location:
*** If the player is standing on an indoor tile (e.g. New Mauville), use the building environment
*** If the player is standing on a water tile, use the pond environment
*** Otherwise, use the cave environment
** Indoor area or Secret Base: Use the building environment
** Underwater: Use the underwater environment
** Water route: Use the seawater environment if the player is on a water tile, otherwise use the plain environment
* Otherwise, again try to determine the environment using the tile the player is standing on:
** Deep or ocean water: seawater environment
** Pond water: pond environment
** Mountain tile: mountain environment
** Bridge tile and the player is currently ing: pond environment if it is a pond bridge, seawater environment if it is an ocean bridge
* Otherwise, if the player is currently on , use the sand environment
* Otherwise, if the weather is currently a , use the sand environment
* Otherwise, use a plain environment
The above process always determines the functional effects of the environment. However, some battles can change the visual appearance of the background. The , , and battles load in a custom background. Additionally, certain battles modify the color palette of the selected environment; battles that can do this are:
* Gym Leaders
* Elite Four and rooms
* Villainous team hideouts
* , , and Trainer Tower
* Link battles
* e-Card battles
* Secret Bases
* All battles in Pokémon Tower, Tanoby Ruins, Tanoby Key
* All battles in , Rocket Hideout, Rocket Warehouse, Power Plant
===List of environments===
* List of environments in Generation III
* List of environments in Generation IV
* List of environments in Generation V
* List of environments in Generation VI
==In the side series games==
* List of environments in Generation III
* List of environments in Generation IV
==In the spin-off games==
* List of environments in Pokémon Mystery Dungeon: Red Rescue Team and Blue Rescue Team
* List of environments in Pokémon Mystery Dungeon: Explorers of Time, Darkness, and Sky
* List of environments in Pokémon Mystery Dungeon (WiiWare)
* List of environments in Pokémon Mystery Dungeon: Gates to Infinity
* List of environments in Pokémon Super Mystery Dungeon
* List of environments in Pokémon Mystery Dungeon: Rescue Team DX
==In other languages==
Location/terrain/environment	
Terrain	
Scenery
==References==
Category:Game mechanics
zh:战斗场所