Post by Entei on Jun 26, 2017 16:55:08 GMT
battling
- Damage here is calculated using a battle calculator, located here. This is the easiest way to take the most things into account, and minimize math errors from anyone.
- Rather than calculating out HP in specific numeric values, HP is represented as a percentage. This makes the battle calculator all the more easy to use.
- Each turn of battle, a Pokémon may use one non-damaging (status) move, plus one damaging move. This is to make moves such as leer, growl, etc. much less useless.
- More a reminder than a rule, but please take into account each others abilities, since they're easily forgotten and can make a win a loss, or visa versa.
- Rather than calculating out HP in specific numeric values, HP is represented as a percentage. This makes the battle calculator all the more easy to use.
- Each turn of battle, a Pokémon may use one non-damaging (status) move, plus one damaging move. This is to make moves such as leer, growl, etc. much less useless.
- More a reminder than a rule, but please take into account each others abilities, since they're easily forgotten and can make a win a loss, or visa versa.
status conditions
Poison: Poison deals 1/8 of the Pokémon's health every turn, otherwise known as 12% is out percent based system.
Burn: Burn deals 1/8 of the Pokémon's health every turn, otherwise known as 12% is out percent based system.
Confused: Use the roll feature with your attack, if the rolled number is even, the attack is a success. If the rolled number is odd, then the attack will fail and the affected Pokémon will take 5% damage.
Sleep: When a Pokémon falls asleep, roll a die. 1-33 lasts for one turn, 34-66 is two, 67-100 is three turns.
Paralysis: Use the roll feature with your attack, if the rolled number is even, the attack is a success.
Frozen: Frozen Pokémon cannot use moves that don't thaw it out, and may be thawed by a damaging fire type attack. Additionally, rolling 1-20 will unfreeze the given Pokémon, possibly unfreezing the same turn they are frozen.
Burn: Burn deals 1/8 of the Pokémon's health every turn, otherwise known as 12% is out percent based system.
Confused: Use the roll feature with your attack, if the rolled number is even, the attack is a success. If the rolled number is odd, then the attack will fail and the affected Pokémon will take 5% damage.
Sleep: When a Pokémon falls asleep, roll a die. 1-33 lasts for one turn, 34-66 is two, 67-100 is three turns.
Paralysis: Use the roll feature with your attack, if the rolled number is even, the attack is a success.
Frozen: Frozen Pokémon cannot use moves that don't thaw it out, and may be thawed by a damaging fire type attack. Additionally, rolling 1-20 will unfreeze the given Pokémon, possibly unfreezing the same turn they are frozen.
leveling
- While we have no word count, it's in your best interested to be detailed in your battle posts, as EXP is counted by words in your posts. Simply add up all the words in a post (excluding word count due to listing stats, notes, lyrics, or anything else on a table that is not the actual roleplay post) in your modded thread. The word count EXP for that post goes to the Pokemon active in that post.
- If you have more than one of your Pokemon out in that post, then the EXP goes to the following under these conditions:
- Please keep in mind that you will be handling your EXP. Staff will keep an eye on level gain to make sure that you are not trying to abuse this trust.
- The exp needed to gain a level is simply your level x 100. (Ex: A level 6 Pokémon needs 600 exp to level up).
- If you have more than one of your Pokemon out in that post, then the EXP goes to the following under these conditions:
- One battling, others are not: EXP to battler
- Two battling, others are not: EXP split equally between battlers
- No battling: EXP split equally between all Pokemon
- Please keep in mind that you will be handling your EXP. Staff will keep an eye on level gain to make sure that you are not trying to abuse this trust.
- The exp needed to gain a level is simply your level x 100. (Ex: A level 6 Pokémon needs 600 exp to level up).
move sets
- Pokémon have in their PC information as many moves as they want, but up to six moves must be chosen before a battle begins.
evolution
- Any Pokémon that evolves by level does so.
- Any Pokémon that evolves by stone does so (buy one in the shop)
- Any Pokémon that evolves by trade instead needs a 'Trade Stone', a rather expensive item also available in the shop.
- Any Pokémon that evolves by happiness does so in a somewhat complicated manner. When your thread is over, ask your mod to give you as much happiness as you deserve, and keep track in your PC. Caught/hatched Pokémon start at 0. (Mods, keep in mind that 220 happiness is needed to evolve most of these Pokémon.)
- Any Pokémon that evolves by stone does so (buy one in the shop)
- Any Pokémon that evolves by trade instead needs a 'Trade Stone', a rather expensive item also available in the shop.
- Any Pokémon that evolves by happiness does so in a somewhat complicated manner. When your thread is over, ask your mod to give you as much happiness as you deserve, and keep track in your PC. Caught/hatched Pokémon start at 0. (Mods, keep in mind that 220 happiness is needed to evolve most of these Pokémon.)