Post by Bettan on Jul 20, 2014 9:47:54 GMT -5
Basics
The only 5 in-game mechanics we are keeping with are Base HP, Ability, Accuracy (a modified version), you can only have 4 moves and they can only be learned at a certain level, and your Pokemon has an approved list of learnable TMs. While we are using Natures and Characteristics, those are mostly for personality purposes.
Your Pokemon's HP is its base HP (which you can find on sites such as Serebii and Bulbapedia) + 10 + it's current level. For example, a level 5 Squirtle, which has a base HP of 44, would have a maximum HP of 59. If your Pokemon's HP goes down to zero, it has fainted. Originally it was just it's current level + it's base HP, until we realized that Pokemon such as a level 5 Diglett would only have 15 HP. We hope the addition of the 10 HP will help to balance out lower-leveled Pokemon without adding in any complex formulas.
You may only have 4 moves at a time, and if you want the Pokemon to learn a move, it must forget another one. This is for both naturally used ones, TMs, and HMs.
Besides that, the amount of damage done by a Pokemon is determined by the Staff. We will try our best to make it as fair as possible (it will usually work out in your favor in the case of wilds and NPCs, we promise), but sometimes it will be inevitable that battles are lost. If you ever have any complaints and feel that the Staff are being unfair towards you in combat, please contact us and we will discuss it with you. We will take into account weaknesses, resistances, their in-game stats, any power boosting moves, as well as specific RolePlay given instructions (originality can easily give you extra damage, and if you ask your Pokemon to go very easy, we will reduce their damage accordingly). Tip for high Speed Pokemon: We realize that initially, Pokemon with high speeds as their main trait may get the short end of the stick in terms of combat here. However, all we simply request is that if you utilize their speed in a creative way in your posting, you will get an Attack damage boost similar to the originality boost. We don't want certain species to be excluded from being useful here.
Every appropriately strong attack between two completely evenly matched Pokemon without any noticeable offensive-defensive stat differences as well as creativity should be about 1/6th of their health. Different factors, such as creativity, obvious stat differences, attacks being stronger or weaker than the Pokemon's usual attacks at their current level, varying levels, and such will alter the damage as the staff sees fit.
To determine if a Pokemon hits or not, roll a dice. You see that dice on top of the text box to the far right, next to the smiley face? Click that- it rolls a d6. Your roll depends on if it hits or not.
A move with an accuracy of 100%-76% requires a role of 2 or higher to hit.
A move with an accuracy of 75%-51% requires a roll of 3 or higher to hit.
A move with an accuracy of 50% requires a roll of 4 or higher to hit.
One-hit KO moves require a roll of 5 or higher to hit.
If a 6 is rolled on any move, that move is critical, and does double the intended damage.
You can't edit out the dice roll and cheat thankfully, so what the Staff will do is write their post and put the dice in, and then go back and edit their post after seeing their dice roll to deal the appropriate damage.
We ask that you post your Pokemon's full description (the form on the Character Application) when you release them for battle for our reference, but from then on, just begin every post with your Pokemon's current HP.
Using an item or sending out a new Pokemon requires one turn, and you may only use one attack per turn.
Struggle
If a Pokemon has no other moves that will be of any effect against its opponent, they may use Struggle.
Wild Pokemon
After you start a thread in one of the non-residential areas, you will either be challenged by a Trainer or a Wild Pokemon. If you are challenged by a Wild Pokemon, they may not be fainted. The Staff will determine if it's weak enough to catch based on lack of HP and ball used.
Member vs. Member Battles
These are allowed, and will have a Staff member moderate them to decide damage.
Special Move Modifiers
Moves such as Hyper Beam that require a turn to recharge also require a turn to recharge here.
For moves that hit multiple times such as Bullet Seed, roll as many dice as the move allows (2 for Double Kick, 5 for Bullet Seed, etc). You will hit until your first Miss.
If you have boosted your accuracy/lowered your opponents evasion, you require one less number for a move to hit- so any move with accuracy between 100%-76% always hit. You may only stack this once. Hold items count as this stack.
If you have boosted your evasion/lowered your opponent's accuracy, your opponent requires one extra number for a move to hit- so any move with accuracy between 100%-76% requires a roll of 3 or higher to hit. You may only stack this once. Hold items count as this stack.
If you have boosted your Critical Hit rate, a roll of 5 or 6 will be a Critical. Hold items count.
Recoil will give the user 1/6 damage of the maximum HP.
Moves that do damage over time, such as Wrap, will do 2 damage at the end of the opponents turn for 3 turns.
Status Modifiers
For moves whose main purpose is causing a status condition (Confuse Ray, Thunder Wave) the dice Hit-Miss formula remains the same.
For moves that have a chance of causing a status condition, roll a dice after using them. If the roll is 5 or 6, your opponent is afflicted with that status condition.
For moves that may make their opponent Flinch, if their regular Hit-Miss-Critical Attack roll is 5 or 6, their opponent flinches.
If your Pokemon is confused, roll a dice before each turn. If the roll is odd, they hurt themselves. If they roll even, they hurt their opponent. After your turn, roll a dice- if the roll is 5 or 6, they have snapped out of confusion. Otherwise, they will snap out in 3 turns. Recalling them also does this.
If your Pokemon is paralyzed, roll a dice before each turn. If the roll is 1 or 2, they are immobilized.
If your Pokemon is in love, roll a dice before each turn. If the roll is 1-4, they are immobilized. After your turn, roll a dice- if the roll is 5 or 6, they have snapped out of love. Otherwise, they will snap out in 3 turns. Recalling them also does this.
If your Pokemon is Frozen or Asleep, they are immobilized. After your turn, roll a dice- if the roll is 5-6, they have awoken/thawed. Otherwise, they will mobilize in 3 turns.
Confused Pokemon take 5 damage when they hurt themselves. Poisoned Pokemon take 3 damage everyone of their own turns. Burned Pokemon take 2 damage everyone of their own turns and their attacks (physical and special) do less damage. Badly poisoned Pokemon take 2 damage their first turn, 4 their second, 6 their third, 8th their fourth, 10 their fifth, etc.
Abilities
For Pokemon with on hit abilities (Poison Point, Static, etc), if you make physical contact with these Pokemon, roll a dice at the end of your turn. If your roll is 1, you now have that status condition.
If we have forgotten anything, inform us and we shall add it! This list will be constantly updated as more battling happens here.