Battling/Pokemon Mechanics Jun 23, 2012 23:43:22 GMT -5
Post by Macabre on Jun 23, 2012 23:43:22 GMT -5
The Leveling System[/u][/center]
Rather than explaining it, just look at this chart:
You fainted = .5 Exp.
You defeated a Pokemon 2 levels lower than your Pokemon = No Exp.
You defeated a Pokemon 1 levels lower than your Pokemon = .5 Exp.
You defeated a Pokemon at the same level as your Pokemon = 1 Exp.
You defeated a Pokemon 1 level higher than your Pokemon = 2 Exp.
You defeated a Pokemon 2 levels higher than your Pokemon = 3 Exp.
Now... How much Exp does your Pokemon need to level up? Well, we have a chart for that too!
Pokemon between the levels of 1 and 10 need 1 Exp to level up.
Pokemon between the levels of 11 and 20 need 2 Exp to level up.
Pokemon between the levels of 21 and 30 need 3 Exp to level up.
Pokemon between the levels of 31 and 40 need 4 Exp to level up.
Pokemon between the levels of 41 and 50 need 5 Exp to level up.
Pokemon between the levels of 51 and 60 need 6 Exp to level up.
Pokemon between the levels of 61 and 70 need 7 Exp to level up.
Pokemon between the levels of 71 and 80 need 8 Exp to level up.
Pokemon between the levels of 81 and 90 need 9 Exp to level up.
Pokemon between the levels of 90 and 99 need 10 Exp to level up.
Effort Points:[/i] When battling against anything controlled by a Mod, you may earn extra experience based on how well you roleplayed. Though this may vary from Mod to Mod, as a general rule anyone who shows exceptional roleplaying and a creative style in battle can be rewarded up to 2 extra experience points. This is used as an encouragement for roleplayers to better their writing skills.
You may use one of these combinations per turn while battling.
Attack: You can use a single attack under the base power of 120. I.E. Tackle. Night Slash.
Attack, Attack: You can use one attack to counter an incoming attack and then one attack to counter. I.E. Use Water Gun to stop incoming Ember, then used Bubble.
Stat, Stat: You can use two moves that alter either yours and/or your opponents stats. I.E. Growl, Howl. Defense Curl, Growl. Scary Face, Leer.
Stat, Attack: You can use one move to damage the opponent and one that alters yours or your opponent's stats. I.E. Tackle, Growl. Bite, Howl.
Status, Stat: You can use one move that alters yours or your opponent's stats then use one that will put your opponent under a status condition such as Poison, Paralysis, Sleep, Infatuation, etc. I.E. Growl, Sing. Howl, Supersonic.
Status, Attack: You can use one move that puts your opponent under a status condition and then use an attacking move under a base power of 120. I.E. Confuse Ray, Ice Beam. Stun Spore, Giga Drain
OHKO/Base Power 120: OHKO (One-Hit Knock-Out) moves and moves that are at, or above, the base power of 120 can only be used once per turn, as they are overpowered. I.E. Sheer Cold. Giga Impact.
Healing: This goes in terms of attacks, such as Recover and Rest. You can only use healing moves once per turn.
Item: You may use a single item on a Pokemon.
Item, Stat: You may use a single item on a Pokemon, then your Pokemon may use a move that alters yours or your opponent's stats. I.E. Potion then Growl.
Switch: You may switch your Pokemon, however neither your current or next Pokemon can attack
Pokemon have access to all of their abilities, Dream World included, but some abilities need to be altered to fit roleplaying purposes. If an ability is not on this list, then it functions just as it normally would.
Analytic: Powers up a single move that must be chosen upon releasing the Pokemon in an OCC note.
Illuminate: Increases the chance of finding Pokemon that are two or more levels higher than this Pokemon, if it is outside of it's pokeball.
Pickup: This ability isn't changed, however there are no limits as to what your Pokemon may find. Keep in mind that only a Mod can decide if your Pokemon has found an item, and that your Pokemon must be outside of it's pokeball to find anything.
Prankster: Status moves will always land.
Rattled: Raises Attack if hit by a Bug, Dark, or Ghost move.
Slow Start: Must skip their first move, however on the second turn their attack is doubled for the duration of that turn.
Speed Boost: Evasion is increased every turn.
Stall: Same as Slow Start.
Steadfast: Raised Evasion every time the Pokemon flinches.
Stench: No wild Pokemon will be spawned if this Pokemon is out.
Swift Swim: Boosts Evasion during rain.
Unburden: Raises Attack if a held item is used.
As you may have noticed, any ability with Speed in it has been altered. This is because Speed is irrelevant in a roleplay like this. As a good substitute, Speed is usually replaced with Evasion. So when you make your Pokemon's stats, keep in mind that Speed = Evasion on here.
Some attacks need to be changed to better fit roleplaying on here. If a move is not on this list, it acts as it normally would.
After You: This move cannot be used with other moves, as it basically just skips your current turn.
Agility: Raises the user's Evasion.
Aqua Jet: A regular attack.
Assurance: Power is doubled if opponent used a damaging move on their last turn.
Autotomize: Halves weight and raises Evasion.
Avalanche: Power is doubled if opponent used a damaging move on their last turn.
Bind, Wrap, Clamp, etc.: When these moves are in play, neither you nor your opponent can attack until this attack has ended.
Brine: Power doubles after you have inflicted two attacks on the opponent (If damage calcs. are not being used.)
Bubble/Bubblebeam: May lower opponent's Evasion.
Cotton Spore: Drastically lowers opponent's Evasion.
Dragon Dance: Raises the user's Attack and Accuracy.
Extremespeed: A basic Attack.
Fake Out: Can only be used on the user's first turn and will cause the opponent to flinch.
Flame Charge: Raises the user's Special Attack.
Glaciate: Lowers the opponent's Evasion.
Gyro Ball: The heavier the user, the more damage it does.
Hammer Arm: Lowers the user's Evasion.
Hidden Power: Base power will always be 60, however you may choose what type it is upon teaching the move to your Pokemon.
Icy Wind: Lowers the opponent's Evasion.
Low sweep: Lowers the opponent's Evasion.
Me First: Copies the opponent's last used move and uses it back at the opponent at 1.5x power. This move can only be used by itself.
Metronome: Works as it normally should, but can only be used by itself. Please use a random number generator to pick a number between 0 and 100. From there, use this chart to determine what move you'll be using.
**Number 1 - 30 - Base Power 50 or under
**Number 31 - 50 - Base Power 60 or under
**Number 51 - 70 - Base Power 70 or under
**Number 71 - 80 - Base Power 80 or under
**Number 81 - 90 - Base Power 90 or under
**Number 91 - 95 - Base Power 100 or under
**Number 96 - 100 - Any move
Rock Polish: Sharply raises the user's Evasion.
Scary Face: Sharply lowers the opponent's Evasion.
Shadow Sneak: A basic attack.
Shift Gear: Raises the user's Attack and sharply raises Evasion.
Skill Swap: Switches one ability with the opponent.
String Shot: Lowers opponent's Evasion.
Struggle: Nonexistent in this roleplay.
Sucker Punch: Can only bee used if the opponent used a damaging move last turn.
Tailwind: Doubles Evasion for 5 turns.
Vacuum Wave: A basic attack.
Vital Throw: You must wait a turn before attacking (similar to Solarbeam).