Post by AnT on Mar 21, 2011 23:03:39 GMT -5
Now how we battle and all that, we go by the dice system. It's that dice button in your text panel. It should look like this.
[dice=6]
You may change the number to fix up the dice. Now why? Because in Pokemon, your Pokemon strength system is this.
HP: 30
Power:2
Speed: 17
Defense:2
S. Attack: 9
S. Defense: 5
Now now now. It may look complicated, but it'll get easy once you get the hang of it.
Power- Sort of speaks for itself. It determines how strong or skilled their fighting attacks are. Power dice is only used when you do the attacking.
Speed- This determines how fast a character is; how quick he or she can dodge an attack. Use this when you're rolling against an attack. This can also be used when you're trying to get something before something or someone else does.
Defense- Another word that speaks for itself. This determines how much your character can take a beating. If you used your speed dice and it failed to avoid an attack, use this as a second chance to withstand a total beatdown.
Sp Attack- This determines how well your character succeeds in mental endeavors. After all, not all problems can be solved by beating things up. It's also used by characters who use projectile weapons and energy rather than their fists, so if your character uses those, use this die instead of physical.
Sp Defense- This determines how your Pokemon can endure against Sp Attacks. So, use this to defend against Sp Attack. After all, strengthening the soul is as important as strengthening the body.
Health Points: Health. It's kind of obvious. However, this don't use dice.
For example, say Pikachu launches as Thunderbolt. Its Sp Attack dicebase is 15, so Pikachu rolls a 15-sided dice...however, add 2 for STAB. So it's a 17-sided dice.
The roll is a 6.
Now Eevee has to overcome it. Its Speed dice is 12, and its Sp Defense is 7.
Its Speed roll is a 7. That means it dodged the attack.
Now, if its Speed roll was lower, like a 5, then it moves on to the Sp Defense to endure it. If it rolled a 6, then you take no damage. But if it's a 4, then you reduce Eevee's HP by the difference. Eevee's HP was 20. Now it's 18.
Super effective damaged....well, the damage is doubled, while facing against Not-very-effected attacks...half the damage. If double the not-very-effective attacks, like say your bug/flying Pokemon is facing against a grass type attack, the damage is only a quart of its full HP.
Training
Levels
Your starting Pokemon will be level 5, and their EXP they have to burn is 15. When defeating a Pokemon, your Pokemon gets double their level of EXP. When you use two Pokemon, they get half that. When you level up, all stats go up by 1, and you get 2 dice points. Use them to add to either stats, wither it be two of them, or one.
Say, when you reach to level 6, the EXP you need to burn is 20. It adds by five, every level.
Use either Bulbpedia or Serebii to find your Pokemon's attack list.
Oh yes, Pokemon can only learn up to four moves. They'll have to forget a move to learn a new move.
Evolve
Pokemon evolve depending on the levels they need to be on. If a Pokemon needs to evolve under level 14, they gain 1 point on each stat. Between 14 - 29, they gain 5 each. 30 and over, and even traded Pokemon or Pokemon that evolve via stone, 10 points.
But there are some Pokemon that needs Happiness to evolve. Therefore, each Pokemon should have a Happiness stat. 1/100
You must do certain things in order to make the Pokemon happy, like bringing them to groomers, giving them items, and stuff. Allowing them to win battles and level up. We, as in the staff, will keep an eye on the meter.
Catching
Ah yes. They wouldn't be called Pokemon without this. You know the deal, weaken the Pokemon to catch them in a poke-ball. But how does that work in RPs, huh? Well here's the thing. For every 5 HP they lose, the wild Pokemon loses 3 Speed and Defense/Sp Defense, but only when against a poke-ball.
Until we can figure out how to do the randomizer thing, we'll decide what Pokemon you'll run into. So don't beg us to give you the Pokemon you want.
Happiness/Obedience
Happiness now comes as an importance here. You must keep your Pokemon's Happiness stats by 20 or over, otherwise they won't obey you. When they're under 30, and when you're battling, roll a 6-sided dice after attacking. If on an odd number, the attack is canceled, for the Pokemon didn't obey. This is only in effect after level 10. If you get a badge, the limit is increases by 10 levels. Until then, you don't have to worry about the happiness limit.
Pokemon that are caught starts at 20. HOWEVER, traded Pokemon, instead cannot be under 30 Happiness, or they won't obey. They reset to 0 once traded.
Admin and mods will keep watch and control Happiness meters.