Post by ADMIN RINSE on Apr 1, 2020 18:05:19 GMT
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[/i], regular moves learned by leveling should be normal, and tutored moves (bought at the Move Tutor shop and taught to a Pokemon) should be underlined. If you have any additional items, such as potions/chocolates, they should be stated at the beginning of your thread as well. You can not buy a Hyper potion mid-thread and magically have it appear in your trainer's bag. Stock up before posting.
Ultimately, you can format your Pokemon information/battle template however you wish - use the default template, use a premade one, or make your own, so long as all the information is there. Here is an example of a complete moveset with all the required information:
Gender: Male / Level: 19 / Type: Electric
Ability: Sap Sipper / Item: None
Moves: Screech, Charge, Shock Wave,
Thunder Wave, Flame Charge, Thunder
-
Health: - 100% / Healthy
-
Stats[/ul]
TWO-TURN MOVES
Some stronger moves (like Solar Beam) will take up your whole turn, meaning you can only use the one move. I've compiled a list of these moves here. Switching out Pokemon will use a whole turn (no move can be made -- you effectively skip your turn by switching, but no attacks of the previous turn will hit). And consuming an item will take up one of your move slots! So, if you decide to eat an oran berry or use a potion, you can only make one more move (attack or status, doesn't matter which).[/ul]
USING THE DAMAGE CALCULATOR
Here is the image explaining the calculator. The information in the calculator is from the mock-battle posted at the end of this thread.[/ul]
USING THE ROLL MECHANIC
ADDITIONAL NOTES
There is off-screen healing. If you switch out a Pokemon who still has a little bit of health, once a battle ends, they gain 33% for every out-of-battle post. Status conditions however (like being poisoned) will remain until the thread ends, unless cured by an item or a teammate's move. Fainted Pokemon do not heal unless revived by an item.[/ul]
Gender: Female / Level: 26 / Type: Dark/Fire
Ability: Flash Fire / Item: None
Moves: Fire Fang, Nasty Plot, Bite, Howl, Fire Blast, Double Team
-
Health: - 100% / Healthy
-
+2 Sp Att
Used Nasty Plot!
Used Fire Blast!
1-10 to burn!
-------------------------
Gender: Male / Level: 27 / Type: Water
Ability: Torrent / Item: None
Moves: Life Dew, Water Pulse, Bite, Withdraw, Brine, Dive
-
Health: - 59% / Healthy
-
Stats
--------------
Fire Blast hit!
Used Water Pulse!
Used Life Dew!
1-20 to confuse!
This is an example of one completed turn in a battle between a level 26 Houndoom and a level 27 Wartortle. As you can see, all of the required information is there: gender, ability, type, moveset, condition, and stats. Let's look at the Houndoom's moveset. Fire Fang is the Pokemon's egg move, indicated by the italics. Nasty Plot, Bite, and Howl, which have no text decorations, are all moves a Houndoom is capable of knowing at level 26. And then Fire Blast and Double Team are TMs that would have been bought from the move tutor and taught to the Houndoom.
Moving on to the moves. You're allowed two moves, one status and one physical/damaging move. Since Houndoom used Nasty Plot first, before its attacking move, that means her stats were upped before she used Fire Blast (hence why her stats indicate a +2 for Special Attack). And since she used Fire Blast, which has a 10% chance to burn, there was a dice roll indicating whether or not the opponent would be burned or not. (As you can see, the roll failed, so Wartortle doesn't have to worry about being burned. If Wartortle had been burned, it would have lost an additional 6% of health at the end of its turn).
That completes Houndoom's turn. Now for Wartortle's turn. Using the damage calculator, after entering all the correct information, Wartortle calculates that Fire Blast would cause 66% damage (if the battlers agreed to use max damage instead of min damage, which should be decided before threading). Note: This is so fortunate for the Houndoom honestly - if Fire Blast had caused 1% more damage, then Wartortle's health would be below 33% and its Torrent ability would make its next attacking move (if it was a water-type move) cause more damage! This is an example of why listing your ability, paying attention to your ability, and entering the health of your Pokemon into the calculator is important!
Wartortle uses Water Pulse, which has a 20% chance of confusion, so they've also included a dice roll. As you can see, it also failed. If the confusion had been successful, in their next turn Houndoom (assuming they didn't dodge) would need to roll for the duration of the confusion. Confusion can last for 1-4 turns, so you would include a die roll and a 1-25 would result in 1-turn duration, 26-50 would be 2-turn duration, 51-75 would be 3-turn duration, and 76-100 would be 4-turn duration. The reason we let the "victim" roll for duration, is so they're not tempted to dodge every time RNG decrees they get an unlucky 4-turn duration. Confusion results in Houndoom having a 33% chance of hitting itself with its own attack. If it did hit itself, it would result in a 40 base power, neutral, physical attack (which can be calculated by setting the opponent as itself in the damage calculator.
Then Wartortle uses Life Dew, which grants it a 25% in regained health. Which is why, ultimately, Wartortle posted a 59% as its ending health. (100% - 66% + 25% = 59%)
I've included a screenshot of the damage calculator to show what it looks like, how I set up the two Pokemons, and what the damage output looks like. Hopefully this will help, and if you have any questions at all, feel free to message me on Discord or post a question in the cbox. Happy battling!
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Battling is the key way of gaining levels or obtaining new Pokemon. I've outlined all you need to know about using our battle system, as well as included an example of a complete turn with a step-by-step explanation of the whole process. If you are still unsure of something, or are not sure how a certain move will work, please feel free to message me on Discord or post a message in the cbox. In addition, I recommend you take look at our list of moves and abilities, for those trickier moves and abilities that may require a bit of explaining in order to fit in with this system. It's possible your question could be answered there.
POSTING YOUR POKEMON & MOVESET
★ The Battling System
Battling is the key way of gaining levels or obtaining new Pokemon. I've outlined all you need to know about using our battle system, as well as included an example of a complete turn with a step-by-step explanation of the whole process. If you are still unsure of something, or are not sure how a certain move will work, please feel free to message me on Discord or post a message in the cbox. In addition, I recommend you take look at our list of moves and abilities, for those trickier moves and abilities that may require a bit of explaining in order to fit in with this system. It's possible your question could be answered there.
Ultimately, you can format your Pokemon information/battle template however you wish - use the default template, use a premade one, or make your own, so long as all the information is there. Here is an example of a complete moveset with all the required information:
LUCKY HORSE
Gender: Male / Level: 19 / Type: Electric
Ability: Sap Sipper / Item: None
Moves: Screech, Charge, Shock Wave,
Thunder Wave, Flame Charge, Thunder
-
Health: - 100% / Healthy
-
Stats
Some stronger moves (like Solar Beam) will take up your whole turn, meaning you can only use the one move. I've compiled a list of these moves here. Switching out Pokemon will use a whole turn (no move can be made -- you effectively skip your turn by switching, but no attacks of the previous turn will hit). And consuming an item will take up one of your move slots! So, if you decide to eat an oran berry or use a potion, you can only make one more move (attack or status, doesn't matter which).[/ul]
Here is the image explaining the calculator. The information in the calculator is from the mock-battle posted at the end of this thread.[/ul]
- Secondary Effects: Plenty of moves have a chance to cause secondary effects (confusion, flinch, burn, sleep, etc). You must include a roll in your post to decide if the attempt was successful or not. For example, if a move has a 30% chance to cause your opponent to flinch, you would post a dice-roll and if it landed between 1-30, the flinch would be successful! If it landed between 31-100, your opponent would not flinch.
- Confusion/Paralysis: If a Pokemon is confused, they have a 33% chance of hitting themselves with their own attack, so a confused Pokemon would need to include a dice roll in their post; if it landed on 1-33, they would hit themselves! When a Pokemon is paralyzed, they have a 75% chance of their move going through; paralyzed Pokemon would need to include a dice roll in their post, and if landed on 76-100, their move would fail.
- Duration: Some conditions/secondary effects also include a duration. An example of this would be confusion and sleep. If you post a move that has a 30% chance to put your opponent to sleep... and it is successful... then your opponent will roll for the sleep's duration on their next post. If they have the chance to be asleep for anywhere between 1-4 turns, they would post a dice roll and if it landed on 1-25, the duration would be for 1 turn; 25-50 would be two turns; 51-75 would result in three turns; and 76-100 would result in a four turn duration. The reason the opponent rolls, is so they simply don't dodge when they see the cruel RNG gods have sent them to sleep for four turns!
- Abilities: Some abilities have a chance of causing a condition change. For example, if your opponent has the Cute Charm ability (30% chance to cause infatuation with every contact), then with every successful attack you make on the Pokemon, you must include a dice roll to see if your Pokemon becomes infatuated or not!
- Accuracy/Evasion: Accuracy and Evasion work the same way. Every +1 or -1 in evasion/accuracy is a 10% increase/decrease. So if your accuracy is -2, then you must roll a dice and your attack will only be successful if it lands on 1-80. Some moves themselves have low accuracy and will have to be rolled each time they're used. However, if a move has 75+ in accuracy, then there is no need to roll at all. Also note that, if a move has an accuracy check and it is successful, it can not be dodged.
- Critical Hits: There are moves and items that increase your Pokemon's chance of landing a critical hit. For example, some moves like Night Slash and Leaf Blade are damaging moves that have a higher crit-ratio; so you could roll a die to see if your attack ended up being critical (13% chance to crit). Some status moves raise your crit-ratio for all moves, for example any time you use Focus Energy, you would add a +1 modifier to your crit-hit ratio. Some abilities, like Super Luck, will also raise your crit-ratio. If your crit ratio is raised by 1 stage, you roll with a 13% to crit. If your crit-ratio is raised by 2 stages, you roll with a 50% to crit. If your crit-ratio is raised 3+ stages, there is no need to roll at all; it's a guaranteed critical hit.
- Multi-Hit Moves: Moves like Double Slap or Fury Attack have the chance of hitting multiple times. You would also roll to find these results. Roll the dice, and if lands on 1-37, that would result in two hits; 38-75 for three hits; 76-88 for three hits; and 89-100 for five hits.
Here is an example of a roll for an attack that has a 30% to burn:
M1hzzmiK 1-30 to burn!
(Result: The opponent was not burned!)
[/ul]M1hzzmiK 1-30 to burn!
(Result: The opponent was not burned!)
There is off-screen healing. If you switch out a Pokemon who still has a little bit of health, once a battle ends, they gain 33% for every out-of-battle post. Status conditions however (like being poisoned) will remain until the thread ends, unless cured by an item or a teammate's move. Fainted Pokemon do not heal unless revived by an item.[/ul]
★ This is An Example
SNOWCONE
Gender: Female / Level: 26 / Type: Dark/Fire
Ability: Flash Fire / Item: None
Moves: Fire Fang, Nasty Plot, Bite, Howl, Fire Blast, Double Team
-
Health: - 100% / Healthy
-
+2 Sp Att
Used Nasty Plot!
Used Fire Blast!
1-10 to burn!
-------------------------
NERF & SURF
Gender: Male / Level: 27 / Type: Water
Ability: Torrent / Item: None
Moves: Life Dew, Water Pulse, Bite, Withdraw, Brine, Dive
-
Health: - 59% / Healthy
-
Stats
--------------
Fire Blast hit!
Used Water Pulse!
Used Life Dew!
1-20 to confuse!
This is an example of one completed turn in a battle between a level 26 Houndoom and a level 27 Wartortle. As you can see, all of the required information is there: gender, ability, type, moveset, condition, and stats. Let's look at the Houndoom's moveset. Fire Fang is the Pokemon's egg move, indicated by the italics. Nasty Plot, Bite, and Howl, which have no text decorations, are all moves a Houndoom is capable of knowing at level 26. And then Fire Blast and Double Team are TMs that would have been bought from the move tutor and taught to the Houndoom.
Moving on to the moves. You're allowed two moves, one status and one physical/damaging move. Since Houndoom used Nasty Plot first, before its attacking move, that means her stats were upped before she used Fire Blast (hence why her stats indicate a +2 for Special Attack). And since she used Fire Blast, which has a 10% chance to burn, there was a dice roll indicating whether or not the opponent would be burned or not. (As you can see, the roll failed, so Wartortle doesn't have to worry about being burned. If Wartortle had been burned, it would have lost an additional 6% of health at the end of its turn).
That completes Houndoom's turn. Now for Wartortle's turn. Using the damage calculator, after entering all the correct information, Wartortle calculates that Fire Blast would cause 66% damage (if the battlers agreed to use max damage instead of min damage, which should be decided before threading). Note: This is so fortunate for the Houndoom honestly - if Fire Blast had caused 1% more damage, then Wartortle's health would be below 33% and its Torrent ability would make its next attacking move (if it was a water-type move) cause more damage! This is an example of why listing your ability, paying attention to your ability, and entering the health of your Pokemon into the calculator is important!
Wartortle uses Water Pulse, which has a 20% chance of confusion, so they've also included a dice roll. As you can see, it also failed. If the confusion had been successful, in their next turn Houndoom (assuming they didn't dodge) would need to roll for the duration of the confusion. Confusion can last for 1-4 turns, so you would include a die roll and a 1-25 would result in 1-turn duration, 26-50 would be 2-turn duration, 51-75 would be 3-turn duration, and 76-100 would be 4-turn duration. The reason we let the "victim" roll for duration, is so they're not tempted to dodge every time RNG decrees they get an unlucky 4-turn duration. Confusion results in Houndoom having a 33% chance of hitting itself with its own attack. If it did hit itself, it would result in a 40 base power, neutral, physical attack (which can be calculated by setting the opponent as itself in the damage calculator.
Then Wartortle uses Life Dew, which grants it a 25% in regained health. Which is why, ultimately, Wartortle posted a 59% as its ending health. (100% - 66% + 25% = 59%)
I've included a screenshot of the damage calculator to show what it looks like, how I set up the two Pokemons, and what the damage output looks like. Hopefully this will help, and if you have any questions at all, feel free to message me on Discord or post a question in the cbox. Happy battling!
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