Battle SystemWhen it comes to battling, for the most part we give players the benefit of the doubt, assuming you and your Pokemon will react 'naturally' to situations. This is moderated through PvE by mods, ensuring that when you battle and capture a Pokemon it is done fairly.
However, for PvP related battles it's a little more complicated and we have a few rules in place:
1. No God Mode - You are not invincible, your Pokemon can't dodge EVERYTHING, if you are seen and reported for doing this, you will automatically be disqualified from the battle and receive no EXP or rewards for the fight.
2. MAX MOVES
There are a couple ways to make the PvP more fair, you and your opponent may agree which you want to use before starting your battle.
2.1 Max 3 Moves per post - Every Attack, Dodge or Defensive ability counts as move. You can only make 3 of these choices per post. You can only dodge once per post. You can only use one defensive ability per post. You can attack up to 3 times per post. Moves such as Fly and Hyper Beam that take 2 turns in game, require 2 moves to use, can use 1 in one post and 1 in another.
2.2 Use Move Points - Each Pokemon has set Move Points (MP) depending on their level, from this they regain 2 MP per post and it costs MP to use Moves and Dodge. It costs 1 MP to attack/use an ability and 2 MP to dodge/block their incoming attack with your own. If your Pokemon hits 0 MP they will no longer be able to move at all, and will start to lose 10% of their HP per Post for the remainder of the fight, regardless of how much MP they regain over time.
(Note: If it's a non-official sanctioned battle, you and your opponent may agree to not apply this rule. However, staff will not be able to judge the fight if an issue arises, so be sure neither yourself nor your opponent minds losing.) StatsStats are more of a guidelines for this Forum, use these to help you decide how your character and Pokemon would react to situations. For PvP these stats can be considered law if you and your opponent wish or you may use an off site damage calculator.
HP (Health Points): 20+10 Per Level (ie at level 5 you start with 70HP)
MP (Move Points): 10 + 2 Per Level (at level 5 you start with 20MP)
Damage (Attack Hit): (10+2*Level) ± Stat Modifier Abilities * Effectiveness
[Minimum 1HP if Hit]Stat Increase/Decrease AbilitiesStat increases/decreases can stack up to 3 times on a Pokemon and increase/decrease the value of the damage dealt by ±25%
[Base ± (Base x 0.25)], max ±75%
[Base ± (Base x 0.75)].
(Crit chance not affected by this rule, see below)These are added
BEFORE super/not effective attack bonuses.
Super/Not Effective Attacks+ Double Damage if Super Effective
(x2.0)- Halves Damage if not Effective
(x0.5)Example: Lvl 10 Pikachu thundershocks a Lvl 5 Squirtle with no bonuses and Level 20 Squirtle using Withdraw with 1 defense stack.
Level 5 Squirtle Takes (10+2*10)x 2.0 = 60 HP ~ 85% of Health
Level 20 Squirtle Takes [(10+2*10)- ((10+2*10)x0.25)] x 2.0 = (30-7.5) x 2 = 45 HP ~ 20% of Health
Critical Hits10% Base Chance, can increase using stat increasing abilities. Each stat increases chance by 10%. Stack up to 4 times on a Pokemon, increasing chance up to a maximum of 50%.
Status EffectsLast up to 5 posts, each post you have a 25% chance of curing. Must roll 751-1000 for success
(rolled by moderator).
Damage Over Time:Take 5% max HP damage per turn (when the player posts). DoT includes, poison, burns, leech seed etc.
Badly poison:Poison effect starts at 5% and increases per post by an additional 2.5% of max HP. Up to 15% max HP at 5 posts.
Paralysis: Either the moves per post get cut down to 2 post, instead of 3, OR roll the base 25% chance of it triggering for each of the 3 moves per post. Which way you prefer is up to the player/moderators in the topic. Must roll 251-1000 to be able to move
(rolled by moderator 3 times for the max 3 moves per post PRIOR to the players's turn so they can RP as required).
Frozen and Sleep:Pokémon would be outright unable to battle (unless a move or ability somehow lets them ie. Snore). Effect lasts up to 5 posts, 25% chance to wake up each move. A new roll will be made for either each post OR per move to recover, with an increasing chance of the effect fading by 15% per post or 5% per move.
Up to moderator/player's discretion as to if they prefer the per move or per post.Flinching:Simply having a move lost for a turn
(allows only 2 actions for that post instead of 3)Confusion:Haphazardly attempting to attack. 50% chance to misfire/aiming badly, causing themselves harm. In double/multi/triple/whatever battles, there is a 30% chance of accidentally hitting their teammates if the Pokemon misfires.
Healing/Drains:Drain effects heal for 50% of damage that was dealt.
Regular heals, heal you for a maximum of either 50HP or 10% of your max health, whichever is less, unless the move specifically mentions healing to a certain amount,
ie. Rest restores Pokemon to full HP but puts you to sleep.Friendship CounterFor Pokemon that evolve with happiness we have included this stat. This value ranges from 0 to 100.
For your starter Pokemon you may select the value from 0 to 100 as you wish, meaning it could already be maxed to begin with, however captured Pokemon are different.
Caught via Battling - Start at 0
Caught via Befriending - Start at 30
Each time your Pokemon gains a Level or EXP, the 'Happiness' value is increased as well as follows:
Upon Gaining a Level = 1 Happiness x Level
Upon Gaining EXP = 1 Happiness per 5 EXP
(eg. went from lvl 5 to 6 would give 6 happiness, gained 20EXP = 4 happiness)Status EffectsWiP