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Post by Pokemaster on Jan 3, 2010 4:17:45 GMT -5
Battles here on Pokemon Genesis are done in the style of free RP turn based battle. In this, there is no judgment of a pokemon’s health or how long they will last in a battle beyond their level compared to their opponent’s level. When a pokemon is sent into battle, the user will state the level of the pokemon send out as well as its ability. From there it’s a matter of RPing out how the battle itself plays out.
Battles themselves will be held in turn based form in which the player is given a chance to attack before their opponent is given a chance to attack. Players should however think strategically when making a command as their ability to land an attack depends on it. Attacks may only target one target unless it has the ability to strike multiple targets.
Be reasonable about your pokemon's health. No pokemon is invincible and overpowering will be met with a warning from the staff.
A player may use an item, but it will cost them their turn. The exceptions to this will be in a double or triple battle in which it will use up the attack of one of the player's pokemon.
The PP of a pokemon's attacks tells how many times that it is able to use the same attack in a single battle. PP can be restored with the appropriate items but it will use up the players turn.
Any damage that a pokemon takes within a battle will recover over time that they are outside of battle unless stated otherwise. Should a pokemon faint in battle, they cannot be used again in battle unless healed at a Pokemon Center or brought back into battling condition with a revival item.
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Post by Pokemaster on Jan 4, 2010 15:39:39 GMT -5
Capturing Pokemon can be captured at one of two times during the course of battle for different results: Mid battle in which the success of a capture depends on the health of the opponent. The more it is worn down, the easier it becomes to capture. Once the opponent has fainted in which the capture will always be a success. The captured pokemon however will not recover on its own unless it is sent to the trainer's storage. Should it remain in the player's party, they must treat it with the appropriate items or take it to a Pokemon Center. Note: Legendary Pokemon may not be captured under either of these conditions and will be protected from pokeballs.
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Post by Pokemaster on Jan 4, 2010 15:56:32 GMT -5
Experience Experience is gained by fighting pokemon or pokemon trainers fighting wild pokemon is levelx5 fighting pokemon trainer pokemon is levelx10 fighting gym trainer/leader pokemon is levelx15 Defeating pokemon on different stages of evolution will grant different amounts of experience. defeating a pokemon with 2 evolutions in it's 1st stage would give x1 the experience defeating a pokemon with 2 evolutions in it's 2nd stage would give x1.5 the experince defeating a pokemon with 1 evolution it's first stage would give x 1.25 the experience defeating a pokemon with no evolutions or a fully evolved pokemon would give x 1.75 the experience. all experience is rounded to the nearest full number Experience needed to level up is equal to the pokemon's level x 10 In a one on one battle, if a pokemon is switched against a single pokemon during battle the experience will be divided equally between the pokemon that were used.
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Post by Pokemaster on Jan 4, 2010 16:10:19 GMT -5
Battle types Pokemon battles may only be in the form of either one on one, two on two or three on three. In a double or triple battle, each pokemon is given a turn to attack based on their trainer's choice Certain attacks in a double battle have a wider range as to be able to hit either both opponents, hit all but the attacker or effect all pokemon in the battle, however the amount of damage will become lessened the more targets it strikes. Those are found here bulbapedia.bulbagarden.net/wiki/Double_battles. Unlike the video games, triple battles will work on a system similar to double battles. As such the area of effect of attacks will be the same.
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Post by Pokemaster on Jan 4, 2010 16:14:25 GMT -5
Happiness Happiness works in a similar way to experience, but with slight differences. The maximum amount of happiness a pokemon can have is 50 by which it is at it's maximum. A pokemon requiring happiness to evolve may evolve upon reaching 30 happiness. Happiness is raised by by different methods: 1 happiness for every battle that pokemon has won .5 happiness for every 24 hours a pokemon is in your party 2 happiness for every 24 hours a pokemon is out of its pokeball with its trainer (only one pokemon may be used for this method at a time.) A pokemon holding the Soothe Bell will gain double the happiness from any of the methods of gaining happiness.
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Post by Pokemaster on Jan 16, 2010 2:42:06 GMT -5
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Post by Pokemaster on Jan 21, 2010 1:31:26 GMT -5
Lucky 7 A lucky 7 is a rare pokemon who will only appear once 6 other wild pokemon battles have occurred on a single route. Once this has been fulfilled, the next pokemon to appear may be the pokemon listed as a Lucky 7.
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Post by Pokemaster on Feb 13, 2010 16:32:35 GMT -5
Status Ailments Burn The burn condition reduces a Pokémon's Attack power by half (except for Pokémon with the Guts ability, where this condition raises Attack by 50%). Additionally, at the end of a turn, the Pokémon loses 1/8 its maximum hit points ( in the case of Pokémon with the ability Heatproof, the Pokémon loses 1/16 of its maximum hit points). Fire-type Pokémon and Pokémon with the Water Veil ability cannot be burned. All moves which can cause burn are Fire-type except for Tri Attack and Fling when the Flame Orb is held. Freeze The freeze condition causes a Pokémon to be unable to make a move. Most Fire-type moves used on a frozen Pokémon will remove the freeze status. There is a 10% chance to be cured on its own on the frozen Pokémon's turn. Ice-type Pokémon cannot be frozen by Ice-type moves except in Generation I; however, they can be frozen by Tri Attack. A frozen Pokémon can still use the moves Flame Wheel, Sacred Fire and Flare Blitz; when used while frozen, these moves will thaw the user, thaw the opponent if possible, and deal damage to the opponent. All moves which cause freezing are Ice-type except Tri Attack. It is also the only non-volatile status which has no move that causes it 100% of the time. Also, there is no move that has more than a 10% chance of freezing. Paralysis A Pokémon inflicted with paralysis will be unable to attack ("fully paralyzed") a quarter of the time. Additionally, its Speed is reduced to 25% of its previous value (except for Pokémon with the Quick Feet ability, where this condition raises the Speed by 50%). Many moves that cause paralysis are of the Electric type. Poison A poisoned Pokémon loses 1/8 of its maximum hit points every turn . Poison-type Pokémon and Steel-type Pokémon cannot be poisoned. Badly poisoned The status ailment caused by Toxic and Poison Fang, as well as by Toxic Spikes after it is used twice, is the same as Poison except its damage begins at 1/16 and grows an additional 1/16 every turn, taking 2/16 max hit points the second turn, then 3/16 the third turn, and 4/16 the fourth, and so on. Sleep A Pokémon that is asleep is unable to use any moves (in a situation almost identical to the Freeze condition), except for two special moves which may be used while asleep (Snore and Sleep Talk). Sleep lasts for a randomly chosen duration of 1 to 5 turns. Sleep may be self-induced for 3 turns (inclusive of the initial turn) using the move Rest, which will remove any other non-volatile status ailment. Outside of battle, status conditions of Paralyzed, Poisoned, and Burned will not fade unless a pokemon is treated with the proper items or taken to a Pokemon Center. However a pokemon that is Frozen will however thaw over time and a pokemon that is Asleep will awaken after time.
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Post by Pokemaster on Feb 13, 2010 16:42:44 GMT -5
Leech Seed
Each turn, a Pokémon hit by Leech Seed loses 1/8 of its maximum hit points. The opponent is healed by the same amount. Grass-type Pokémon are immune to Leech Seed. If the user of Leech Seed switches out, the health granted by the effect is applied to the new replacement.
Confusion
A Pokémon will hurt itself in its confusion 50% of the time. The damage is done as if the Pokémon attacked itself with a 40-power typeless physical attack. Confusion wears off after 1-4 attacking turns.
Curse
If a Ghost-type Pokémon uses Curse, the Pokémon it is used on loses ¼ its maximum hit points every turn, and the user immediately loses half of their maximum hit points in exchange. If any non-Ghost type Pokémon uses Curse, their Attack and Defense go up one stage.
Volatile battle status
Defense Curl
Using Defense Curl causes the power of Rollout and Ice Ball to double for the Pokémon. This effect is not transferred by Baton Pass.
Focus Energy
When a Pokémon uses Focus Energy, its critical hit rate increases.
Mean Look/Spider Web/Block
A Pokémon trapped by Mean Look, Spider Web, or Block cannot switch until the Pokémon that used the move is defeated or switches. The trapped Pokémon can also escape if it is holding the Shed Shell. If a trapped Pokémon uses Baton Pass, the Pokémon brought out will be trapped instead.
Minimize
A Pokémon having used Minimize will take double damage if hit by the move Stomp.
Mist
Mist prevents a Pokémon's stats from being lowered by the opponent's attacks. The user may still lower its own stats with moves like Superpower. The move Defog cancels out Mist.
Substitute
The Pokémon that uses Substitute loses ¼ of its total HP (rounded down) to make a Substitute which will absorb hits until it "breaks" (damage the Substitute has taken is greater than the HP used to make it). Substitutes block all status ailments and will immediately break if a one-hit knockout attack connects with them. Substitutes can be transferred by Baton Pass.
Reflect and Light Screen
Reflect and Light Screen last for five turns (eight with Light Clay) and heighten the user's entire team's Defense or Special Defense, respectively. Either of them can be broken by Brick Break or Defog.
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Post by Pokemaster on Jul 24, 2010 1:23:10 GMT -5
Number of Pokemon Attacks Each pokemon in a player character's team is allowed to have a maximum of 6 attacks. Once this number is reached, a pokemon must forget a previous attack in order to learn a new attack.
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Post by Pokemaster on Nov 23, 2010 18:05:07 GMT -5
Evolution There are various different ways in which a pokemon can evolve; levels, items, trading, happiness, leveling in a certain area and trading with an item. You can find out how a pokemon evolves by checking here: www.serebii.net/pokedex-bw/A pokemon is allowed to evolve mid battle once the condition of its evolution be met in the course of it.
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