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[Literate Pokémon RP] - Planning ahead for our 20th anniversary! 

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Armohny
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PostPosted: Tue May 15, 2007 10:08 am


Trainer, Gym, and Elite Four Battles


Throughout this RP, you will need to battle to train your Pokemon. On the routes, there are a set number of trainers to battle as well as wild Pokemon. For these kinds of battles, I've listed EXP points you can gain from doing so. However, there will be special situations where you will fight specific trainers whose Pokemon and levels I will give to you. The first example of this is in Jubilife City's Pokemon School. But you will also see this everytime you are in a Gym Battle or should battle the Elite Four. When you are given a list of the trainer's Pokemon, their levels, their gender, their abilities, and their moves, do the following:

Step #1:
    So, you know your opponent's Pokemon's level. That means, according to the HP system, that you know it's HP. Let's take the first Sinnoh gym Leader for example:

    User Image - Blocked by "Display Image" Settings. Click to show.
    Roark
    Pokemon:
    Geodude(M) LV12
    Ability - Sturdy
    Defense Curl
    Rock Polish
    Rock Throw
    Stealth Rock
    Onix (M) LV12
    Ability - Sturdy
    Bind
    Screech
    Rock Throw
    Stealth Rock
    Cranidos (M) LV14
    Ability - Mold Breaker
    Headbutt
    Focus Energy
    Pursuit
    Stealth Rock

    Geodude and Onix have an HP of 12 and Cranidos has an HP of 14.


Step #2:
    Now take into consideration type-match-ups. All of Roark's Pokemon are rock types and Geodude and Onix are also ground. Water and Grass type moves will do x4 damage to Geodude and Onix, and x2 damage to Cranidos. Fighting, Ground, and Steel Moves will do x2 damage to all of Roark's Pokemon as well, and Ice moves will do x2 damage to Geodude and Onix. So make sure you have Pokemon that know moves of these types before taking on Roark. Electric Moves will have no effect at all on Geodude or Onix and will do normal damage to Cranidos. Normal, Fire, Poison, and Flying moves will do 1/2 damage to all of his Pokemon as well. For each trainer or gym battle you're in, you'll have to do this research yourself.

    Now that you know what Pokemon moves to use against Roark, keep in mind his Pokemon's moves. They all know rock-type moves and Cranidos knows the dark move Pursuit. If rock or dark-type moves are super-effective against your Pokemon's type, you'll be the one losing x2 damage!

Remember to take into account the 1.5x boost you get if you use an attack that's the same type as your Pokemon!

Step #3:
    One last thing to keep in mind before you actually start this battle and that's abilities. Cranindos' Mold Breaker will make your Pokemon's abilities useless and Onix and Geodude prevent one-hit KO with Sturdy. Obviously, these abilities will affect how the battle plays out. Also keep in mind your own Pokemon's abilities. Say, for example, you were using a Piplup with the Torrent ability. When Piplup's HP gets to 1/3 it's max HP or below, all of it's water moves get increased by 1.5! That means, math-wise, x1.5 damage + x4 damage (when fighting Geodude or Onix) + another x1.5 because Piplup is a water Pokemon using a water move = x7 DAMAGE!! That means, if you're Pokemon is LV11-20 (which it should be after all your training!), you'll deplete 14 HP. That's enough to take out Geodude and Onix in one hit!! (and that's not even considered a "one-hit KO").


Step#4:
    Now the battle begins! There actually isn't any set rules for the way you should go about battling trainers like this. You can roleplay it however you like. There are a couple of things you do have to do though:

    First: You have to do a dice action that's very important. Please roll two 4-sided dice in your post (you can post and then edit afterwards with the battle scene). This is necessary in determining how your opponent is going to be attacking you (meaning some turns you'll get lucky and won't lose HP) and how often their attacks work (another lucky break...). Now the following is a break down of how each number combination will affect your battle:

    1,1 - Your opponent will use each move one after the other, always in that pattern (like headbutt, then focus energy, then pursuit, then stealth rock). Your opponent's moves, however, will never miss for the duration of the battle.
    1,2 - Your opponent will use each move one after the other, always in that pattern. Your opponent's moves will miss every 2 turns (aka: hit, miss, hit, miss...)
    1,3 - Your opponent will use each move one after the other, always in that pattern. Your opponent's moves will miss every 3 turns (hit, hit, miss...)
    1,4 - Your opponent will use each move one after the other, always in that pattern. Your opponent's moves will miss every 4 turns (hit, hit, hit, miss...)
    2,1 - Your opponent will use each move twice (2 in a row) before going onto the next move and will follow that pattern for each move. Your opponent's moves, however, will never miss for the duration of the battle.
    2,2 - Your opponent will use each move twice (2 in a row) before going onto the next move and will follow that pattern for each move. Your opponent's moves will miss every 2 turns
    2,3 - Your opponent will use each move twice (2 in a row) before going onto the next move and will follow that pattern for each move. Your opponent's moves will miss every 3 turns
    2,4 - Your opponent will use each move twice (2 in a row) before going onto the next move and will follow that pattern for each move. Your opponent's moves will miss every 4 turns
    3,1 - Your opponent will use only moves that cause you HP damage and will use each move one at a time. Your opponent's moves, however, will never miss for the duration of the battle.
    3,2 - Your opponent will use only moves that cause you HP damage and will use each move one at a time. Your opponent's moves will miss every 2 turns
    3,3 - Your opponent will use only moves that cause you HP damage and will use each move one at a time. Your opponent's moves will miss every 3 turns
    3,4 - Your opponent will use only moves that cause you HP damage and will use each move one at a time. Your opponent's moves will miss every 4 turns
    4,1 - Your opponent will use only moves that cause you HP damage and will use each move twice in a row. Your opponent's moves, however, will never miss for the duration of the battle.
    4,2 - Your opponent will use only moves that cause you HP damage and will use each move twice in a row. Your opponent's moves will miss every 2 turns
    4,3 - Your opponent will use only moves that cause you HP damage and will use each move twice in a row. Your opponent's moves will miss every 3 turns
    4,4 - Your opponent will use only moves that cause you HP damage and will use each move twice in a row. Your opponent's moves will miss every 4 turns

    Second: You have to keep track of (somewhere in the post) your Pokemon's HP and your opponent's Pokemon's HP EACH TURN.


If you do those two things, you'll be fine. RP the battle however you like otherwise! And that's all there is to it! That wasn't too complicated now was it? If you're confused still, I happily accept PMs on the matter. I know everything might not be as clear as I would have hoped and I'll sympathize with you. I have to follow it too you know!
PostPosted: Fri Jul 13, 2007 7:42 pm


Pokemon Super Contests


Coming Soon...

Armohny
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Armohny
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PostPosted: Sat May 16, 2009 1:34 pm


Caves, Tunnels, Towers, and Victory Road


Ok, so we all know places like Mt. Moon, the Rock Tunnel, Pokemon Tower, and Victory Road (along with various other places in other regions) are places where wild Pokemon are constantly appearing out of no where. These places aren't like normal routes where you have to venture into tall grass to find Pokemon. You never know when those little suckers are going to pop out and attack you! Because of that, you can't simply find the quickest path out and run right through.

Instead, going through these routes will actually take some time. In this guild, time is usually signified by posts (as is the case with eggs, for example). Like waiting for an egg to hatch, you will also need a certain number of posts to simulate the time it takes to get through these places.

This system isn't complicated at all, so don't worry. Whenever you come across a cave or tunnel (or haunted places like the Pokemon Tower in Lavender Town), make sure you check the first post of the thread. In that post, the post requirement to make it through those places will be listed. Your posts do not have to be long in length...but they can't be one-liners either, obviously. Just post normally, but make sure you have the correct number of posts to make it through!

Traveling in Groups
For those of you traveling with another member, or more than one other member, it will take you a ridiculously long amount of time to wait for everyone to have the required number of posts. Because of this, the post requirement will vary based on the number of people in your group. And please note that this only applies to those traveling with other MEMBERS, not the number of characters (since some members may be controlling more than one character in the group).

One Member - Simply follow the number in the first post of the thread as your post requirement.
Two Members - Each of you must post at least half of the required number of posts to get through. i.e., the number must be split evenly between the two...it is not simply a matter of together your posts make the required amount (so as to avoid one person posting much more than the other in order to get through).
Three or More Members - All of you must post at least half of the required number of posts to get through. Your posts will obviously add up to more than the post requirement altogether, but that's OK since there's more of you and its bound to take more time for a larger group to get through.

Note: You may always post more than the required amount to get through, especially if you want the extra training.
PostPosted: Tue Jun 16, 2009 6:20 pm


Hold Items

The items listed below explain what effect particular hold items have in RP. Hold items that increase type-effectiveness, contest appeal, and induce evolution are grouped at the bottom. These hold items can be purchased with LG coins, which are distributed monthly given out at events and certain games. You can purchase these hold items from the LG guild shop located in the "Guild Records | LG Guild Shop" forum.


• Amulet Coin - Double the money earned from battles.
• Expert Belt - Super effective moves deal 1 more point of damage.
• EXP Share - The holder of this item gets 1/2 of the EXP of battle, if it didn't participate. ( 3/4 of the EXP if it participated for only part of the battle, and of course full EXP if it fought the whole battle.)
• Full Incense - Holder always attacks last.
• Iron Ball - Lowers speed of holder and makes the holder vulnerable to Ground moves, even with a Levitate ability.
• Lagging Tail - Holder always attacks last.
• Life Orb - Will do an additional 1 point of damage to opponent at the cost of 1 point of damage to self.
• Light Ball - If held by Pikachu, increase damage done to opponent (any type of attack) by an additional 1 point.
• Luck Incense - Doubles the amount of money awards if equipped to a Pokemon in the party.
• Lucky Egg - Pokemon this item is attached to gains 1.25 more EXP in battle.
• Metronome - Raises power of move by 1 point of damage each turn it is used consecutively.
• Muscle Band - Raises power of Physical moves by 1 point of damage.
• Pure Incense - Lowers encounter rate of wild Pokemon if the holder is first in the party.
• Quick Claw - The Pokemon holding this item will attack first.
• Shed Shell - Always allows holder to switch out.
• Shell Bell - User restores 3 HP every time they do physical damage to an opponent.
• Smoke Ball - Holder can always run away from Wild battles.
• Soothe Bell - Raises happiness over time, cuts time of evolution by happiness down by 1 city.
• Sticky Barb - When equipped, user receives 1 point of damage every turn; the opponent will receive 1 additional point of damage every turn when the holder uses a phsyical move.
• Thick Club - If attached to Cubone or Marrowak, damage dealt by physical moves is doubled
• Wise Glasses - Does an additional 1 point of damage to opponent when holder uses a special move.

------------------

• Hold items that raises a particular move type - Raises moves of that type by an additional 1 point of damage.
• Hold items used for evolution - Evolve your Pokemon when they hold it and are traded. (Or just hold it and are leveled up depending on the Pokemon. Find out here in the evolving item section: serebii.net)
• Scarfs - Raises a particular contest appeal in Super Contests.

------------------

• All other hold items not mentioned have no significant purpose in the RP.

Armohny
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Armohny
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PostPosted: Tue Jun 16, 2009 6:23 pm


PokeMart


From now on, cities and towns with PokeMarts in each region will no longer post general PokeMart items (like potions, pokeballs, etc.). Certain items will be unlocked in PokeMarts after a certain number of badges has been obtained. Once you've obtained a certain number of badges, more items will be unlocked for all PokeMarts in the region. Those items that are unlockable are listed here:

Sold from the Start
Poke Ball
Potion
Antidote
Paralyz Heal

After 1 Badge Earned
Awakening
Burn Heal
Escape Rope
Ice Heal
Repel
Super Potion

After 3 Badges Earned
Great Ball
Revive
Super Repel

After 5 Badges Earned
Full Heal
Hyper Potion
Max Repel
Ultra Ball

After 7 Badges Earned
Max Potion

After 8 Badges Earned
Full Restore
PostPosted: Tue Jun 16, 2009 6:26 pm


EXP Calculator


Ok, so no longer will EXP be listed in each thread for wild Pokemon or trainer battles. You now have to calculate EXP for your on your own. Don't worry though, it's not that hard...there is a simple equation for doing so. You can find everything you need right here:



Follow that, and you'll be good for the whole RP. You'll even learn a little bit more about your games too and how EXP is calculated. There's even a place at the bottom that will do the calculation for you. Simple, right? You don't even have to read all that confusing stuff.

Armohny
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