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Posted: Sat Sep 29, 2007 9:08 pm
Okay, so, you want to start battling others? First, you must fill these two requirements
1) Read our system overview + rules 2) Participate in 1 battle against any RP mod
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Posted: Sat Sep 29, 2007 9:21 pm
[Battling] Pokemon battles will be based on luck, strategy, and experience.
Pokemon on their first stage (if they have evolutions) will have 80 HP Pokemon on their second stage (if they have a 3 stage evolution) will have 90 HP Pokemon on their final stage (or pokemon with only one stage) will have 100 HP
You gain a 2 HP boost per every battle completed. You may choose if you want to use this boost or not so you won't frighten off new trainers with a 150 HP pokemon or something :3
In a battle thread, your first post must be the image of the two pokemon ready to fight and their HP. Your second post you will roll for a stadium. Your third post will be an introduction along with rolling a six-sided dice to see who goes first. Your opponent will type his/her introduction and also roll a six-sided dice. The highest number out of the two will get first attack. You describe your attack while your opponent describes how it hits based on your diceroll for the attack.
On the second post of your battle thread, you will have to randomize for a battlefield. Don't worry, it's simple though! Just roll one four sided dice and the number you get will decide your battlefield~! Roll a 1 = Water Field Roll a 2 = Rock Field Roll a 3 = Ice Field Roll a 4 = Grass Field Image of the Fields
These fields have no affect on the battle. They are just for roleplay scenery.
To attack, roll a ten sided dice. The dice will determine how much damage you do. BUT, if you roll a 1, you completely miss. If you roll a 10, you will hit for 20 HP damage.
*Supereffectiveness: If you are using a 2x effective move against your opponent, multiply whatever damage you cause by 1.5 (round up). If you are using a 4x effective move against your opponent (ie. An ice type against an Altaria which is a dragon and flying type), multiply your dice damage by 2. *Resistance: If your pokemon is 2x resistant towards an attack, you can cut the power of your opponent's diceroll by half. If your pokemon is 4x resistant to your opponent's attack, you only take 1/4th of the damage caused by the dice (This is all rounded up to the nearest HP).
There are moves such as sleep powder, toxic, etc. that can cause status effects. If you want to use any of these moves, here's what you do: *Sleep: You will roll two four-sided dice. If the first dice is even, YOU MISS. If the first dice is odd, you hit. The second dice determines the number of turns your opponent will be asleep. When your opponent is asleep, they cannot do any damage. *Poison: First of all, for all you pokemon nerds, note that there is no difference between poisoned and badly poisoned. Like sleep, you will roll two four sided dice. If the first dice is even, you miss. If the first dice is odd, you hit. The second dice determines the number of turns the poison will be in affect. At the first turn, the poison will do 25 damage. At the second turn, the poison will do 50 damage. At the third turn, the poison will do 100 damage. At the fourth turn, the poison will do 200 damage. This damage cumulates. *Paralyze: Just like sleep, you roll two four sided dice. If the first dice is even, YOU MISS. If the first dice is odd, you hit. The second dice determines the amount of turns your opponent is paralyzed. While paralyzed, your opponent will have to roll two 10 sided dice to attack or 3 four sided dice to do a status move. If your opponent's first dice is even, they are immobolized. If your opponent's first dice is odd, their attack goes through. *Confusion: Like all status moves, you roll two four sided dice. Confusion is nearly identical to paralysis except that if your opponent rolls an even number while attacking, they attack THEMSELVES with whatever they rolled. If they are attacking with a status move and roll an even on their first dice, they attack themselves for 10 damage. *Love: Same thing as Paralysis
Some attacks like icebeam have a small chance of freezing your opponent while dealing damage, right? Well, THEY DON'T IN THIS SYSTEM. You may only choose to freeze with the attack or deal damage with the attack, not both. Everyone will know which you are going for by the dice you roll. Also, you can use icebeam for damage one turn and for status effects the next turn.
This also applies to stuff like hyperbeam and etc. These attacks will not require one turn to recharge anymore.
Side effects may be added in the future.
*Stat-up moves *Same-type-attack-bonus *Battlefield effects
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Posted: Thu Oct 18, 2007 5:01 pm
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