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Posted: Tue May 15, 2007 9:38 am
Introduction
I shouldn't do this to myself...the last RP Basics thread wasn't even finished and it was CRAZY long. But I'm doing this for you guys, so you should feel special (and grateful...). I'm hoping by reorganizing some stuff and changing how a few things work, it will be much easier to RP in this guild. Hopefully...
Anyway, remember to read everything in this thread because it's very important! If I catch you roleplaying and not following anything listed here, I'm going to warn you! That, or I'll have a crew member get after you on that. The rules listed in the main forum still apply to this thread as well, so no rule breaking! That's about it. Just remember to read...You don't have to know it by heart or anything. I suggest just keeping this thread open in a separate window or tab when you RP so you can easily refer back to it.
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Posted: Tue May 15, 2007 9:41 am
Starter Pokemon Starter Pokemon are going to be limited, obviously. We don't want people having really rare or legendary Pokemon as starters now do we? I'm making this post, and I'm making it second in this thread, because I always get PMs about this. Now, there are no excuses! Just read this and you'll be fine! (And I don't mean to be mean...if you still have a question, you can still PM me).
Rules for starters: - Your starter Pokemon cannot be a legendary Pokemon! - You cannot have any of the Pokemon listed below in the 'rare' section either... - Your starter Pokemon can be shiny if you wish - Your starter Pokemon MUST be at Level 5 when you recieve it! - Your starter Pokemon cannot be evolved. For Pokemon that have newer, pre-evolutions (baby pokemon), they are also considered evolved. You would have to have the baby form as your starter if you would like it. - Pokemon that come from fossils cannot be starters
Rare Pokemon that CANNOT be Starers: Absol Bagon Kangaskhan Lapras Relicanth Scyther Skarmory Sneasel Tauros Unown Zangoose
In addition to these rules, there are also rules regarding starters depending on WHICH REGION YOU ARE TRAVELING. If you are traveling in the...
Kanto Region: Your starter may only be a Pokemon from the Kanto Region (i.e. a Pokemon between #1-151 on the National Pokedex).
Johto Region: Your starter may only be a Pokemon from the Johto or Kanto Regions (i.e. a Pokemon between #1-251 on the National Pokedex).
Hoenn Region: Your starter may only be a Pokemon from the Hoenn/Johto/Kanto Regions (i.e. a Pokemon between #1-386 on the National Pokedex).
Sinnoh Region: Your starter may be a Pokemon from any region.
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Posted: Tue May 15, 2007 9:42 am
Pokemon Hitpoints and Intro to the Battle System Battling in the RP is one of the most complicated things to do and understand...it's right up there with calculating EXP. If you read the old RP Basics thread, battling is still the same so you should have a bit of an idea of where this is going.
Y O U R XP O K E M O N ' S X H I T XP O I N T S First off, you'll need to know about your Pokemon's HP (hitpoints). This is basically the "life" of your Pokemon. If you've ever played the games, you know what I'm taking about and there's really no need to explain further. In this RP, your Pokemon's HP capacity is equal to the level of your Pokemon. Everytime your Pokemon gains a level, it's HP capacity goes up 1 HP. Nice, right? But here's the kicker...when you battle trainers and wild Pokemon, your Pokemon's HP will decrease. So keep an eye on your Pokemon when training them. If your Pokemon's HP reaches 0, that Pokemon has fainted and is no longer useable. Potions only work before your Pokemon faints. You'll either need to use a revive or high-tail it to the nearest Pokemon center!
When you gain a Level, you also gain an HP point. For example, if you battled a wild Pokemon and your Pokemon was LV5 (with all its HP), but it grew to LV6 as a result of the battle, your Pokemon's HP was 4/5 + level gain = 5/6...see?
B A T T L I N G When you battle wild or trainer Pokemon, your Pokemon will do damage to its opponent's HP as well as take damage from the opponent's attacks. So it's important to note that how much HP your Pokemon loses will depend on 2 major factors:
(1) Opponent's Level -For every Pokemon (wild and in trainer battles) LV10 and under it battles, it loses 1 HP -For every Pokemon (wild and in trainer battles) LV11-LV20 it battles, it loses 2 HP -For every Pokemon LV21-LV30 (wild and in trainer battles) it battles, it loses 4 HP -For every Pokemon LV31-LV40 (wild and in trainer battles) it battles, it loses 6 HP -For every Pokemon LV41-LV50 (wild and in trainer battles) it battles, it loses 8 HP -For every Pokemon LV51-LV60 (wild and in trainer battles) it battles, it loses 10 HP ...and so on...
(2) Type Match-Ups -If your opponent has a type advantage over one of your Pokemon's types, you will lose 2x the original HP loss -If your opponent has a type advantage over both of your Pokemon's types, you will lose 4x the original HP loss -If your opponent's type is not very effective against your Pokemon's type, you will lose 1/2x the original HP loss -If your opponent's type has no effect against your Pokemon's type (commonly seen with ghost, dark, psychic types), then you will not recieve any HP loss (please take into account, however, that your Pokemon's type might be ineffective against your opponent as well. In which case, your Pokemon will also not cause any damage against your opponent).
This method is also true for your own Pokemon. Once your Pokemon reaches LV11, for example, it will do 2HP damage to your opponent instead of just 1HP. And you can also have a type dis/advantage against your opponent.
As long as you follow this HP system, how you battle is completely up to you. You can RP long, elaborate battles, or just make them short and simple. With important trainers and gyms leaders it is preferred that you write a lot. However, with wild Pokemon when you're just training, you don't have to RP every little detail. But like I said, it's entirely up to you.
But, because you will not be writing elaborate battles with wild Pokemon (and the same will be true for ordinary trainers, i.e. non-gym battles), you DO NOT have to follow the the type match-up rules. Only use the type match-up rule for important battles like gyms or the elite four where you know all of your opponent's Pokemon's stats and moves.
H E A L I N G XI T E M S -Oran Berries = 1 HP -Potions = 2 HP -Berry Juice = 2 HP -Sitrus Berries = 3 HP -Fresh Water = 5 HP -Super Potions = 5 HP -Energy Powder = 5 HP (bitter - reduces Happiness) -Soda Pop = 6 HP -Lemonade = 8 HP -MooMoo Milk = 10 HP -Hyper Potions = 20 HP -Energy Root = 20 HP (bitter - reduces Happiness) -Max Potions = All HP
H E L D XI T E M S If your Pokemon (or your opponent's Pokemon) are holding a healing item like a berry, it will automatically use it once it's HP depletes to the half-way mark. Remember, Pokemon can't hold items like Potions and things like that because they don't know what to do with them!
M O V E S XW I T H XA D D I T I O N A L XE F F E C T S Because of the complexity of moves with effects in this battle system, all moves' effects are to be ignored. That goes for effects that affect HP and battle stats. It would create too complicated a battle system if I were to incorporate them, and I don't want to do that to you guys. However, moves that cause a basic status ailment, or something like Mean Look that prevents switching out, will still have effects so make sure to follow them. But otherwise, if the move does some kind of damage on the opponent, then treat it like a normal attacking move. Type match-ups will still apply. Otherwise, ignore the move.
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Posted: Tue May 15, 2007 9:43 am
Leveling Up Pokemon There are only two ways to level up Pokemon, in the game as well as in this RP. You can either give your Pokemon a rare candy or battle with them. By battling, your Pokemon will gain EXP points. EXP points your Pokemon can gain from wild Pokemon and trainer battles, as well as gyms are all located in the first post of every thread in the region. After your Pokemon gain a certain amount of EXP points at each level, they will grow to the next level. So that you don't have to do any research or anything, below is a list of the EXP points needed for every level to reach the next level:
Level Listing:Levels 1-10 [Level: 1 -> 2][Needed Experience: 4] [Level: 2 -> 3][Needed Experience: 8] [Level: 3 -> 4][Needed Experience: 13] [Level: 4 -> 5][Needed Experience: 32] [Level: 5 -> 6][Needed Experience: 65] [Level: 6 -> 7][Needed Experience: 110] [Level: 7 -> 8][Needed Experience: 175] [Level: 8 -> 9][Needed Experience: 262] [Level: 9 -> 10][Needed Experience: 373] Levels 10-20 [Level: 10 -> 11][Needed Experience: 512] [Level: 11 -> 12][Needed Experience: 681] [Level: 12 -> 13][Needed Experience: 884] [Level: 13 -> 14][Needed Experience: 1124] [Level: 14 -> 15][Needed Experience: 1404] [Level: 15 -> 16][Needed Experience: 1728] [Level: 16 -> 17][Needed Experience: 2097] [Level: 17 -> 18][Needed Experience: 2515] [Level: 18 -> 19][Needed Experience: 2985] [Level: 19 -> 20][Needed Experience: 3511] Levels 20-30 [Level: 20 -> 21][Needed Experience: 4096] [Level: 21 -> 22][Needed Experience: 4741] [Level: 22 -> 23][Needed Experience: 5451] [Level: 23 -> 24][Needed Experience: 6229] [Level: 24 -> 25][Needed Experience: 7077] [Level: 25 -> 26][Needed Experience: 8000] [Level: 26 -> 27][Needed Experience: 8998] [Level: 27 -> 28][Needed Experience: 10077] [Level: 28 -> 29][Needed Experience: 11239] [Level: 29 -> 30][Needed Experience: 12487] Levels 30-40 [Level: 30 -> 31][Needed Experience: ] [Level: 31 -> 32][Needed Experience: ] [Level: 32 -> 33][Needed Experience: ] [Level: 33 -> 34][Needed Experience: ] [Level: 34 -> 35][Needed Experience: ] [Level: 35 -> 36][Needed Experience: ] [Level: 36 -> 37][Needed Experience: ] [Level: 37 -> 38][Needed Experience: ] [Level: 38 -> 39][Needed Experience: ] [Level: 39 -> 40][Needed Experience: ] Levels 40-50 [Level: 40 -> 41][Needed Experience: ] [Level: 41 -> 42][Needed Experience: ] [Level: 42 -> 43][Needed Experience: ] [Level: 43 -> 44][Needed Experience: ] [Level: 44 -> 45][Needed Experience: ] [Level: 45 -> 46][Needed Experience: ] [Level: 46 -> 47][Needed Experience: ] [Level: 47 -> 48][Needed Experience: ] [Level: 48 -> 49][Needed Experience: ] [Level: 49 -> 50][Needed Experience: ] Double Battle Experience Gain:
For Double Battles, the amount of experience points is split between the two combatants unless one faints. However, some confusion may occour when the experience value ends in an uneven number like 5. When this happens, just round down so the number ends in an even four, then halve it. Same goes for 1, or 3, or 7, or 9 - round down to the next even number, then halve.
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Posted: Tue May 15, 2007 9:44 am
Evolving Pokemon Most Pokemon, as you know, evolve through leveling up. But there are many. especially now in the Sinnoh region, that require special situations to evolve. Those situations are addressed and explained below:
Items: No, I don't mean evolution stones. This section is for Pokemon that evolve while holding an item. I won't go into all the different items that need to be held and the Pokemon that hold them because you can look that up yourself. Once you do that, this one is pretty easy. You have to get a hold of that item and then fulfill any other requirements for evolution. If there aren't any other requirements, that means that once the Pokemon is holding the required item you just have to level it up once in order for it to evolve.
Time of Day: This one is also very simple. If your Pokemon evolves according to the time of day, just level it up whenever that time of day is. It doesn't have to be real-life time of day either, but only in your RP.
Moves: Some Pokemon evolve once they learn a certain move. Once your Pokemon knows said move, simply level it up once and it will evolve.
Gender: One of the simplest...a couple of Pokemon can only evolve into certain evolutions based on gender. If your Pokemon is the correct gender (which you get to choose when catching it, so keep that in mind) then just follow the other evolution requirements and evolve your Pokemon.
Happiness: This one is a lot more complicated than the others. Happiness evolutions take a long time because you have to build a strong relationship with your Pokemon. Obviously, a lot of time and effort has to go into this. Firstly, your Pokemon can't be happy enough to evolve until you've had it for a good long time. You also have to treat it right, keep it with you at all times, and give it extra special attention. Your Pokemon will be ready to evolve via happiness when you, the trainer, have fulfilled the following requirements:
1. You have to have obtained at least 4 badges. This will show that you've been with your Pokemon a long time (long enough to build a good bond with it). 2. You can't store it in the PC more than 1 time. Keeping it with you all the time is sure to build up its happiness. 3. You have to treat it nicely, like feeding it pokeblocks/poffin that it likes, never letting it faint during battles and healing status ailments, giving it massages, catching it with a luxury ball (if its not your starter or recieved via trade), and raising/training it yourself, instead of leaving it at daycare centers.
Now, once you've fulfilled the requirements, send me a PM letting me know that you think your Pokemon is ready for evolution. I'll do a quick check to make sure you've got everthing in order and give you the okay. If I feel like maybe you didn't treat it as good as you could have, I'll let you know and you can go back and continue to RP and do what you can to make your Pokemon feel more happy. Keep sending me PMs, though, when you think its ready for evolution.
Trade: Ah, this one is always fun. Some Pokemon do evolve via trade. What you need to do is very simple. You have two options. The super easy way is to RP a fake trainer to trade Pokemon with and then trade back. Viola, you have an evolved Pokemon. You MUST trade back if you do it this way, however. I can't have people making up people to trade Pokemon and get better ones that they couldn't normally get. Your second option is to actually trade Pokemon with another member, if you can find one willing to do so. But this member has to be Roleplaying in the same region as you and in the same area as you (or at least close by). Then, you can trade Pokemon at the Pokemon center and trade back. You don't even have to trade back if you don't want. Trading with other members is perfectly fine if you both consent to it. You don't even need to ask me.
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Posted: Tue May 15, 2007 9:45 am
Pokemon Moves Teach Your Pokemon Moves: Your Pokemon will naturally learn moves as it levels up. This is fine, as long as you remember that your Pokemon can only know a max of 4 moves. You'll need to delete moves if your Pokemon already has 4 and you want it to learn a new one. If you've played the games, this is all self-explanatory. Remember also, moves that have special effects are disregarded and treated as normal attacking moves, unless they don't do damage (in which case, they don't do anything to help you at all).
Use TMs and HMs - You can also teach Pokemon moves they wouldn't learn by leveling up by giving them TMs and HMs (mentioned below). Just make sure to do your research and see if your Pokemon are capable of learning such moves.
Move Tutor -There are Move Tutors in each region that will teach your Pokemon old moves that they have forgotten for the price of one Heart Scale per move.
Deleting Moves - You can delete any moves you want for another move, except for HM moves. HM moves are special moves, however, that CANNOT be deleted if you want to teach your Pokemon a new move. In order for your Pokemon to forget HM moves, you need to visit the Move Deleter, which you can find in one city in each region.
More on HMs: HMs will be available to you as you RP. No longer will there be a post requirement. You will recieve HMs within the RP as you need them. Remember that, although you can use HM moves in battle as soon as you recieve them, you must have certain Gym Badges in order to use the moves outside of battle. The gyms listed below are in the order that you encounter them:
Kanto: Pewter Gym - Allows you to use HM05 Flash on the field Cerulean Gym - Allows you to use HM01 Cut on the field Vermillion Gym - Allows you to use HM02 Fly on the field Celadon Gym - Allows you to use HM04 Strength on the field Fuchsia Gym - Allows you to use HM03 Surf on the field Saffron Gym - Allows you to use HM06 Rock Smash on the field Cinnabar Gym - Allows you to use HM07 Waterfall on the field Viridian Gym - Allows you to use HM08 Rock Climb on the field
Johto: Violet Gym - Allows you to use HM06 Rock Smash on the field Azalea Gym - Allows you to use HM01 Cut on the field Goldenrod Gym - Allows you to use HM04 Strength on the field Ecrukteak Gym - Allows you to use HM03 Surf on the field Cianwood Gym - Allows you to use HM02 Fly on the field Olivine Gym - N/A (no HM moves unlocked) Mahogany Gym - Allows you to use HM05 Whirlpool on the field Blackthorn Gym - Allows you to use HM07 Waterfall on the field
Hoenn:
Sinnoh: Oreburgh Gym - Allows you to use HM06 Rock Smash on the field Eterna Gym - Allows you to use HM01 Cut on the field Veilstone Gym - Allows you to use HM02 Fly on the field Pastoria Gym - Allows you to use HM05 Defog on the field Hearthome Gym - Allows you to use HM03 Surf on the field Canalcave Gym - Allows you to use HM04 Strength on the field Snowpoint Gym - Allows you to use HM08 Rock Climb on the field Sunyshore Gym - Allows you to use HM07 Waterfall on the field
So keep an eye out for places where you'll find HMs. They will be listed in the first thread of the route/city/etc. Also remember that in order to teach your Pokemon an HM move, you need to look up and make sure it's able to learn it!
There is one more special thing about HMs. They will not take up one of your normal 4 move slots. Instead, an additional 5th slot can be added for HM moves since they can be used outside of battle. However, you may still only go into battle with 4 moves. If you wish to use the HM move in battle, you must substitute it for another move. That move will be available again to you after the battle, however, so don't worry. Just think of the extra slot as an HM-only slot.
TMs: TMs are available on routes or in cities for you to pick up, but they're also sold in the Department Stores of each region if you want to buy them. There are also some rarer ones avavilable as prizes in the Game Corners if you want to try your luck there.
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Posted: Tue May 15, 2007 9:47 am
Pokemon Natures, Abilities, and Characteristics Natures:
Pokemon Natures will affect what types of poffin your Pokemon likes to eat, and is therefore important when it comes to Pokemon Super Contests. It will determine which category your Pokemon will most likely participate in (beauty, cute, cool, smart, tough). There are only 5 natures that don't have a poffin flavor preference: hardy, docile, serious, bashful, and quirky. Your Pokemon only has ONE nature, but you are free to choose it. The following is a list of all the other Pokemon natures and the types of poffin each nature likes and dislikes:
Lonely - Likes Spicy food (cool) / Dislikes Sour food (tough) Brave - Likes Spicy food (cool) / Dislikes Sweet food (cute) Adamant - Likes Spicy food (cool) / Dislikes Dry food (beauty) Naughty - Likes Spicy food (cool) / Dislikes Bitter food (smart) Bold - Likes Sour food (tough) / Dislikes Spicy food (cool) Relaxed - Likes Sour food (tough) / Dislikes Sweet food (cute) Impish - Likes Sour food (tough) / Dislikes Dry food (beauty) Lax - Likes Sour food (tough) / Dislikes Bitter food (smart) Timid - Likes Sweet food (cute) / Dislikes Spicy food (cool) Hasty - Likes Sweet food (cute) / Dislikes Sour food (tough) Jolly - Likes Sweet food (cute) / Dislikes Dry food (beauty) Naive - Likes Sweet food (cute) / Dislikes Bitter food (smart) Modest - Likes Dry food (beauty) / Dislikes Spicy food (cool) Mild - Likes Dry food (beauty) / Dislikes Sour food (tough) Quiet - Likes Dry food (beauty) / Dislikes Sweet food (cute) Rash - Likes Dry food (beauty) / Dislikes Bitter food (smart) Calm - Likes Bitter food (smart) / Dislikes Spicy food (cool) Gentle - Likes Bitter food (smart) / Dislikes Sour food (tough) Sassy - Likes Bitter food (smart) / Dislikes Sweet food (cute) Careful - Likes Bitter food (smart) / Dislikes Dry food (beauty) Abilities:
Pokemon abilities come into play during major battles. However, there are waaay too many abilities for me to list them all here, so check out the link below for a list of them all:
Serebii's List of Pokemon Abilities
The Pickup Ability - This ability is worth going into detail because trainers will get items for have a Pokemon that knows pickup in their party. For this ability, if the Pokemon with it is in your party, you can roll a die (post action) every ten posts to retrieve an item. Roll one 20-sided die. If you get numbers 1-8, then you retrieved a common item. Numbers 9-13 will give you an uncommon item, 14-17 will get you a very uncommon item, 18-19 will be a rare item, and 20 is a very item. The item can be of your choosing, but you only get one every ten posts. To see a list of these items, click here. Make sure that you pick an ability that your Pokemon can actually have (this can be found in the pokedex on serebii.net for every individual Pokemon. Also, Pokemon can only have ONE ability, not all the ones listed in the pokedex. It's up to you to pick one. When your Pokemon evolves, it keeps the same ability, unless the evolved form doesn't know the ability you chose. If that's the case, its new ability will be the different option. If you have any questions about Pokemon Natures or need any clarification, just send me a PM.
Characteristics:
Pokemon also have characteristics that affect their stats. However, getting into stats in this RP would be beyond complicated, so your Pokemon's characteristic will have no effect on their battle performance in this RP. Still, for the sake of your Pokemon Profiles, I'll be posting a list of all the different types of characteristics your Pokemon can have and what stats they affect. The characteristics are listed next to the stat that grows fastest as they level up. Each characteristic is separated by a semicolon. The characteristics are NOT the stat itself, bit ONE OF the things listed next to it!
HP - Loves eating; Takes naps a lot; Daydreams a lot; Untidy; Loves to relax Attack - Proud of its strength; Loves to thrash around; Short tempered; Loves to fight; Hot blooded Defense - Strong; Tolerant; Tenacious; Patient; Enduring Speed - Loves to race; Sensitive to sound; Spaz; Clown; Runs away fast Special Attack - Curious; Mischievous; Shrewd; Pondering; Very organized Special Defense - Obstinate; Vanity (Vain); Competitive; Hates to lose; Stubborn
Serebii's List of Pokemon Characteristics
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Posted: Tue May 15, 2007 9:50 am
Status Conditions This section ties in with battling and HP, but I've decided to make a separate post in order to go into detail about it for you. Now, after battling and training your Pokemon so much, they're bound to suffer from status ailments eventually. Status Ailments include Burn, Sleep, Frozen, Paralysis, and Poison. In the game, confusion and attraction also count as ailments, but that won't be so in the RP. When your Pokemon have a status condition in the RP, they will become immediately unusable in battle.
Causes:
Your Pokemon can recieve a status ailment in two ways - if they battle a Pokemon with an ability that causes a certain status condition, or if they battle one type of Pokemon five times without visiting a Pokemon Center.
Grass Pokemon = Sleep Poison Pokemon = Poisoned Fire Pokemon = Burned Ice Pokemon = Frozen Electric Pokemon = Paralyze
*Pokemon with the Insomnia or Vital Spirit abilities cannot be put to sleep. Poison- & Steel-type Pokemon, and Pokemon with the Immunity ability cannot be poisoned. Fire-types and Pokemon with the Water Veil ability cannot be burned. Ice-types and Pokemon with the Magma Armor ability can't be frozen. And lastly, Pokemon with the ability Limber cannot be paralyzed. Healing:
To heal your Pokemon of a status condition, either use an item designed to treat whatever ailment it has or visit a Pokemon Center. As I mentioned above, until your Pokemon is healed of its condition, it cannot be used in any battle, including wild Pokemon encounters.
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Posted: Tue May 15, 2007 9:51 am
Catching Pokemon This is very important! Now, first off you are going to post a nice little RP on your battle. It's nice to be detailed and descriptive on these things. However, when it comes time to throw that pokeball, you're not always guaranteed a snatch. What you're going to do when you try catching Pokemon is roll dice and, based on the rarity and level of that Pokemon, the result will decide whether or not you catch it.
Of course, the type of pokeballs you use and the pokemon's level will also come into play here. Now, let's look at the conditions for catching Pokemon:
Pokemon LV 10 and under
Using Pokeballs: Common Pokemon - If it's level is less than that of your Pokemon (that you battled with), roll a 10-sided dice and if the number is greater than 1, you caught it. If the wild Pokemon's level is greater than or equal to that of your own, roll a 10-sided dice and if the number is greater than 3, you caught it. Rare Pokemon - If it's level is less than that of your Pokemon, roll a 10-sided dice and if the number is greater than 3, you caught it. If the wild Pokemon's level is greater than or equal to that of your own, roll a 10-sided dice and if the number is greater than 5, you caught it. Shiny Pokemon - If it's level is less than that of your Pokemon, roll a 10-sided dice and if the number is greater than 5, you caught it. If the wild Pokemon's level is greater than or equal to that of your own, roll a 10-sided dice and if the number is greater than 7, you caught it.
Using Great balls You will always catch it
Using Ultra balls You will always catch it
Pokemon LV 20 and under
Using Pokeballs: Common Pokemon - If it's level is less than that of your Pokemon (that you battled with), roll a 20-sided dice and if the number is greater than 7, you caught it. If the wild Pokemon's level is greater than or equal to that of your own, roll a 20-sided dice and if the number is greater than 9, you caught it. Rare Pokemon - If it's level is less than that of your Pokemon, roll a 20-sided dice and if the number is greater than 9, you caught it. If the wild Pokemon's level is greater than or equal to that of your own, roll a 20-sided dice and if the number is greater than 11, you caught it. Shiny Pokemon - If it's level is less than that of your Pokemon, roll a 20-sided dice and if the number is greater than 11, you caught it. If the wild Pokemon's level is greater than or equal to that of your own, roll a 20-sided dice and if the number is greater than 13, you caught it.
Using Great balls: Common Pokemon - If it's level is less than that of your Pokemon (that you battled with), roll a 20-sided dice and if the number is greater than 3, you caught it. If the wild Pokemon's level is greater than that of your own, roll a 20-sided dice and if the number is greater than 5, you caught it. Rare Pokemon - If it's level is less than that of your Pokemon, roll a 20-sided dice and if the number is greater than 7, you caught it. If the wild Pokemon's level is greater than or equal to that of your own, roll a 20-sided dice and if the number is greater than 9, you caught it. Shiny Pokemon - If it's level is less than that of your Pokemon, roll a 20-sided dice and if the number is greater than 9, you caught it. If the wild Pokemon's level is greater than or equal to that of your own, roll a 20-sided dice and if the number is greater than 11, you caught it.
Using Ultra balls: You will always catch it
Pokemon LV 30 and under
Using Pokeballs: ...won't work
Using Great balls: Common Pokemon - If it's level is less than that of your Pokemon (that you battled with), roll a 20-sided dice and if the number is greater than 11, you caught it. If the wild Pokemon's level is greater than or equal to that of your own, roll a 20-sided dice and if the number is greater than 13, you caught it. Rare Pokemon - If it's level is less than that of your Pokemon, roll a 20-sided dice and if the number is greater than 13, you caught it. If the wild Pokemon's level is greater than or equal to that of your own, roll a 20-sided dice and if the number is greater than 15, you caught it. Shiny Pokemon - If it's level is less than that of your Pokemon, roll a 20-sided dice and if the number is greater than 15, you caught it. If the wild Pokemon's level is greater than or equal to that of your own, roll a 20-sided dice and if the number is greater than 17, you caught it.
Using Ultra balls: Common Pokemon - If it's level is less than that of your Pokemon (that you battled with), roll a 20-sided dice and if the number is greater than 7, you caught it. If the wild Pokemon's level is greater than or equal to that of your own, roll a 20-sided dice and if the number is greater than 9, you caught it. Rare Pokemon - If it's level is less than that of your Pokemon, roll a 20-sided dice and if the number is greater than 9, you caught it. If the wild Pokemon's level is greater than or equal to that of your own, roll a 20-sided dice and if the number is greater than 11, you caught it. Shiny Pokemon - If it's level is less than that of your Pokemon, roll a 20-sided dice and if the number is greater than 11, you caught it. If the wild Pokemon's level is greater than or equal to that of your own, roll a 20-sided dice and if the number is greater than 13, you caught it.
Pokemon LV 40 and under
Using Pokeballs: ...won't work
Using Great balls: Common Pokemon - If it's level is less than that of your Pokemon (that you battled with), roll a 20-sided dice and if the number is greater than 15, you caught it. If the wild Pokemon's level is greater than or equal to that of your own, roll a 20-sided dice and if the number is greater than 17, you caught it. Rare Pokemon - If it's level is less than that of your Pokemon, roll a 20-sided dice and if the number is greater than 17, you caught it. If the wild Pokemon's level is greater than or equal to that of your own, roll a 20-sided dice and get a 20. Shiny Pokemon - ...won't work (use Ultra ball)
Using Ultra balls: Common Pokemon - If it's level is less than that of your Pokemon (that you battled with), roll a 20-sided dice and if the number is greater than 7, you caught it. If the wild Pokemon's level is greater than or equal to that of your own, roll a 20-sided dice and if the number is greater than 11, you caught it. Rare Pokemon - If it's level is less than that of your Pokemon, roll a 20-sided dice and if the number is greater than 11, you caught it. If the wild Pokemon's level is greater than or equal to that of your own, roll a 20-sided dice and if the number is greater than 13, you caught it. Shiny Pokemon - If it's level is less than that of your Pokemon, roll a 20-sided dice and if the number is greater than 15, you caught it. If the wild Pokemon's level is greater than or equal to that of your own, roll a 20-sided dice and if the number is greater than 17, you caught itSpecial Pokeballs You will come across other pokeballs aside from the regular ones (pokeball, great ball, ultra ball). These ones will have special attributes that may make catching certain kinds of Pokemon easier. Here is a breakdown of the different types of balls you'll come across and how to use them:
Dive Ball: Same catch rate as a Poke Ball. If used to catch a Pokemon while diving underwater, catch rate increases to that of an Ultra Bal. Dusk Ball: Same catch rate as a Poke Ball. If used to catch a Pokemon while in a dark place (caves/tunnels) or at night time, catch rate increases to that of an Ultra Ball. Fast Ball: Same catch rate as a Poke Ball. If used to catch a fast Pokemon, catch rate increases to that of an Ultra Ball. Fast Pokemon are classified as a Pokemon with a Base Speed stat of at least 100 or above (look up info to find out). Friend Ball: Same catch rate as a Poke Ball. Pokemon caught with this ball will like you more (higher friendship/happiness). Heal Ball: Same catch rate as a Poke Ball. Special effects ignored in this RP. Heavy Ball: Same catch rate as a Poke Ball. If used to catch a heavy Pokemon, catch rate increases to that of an Ultra Ball. Heavy Pokemon are classified as a Pokemon that weighs 100 lbs or more (look up info to find out). Level Ball: Same catch rate as a Poke Ball. If used to catch a Pokemon at a level less than the one you are using, catch rate increases to that of an Ultra Ball. Love Ball: Same catch rate as a Poke Ball. If used to catch a Pokemon you have already caught but is the opposite gender, you will always catch it. Lure Ball: Same catch rate as a Poke Ball. If used to catch a Pokemon while fishing, catch rate increases to that of an Ultra Ball. Luxury Ball: Same catch rate as a Poke Ball. Pokemon caught with this ball will like you more (higher friendship/happiness). Moon Ball: Same catch rate as a Poke Ball. If used to catch a any Pokemon whose evolution requires a Moon Stone (can be an already evolved Pokemon or pre-evolved), catch rate increases to that of an Ultra Ball. Nest Ball: Same catch rate as a Poke Ball. If used to catch a weaker Pokemon in the wild, catch rate increases to that of an Ultra Ball. Weak Pokemon are classified as a Pokemon that is less than Lv. 10. Net Ball: Same catch rate as a Poke Ball. If used to catch a water- or bug-type Pokemon, catch rate increases to that of an Ultra Ball. Premier Ball: Same catch rate as a Poke Ball. Just a differently colored ball given out when you buy 10 Poke Balls at once in the PokeMart. Quick Ball: Same catch rate as a Poke Ball. If used immediately before attacking, catch rate increases to that of a Great Ball. Repeat Ball: Same catch rate as a Poke Ball. If used to catch a Pokemon already caught before, you will always catch it. Timer Ball: Same catch rate as a Poke Ball. If used to catch a Pokemon after time progresses, catch rate increases progressively as well. Catch rate increases to that of a Great Ball after five back-on-forth turns have gone by in the battle. Catch rate increases to that of an Ultra Ball after fifteen back-on-forth turns have gone by in the battle. This can be tedious, as you have to RP out these battle scenes...
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•There are no wild Pokemon to be caught over LV40 (except legendaries) •Please do not DELETE any of your posts with dice-rolling actions! If you didn't (or did) catch a pokemon, then go back and EDIT that post saying you did or didn't. You can always try again if you didn't catch it, but you will still have to RP another battle scene. Besides, if you don't catch it, you can edit the post saying you beat it and gain EXP! •Also, if the Pokemon you're catching is both rare and shiny, just follow the rules for shiny and ignore the rare* •Catching wild Pokemon doesn't affect HP loss at all. You only lose HP in battles •Remember that if you fail to catch a Pokemon, you need to make sure that you update your trainer bag, because you lose pokeballs when you don't make a catch!
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Posted: Tue May 15, 2007 9:56 am
Pokemon Eggs Pokemon Eggs will appear in this RP. So naturally, you'll need to know about them. You should already know that if you leave two compatible Pokemon at the Day Care Center, you'll recieve an egg. But how long do you have to wait to get an egg from there, how long does an egg take to hatch, and what other ways can you get eggs? Let me explain...
The Day Care
Day Care centers can be found in every region - some sooner than others. Not only will they help train your Pokemon, but if you leave two compatible Pokemon there (one male, one female) you'll get an egg. The Pokemon in the egg will be the earliest evolution of the female parent. The baby Pokemon's moves are determined by the male parent.
- If you leave two Pokemon at the Daycare, it will take approximately 1 day to get an egg. This day, for you, will be equal to AT LEAST 5 posts. - Once you recieve an egg, you have to keep it in your party at all times (that means, keep an extra space for it, so you can only have 5 other Pokemon with you instead of the usual 6). - An egg takes a long time to hatch, so you'll need about 50 posts AFTER recieving the egg until it is okay to hatch. Alternative Ways to get an Egg
- Special Events will sometimes, though rarely, have eggs available to win as prizes. - If you're an exceptional roleplayer and member of the guild, you might just be rewarded with a generous surprise in the RP! - There may be some towns where you can recieve an egg like in the game, if you're lucky enough to roll the right number on dice or generate the right number via post actions. Breeders
Breeders are the only exception to the egg rules above. Because of the nature of that career path, breeders do not need to wait to receive an egg from the daycare center or through a special event. Instead, if they have all of the right, compatible Pokemon, they can receive an egg at anytime during the RP, so long as they follow these requirements:
- The amount of time it takes for two Pokemon to get an egg will be dependent on the species: if both Pokemon are the same Pokemon, it will only take 1 (RP) day to get an egg from them. However, if they are different species, it will take more time. For this situation, it will take approximately 3 (RP) days to receive an egg. However, there will be no post requirement for the days. That's up to you to decide. - Remember that Pokemon of different species must still be compatible in order to receive an egg! Please look up egg groups for more details. - Because it is still a "mystery" as to how Pokemon breed and come up with eggs (following the game on this one, guys), your character shouldn't be aware of the breeding process until after the egg "appears." - Regular egg-hatching rules apply after an egg is received.
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Posted: Tue May 15, 2007 9:59 am
Monetary System This section is obviously very important. The currency in this RP is the same as that of the games - pokedollars. The symbol will be P, which is a capital 'P' with a strike through it, in case you were wondering how to type it in posts. All trainers start out with P3000, and NO EXCEPTIONS. Your money will help you buy necessary items along your journey, like pokeballs and healing items and such. Of course, this starting amount is not expected to last you your entire journey. There are plenty of opportunities to gain money as you travel.
How to earn Pokedollars:
- Fight trainers along your journey for small amounts of cash on the side, though you may only fight trainers once on each route unless you have the VS seeker. Make sure to note how many trainers are available to battle in each thread - Beat Gyms for a lot of prize money - Sell items in your bag at half price, particularly useless but valuable items like nuggets and pearls you may find along your travels - Win Pokemon Contests - Trade in tokens for pokedollars during special events
Sellable Rare Items' Prices:
- Tinymushroom, sells for P250
- Big mushroom, sells for P3500
- Pearl, sells for P2500
- Big Pearl, sells for P7500
- Stardust, sells for P5000
- Star Piece, sells for P10000
- Nugget, sells for P5000
- Heart Scale, sells for P1500
Also, all basic held items that boost a certain type of move's power/accuracy/critical hit ratio/etc...sell for P50 apiece. The only other items aside from these that can be sold are all available in PokeMarts. Check the PokeMart Merchandise thread below for item's prices, because those items can be sold back to PokeMarts from your bag at half the buying price.
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Posted: Tue May 15, 2007 10:07 am
Preparing for Pokemon Contests (Visual Portion) Berries & PKMN Stats As you should already know from reading above, berries are very useful little items that can heal your Pokemon. But they have other functions as well. One of those is that they are the vital ingredient in Poffin! I'll go into more detail about that below. First, there's some important aspects you should know about berries. Every berry has a distinct flavor as well as a certain level of that flavor. Many berries have more than one flavor. A berry's strongest flavor determines the flavor of the Poffin it makes and its level determines how good a Poffin will come out and, therefore, how much it will raise a Pokemon's stat (stats being Beauty, Coolness, Smartness, etc in this case).
There are 64 different types of berries in all (this includes new berries from the Sinnoh region). Because there are so many, I can't possibly list them all here. Luckily, Serebii has a Berrydex that you can use. So instead of listing all the berries here, I'll explain how you'll use Serebii's berrydex to get the information you need.
There are only 2 things you need to know about berries in order to make Poffin, and that is their flavor and the level of that flavor in the berry. First, you need to understand about flavors - there are 5 in total. These 5 are Bitter, Dry, Spicy, Sour, and Sweet. Each flavor corresponds to a Pokemon stat. Bitter = Smart; Dry = Beauty; Spicy = Cool; Sour = Tough; and Sweet = Cute. A Pokemon's nature determines what kind of food it likes and dislikes. You want to make Poffin of a flavor your Pokemon likes. Giving your Pokemon Poffin of a certain flavor will raise the stat that corresponds with that flavor. Raising your Pokemon's stats are necessary for the Visual portion of contests. A Pokemon with a high Beauty stat is sure to do well in a Beauty contest!
Making Poffin Now that you know some more about berries and stats and how they relate, let's talk about Poffin. Some of you probably don't even know what Poffin is! Well if you haven't played Pokemon Diamond or Pearl yet, you wouldn't know what Poffin is, since it's introduced in those games. Poffin is a like a mini loaf of bread (almost like a roll). It looks like this (in its Poffin case):
Poffin comes in all different flavors, depending on the berries used to make it. It also changes color depending on what flavor it is (Sweet = pink; Spicy = orangey-red, Sour = yellow; Dry = Blue; and Bitter = green). Now that we've covered Poffin, let's start the process of making it!
Mixing the Ingredients: So you've got your basic ingredients for bread, right? It's all mixed together in a liquid-ey batter. But in order for your Poffin to get the flavor you want, it needs berries! One berry per batch (or per trainer per batch if your mixing with more than one person...it's actually one berry per Poffin). First, you need to determine what flavor Poffin you want to make for your Pokemon. Once you decided that, you head over to Serebii's Berrydex. Look under the flavor category you want for a berry you have on you (you must actually have the berry to make Poffin!). Some berries will make better Poffin than others. In order to tell how good a berry is for Poffin making, you have to look at its level of that flavor. Let's do an example:
Say that you want to make Sweet Poffin. Go to Serebii's Berrydex and look under sweet berries (you actually have to click on the category). On the far right side, you'll notice a column called "Amount." This is the "level" of sweetness each berry has. You want to use a berry with a high level of sweetness. Understand? This part isn't too complicated.
So, now you've got your berry and it's time for the actual in-RP mixing! Well...making poffin is going to take a lot of posts, since it requires a few random # generating. Because of that, you won't actually go through the poffin-making process wherever you are in the RP. Instead, there will be a sticky thread for poffin-making, which is located at the top of each regions' forum. Go there to post your poffin-making posts, then you can return to the RP once the process is done.
Now that that's cleared up, let's get back to our example. So, we want a sweet poffin, right? Let's say we have a Pecha Berry. It's "Amount" is 10, according to the Berrydex. That amount determines your first random number generator action. Because the amount is out of 10, for your first post you will generate a random # 1-10 (if the amount was 20, for example, you would generate # 1-20). If you are wondering what you should write in this post, it should consist of something like 'getting out the berry you want to use and putting it in the batter.'
Let's leave that post alone for now; we'll get back to it in a minute. Next, you need to post again in order to generate another random #. The purpose of this post is the "baking" portion of making poffin. So, your post can include you adding certain other ingredients to the mix (if you wish) and actually stirring and baking the dough on a stovetop. You are going to generate a random # using the same bounds as above (between 1 and the berry amount). In this case, it's 1-10 again. Now, you're done making your poffin. You take both results and average them (add them together and divide by 2). This average = your poffin's level.
Multi-player poffin making with yield higher level poffin, since more people means a chance for larger randomly generated numbers to make up for smaller ones. In order to do multi-player poffin-making, each member will follow the exact same format as you would for single-player poffin-making. However, the berry amount will be slightly different. Instead of generating a random number between 1 and your berry amount, each player will generate a number between 1 and the total berry amounts. For example, if two players were mixing poffin, each with a berry amount of 10, BOTH players generate a random number between 1 and 20. Both players will do this twice (for adding berry and cooking), yielding four results in total. Average those four results, and that will equal the level of poffin made. Both players get one poffin each, both of which are the same level. Your poffin's flavor will not be affected by the other players' berries. You will recieve a poffin that is the flavor of the berry you put into the mix.
That being said, it's important to note that some berries have more than one flavor. You must take this into consideration. Say we used a Watmel berry instead of a Pecha berry. It's both sweet and bitter, though its sweetness level is higher than its bitterness level (30 amount vs 10 amount). Because of that, the poffin will come out mostly sweet (i.e. it will be "pink" bread). But it will still contain some bitterness (it will have green seeds/sprinkles on top of the loaf). Because it contains both flavors, it will increase both Cuteness and Smartness in the Pokemon you feed it to. Also, because it has two flavors, you need to add all of the amounts (30 +10 = 40) and get the berry's total amount in order to generate the random numbers. Keep that in mind...
Feeding Poffin to your Pokemon OK, here's the fun part: feeding poffin to your Pokemon! Let me just say that this part is crucial for the visual portion of contests! Poffin of certain flavors increases certain aspects of your Pokemon (cuteness, beauty, smartness, toughness, and coolness) and the higher aspects are, the better you perform in visual portions of contests!
Before we get to feeding, let's look at an example Pokemon's contest stats. For the sake of being consistent, we'll go back to our sweet poffin. Sweet poffin is associated with a Pokemon's cuteness. In this example, let's say our Pokemon is a Clefairy:
 Clefairy (LV23) Nature Timid •••••••• Moves Encore Sing Follow Me Wake-up Slap •••••••• Conditions Cool: 0/50 Tough: 0/50 Smart: 0/50 Cute: 0/50 Beauty: 0/50 SHEEN: 0/10
As you can see, the aspects I was talking about earlier are known as "conditions." This Clefairy has never eaten poffin before, so all its conditions and its sheen are 0 (it would be good to post this form in your journal for Pokemon you plan to use in contests so that you can keep track). Sheen is basically your Pokemon's "fur meter." Once a fur meter, or sheen, is full, Poffin can no longer affect it. That means poffin will no longer increase conditions and your Pokemon won't eat anymore! So choose wisely the poffin you choose to feed to your Pokemon. In this guild's system, a Pokemon's sheen meter will fill up after consuming 10 poffin. So make them count!
Now, let's move on to actually feeding poffin. Let's say we did the whole poffin-making process and ended up with a LV20 sweet poffin. What does this do to our Clefairy's conditions? Well, since it's all sweet (and our Clefariy's timid nature makes it enjoy sweet foods...bonus happiness!), our Clefairy's cuteness condition increases by 2 (that's 2/50 in this case...you would divide the level by 10 always to figure this out). The max each condition of a Pokemon can be increased to is 50. Now a 2 doesn't sound like much, does it? And a LV20 poffin is pretty high too! See why it's beneficial to team up with other coordinators to make poffin? You might want to try and get your hands on some rare berries too...
OK, but what happens when we use a watmel berry to make poffin and get a sweet-bitter poffin instead? Let's take a look: say we made a LV20 sweet-bitter poffin. How are we going to determine the amount by which each condition increases now that there are two conditions involved? Well, it's all about ratios really. Remember back when we were making poffin we had to look at a berry's "amount" on the berrydex? Well let's click on the berry we chose (watmel) and get some more detailed stats on it. Look under the raw stats chart when you click on the berry's name. See how it says 30 for sweet and 10 for bitter? That's our ratio. It means that the berry's total amount is 40 and that 30/40 (or 75%) of the berry is sweet, while the other 10/40 (25%) is bitter. What you need to do to determine how to distribute the poffin's level among your Pokemon's conditions is take 75% of the poffin's level and then divide by 10. For example, .75 times 20 = 15 divided by 10 = 1.5. That's how much sweetness is increased. The same is done for bitterness (the total coming out to 0.5 in this example). Not too hard, right? Just basic algebra...And all that counts as one poffin for sheen.
Special Poffin There are two types of special poffin that can be made: Burnt and Gold. You get a Gold Poffin when you roll your maximum number for both spins. This will boost all stats evenly instead of just the selected ones. What that means is, if the number you roll is the maximum (the berry amount) in both of your posts, you get a Gold Poffin. When you get a Gold Poffin, you will still calculate its level normally. But when you feed it to your Pokemon, all stats will be raised by the level amount divided by 10, instead of just raising the one stat your berry was meant for. You get a Burnt poffin if you get 1 for both spins or if two people use the same Berry (both will recieve Burnt Poffin - this always counts for two of the same berries, regardless of how many people you are making poffin with). Burnt Poffin will decrease all stats by 10, but will also decrease Sheen by 1. This allows you to feed your Pokemon 1 more Poffin (hopefully of better quality).
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And that's all there is to making poffin! All of this will count towards your Pokemon's appearance in the Visual portion of contests. For more info on this portion of the contest, please see the super contests post later in this thread. It will tell you all you need to know to determine your Pokemon's standing in a contest based on its conditions.
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