Post by Ceon//Mew on Jan 28, 2010 20:54:36 GMT -5
Battle system:
When you and another player/trainer/boss decide to engage both send out your first pokemon.
Notice in RPG stats on the side that there will be a speed for both players. Whomevers speed is higher, will get to attack first.
To attack, declair your attack then roll the dice. The dice should be seen in the Reply to post area as a little dice icon, or you can symply add [dice = 100] (Without the spaces) for the same effect. Use the dice roll for all attacks as well as most status effects.
The Dice rolls go as follows:
Miss: 1-40
Hit: 41-90
Crit: 91-100
If your pokemon miss's, then it deals no damage. If it hits then the damage is delt. If it crits then there will be additional damage put on top of your attack.
To deal damage to your opponenet you will see that both of you have an Attack stat and a Defense stat. When your attack hits, take your Attack and minus it by their defense. If you got a critical hit, then take your attack and add that by your level. So for example if you have a 13 attack and your level 4, then your critical hit becomes 17. Now you might be wondering about Weaknesses and Resistances. That is simple. Notice how you have a Special Attack and Special Defense in your stats as well. If you use an attack and it's the opponents Weakness, then when it hits you use your Special Attack instead. If your opponent has a resistance to the attack, then instead of subtracting by their Defense, they subtract by their Special Defense instead. Now if you use an attack that is Super Effective against your opponent you will add hall of your level to the attacks damage after the calculations, so if you use Thunder on a water Pokemon and the final damage comes out to 7 after the calculations will add half of your level to that so if you are level 20 half of 20 is 10 so you will 10 to the 7 and final damage will be 17.
If you swap out your pokemon for another, then you must wait till your next turn to attack.
For Metranome: If your going to use an attack LIKE Metranome, then do the following. Pick one attack you want, one that deals no damage but maybe a status effect, one resistance attack, and one random attack. Then say what the attack is whay with the dice meaning, One attack will be 1-25, the 2nd will be 26-50, the third will be 51-75, and the last will be 76-100. Once that is established, then roll to see if it hits.
For Status Effects: For Status effects (Like Poison, Confusion, Sleep, Burnt, ect) you must have a 70 or above for the status effect to work. For Defense/Attack/Speed effects, you just need to hit them. If the status effect works, then follow the chart below:
REMEMBER THAT YOU CAN ONLY DO ONE STATUS EFFECT EACH PER POKEMON. MEANING YOU CAN DO EACH ONCE TO YOUR OPPONENT, THEN WHEN THEY SWAP YOU CAN DO IT AGAIN. BUT YOU CANNOT DO 2 SAND ATTACKS ON THE SAME OPPONENT. ALSO, REMEMBER THAT SOME STATUS EFFECTS DO NOT STACK! SO YOU CANNOT DO POISON AND FREEZE AT THE SAME TIME. WHICHEVER IS THERE FIRST STAYS TILL IT'S OVER. THEN ANOTHER CAN GO UP.
Poison: Deal 1/3 your level to the opponent each turn, defense does not subtract.
Freeze: The opponent cannot move till trainer uses freeze heal or pokemon center.
Burn: deals 1/4 your level to the opponent each turn, defense does not subtract.
Sleep: Opponent cannot move unless it rolls a 60 or higher to wake up. If they wake up, they can attack immediatly.
Confusion: Opponent for 3 turns rolls while declaring attack. If they roll a 40 or below they hit themselves dealing their OWN attack to themselves minus their defense. If it's above, their attack is successful.
Paralysis: Opponent must roll an additional dice. If their additional is 40 or lower they do not attack. If they roll 41 or above their attack is successful.
Certain Pokemon's abilities, such as a Jolteon's Static, requires a different dice roll statistic. If it is a contact ability, where it requires physical contact for the effect to take action, then it requires 30 or under. It is opposite because in the game, it says that the ability has a 30% chance of activating.
Speed: If you deal a speed damaging effect to your opponent, their speed is droped by your level. It wont come into effect till their next pokemon as the turn system reset each pokemon change. If your speed goes up, then you may attack first. Remember you cant decide whom goes first till the next round of pokemon enter the feild.
Accuracy/Evasion: If your accuracy goes down due to a successful sand attack, ect. then you must now add 10 to your dice rolls. Meaning when you wish to hit, you have to roll a 51 or above to hit. If your evasion goes up, then your opponent needs to roll a 51 or above to hit you.
Attack: If your attack goes down, then drop it by your opponents level. If your attack rises, then add to it your level.
Defense: If your defense drops, then drop it by your opponents level. If your defense rises, then add to it your level.
Last but not least, please try to be cooperative with your opponent. If you lose be a good sport. Also post your HP between posts as well as your defense and whatnot as to keep up and make everything work...
Thank you!
[rand=4114745202972446705603777312644752929245765847642180980716182825]When you and another player/trainer/boss decide to engage both send out your first pokemon.
Notice in RPG stats on the side that there will be a speed for both players. Whomevers speed is higher, will get to attack first.
To attack, declair your attack then roll the dice. The dice should be seen in the Reply to post area as a little dice icon, or you can symply add [dice = 100] (Without the spaces) for the same effect. Use the dice roll for all attacks as well as most status effects.
The Dice rolls go as follows:
Miss: 1-40
Hit: 41-90
Crit: 91-100
If your pokemon miss's, then it deals no damage. If it hits then the damage is delt. If it crits then there will be additional damage put on top of your attack.
To deal damage to your opponenet you will see that both of you have an Attack stat and a Defense stat. When your attack hits, take your Attack and minus it by their defense. If you got a critical hit, then take your attack and add that by your level. So for example if you have a 13 attack and your level 4, then your critical hit becomes 17. Now you might be wondering about Weaknesses and Resistances. That is simple. Notice how you have a Special Attack and Special Defense in your stats as well. If you use an attack and it's the opponents Weakness, then when it hits you use your Special Attack instead. If your opponent has a resistance to the attack, then instead of subtracting by their Defense, they subtract by their Special Defense instead. Now if you use an attack that is Super Effective against your opponent you will add hall of your level to the attacks damage after the calculations, so if you use Thunder on a water Pokemon and the final damage comes out to 7 after the calculations will add half of your level to that so if you are level 20 half of 20 is 10 so you will 10 to the 7 and final damage will be 17.
If you swap out your pokemon for another, then you must wait till your next turn to attack.
For Metranome: If your going to use an attack LIKE Metranome, then do the following. Pick one attack you want, one that deals no damage but maybe a status effect, one resistance attack, and one random attack. Then say what the attack is whay with the dice meaning, One attack will be 1-25, the 2nd will be 26-50, the third will be 51-75, and the last will be 76-100. Once that is established, then roll to see if it hits.
For Status Effects: For Status effects (Like Poison, Confusion, Sleep, Burnt, ect) you must have a 70 or above for the status effect to work. For Defense/Attack/Speed effects, you just need to hit them. If the status effect works, then follow the chart below:
REMEMBER THAT YOU CAN ONLY DO ONE STATUS EFFECT EACH PER POKEMON. MEANING YOU CAN DO EACH ONCE TO YOUR OPPONENT, THEN WHEN THEY SWAP YOU CAN DO IT AGAIN. BUT YOU CANNOT DO 2 SAND ATTACKS ON THE SAME OPPONENT. ALSO, REMEMBER THAT SOME STATUS EFFECTS DO NOT STACK! SO YOU CANNOT DO POISON AND FREEZE AT THE SAME TIME. WHICHEVER IS THERE FIRST STAYS TILL IT'S OVER. THEN ANOTHER CAN GO UP.
Poison: Deal 1/3 your level to the opponent each turn, defense does not subtract.
Freeze: The opponent cannot move till trainer uses freeze heal or pokemon center.
Burn: deals 1/4 your level to the opponent each turn, defense does not subtract.
Sleep: Opponent cannot move unless it rolls a 60 or higher to wake up. If they wake up, they can attack immediatly.
Confusion: Opponent for 3 turns rolls while declaring attack. If they roll a 40 or below they hit themselves dealing their OWN attack to themselves minus their defense. If it's above, their attack is successful.
Paralysis: Opponent must roll an additional dice. If their additional is 40 or lower they do not attack. If they roll 41 or above their attack is successful.
Certain Pokemon's abilities, such as a Jolteon's Static, requires a different dice roll statistic. If it is a contact ability, where it requires physical contact for the effect to take action, then it requires 30 or under. It is opposite because in the game, it says that the ability has a 30% chance of activating.
Speed: If you deal a speed damaging effect to your opponent, their speed is droped by your level. It wont come into effect till their next pokemon as the turn system reset each pokemon change. If your speed goes up, then you may attack first. Remember you cant decide whom goes first till the next round of pokemon enter the feild.
Accuracy/Evasion: If your accuracy goes down due to a successful sand attack, ect. then you must now add 10 to your dice rolls. Meaning when you wish to hit, you have to roll a 51 or above to hit. If your evasion goes up, then your opponent needs to roll a 51 or above to hit you.
Attack: If your attack goes down, then drop it by your opponents level. If your attack rises, then add to it your level.
Defense: If your defense drops, then drop it by your opponents level. If your defense rises, then add to it your level.
Last but not least, please try to be cooperative with your opponent. If you lose be a good sport. Also post your HP between posts as well as your defense and whatnot as to keep up and make everything work...
Thank you!