Post by Professor Oak on Aug 6, 2009 20:45:07 GMT 11
Encounters
The appearance of wild Pokémon is determined through the use of a random number generator (RNG). The Mod checks in order of decreasing rarity for the location.
For example, to see if a rare (1/6 chance) Pokémon is encountered a random number between 1 and 6 is generated and if the result is 1 it's a success. If not, the Mod proceeds to do the same thing for Uncommon, and then Common.
Once the rarity is determined the species in that bracket is typically RNGd. Mods may make a selection based on the scenario, such as swarms or avoiding having the same encounter too many times in a row for some variety.
Shiny status is checked once the encounter has been decided. The appearance rate is 1/42 (2.381%).
Alolan Pokémon
Encountering Alolan pokémon, including regional variants, requires possession of the Island Challenge Amulet, which is obtained from the first trial. If a character has this in their possession, after the rarity is determined an Alolan is checked for before anything else.
First in Party Effects
Unlike the games you do not need to keep an exact ordering of pokemon in your character's party. Instead, we simulate this mechanical restriction as follows. To 'use' an effect from a pokemon in your party:
Pokémon Radar
When your thread reaches its 5th page you can choose to encounter any Uncommon or Common Pokémon available on the route. In the case of two trainers traveling together the radar will become available at the 7 page mark instead, but otherwise functions exactly the same.
Weave it into you roleplay as naturally as possible:
"Terrance had been in Route 29 for 6 hours now and was carefully watching a flock of Starly. Quietly, he crept along the grass and sent out his Ivysaur to attack one of them."
Post Gym Badge Encounters: Earlier Routes
On each route some listed pokémon require possession of a badge to encounter, but returning to an earlier route with new badges also means wild pokémon may appear at higher levels, and possibly even be evolved!
There is a 1/6 chance for post-badge encounters and their level is determined by the range of the character's current party. This is RNG'd before anything else.
Wild Hold Items
When an encounter is rolled, it is possible for wild pokemon to be holding an item. This is determined by using the game's item list from Gen 4 onward, but using the latest gen's %-brackets.
Similar %-bracket items from older gens will be bundled together. So Gen 5's 1% & 5% are bundled under the latest generation's first-column bracket for example. If multiple different items are pooled into the same bracket and the RNG hits that %-bracket, which one appears is RNG'd.
Capturing Pokémon
Capturing pokemon is treated exactly as it is in the main series games. You may attempt capture of unowned pokemon at any time during battle (or at the conclusion of a quest/sub-plot). Chances of success are determined by online calculators.
Pokémon can only be captured if it is alone. Meaning in a double or triple battle a pokéball cannot be used (successfully) until only one opponent remains.
Any time your character captures a pokemon, including quest rewards, it consumes one of your pokeballs. The only exception is obtaining pokemon during holiday giveaways, or buying pokemon (as it is assumed they have a regular ball already). If you are buying a pokemon from a non-trainer shop or receiving one in an event and would like it to be in a non-plain pokéball, then you must have it in your inventory to consume at time of purchase.
New Trainer Protection
If a wild Pokémon is fainted by a character who has not received the Zephyr Badge, the Pokémon can still be caught. Once the badge is obtained this safeguard does not apply. Trainers are expected to make judgments based on the wild Pokémon's health bar as it is a notable feature of the games.
For double/triple battles, you will only be able to capture the last defeated pokémon if you didn't manage to catch any before they fainted.
Battles
Moderators handle all of the battle mechanics so players need only worry about roleplaying. You may describe what your pokémon and trainer are doing, exchanging dialogue and other actions, but may not decide whether pokémon hit or dodge; though you are free to mention such details from the previous round.
Running from a battle
You may not run away from challenges or NPC's.
You may only run from a wild Pokémon if:
1. All your pokémon are low on HP and it is clear you would lose the battle, or
2. A Pokémon in your party is more than 10 levels higher than the wild Pokémon, and
3. You have not already run from 2 Pokémon consecutively
For effects like Run Away or Smoke Balls, you may run away disregarding points 1 & 2.
Using Items During Battle
Remaining faithful to the games using potions, full heals, full restores, etc, will count as a turn. However, please note that you can use an item such as potion and make an attack in the same post. This means that the opposing Pokémon will make two turns as well.
Note: Switching out Pokémon is handled the same way.
Example:
Pokémon Center
Visits to the Pokémon Center on open routes is unnecessary. Between battles your Pokémon are fully healed automatically. However, during quests and in some locations, such as Ilex, to heal will require the use of items in your inventory. These are noted in area guides and typically involve things where the player may not leave without losing all progress.
Accuracy/Evasion Table
*Evasion counts as -ACC for the attacker
Critical Hit Stages
Returning to an Area (on 'Hold' Threads)
At any time you can return to a previously visited route. There are two ways you can go about this, and for example purposes we'll assume you're wanting to leave Violet and return to Cherrygrove.
Higher Level Pokémon
Your Pokémon are too high level for a specific quest/mission/challenge?
You can still do it, but there are some extra rules...
Any pokémon (not just traded ones) that have grown beyond the skill level of their trainers have a tendency to start disobeying orders. In general, badges are what determine the maximum level a trainer can control; the next unobtained badge setting this cap. So if a trainer has zero badges the maximum level of pokémon that will obey them is the limit noted in Violet's Gym: LV 20. If a trainer possess two badges, then pokémon up to and including LV 32 (Whitney's Badge) will obey them.
These limits will only be enforced during Challenges (Gyms, Underground Gauntlet, etc) and Quests. If a specific Quest/Challenge has a listed level restriction then that will take precedence over the general badge limit. During regular travel/training threads it is open to you to decide whether they want disobeying to occur.
% Chance to Disobey
*Capped at 80% chance
When disobeying is a possibility mods will RNG a number between 1 - 100. If that number is less than or equal to the respective number in the chart above the pokémon will disobey. The mod will then RNG 1 - 8 and one of the following effects will happen:
The appearance of wild Pokémon is determined through the use of a random number generator (RNG). The Mod checks in order of decreasing rarity for the location.
For example, to see if a rare (1/6 chance) Pokémon is encountered a random number between 1 and 6 is generated and if the result is 1 it's a success. If not, the Mod proceeds to do the same thing for Uncommon, and then Common.
Once the rarity is determined the species in that bracket is typically RNGd. Mods may make a selection based on the scenario, such as swarms or avoiding having the same encounter too many times in a row for some variety.
Shiny status is checked once the encounter has been decided. The appearance rate is 1/42 (2.381%).
Alolan Pokémon
Encountering Alolan pokémon, including regional variants, requires possession of the Island Challenge Amulet, which is obtained from the first trial. If a character has this in their possession, after the rarity is determined an Alolan is checked for before anything else.
First in Party Effects
Unlike the games you do not need to keep an exact ordering of pokemon in your character's party. Instead, we simulate this mechanical restriction as follows. To 'use' an effect from a pokemon in your party:
- The pokemon must be out of its ball and actively using the move, ability, or item in the RP. Or, member must make it obvious/clear to mods what pokemon is acting as the source for any effects.
- There may only be 1 'active' pokemon at a time using an out of battle effect and they must be all from 1 pokemon. Other pokemon may be RP'd as out and about, but only 1 can be the source for all simultaneous out-of-battle effects.
- There can only be 1 of each type of effect source at a time (Ability, move, or held item)
- Any effects that affect the same thing do not stack; strongest wins.
If equal, order of precedence is: move > item > ability.
- Items used by trainers are separate (ie: sandwich, lures)
Pokémon Radar
When your thread reaches its 5th page you can choose to encounter any Uncommon or Common Pokémon available on the route. In the case of two trainers traveling together the radar will become available at the 7 page mark instead, but otherwise functions exactly the same.
Weave it into you roleplay as naturally as possible:
"Terrance had been in Route 29 for 6 hours now and was carefully watching a flock of Starly. Quietly, he crept along the grass and sent out his Ivysaur to attack one of them."
Post Gym Badge Encounters: Earlier Routes
On each route some listed pokémon require possession of a badge to encounter, but returning to an earlier route with new badges also means wild pokémon may appear at higher levels, and possibly even be evolved!
There is a 1/6 chance for post-badge encounters and their level is determined by the range of the character's current party. This is RNG'd before anything else.
Wild Hold Items
When an encounter is rolled, it is possible for wild pokemon to be holding an item. This is determined by using the game's item list from Gen 4 onward, but using the latest gen's %-brackets.
Similar %-bracket items from older gens will be bundled together. So Gen 5's 1% & 5% are bundled under the latest generation's first-column bracket for example. If multiple different items are pooled into the same bracket and the RNG hits that %-bracket, which one appears is RNG'd.
Capturing Pokémon
Capturing pokemon is treated exactly as it is in the main series games. You may attempt capture of unowned pokemon at any time during battle (or at the conclusion of a quest/sub-plot). Chances of success are determined by online calculators.
Pokémon can only be captured if it is alone. Meaning in a double or triple battle a pokéball cannot be used (successfully) until only one opponent remains.
Any time your character captures a pokemon, including quest rewards, it consumes one of your pokeballs. The only exception is obtaining pokemon during holiday giveaways, or buying pokemon (as it is assumed they have a regular ball already). If you are buying a pokemon from a non-trainer shop or receiving one in an event and would like it to be in a non-plain pokéball, then you must have it in your inventory to consume at time of purchase.
New Trainer Protection
If a wild Pokémon is fainted by a character who has not received the Zephyr Badge, the Pokémon can still be caught. Once the badge is obtained this safeguard does not apply. Trainers are expected to make judgments based on the wild Pokémon's health bar as it is a notable feature of the games.
For double/triple battles, you will only be able to capture the last defeated pokémon if you didn't manage to catch any before they fainted.
Battles
Moderators handle all of the battle mechanics so players need only worry about roleplaying. You may describe what your pokémon and trainer are doing, exchanging dialogue and other actions, but may not decide whether pokémon hit or dodge; though you are free to mention such details from the previous round.
Running from a battle
You may not run away from challenges or NPC's.
You may only run from a wild Pokémon if:
1. All your pokémon are low on HP and it is clear you would lose the battle, or
2. A Pokémon in your party is more than 10 levels higher than the wild Pokémon, and
3. You have not already run from 2 Pokémon consecutively
For effects like Run Away or Smoke Balls, you may run away disregarding points 1 & 2.
Using Items During Battle
Remaining faithful to the games using potions, full heals, full restores, etc, will count as a turn. However, please note that you can use an item such as potion and make an attack in the same post. This means that the opposing Pokémon will make two turns as well.
Note: Switching out Pokémon is handled the same way.
Example:
Member - Bill used a Potion on his Charmander. "Use Scratch attack now!"*Held items activate without the use of a turn.
Moderator - The Wingull attacked Charmander with Watergun as soon as Bill used a Potion on Charmander. Drenched in the salty water, Charmander managed to swipe at the bird Pokemon but Wingull quickly doused the Fire Pokemon with another jet of salty spray.
Pokémon Center
Visits to the Pokémon Center on open routes is unnecessary. Between battles your Pokémon are fully healed automatically. However, during quests and in some locations, such as Ilex, to heal will require the use of items in your inventory. These are noted in area guides and typically involve things where the player may not leave without losing all progress.
Accuracy/Evasion Table
Stage | -6 | -5 | -4 | -3 | -2 | -1 | 0 | +1 | +2 | +3 | +4 | +5 | +6 |
Multiplier | 3/9 | 3/8 | 3/7 | 3/6 | 3/5 | 3/4 | 3/3 | 4/3 | 5/3 | 6/3 | 7/3 | 8/3 | 9/3 |
*Evasion counts as -ACC for the attacker
Critical Hit Stages
Stage | 0 | +1 | +2 | +3 |
% Chance | 1/16 | 1/8 | 1/2 | 1/1 |
Returning to an Area (on 'Hold' Threads)
At any time you can return to a previously visited route. There are two ways you can go about this, and for example purposes we'll assume you're wanting to leave Violet and return to Cherrygrove.
- Close your current thread in Violet and start a new one in Cherrygrove. Any requirements you achieved for progressing to Azalea, such as one battle on Route 32, is not lost.
- Alternatively you can place a 'Hold' on your Violet thread. Maybe in the RP it's getting late and the character is pausing to visit the PokéCenter in Cherrygrove, then the next day they find themselves doing the Happiness Quest. The advantage of this option is once your newer thread is completed you can return to your older one and carry on; making it easier to get to the 5 page mark.
Higher Level Pokémon
Your Pokémon are too high level for a specific quest/mission/challenge?
You can still do it, but there are some extra rules...
Any pokémon (not just traded ones) that have grown beyond the skill level of their trainers have a tendency to start disobeying orders. In general, badges are what determine the maximum level a trainer can control; the next unobtained badge setting this cap. So if a trainer has zero badges the maximum level of pokémon that will obey them is the limit noted in Violet's Gym: LV 20. If a trainer possess two badges, then pokémon up to and including LV 32 (Whitney's Badge) will obey them.
These limits will only be enforced during Challenges (Gyms, Underground Gauntlet, etc) and Quests. If a specific Quest/Challenge has a listed level restriction then that will take precedence over the general badge limit. During regular travel/training threads it is open to you to decide whether they want disobeying to occur.
% Chance to Disobey
# LVs Above Cap | 1 | 2 | 3 | 4 | 5 |
---|---|---|---|---|---|
Pkmn Lv 1-24 | 5% | 16% | 40% | 65% | 80% |
Pkmn Lv 25+ | 25% | 40% | 65% | 80% |
*Capped at 80% chance
When disobeying is a possibility mods will RNG a number between 1 - 100. If that number is less than or equal to the respective number in the chart above the pokémon will disobey. The mod will then RNG 1 - 8 and one of the following effects will happen:
1 = Hits itself in ConfusionNote that, fluff wise, the world's your oyster. Consider what your pokémon would be thinking trying to destroy that poor lil' baby Rattata desperately trying to do any damage to your mighty behemoth.
2-5 = Uses an existing move, #2 being the 1st move listed, #3 the 2nd move, etc.
6-7 = Goes to Sleep
8 = Loafs around