ADMIN
Junior Member
Posts: 75
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Post by ADMIN on May 11, 2011 20:31:33 GMT -5
I - No GM/PP (autohit, take control of other people's Pokemon, try to kill trainers with Pokemon, etc.) use your common sense. II - Two moves and one dodge per post, you may only dodge twice per battle. Counters are allowed, but you must land a 5 (dice) in order for it to work, if you miss you get hurt double. III - PP do exist, you can only use each move so many times before you have to visit the Pokemon Center. Also, status effects do have some significance, roll the dice, even numbers hit/have an effect and odd numbers do nothing. IV - Your Pokemon are not invincible, they do not know everything about battling, and if fighting a higher level they will probably lose. Play things out realistically, have your character learn, grow, develop. No one's personalities are set in stone, they change over time based on things they encounter and overcome. V - You cannot escape from Trainer Battles! Remember, once you lock eyes you fight until one of you white out.
Now that you understand the general rules of battling, let me explain our hit system.- Wild Pokemon can be hit 6 times before fainting, Trainer Pokemon can be hit 12 times before fainting.
- Basic attacks count as 1 hit.
- Super effective attacks count as x2 hits.
- Not very effective attacks count as 1/2 hits.
- Attacks that have no effect on a Pokemon count as 0 hits.
- Status attacks (example, being hurt by poison) count as 1/2 hits.
- For every 5 levels higher you are than the opponent, attacks count as +1 hits.
- For every 5 levels lower you are than the opponent, attacks count as -1/2 hits.
- In the Safari Zone throwing rocks count as 1 hit, while throwing food counts as 1/2 hits.
- Battle Items give +1 to whatever they boost for that battle only.
When it comes to battle items/moves that boost the Pokemon's powers please use this.- For each item/move used add one.
- Speed gives you an extra attack (normally 2).
- Attack makes your attack more powerful (normally 1).
- Defense makes the attack hurt less (normally 0).
- Boosts can only go -1 to +2 per.
- Boosts last the entire battle, once the battle is over everything is set back to normal.
An example of how this works. A Pokemon uses Tail Whip, making the defense boost -1. The Pokemon then uses Tackle, dealing two hits instead of one. Another example, a Pokemon uses Defense Curl, making the defense boost +1. The opponent Pokemon then uses Tackle, dealing zero hits instead of one.
ILLEGAL BATTLES
Are fights between players (usually between a Team Rocket Member) where Pokemon are allowed to attack the opponent's Trainers and Pokemon in an attempt to kill them. - So basically.. if your Pokemon's hit counter reaches 0 and they get hit again, they die.
While still following the above, they have a few rules which override normal battling rules. - You may only have up to four attacks and two dodges per post, you may only dodge four times per battle.
- You may fight to kill. Again, once the hit counter reaches 0 and they get hit again they die.
- Trainers also have hit counters in Illegal Battles. Trainers can be hit a total of 20 times before they reach 0, just like with Pokemon one more hit after this and they die.
However, not just anyone can start an Illegal Battle; only Team Rocket Members and Rangers can. Also, there are a few cases in which Illegal Battles will never be allowed;- Gym battles and Pokemon League battles cannot be illegal. HOWEVER, if you happen to catch them outside of them Gym/League you can have an Illegal Battle vrs their personal Pokemon.
Yeah, that's some scary stuff. But don't worry, during Illegal Battles trainers are actually allowed to run away.
RUNNING AWAY
So say you ran into a Wild Pokemon you just can't defeat, or you're running low on HP. Don't worry! Just run away!- Roll the dice, if you land on a 1 you escaped, if you land on a 2 you can't escape and must try again on your next turn.
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