Post by 大輔ーRPG on Mar 22, 2012 19:33:18 GMT -6
Referees are very important to the Pokemon Adventures Game because they run the actual game portion. Referees ref two different parts of the game as well as keep stats and keep things in check. The type different types of systems they ref are "Trainer battles","Ranger captures", "Pokemon contests", and "Pokeathelon Games". Keep in mind that double battles and triple battles are very difficult to do so it's most likely double and triple battles will take time. Referees also control what wild pokemon appear, trainer battles, and stories, however legendaries should BE EXTREMELY RARE to appear at all in the wild unless it's apart of a quest/story.
-Table of Contents-
Part I : Trainer Battles
Part II : Ranger Captures
Part III: Pokemon Contests
Part IV: Pokeathlon Games
Part V: Sports
Part VI: Breeding
-Table of Contents-
Part I : Trainer Battles
Part II : Ranger Captures
Part III: Pokemon Contests
Part IV: Pokeathlon Games
Part V: Sports
Part VI: Breeding
Things you will need while refereeing. You can separate these pages in whatever way you like. However, always have your chatroom open ( Hold your breath) :
-Roleplay Chatroom ( **CLICK** )
-Character Sheet(s) ( Of the people you are refereeing )
-Attack Dictionary ( **CLICK** )
-Random Number Generator (**CLICK** )
-Pokedex Info ( **CLICK** )
-A Nearby Calculator ( On your computer or a real-life one )
-Map Guide ( **CLICK** )
Optional:
-Random pokemon generator ( **CLICK** )
-Google Images ( For Searching pictures of the people they encounter )
-Itunes (Listen to music while you ref!!)
*GASPS* That's a lot… however, the setup is really the only road-bump of refereeing.Your set up should look something like this:
Trainer Battle Rules:
How to write information:
[Pokemon 1][♀/♂]-[statuses of the pokemon] { VS } [Pokemon 2][♀/♂]-[statuses of the pokemon] (Weather conditions/status)
If there are more than 2 pokemon in battle just add another separator. Most of the time gender isn't included in the stats for time's sake.
How Damage Works:
Damage is pretty straight forward. When a pokemon attacks using a damaging skill and hits the opponent, it takes HP damage due to the power of the attack. Type advantages and resistances are also put into play. When it's super effective, it will either do 2x or 4x the damage depending on if the move is super effective to one or both of the pokemon's types. On the contrary if the pokemon is resistant against the move, it will do 1/2x or 1/4 the damage depending on if the pokemon's type(s) resists the move. However, same-type bonus ( also known as STAB ) aren't taken into consideration for damage. You can look in the Attack Dictionary to view all of the attacks and their amount of power and effects. Here is an example of how damage is typed out during roleplay:
[Chikorita][♂] 20/20 HP { VS } [Cyndaquil][♂] 20/20 HP
Trainer A: "Chikorita tackle!"
Ref: "It rushes…" [ Count for three seconds ]
Ref: "*hits*" [ Count for three seconds ]
*paste data*
[Chikorita][♂] 20/20 HP { VS } [Cyndaquil][♂] 15/20 HP
Commands:
Commands can be used in order to make the battle turn to their tide. Both humans and pokemon can use these commands ( despite 'Use Item', 'Switch' since pokemon don't apply items or send out pokemon ) Take a look at the commands and what effects they do:
Attack: A 2 HP physical damaging attack with no type.
Defend: Halves the damage taken by an attack. ( This can not defend stat altering or non-damaging attacks )
Use *Item*: This allows the trainer to use items on his/her pokemon. You can also make it to where the pokemon uses a holding item.
Dodge: Allows the pokemon to move out of the way of a move 50% of the time. ( Ground moves are 25% )
Jump: If the oncoming attack is of the ground type, you can dodge it 75% of the time. If the attack is of any other type, this specialized dodge will work 25% of the time. After jumping, the use can collide with a special attack with a physical or special attack.
Sidestep: Sidestep allows you to move out of the way of a physical move and get priority. It has a 65% chance of working when when they aren't attacking, but if you are attacking the percentage rate becomes 45%. It becomes 25% if you sidestep against a physical move.
Slide: Slide allows you to move out of the way of a special move and get priority. It has a 65% chance of working when when they aren't attacking, but if you are attacking the percentage rate becomes 45%. It becomes 25% if you slide against a physical move.
Switch: Allows you to recall your pokemon in battle and change it to something else.
Struggle: This allows you to split an attack so it prevents the move from hurting you. It costs 1 hp however and it works 60% of the time.
Breakthrough: This allows a physical attacking pokemon disperse a special move. This works 50% of the time and if fails the special attack does double the damage. However if the user overcomes, they do the same amount of damage they normally would.
Rules during Battle:
*When a pokemon "rushes" a physical attack, it rushes for 3 seconds.
*When a pokemon "charges" a special attack, it takes 5 seconds to charge.
*When a pokemon "rushes/charges" a priority move, it takes 1 seconds to be used.
*Stat changers work always even if you dodge, sidestep, slide or defend. Struggle can stop the effect of the move however. Stat changer moves ( like growl, tail whip, roar, coil, etc ) work if used before the opponent attacks you. It will apply even if you dodge after your opponent's move is progressing. However, if you use it after the opponent, it'll work but you will suffer from your opponent's move or attack.
You cannot dodge ground moves with dodge, in order to dodge those you have to jump
THE LOWEST AMOUNT OF DAMAGE YOU CAN DO IS 1. YOU CANT DO 0 DAMAGE! (unless the move doesn't effect the opponent)
Collisions: A collision is when two pokemon attack at the same time and bash their attacks into each other. This happens when each side doesn't dodge quickly enough or they want to knock out the opponent faster. When physical attacks collide flip a coin or use a RNG to figure out which side overcomes the attack. The overcomer does double the damage it would normally do. The same works for Special attacks. However, Special attacks damage a rushing(physical attacking) pokemon before the rushing pokemon has a chance to damage the target. This means that special attacks hit the rushing target and their attack is canceled. When the referee rolls 1~49, the left hand side overcomes the opponent pokemon. If the referee rolls 51-100, the right hand side overcomes. If the referee rolls '50', they both damage each other doubling the damage on both sides from the opposing attack.
When a physical and special attack collide the special attack overcomes the physical attacking opponent.
A weather type will not change unless a pokemon uses a move to change the weather into something else.
Weather Boosts: { Sunny = Increases Fire Attacks by 3 } { Rain = Increases Water Attacks by 3 } { Hail = Hurts non Ice/Steel 2 } { Sandstorm = Hurts non Ground/Steel/Rock by 2 } { Fog = Makes pokemon miss every other turn }
Raised Pokémon are any Pokémon that hover above the ground - specifically Flying types, Pokémon under the effects of Magnet Rise or Telekinesis.
Raised Pokémon are not affected by Ground type moves, Spikes, Toxic Spikes.
Pokémon no longer stay raised (and cannot become raised) if Gravity or Ingrain is in effect, the move Smack Down is used against them, or Iron Ball is held.
Evolution Cycle and Leveling:
Each time a pokemon defeats another pokemon, they gain experience. Pokemon that have been switched out also gain the same amount of exp if the opponent's pokemon is defeated. All evolution types have a certain type of exp rate that one may receive after defeating them.
Baby: + 1 exp after defeat
Basic: + 1 exp after defeat
First Evolution: + 2 exp after defeat
Second Evolution: + 3 exp after defeat
Legendary: + 5 exp after defeat
All pokemon gain their level up moves based on how much exp they receive during battle. So if you gain +2 exp, you learn 2 new moves unless there are no more that can be learnt. Below lists the HP/ Exp rate for all of the pokemon evolution types:
Baby Pokemon: 8 exp to max out.
Baby Pokemon ( Without Max ) : 15 HP
Baby Pokemon ( With Max ) : 20 HP
Baby Pokemon ( With Max + Without Evolving ) : 50 HP
Basic Pokemon: 10 exp to max out.
Basic Pokemon ( Without Max ) : 20 HP
Basic Pokemon ( With Max ) : 25 HP
Basic Pokemon ( With Max + Without Evolving ) : 55 HP
First Evolution: 15 exp to max out. If a Pokemon cannot evolve past this or you choose not to evolve it, they gain +35 hp.
First Evolution Pokemon ( Without Max ) : 45 HP
First Evolution Pokemon ( With Max ) : 50 HP
First Evolution Pokemon ( With Max + Without Evolving ) : 60 HP
Second Evolution: 20 exp to max out.
Second Pokemon ( Without Max ) : 60 HP
Second Evolution Pokemon ( With Max ) : 65 HP
Second Evolution: 25 exp
Legendary Pokemon: 100 HP
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Stat Changes:
The range for all stat changes is -6~6
Attack, Defense, Special Attack, Special Defense: Adds or subtracts number based on the opponent and your pokmon's stat changes.
Speed: If a pokemon is faster, you quickly type *smack* meaning there is hardly any time to dodge the move. But if the speeds are the same then the pokemon charges/rushes with normal time counts.
Accuracy and Evasion: Accuracy and Evasion: Instead of the hit, miss, hit, miss stuff happening, we will instead decrease or increase the dodging rates by 3%. If the advantaged pokemon has +6 evasion and the opponent has -6 accuracy, then commands like slide, sidestep, and jump won't have a 0% chance of missing, but will have a measly 1% depending on if the pokemon dodges with the successful move. So for example...
Referee: Serperior used Coil!
Serperior: 65/65 HP { +1 atk/def/acc. } { VS } Pikachu: 20/20 HP
Trainer: "Serperior use giga drain!"
Referee: Pikachu attempted to dodge...
**rolls 47**
**still hits**
Status Effects:
Poison: Causes -2 damage is inflicted each time the pokemon attacks or uses a 'move' from it's list.
Badly Poisoned: Causes -1 damage is inflicted when a pokemon attacks or uses a 'move' from it's list. and increased by 1 each time.
Burn: Causes -2 damage is inflicted pokemon attacks.
Paralyzed: The inflicted pokemon can't move every other time it tries to make an attacking move or skill.
Frozen: The inflicted pokemon can't move until it's attacked two times.
Sleep: The inflicted pokemon can't move until it's attacked twice.
Confusion: The pokemon attacks itself every other turn (This lasts for 5 turns)
Curse: Damages the pokemon 3 HP whenever the pokemon makes a move. ( This means any command that the pokemon makes besides switch )
Flinch: Can't move for 5 seconds.
Identity: Evasion and Accuracy boosts or will not allow the pokemon to miss. It also allows user to hit opponent even if the attack shouldn't effect it.
Infatuation: Does nothing every other turn. (only works on opposite genders)
Leech Seed: -2 hp to the inflicted pokemon, +1 hp to the opponent. (works after inflicted pokemon attacks)
Perish Song: After 1 minute the pokemon is on the field, the pokemon automatically faint.
Taunt: Is unable to use non-damaging moves
Torment: Can't use the same move twice in a row.
Focus Energy: Does critical hit every other turn. ( x2 the normal damage )
Followed: The pokemon on the field only attack the inflicted pokemon.
Mist: Cancels out all stat changes unless you use a move that causes the user to change it's own stats
Reflect: Halves Physical Damage
Light Screen: Halves Special Damage
Trapped: The trainer and pokemon cant escape or switch in battle.
Catching Pokemon:
For pokemon excluding legendaries, I use a random number generator out of how much hp they have. Think of it this way... let's say a pokemon has 40/50 hp. I use the rng 3 times and it has to be less than 10 out of 50 because that's how much hp was damaged. Status effects give a 15+ bonus in catching a pokemon.
Legendary pokemon can only be caught when they are down to 10 hp or below, and they have a 20/100 chance of being caught once it reaches that point