Post by Admin on May 24, 2020 2:19:26 GMT
In general, Pokemon Rapture leaves the form of battles up to the participating players. Feel free to have a wholly freeform battle where the outcome is completely decided via OOC discussion, a partially rolled battle using any mechanics that both players agree on, or a battle using the rolled mechanics below. As long as all participating players are satisfied with the method used, staff does not need to be involved in deciding the outcome of the average battle. Just be sure to discuss the mechanics of your battle with your RP partner(s) in advance!
Certain battles, including wild Pokemon encounters, special events, and gym battles, must be rolled using the mechanics below (and thus must be single battles).
As with general threads, each trainer may use a team of up to 3 Pokemon. Currently, Pokemon Rapture's rolled battle mechanics only support single battles, although you may choose to use freeform or partially rolled mechanics to arrange a double battle or alternate form of battle. Just be sure you have fully developed and described the mechanics you intend to use at the beginning of your thread!
All threads intended to contain battles should include the statblocks of each player's 3-Pokemon team in the individual player's first post. Copy and paste these statblocks from the Pokemon's entry in your tracker. If you wish for your Pokemon to hold a berry, you may include this fact when posting its statblock.
Note on dice and coins: If you do not have a physical coin to hand, type "coin flip" into Google; it will flip a coin for you. You may use whichever dice roll method works for you: a physical die, a dice rolling app/website, or typing "1d#" into Google.
What if my Pokemon changes during a battle thread? If your Pokemon levels up, evolves, learns moves, changes its held item, etc. while you have a battle thread in progress, you must continue to use their original statblock as provided at the beginning of the thread until the end of the thread. You cannot alter your Pokemon in mid-battle. Even if you are using this battle thread as an evolution thread for one of your Pokemon, your Pokemon should evolve at the end of the battle, not during it.
In every battle post, you should include an OOC section with the following information: your action for that turn (list this as well as describing it IC, to make it clear), the current and max HP of each Pokemon in your team, any stat alterations currently affecting your Pokemon, any items held by your Pokemon (including non-active Pokemon), any status effects current affecting your Pokemon (including non-active Pokemon), and how many items you as a trainer have used over the course of the thread. You should include this information even if you are RPing a freeform or partially-rolled (custom mechanics) battle!
You may use the following template for your OOC section (replace anything in {brackets} with the relevant information):
If you are in a wild Pokemon encounter or a special event, the mod running the encounter will make all rolls and coin flips for you and announce the results in their posts. In a gym, Elite Four, or Championship battle, it is the gym leader, Elite Four, or Champion who makes all rolls and coin flips. You should only make your own rolls and coin flips if you are using these mechanics in a normal battle with another player.
When a battle starts, each trainer should select which Pokemon they will send out first. Then, the first step is to determine the Pokemon's turn order. To do so, compare the Pokemon's speed stats. The Pokemon with the higher speed gets the first turn. If the two Pokemon have the same speed, flip a coin to decide who goes first.
There are three possible actions on each turn. You may order your Pokemon to attack, you may switch Pokemon, or you may use an item. If this is a wild battle, you also have the option of running away.
When you run away from a wild battle, the mod running the battle will flip a coin to determine whether you successfully flee. Tails is a success; heads is a failure. Of course, if the wild Pokemon possesses an ability or has used a move that prevents running away, you will automatically fail.
Pokemon Rapture does not rely on an inventory system to determine trainers' ability to use items during battle. Instead, each trainer may choose to use an item 3 times per battle. The list of items you may use is based on how many gym badges your trainer possesses. Click here for the list of items you may use per gym badge.
Note: Throwing a Pokeball at a wild Pokemon does not count as one of your three item uses per thread, but it does take up your entire turn.
If you have given your Pokemon a berry to hold, you may choose to have your Pokemon eat the berry at any time during their turn. This does not take up their turn -- your Pokemon may eat a berry and attack or use an item in the same turn.
Your Pokemon may also have a held item that you have previously purchased with EXP. If this is the case, be sure to include your Pokemon's held item in the OOC section of each post. Held item effects will be applied as described in the held item shop.
To switch Pokemon, all you need to do is state that you are switching Pokemon. Remember that Pokemon switched in and out retain any status effects they may have acquired before switching (except for confusion). However, stat effects end when a Pokemon is switched out.
First, remember that while you do need to include the move used in the OOC section of each post, posts that solely state "{Pokemon} uses {move}" are not permitted in Pokemon Rapture. You need to actually write a full roleplay post -- add some flavor! Consider describing your Pokemon's move use, or perhaps giving an idea of what your trainer or Pokemon is feeling during the battle.
Use Pokemon Database's move list to determine the power and effects of a move. If a move has complicated effects, you may wish to check this list to see if we've adapted it specifically to Pokemon Rapture.
To determine whether a move hits or misses, roll a d20. If the result is less or equal to than the move's accuracy divided by 5, the move hits. For example, the move Acrobatics has an accuracy of 55, so you would need to roll an 11 or lower to hit with it. A roll of 20 is always a miss (unless the move guarantees a hit, but in this case there is no need to roll accuracy). If you roll a 1, the move is a critical hit and does 3 times its normal damage (see below to calculate damage).
The effects of stat-altering moves are described in stages. For example, Growl lowers the opponent's Attack by one stage, while Charm lowers it by two stages. Each stage is equal to 15% of the full, pre-alteration value of the Pokemon's stat -- use the original value even if the Pokemon's stat is already altered. No stat can be reduced to less than 20% of its original value. All decimals should be rounded up. Note: since Pokemon Rapture does not use Special Attack/Defense, moves that would alter Special Attack/Defense simply alter Attack/Defense instead.
Moves that affect Accuracy work a little differently: while Accuracy-altering moves still use stages, they change how low a Pokemon must roll on a d20 to hit with each move. For each stage of Accuracy alteration, each move's threshold to hit increases or decreases by 3. So, for example, if a Pokemon whose Accuracy is decreased by one stage uses Acrobatics, a move that would normally require an 11 or lower to hit, the threshold will be reduced to 8, and the Pokemon will need to roll an 8 or below to hit. This threshold cannot be raised above 19 -- a roll of 20 is still a miss, unless the move guarantees a hit -- or lowered below 5.
Important: If any of your Pokemon's stats are altered, including Accuracy, you must include the altered stat in the OOC section of each battle post.
To calculate the damage done by a Pokemon's move, first multiply the move's power by the attacking Pokemon's Attack stat, then divide the result by the defending Pokemon's Defense. Divide this by 2 to get the adjusted power. The damage dealt is this percentage of the defending Pokemon's maximum HP. In mathematical terms:
Adjusted power = (power * Attack) / (Defense * 2)
Damage = (adjusted power / 100) * max HP
Use Pokemon Database's type chart to determine the efficacy of the move. If the type of the move is super effective against the defending Pokemon's type, multiply the damage by 2. If the type of the move is not very effective against the defending Pokemon's type, divide the damage by 2 (i.e., multiply by 0.5). If the attacking Pokemon is the same type as the move used, multiply the damage dealt by 1.2.
Round up all decimals (no matter where they fall between whole numbers -- 1.2 and 1.7 both round up to 2), then subtract the damage dealt from the defending Pokemon's current HP.
If a Pokemon is asleep, paralyzed, confused, frozen, or burned, use a coin flip at the end turn to determine whether the status effect ends. On heads, the condition ends; on tails, it does not. Conditions ending should be applied at the end of the Pokemon's turn; the condition still takes effect on the turn it ends.
Note: based on type, Pokemon may be immune to a certain status condition. Fire Pokemon are immune to burns, Electric Pokemon are immune to paralysis, Poison Pokemon are immune to poison, and Ice Pokemon are immune to freezing.
Sleep: A Pokemon that is asleep cannot attack or use moves. Your trainer may still use items and switch Pokemon while your Pokemon is asleep.
Paralysis: Flip a coin to determine whether a paralyzed Pokemon can move on its turn. If heads, the Pokemon may act normally; if tails, it can do nothing. (Note: This coin flip is in addition to the coin flip to determine whether the Pokemon remains paralyzed.)
Confusion: Flip a coin each turn. If heads, the Pokemon moves as normal; if tails, the Pokemon's move use fails, and the Pokemon takes damage equal to 15% of its max HP (round all decimals up).
Burn: A burned Pokemon takes damage equal to 15% of its max HP each turn (round all decimals up). Additionally, while a Pokemon is burned, its Attack is reduced to 50% of its current value (not 50% of its full value, if its current value has been reduced by stat-changing moves). As with stat-changing moves, a Pokemon's Attack cannot go below 20% of its full value, and decimal stats should be rounded up.
Poisoned: Poisoned Pokemon take damage equal to 15% of their HP on each of their turns (round all decimals up).
Frozen: A frozen Pokemon cannot use moves. If a frozen Pokemon takes damage from a Fire-type move, it ceases to be frozen.
OK, that was a lot of information. First: don't panic! Remember, in situations where a rolled battle is required, the rules will generally be managed by a more experienced player -- a mod, a gym leader, an Elite Four, or the Champion. You don't have to manage your own rolled battles until/unless you are comfortable doing so.
Seeing an example can really help you get the hang of our battle mechanics, so why not head over to our sample thread to see Professor Yew's Absol take on a wild Pikachu?
Certain battles, including wild Pokemon encounters, special events, and gym battles, must be rolled using the mechanics below (and thus must be single battles).
As with general threads, each trainer may use a team of up to 3 Pokemon. Currently, Pokemon Rapture's rolled battle mechanics only support single battles, although you may choose to use freeform or partially rolled mechanics to arrange a double battle or alternate form of battle. Just be sure you have fully developed and described the mechanics you intend to use at the beginning of your thread!
All threads intended to contain battles should include the statblocks of each player's 3-Pokemon team in the individual player's first post. Copy and paste these statblocks from the Pokemon's entry in your tracker. If you wish for your Pokemon to hold a berry, you may include this fact when posting its statblock.
Note on dice and coins: If you do not have a physical coin to hand, type "coin flip" into Google; it will flip a coin for you. You may use whichever dice roll method works for you: a physical die, a dice rolling app/website, or typing "1d#" into Google.
What if my Pokemon changes during a battle thread? If your Pokemon levels up, evolves, learns moves, changes its held item, etc. while you have a battle thread in progress, you must continue to use their original statblock as provided at the beginning of the thread until the end of the thread. You cannot alter your Pokemon in mid-battle. Even if you are using this battle thread as an evolution thread for one of your Pokemon, your Pokemon should evolve at the end of the battle, not during it.
OOC sections
In every battle post, you should include an OOC section with the following information: your action for that turn (list this as well as describing it IC, to make it clear), the current and max HP of each Pokemon in your team, any stat alterations currently affecting your Pokemon, any items held by your Pokemon (including non-active Pokemon), any status effects current affecting your Pokemon (including non-active Pokemon), and how many items you as a trainer have used over the course of the thread. You should include this information even if you are RPing a freeform or partially-rolled (custom mechanics) battle!
You may use the following template for your OOC section (replace anything in {brackets} with the relevant information):
[hr]
OOC:
{Active Pokemon} uses {move}!
I have used {#}/3 items.
[b]{Pokemon 1 (your active Pokemon)}:[/b] {current HP}/{max HP}
Status: {indicate Pokemon 1's status effect here; use "none" if none}
Stat changes: {if your Pokemon's stats have changed, indicate the numerical value of their current stat here; don't just say "Attack Up" or "Defense Down," but "Attack 6, Defense 3"}
Held item: {list Pokemon 1's held item here; use "none" if none}
[b]{Pokemon 2}:[/b] {current HP}/{max HP}
Status: {indicate Pokemon 2's status effect here; use "none" if none}
Held item: {list Pokemon 2's held item here; use "none" if none}
[b]{Pokemon 3}:[/b] {current HP}/{max HP}
Status: {indicate Pokemon 3's status effect here; use "none" if none}
Held item: {list Pokemon 3's held item here; use "none" if none}
Rolled battles
If you are in a wild Pokemon encounter or a special event, the mod running the encounter will make all rolls and coin flips for you and announce the results in their posts. In a gym, Elite Four, or Championship battle, it is the gym leader, Elite Four, or Champion who makes all rolls and coin flips. You should only make your own rolls and coin flips if you are using these mechanics in a normal battle with another player.
When a battle starts, each trainer should select which Pokemon they will send out first. Then, the first step is to determine the Pokemon's turn order. To do so, compare the Pokemon's speed stats. The Pokemon with the higher speed gets the first turn. If the two Pokemon have the same speed, flip a coin to decide who goes first.
There are three possible actions on each turn. You may order your Pokemon to attack, you may switch Pokemon, or you may use an item. If this is a wild battle, you also have the option of running away.
When you run away from a wild battle, the mod running the battle will flip a coin to determine whether you successfully flee. Tails is a success; heads is a failure. Of course, if the wild Pokemon possesses an ability or has used a move that prevents running away, you will automatically fail.
Using an item
Pokemon Rapture does not rely on an inventory system to determine trainers' ability to use items during battle. Instead, each trainer may choose to use an item 3 times per battle. The list of items you may use is based on how many gym badges your trainer possesses. Click here for the list of items you may use per gym badge.
Note: Throwing a Pokeball at a wild Pokemon does not count as one of your three item uses per thread, but it does take up your entire turn.
If you have given your Pokemon a berry to hold, you may choose to have your Pokemon eat the berry at any time during their turn. This does not take up their turn -- your Pokemon may eat a berry and attack or use an item in the same turn.
Your Pokemon may also have a held item that you have previously purchased with EXP. If this is the case, be sure to include your Pokemon's held item in the OOC section of each post. Held item effects will be applied as described in the held item shop.
Switching Pokemon
To switch Pokemon, all you need to do is state that you are switching Pokemon. Remember that Pokemon switched in and out retain any status effects they may have acquired before switching (except for confusion). However, stat effects end when a Pokemon is switched out.
Attacking
First, remember that while you do need to include the move used in the OOC section of each post, posts that solely state "{Pokemon} uses {move}" are not permitted in Pokemon Rapture. You need to actually write a full roleplay post -- add some flavor! Consider describing your Pokemon's move use, or perhaps giving an idea of what your trainer or Pokemon is feeling during the battle.
Use Pokemon Database's move list to determine the power and effects of a move. If a move has complicated effects, you may wish to check this list to see if we've adapted it specifically to Pokemon Rapture.
To determine whether a move hits or misses, roll a d20. If the result is less or equal to than the move's accuracy divided by 5, the move hits. For example, the move Acrobatics has an accuracy of 55, so you would need to roll an 11 or lower to hit with it. A roll of 20 is always a miss (unless the move guarantees a hit, but in this case there is no need to roll accuracy). If you roll a 1, the move is a critical hit and does 3 times its normal damage (see below to calculate damage).
The effects of stat-altering moves are described in stages. For example, Growl lowers the opponent's Attack by one stage, while Charm lowers it by two stages. Each stage is equal to 15% of the full, pre-alteration value of the Pokemon's stat -- use the original value even if the Pokemon's stat is already altered. No stat can be reduced to less than 20% of its original value. All decimals should be rounded up. Note: since Pokemon Rapture does not use Special Attack/Defense, moves that would alter Special Attack/Defense simply alter Attack/Defense instead.
Moves that affect Accuracy work a little differently: while Accuracy-altering moves still use stages, they change how low a Pokemon must roll on a d20 to hit with each move. For each stage of Accuracy alteration, each move's threshold to hit increases or decreases by 3. So, for example, if a Pokemon whose Accuracy is decreased by one stage uses Acrobatics, a move that would normally require an 11 or lower to hit, the threshold will be reduced to 8, and the Pokemon will need to roll an 8 or below to hit. This threshold cannot be raised above 19 -- a roll of 20 is still a miss, unless the move guarantees a hit -- or lowered below 5.
Important: If any of your Pokemon's stats are altered, including Accuracy, you must include the altered stat in the OOC section of each battle post.
To calculate the damage done by a Pokemon's move, first multiply the move's power by the attacking Pokemon's Attack stat, then divide the result by the defending Pokemon's Defense. Divide this by 2 to get the adjusted power. The damage dealt is this percentage of the defending Pokemon's maximum HP. In mathematical terms:
Adjusted power = (power * Attack) / (Defense * 2)
Damage = (adjusted power / 100) * max HP
Use Pokemon Database's type chart to determine the efficacy of the move. If the type of the move is super effective against the defending Pokemon's type, multiply the damage by 2. If the type of the move is not very effective against the defending Pokemon's type, divide the damage by 2 (i.e., multiply by 0.5). If the attacking Pokemon is the same type as the move used, multiply the damage dealt by 1.2.
Round up all decimals (no matter where they fall between whole numbers -- 1.2 and 1.7 both round up to 2), then subtract the damage dealt from the defending Pokemon's current HP.
Status Effects
If a Pokemon is asleep, paralyzed, confused, frozen, or burned, use a coin flip at the end turn to determine whether the status effect ends. On heads, the condition ends; on tails, it does not. Conditions ending should be applied at the end of the Pokemon's turn; the condition still takes effect on the turn it ends.
Note: based on type, Pokemon may be immune to a certain status condition. Fire Pokemon are immune to burns, Electric Pokemon are immune to paralysis, Poison Pokemon are immune to poison, and Ice Pokemon are immune to freezing.
Sleep: A Pokemon that is asleep cannot attack or use moves. Your trainer may still use items and switch Pokemon while your Pokemon is asleep.
Paralysis: Flip a coin to determine whether a paralyzed Pokemon can move on its turn. If heads, the Pokemon may act normally; if tails, it can do nothing. (Note: This coin flip is in addition to the coin flip to determine whether the Pokemon remains paralyzed.)
Confusion: Flip a coin each turn. If heads, the Pokemon moves as normal; if tails, the Pokemon's move use fails, and the Pokemon takes damage equal to 15% of its max HP (round all decimals up).
Burn: A burned Pokemon takes damage equal to 15% of its max HP each turn (round all decimals up). Additionally, while a Pokemon is burned, its Attack is reduced to 50% of its current value (not 50% of its full value, if its current value has been reduced by stat-changing moves). As with stat-changing moves, a Pokemon's Attack cannot go below 20% of its full value, and decimal stats should be rounded up.
Poisoned: Poisoned Pokemon take damage equal to 15% of their HP on each of their turns (round all decimals up).
Frozen: A frozen Pokemon cannot use moves. If a frozen Pokemon takes damage from a Fire-type move, it ceases to be frozen.
OK, that was a lot of information. First: don't panic! Remember, in situations where a rolled battle is required, the rules will generally be managed by a more experienced player -- a mod, a gym leader, an Elite Four, or the Champion. You don't have to manage your own rolled battles until/unless you are comfortable doing so.
Seeing an example can really help you get the hang of our battle mechanics, so why not head over to our sample thread to see Professor Yew's Absol take on a wild Pikachu?