[attr="class","likedoinfo"]Pokemon battles in a role playing setting can be a little odd at times. We don't have a computer that makes it all automatic and sometimes we need to make up our own rules as we go in oder to make a battle go.
When it comes to the certain moves rules, they will be updated as questions or concerns come to us. We would prefer if you do not use these moves in general, but if you must use them at all - there is a guideline on how these moves can be used in battle without being all cheaty.
[attr="class","likedosub"]CERTAIN MOVES
PP AFFECTING MOVES/ABILITIES. Spite and other moves or abilities that affect PP aren't generally used here since we do not use PP for our attacks in role play. However, you can use it in order to limit how many times that move can be used in your battle if you wish. For example, using Spite or having the ability Pressure will force your opponent to only use the affected move(s) only once for every four turns. Pressure will force your opponent to use a different move every four turns, example; ember, leer, scratch, growl, ember, leer (note how ember and leer come back again, that is because it is the fifth move used). Spite can only be used on four moves, maximum in a battle. If your pokemon does has less than 4 moves, only one move can be affected at a time by Spite, and Pressure will restrict your moves use depending on how many attacks you have (every 3 turns for 3 moves, every 2 turns for 2 moves, and doesn't affect any moves at all if your pokemon has only 1 move).
TELEPORT. You can only use this to dodge an attack once in a battle, however you can use it to flee a wild battle at any time or a battle if you wish to flee your opponent (please note that if you flee a battle, that battle counts as a loss and your opponent will get the levels and money regardless).
ITEM AFFECTING MOVES. You cannot permanently steal your opponent's item after the battle is done. All items that are stolen by theft by example, are returned - unless both parties have agreed on the item being taken permanently.
ACCURACY AFFECTING MOVES. things such as sand attack or sweet scent that lower by one stage your opponent's accuracy; will give you half a dodge for every two you use. So in order to get a full dodge, you must use sand attack four times for a full dodge. If you get an equivalent of -5 to -6 accuracy on your opponent, you can dodge a move every 2 turns. Remember that the battle stats are re-set once a pokemon leaves and re-enters a battle (can only be done by changing it out for something else and then changing it back, takes up 3 turns).
[attr="class","likedosub"]YOUR POKEMON'S MOVES
Your pokemon can know all the moves it can learn naturally through levelling up, so if you have a level 50 pokemon, they will be able to use all the moves they could use up to level 50. Pokemon like Ninetales, Arcane, and stuff who don't lean many moves through levelling (many stone evolved pokemon), they can learn the moves from their previous evolution. Please ask an admin if that specific pokemon is okay to use their previous moves (Eevees are not due to their evolved forms learning many moves by levelling up).
[attr="class","likedosub"]ATTACKING YOUR OPPONENT
Please do not spam an attack, that's not cool and is quite boring to read. Spamming healing moves like Recover isn't cool either - if you are found spamming a move you will get notified by a staff member and asked to use a different strategy.
[attr="class","likedosub"]TURNS
Each turn consists of 2 actions. Those two actions can mean anything from two attacks, one attack and a dodge, etc. For moves that take more than one turn, the move will be completed in one turn rather than two, using up both parts of the move in one post (for example, Solarbeam will take your first turn to charge and then your second move to attack, thus resulting in a one post attack; unless you have strong sun in your battle brought on by sunny day or drought, which will make solar beam a one move attack).
[attr="class","likedosub"]DAMAGE AND PREDICTED DAMAGE
Damage of moves will be calculated by a damage calculator for gym and trainer battles. Both parties can enter the appropriate details of the Pokémon like levels, changes to stats, moves, etc.
If you do not wish to use a calculator, you can go by common sense; just remember to be fair to your opponent. Pokemon is not all about winning after all.
IF MEMBERS ARE CAUGHT ABUSING THE SYSTEM WITHOUT THE OPPONENTS CONSENT, WE WILL INTERVENE AND CORRECT THE DAMAGES DONE TO THE POKEMON. You may call us out on "godmodding" by posting that your pokemon fainted in the last move, however if the damage calculator states that normally it would in a battle - and your pokemon has some how survived it, despite it clearly being a 1 hit KO; remember that you are godmodding yourself by refusing to lose.
[attr="class","likedosub"]DODGING ATTACKS
A single Pokémon is allowed to dodge twice in one thread. Moves like Protect and Detect do not count as a dodge but can only be used once per 2 posts. It also uses up one of your moves per post anyway, so it's basically like using a dodge.
[attr="class","likedosub"]INFLUENCES OF WEATHER
A single Pokémon is allowed to dodge twice in one thread. Moves like Protect and Detect do not count as a dodge but can only be used once per 2 posts. It also uses up one of your moves per post anyway, so it's basically like using a dodge.
[attr="class","likedosub"]STATUS AFFLICTIONS
Pokémon can only be affected by one status condition at a time. Each turn a Pokémon has a 50% (our dice is a 1 in 200) chance to break out of the status infliction that has been placed on them (freeze or sleep), burn, poison and paralysis can only be cured by item usages. You will roll a die to determine if they break free or not. If a Pokémon rolls 1-100 when confused and receives a number >100 then it will break out of confusion. If the Pokémon gets <100 then it will damage itself for 10% and remain confused, having to roll the next turn. Confused Pokémon can still use their dodges. Please use the dices available to prove that you have rolled, even if you edit your post the roll is the same. If you are caught deleting your post to re-do a roll you lose the battle automatically.
Burn deals 5% damage per turn.
Toxic damage stands at 16% each turn resulting in the Pokémon fainting after six turns.
Poison damage that isn't caused by toxic (e.g. the ability Poison Point, any poison-type move) that happens to poison the target will do 8% damage per turn until the Pokémon is cured.
Burn, toxic and paralysis cannot be removed unless you have a the proper type of healing medicine.
[attr="class","likedosub"]ITEM USED IN BATTLES
They take up one of your two turns. Simple.
[attr="class","likedosub"]WILD POKEMON ENCOUNTER
There will be five pokemon per wild thread. For each pokemon that your team faces, you will gain one level. Levels may be distributed to your team at the end of the thread, or you can update as your posts go along if you are giving the level to the pokemon you are using. In your last post/closing post, please tell the staff members in an ooc note how many levels you are handing out to which pokemon if you haven't updated as the thread went on.
A staff member will reply to the end of your thread with a detailed message on how many levels you have won in your wild battle.
You may have approximately TWO wild battles per week, per character. We will track them in the staff section, so try not to abuse this rule.
[attr="class","likedosub"]TRAINER TYPES VS TRAINER TYPES OUTCOMES
REMEMBER you do not need to use these, these are ideas and guidelines for you to use at the end of your battles for plot purposes and to show what your characters are allowed to do if both parties consent to it happening.
TRAINER VS TRAINER BATTLE
This also includes Rockets vs Rockets, Rangers vs Rangers/Breeder/Trainer, Breeders vs. Breeders/Rangers/Trainers. When you are battling another trainer, the rules are as follows:
For every trainer you beat, you gain 10% of the trainer's PD (with your opponent losing nothing, the winner just gains). Your pokemon will gain 1 level for every pokemon beaten, regardless of levels.
TRAINER VS. TEAM ROCKET BATTLE
The levelling system works the same for Team Rocket members as it does for trainers. The only difference here is that if a trainer loses to a member of Team Rocket the Rocket will win an equivalent of half of what the trainer has in their pockets (the player doesn't lose anything) and the trainer hands over their highest level pokemon to the Rocket temporarily. They cannot use that pokemon for 3 threads minimum and it will be returned to them (without the need of a thread) by an NPC Ranger who found it on "the black market". If two or more Pokémon of the same level are the strongest in the team, the trainer decides which one is given.
If the trainer wins the battle, the money and pokemon are confiscated from Team Rocket, and passed into the police. There will be Team Rocket missions in order to get your goods back, depending on the staff team. These are mainly plotting tools, they are highly recommended if you want to use the Team Rocket/Ranger/Trainer dynamic in order to plot and stuff, but we will not force this on anyone either and nothing will be lost permanently unless you wish it so.
RANGER VS. TEAM ROCKET
The same thing applies to members of the police if they lose a battle to an individual from Team Rocket as a Trainer vs Team Rocket member; including the “two or more Pokémon of the same level are the strongest in the team” situation is exactly the same.
If Team Rocket loses the battle they will have all of their money and current possessions confiscated off their body and will be detained in police custody within the designation police station. Team Rocket members will be released automatically 24 hours after their incarceration with their belongings. Any stolen Pokémon that are confiscated from a Rocket Member are returned to the trainer they were stolen from. Remember these are not obligated, it is however to further plots; so don't be shy to implement them to your threads! Nothing will be gone permanently unless you wish it so.
[attr="class","likedosub"]GYM BATTLES
Gym battles challengers will not have to hand over money if they lose against a gym leader. Team Rocket and police force members can also challenge gyms for badges and rewards under the guise of normal trainers in IC (because most leaders won't want to battle a rocket member, or a ranger depending on the situation).
You will win 5 levels for battling a gym leader, regardless of how many pokemon you actually battle.
If you win against a gym leader, you will also gain 200 Pokédollars.
See the gym leader info thread for more information.