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Dog of Hellsing
06-11-2009, 08:17 PM
I've gone ahead and put all the files I Stickied in one thread, since there were so many threads Stickied it wasn't funny.

Battle Theory And Capture Method


=Battle Theory=

After much discussion, it has been decided that the Battle Theory for determining damage during battle will be the following:

All attacks will start at Base Power. The Ranger will determine the quality of the Trainer’s posts using the CPR (Creativity, Practicality, and Realism) method of judging posts. Depending on the Trainer’s overall posts, the Ranger will then increase or decrease the Base Power of the move used. Thus, a poorly-executed Fire Blast may get knocked down to 40 Base Power, while an excellent Fire Spin might get bumped up to 60 Base Power.


=How Rangers Will Grade Posts=

Creativity = how the Trainer makes use of and interacts with their surroundings and the situation, both in battle and out. If the Trainer uses a vine as a whip to defend himself or as a weapon to help her Pokemon in battle, this is a good use of Creativity. If a Pokemon uses a neat, unexpected combo to catch a foe off-guard, that's going to help you out in the long run.

Practicality = how effectively the Trainer gets their point across, as well as keeping in mind one's surroundings. Trainers SHOULD NOT make a ten-paragraph post when a two-paragraph post would convey exactly the same thing. Trainers doing this in an attempt to get a better grade will instead be punished, in whatever manner the Ranger deems fit. Perhaps the Pokemon the Trainer was battling will flee, or something else could happen. There’s nothing wrong with making nice big posts if the Trainer is being creative and not simply rambling, though. For the second part, Trainer's should keep in mind things like weather and terrain during battles. If the terrain is very rocky or muddy, a Quick Attack won't be as effective because the Pokemon will be slowed down by the terrain. If it's raining, Fire moves won't be as strong and they'll make lots of stream when the fire hits the water, which would lower the user's accuracy as the resulting steam obscured their vision.

Realism = how realistic the Trainer’s posts are. A Pikachu cannot leap fifty feet into the air and unleash a mega-super-ultra Thunder attack that completely incinerates the target Pokemon. A Seaking cannot effectively battle on land, since it wouldn’t be able to move around on land and would suffocate after a few minutes. A Budew will not be completely healthy after taking a Flare Blitz from an Infernape with boosted Attack. The Trainer (and the Ranger) need to keep in mind things that can and cannot be done.

Power Points also play a role in the National Park. They aren't used to keep track of how many times a move can be used; instead, they're used to gauge how hard it is to perform a move. A move with more PP like Tackle is easier to perform than a move like Focus Blast. Keep in mind how much concentration and strength moves will take in order to perform well.


=How Damage Is Calculated=

Rangers will be using a calc of their choice to help in determining the final strength of and damage caused by all moves used. Moves that raise or lower stats will not be input in the calc, but the Ranger will take increases and decreases in stats in mind when calcing damage. Stat changes will be kept track of by the Ranger. Abilities will be taken into account, as will weaknesses, resistances, and immunities, UNLESS THEY CONFLICT WITH THE REALISM ASPECT OF THE SITUATION. Normally Ground Pokemon are immune to Electric moves; getting them wet first they are susceptible to these attacks. A Fighting Pokemon is normally resistant to Rock moves, but if a large rock hits one forcefully in the face, it will not come away unscathed. Rangers must use their common sense and judgment in order to effectively determine the outcome of each post made by the Trainer.


=Capture Rate=

As a Pokemon gets lower in HP and is inflicted with Status Conditions, it becomes easier to capture. A healthy Pokemon will be nearly impossible to catch with even the best Ball. Here is how the capture rate is determined:

*Pokemon at 100% HP = 1% chance of capture
*Pokemon at 80-99% HP = 5% chance of capture
*Pokemon at 60-79% HP = 20% chance of capture
*Pokemon at 40-59% HP = 35% chance of capture
*Pokemon at 20-39% HP = 60% chance of capture
*Pokemon at 1-19 % HP = 90% chance of capture
*Pokemon at 0% HP = 0% chance of capture

The type of Ball used gives a slight boost in the capture rate of your target Pokemon:

*The Park Ball is the standard Ball, offering no boosts to the capture rate. It can catch basic- and baby-stage Pokemon and Pokemon that do not evolve.
*The Super Ball offers a 5% boost to the capture rate of a Pokemon. It can capture basic/baby stage Pokemon, second-stage Pokemon, and Pokemon that do not evolve.
*The Hyper Ball is the best Ball and offers a 10% capture rate boost. It is the only Ball that can capture fully evolved Pokemon.

Status Conditions increase your odds of catching a Pokemon:

*SLEEP- A Pokemon with the this condition has its capture rate increased by 25%
*FREEZE- A Pokemon with this condition has its capture rate increased by 25%
*PARALYZE- A Pokemon with this condition has its capture rate increased by 20%
*TOXIC- A Pokemon with this condition has its capture rate increased by 20%
*POISON- A Pokemon with this condition has its capture rate increased by 10%
*BURN- A Pokemon with this condition has its capture rate increased by 10%

If a Pokemon as two Status Conditions, add them as decimals (25% =2.5 and 10% = 1.0, and so on). Multiply that number by the capture rate for the HP that Pokemon is at to get the boost amount. For example, a Pokemon that is asleep and frozen with between 40-59% with have an increased capture rate of 17.5%:

*2.5 + 2.5 = 5.0
*35 (this is the capture rate percent for a Pokemon at this HP range) x .50 (or just .5) = 17.5 (if you do it 35 x 5.0 you’ll get 175, just as the decimal)
*35 + 17.5 = 52% chance of catching a FROZEN SLEEPING Pokemon at 40-59% HP (original number was 52.5, but decimals can’t be rolled. Always round down decimals when rolling for captures)

If a Hyper Ball were used on this Pokemon, it would add a capture rate boost of 5.2% (10% of 52%). This would bring the capture rate up to 57% (after rounding down). As you can see, it pays to use strategy instead of blinding using your strongest attacks, because your goal isn’t to knock out your opponent. Rather, you’re weakening them enough so they can be captured. If you knock out a Pokemon it you WILL NOT be able to capture it, so think carefully about your attacks before you use them.

EDIT: There currently are no Super Balls in the Mart, but you can buy them at $500 each if you like.

Dog of Hellsing
06-15-2009, 04:55 PM
Natures List (http://www.pokemonelite2000.com/forum/showpost.php?p=2779779&postcount=4)

Okay then, so we're going to be using the Natures that Eraizaa came up with. Everyone can choose the Natures of the Pokemon they bring with them in to the Park, but Wild Pokemon will have their Natures rolled in secret by the Ranger.

Dog of Hellsing
06-15-2009, 04:56 PM
This covers the different Status Conditions Pokemon can be afflicted with and how they affect the Pokemon that are under their influence. All of the following Conditions can be inflicted on a Pokemon:

FREEZE
SLEEP
POISON
BURN
PARALYZE
CONFUSE
ATTRACT
FLINCH
FAINT

Listed below are the effects each Condition has on a Pokemon inflicted with it.

~FREEZE: Pokemon cannot move/attack. Pokemon loses 5% of its HP every post it’s allowed to remain Frozen. Pokemon will thaw after X amount of posts (1-4, Ranger rolls a die to determine), if an Item is used to restore its Status to normal, or if it is struck with a Fire move.

~SLEEP: Pokemon cannot move/attack (unless it knows Snore or Sleep Talk). Pokemon will wake after X amount of posts (1-3, Ranger rolls a die to determine), if and Item is used to restore its Status to normal, if it is struck by the moves Wake-up Slap or Smellingsalt, or if it is struck with a damaging move (25% chance).

~POISON: Pokemon’s moves are reduced in strength in 5% increments for every post it is allowed to remain Poisoned, and it loses 10% of its HP every post it is allowed to remain Poisoned. Pokemon that is Badly Poisoned (inflicted with TOXIC) has its strength reduced by 10% increments for every post it is allowed to remain poisoned and loses 20% of its HP for every post it is allowed to remain Poisoned. Pokemon will be cured if an Item is used to restore its Status to normal.

~BURN: Pokemon’s moves are reduced in strength by 20% and it loses 5% of its HP for every post it is allowed to remain Burned. Pokemon will be cured of its Burn if an Item is used to restore its Status to normal.

~PARALYZE: Pokemon has a 25% chance of being unable to move/attack and its Speed is reduced by half. Pokemon is cursed of its Paralysis if an Item is used to restore its Status to normal or after X amount of posts (1-3, Ranger rolls a die to determine).

~CONFUSE: Pokemon has a 75% chance of striking itself. Pokemon is cured of its Confusion if an Item is used to restore its Status to normal, if it is withdrawn from battle, or after X amount of posts (1-4, Ranger rolls a die to determine).

~ATTRACT: Pokemon has a 50% chance of being unable to attack. Pokemon will be cured of its Attraction if removed from battle, or at the Ranger’s discretion.

~FLINCH: Pokemon is unable to move/attack.

~FAINT: Pokemon is unable to move/attack. Wild Pokemon that are Fainted are unable to be captured. Pokemon is revived if an Item is used to restore its Status to normal or after the Trainer leaves the Park.

Unlike the games, a Pokemon can have up to two major Status Conditions at the same time (the only exception being a Pokemon cannot be given a BURN and FROZEN at the same time), and can also be Confused/Attracted on top of that. Thus, a Pokemon can be Burned and Paralyzed, or Poisoned, Frozen, and Confused. However, posts will need to be impeccable for a Pokemon to end up with two major Status Conditions (major Conditions are FREEZE, SLEEP, BURN, POISON, PARALYZE). In the case of PARALYZE, CONFUSE, and ATTRACT, the Ranger will roll a die AFTER the Trainer’s post to determine the outcome. Thus, it’s a good idea to heal one’s Pokemon as soon as they become inflicted with a Status, or else it’s possible a post might be wasted if an unlucky roll is made.

Dog of Hellsing
06-15-2009, 04:58 PM
By incorporating the Park Locations (http://pokemonelite2000.com/forum/showthread.php?t=97284) list for Pokemon (revamped by Teo) and adding in my idea of rolling dice, I present an equation to be used in order to determine what Pokemon appear while Trainers are in the Park.

Pokemon are divided into Percentage Groups based on their rarity and strength. The Groups, as revamped by Teo, are as follows:

Common (50%)
Uncommon (30%)
Intermediate (14%)
Rare (5%)
Rare -Special- (5%)
Legendary (1%)

This basically means that fifty percent of the time a Common Pokemon will appear, thirty percent of the time an Uncommon Pokemon will appear, etc. To follow the Percentage Groups, Rangers will roll a die to determine Group and match it with its Percentage:

1-50 = Common
51-80 = Uncommon
81-94 = Intermediate
95-99 = Rare
100 = Legendary

Once the Group has been rolled, another die is rolled to determine the individual Pokemon. The Pokemon that matches the second number as listed in the rolled Group is the Pokemon that will appear.

If a Trainer purchases a Special Map, the Pokemon in the Rare –Special- Group replace the ones in the regular Rare Group. This is the only way to encounter Pokemon in the Rare –Special- Group.

Radar and Repellent Items will be taken into consideration if they are used.