Yeah, I started working on a mechanics thread last summer, before life called and gave me a new life to replace my existing one :/ Do with this what Jack will, I doubt I'd ever finish it :s
The URPG Mechanics Thread
So, you want to know how things work in the URPG! No matter if you're a ref looking for brushing up your skills, or a new user trying to understand how things work, this thread is for you!
How to use this thread: If you're looking for a specific move, used the SEARCH function (Ctrl+F) on the page and type in the movename to go there quickly. Otherwise, scroll.
Basics
First off, before we go onto how moves work, we need to know a few things...
Rolling Dice - AOL/AIM Chatrooms
To Roll a die, type in the chatroom (without quotation marks) "//roll-sidesX-diceY" or "//roll-diceY-sidesX"
X is a number from 1 to 999, Y is a number from 1 to 15.
Reffing Tools
These things help you ref faster and more accurately than your calculator.
(mlugia's choice)
Battle Stat Calc:
http://pokedex.kary.ca
An .XLS file, it's easy to use, I'll walk through all its functions in a seperate post.
The Battle Damage Formula
The URPG is based upon AVERAGE damage from the same formula that is used in the actual game.
Type Matchups
Hopefully you won't have trouble deciphering the little icons.
NOTE
A few rules about type matchups:
The type chart only applies to moves that cause damage. A pokemon that is resistant or immune to a certain type on the chart will not be resistant or immune to non-damaging moves of that type. There ARE exceptions, listed below:

But if you do...
Normal-Fire-Water-Electric-Grass-Ice-Fighting-Poison-Ground-Flying-Psychic-Bug-Rock-Ghost-Dragon-Dark-Steel
Vertical is the attacker, horizontal is defender.
Exceptions:
A few rules about type matchups:
A pokemon that is resistant or immune to a certain type on the chart will not be resistant or immune to non-damaging moves of that type.
Steel types are not affected by any poison type attack. The only way to poison a steel pokemon is with Twin Needle.
Ground types are not affected by any electric type attack, including Thunder Wave.
Formula:
((2L / 5 + 2) * B * A / 50 / D + 2) * T * M * 236 / 255; rounded down
L = Level of attacker
B = Base Damage
A = Corresponding Attack stat
D = Corresponding Defense stat
T = STAB (1 or 1.5) Boost item's 1.1 multiplier also adds to this value to make 1.1 or 1.65.
M = Type Modifier (4, 2, 1, 0.5, 0.25 or 0)
Critical Hits
Critical Hits worked somewhat differently in GSC and RS, I'll explain both here.
Critical Hit Growth Scale
Critical Hit ratio do have levels, and it is as follows:
Boosts
Things that add to the level of Critical hit chance:
How to determine a Critical Hit
As you can see, there is a chance each turn of having a move Critically hit the opponent. To do so, we need to master the art of rolling dice in AOL/AIM Chatrooms... Now, each of the CH dice you roll should be out of
256 sides. (Some refs use 100, some use 16. I'll explain the difference in a minute)
Now let's roll. Suppose the move is a normal move, so say Tackle hits. We roll the 256 side die, and the program says: 12. How do we determine a CH? Easy! If you look at the value next to each level, just assume any number from 1 to that number is a CH, and any other number is not! So if you rolled a 12, which is between 1 and 16, then it is a critical hit!
16 side die: The 16 side die is the same as the 256 (16/256 = 1/16, you see). That's why mlugia prefers to roll a 16 side die, easy and effective. Most refs set 1 as the CH, but mlugia likes to make 16 the CH number, a matter of preference.
100 side die: The URPG has refs who prefer to set CH rate to 6%. That is not how the game operates, but perhaps in the URPG it is ok. (rolling 1-6 = CH, 7-100 = no CH).
NOTE: CH chance cannot go above Level 4, even if you get Farfetch'ed with Stick to use Slash after a Focus energy. It will still be Lv 4.
Stat Boost and Critical Hits
GSC
In GSC mode, if a Critical hit occurs, there are 2 situations: Either the user deals more damage with all the stat changes on, or it deals more with all stat changes off. The game will choose the way that deals more damage.
Eg: Snorlax has 4 curses for a +4 defense, but Scizor only has 1 swords dance for +2 attack. The game will not factor in these stat changes if Scizor gets a CH since it would do more damage.
Eg2: Scizor has 3 Swords dance and Leered Snorlax twice, to make Lax -2 defense. A Critical hit will factor all of these in.
RS, FR, LG
From RS and onwards, all you need to remember is this:
Stat changes that put the
attacking stat above normal are
retained
Stat changes that put the
attacking stat below normal are
ignored
Stat changes that put the
defensive stat above normal are
ignored
Stat changes that put the
defensive stat below normal are
retained
Stat Changes
Normal Stat Growth
Accuracy/Evasion Growth
Moves that change stats
Explanation
Normal Growth Scale: For all stats (atk/def/spA/spD/speed). Basically, after a pokemon raises its stats, just multiply its stat in question by the associated % or Fraction. Note: If a pokemon uses a boost move and then has that stat lowered, figure out where it stands in terms of the actual level. Eg: 1 sharpen + 2 charms = -3 attack, and then use the fraction in the -3 attack section to figure out its new attack power.
Evasion Scale: Same thing.
How to ref with Evasion and Accuracy
This is a toughie, right? Nah. Basically, if you used DT, it's a positive growth, so roll the associated # dice. If you also lowered your opponent's acc, it's also a positive growth, so roll another die!
Examples
Raichu has 3 DTs (+3 eva) and sand-attacked the enemy Sandslash twice (+2 eva). Sandslash used Earthquake!
First, we roll for Sandslash a 5 sided die (+2, 3/5), and 1-3 = bypass the sand attack. Say.. it rolled a 2, so it passed.
Now we roll for Raichu's DT, a 6 sided die, 1-3 = hit. Sandslash gets a 4! That means Earthquake missed!
Now, what if Sandslash used fissure? Well, let's assume he gets through the evasion. Then all we do is roll a 100 sided die! If the dice lands between 1 and the accuracy of the attack, the attack hits! (Fissure has 30 accuracy, so 1-30 = hit!)
Status Conditions
And how to ref them.
(Note: There are some quirky glitches when PRZ and BRN meets stat growth in that category, but I assume it's too complicated for URPG refs to bother with, so they aren't included)
(Note 2: GSC and RS handles some things differently, I'll make a note.)
NOTE: For all status effects and other things that deal Indirect damage (like Burn dmg), GSC and RS/FR/LG handles it differently.
GSC: The afflicted pokemon takes the damage right after it's turn to attack, (Also applies if it fails to attack that turn, eg: ___ is confused and whack self! Burn hits! Enemy attacks!) Not at the end of the turn.
RS: All indirect damages take place after both mons have made their moves. (Eg: pokemon A atks, mon B atks, mon A suffers Burn, mon B suffers Leech seed)
Permanant Status Conditions (They stay around even if you switch out)
Burn
Burn will deal
1/8 of the pokemon's HP per round. 1/8 is 12.5% of the Mon's HP. In a 10HP system, it is equal to 1.25HP. Burn is an indirect damage (see Note above). Burn will also cause the user's currant physical attack to drop by 50%. (Multiply its attack by 0.5 or divide by 2). This attack reduction stays in play until the pokemon is no longer Burnt.
A
Fire type pokemon can NEVER be burned by a fire attack. They CAN be burned by Tri-Attack.
Freeze
Freeze incapacitates your pokemon. A frozen pokemon's user may call attacks, but the mon will not attack with it unless it is Sacred Fire, Flame wheel, or it is thawed from the frozen state. Sacred fire and Flame Wheel also thaws the user.
An
Ice type pokemon can NEVER be frozen by an ice attack. They CAN be frozen by Tri-Attack.
Free has a 10% chance of defrosting per round, before the frozen pokemon attacks. (Except in RBY, where it is 0%)
Paralysis
A paralyzed pokemon has a 25% chance of not being able to attack each turn. Roll a die (preferably 100, but can go as small as 4), and the first 1/4 of the possible rolls dictates a FULLY PARALYZED situation. (100 side die, 1-25 = FP, 4 side die, 1 = FP). As well, a Paralyzed pokemon's speed is lowered to 1/4 (25%) of its current value. This speed reduction stays in play until the pokemon is no longer Paralyzed.
Poison
A poisoned pokemon takes 1/8th of its Max HP as damage each turn. (12.5% out of 100%, 1.25HP out of 10HP)
A
Poison type pokemon can Never be Poisoned.