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 Battles and Movesets, Confused on how battles work? Look here!
 Posted on: Mar 6 2017, 03:27 PM
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WORLD'S OKAYEST ADMIN
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General Info
We will become strong together!
1. BATTLE On Numora, battles are performed using freeform prose. Although no hard numerical system is in place, players are expected to fight in a manner that fairly represents their Pokemon's abilities compared to the opponent's. Level disparities still factor: reason -- and humility -- must be exercised when confronting a Pokemon vastly more mature than your own.

2. TURNS For the battles themselves, each turn you're allowed to use up to one damaging move and one status move (with a damaging move inflicting damage and a status move causing a status condition). A status move may not be used to either buff a pokemon or debuff another while dealing damage; for instance, in one turn a player may not use Swords Dance followed by Slash, or vice-versa. When you and your opponent have posted in battle, a turn has passed and the next turn begins. Using a healing item counts as one of your two moves in a turn. Switching a Pokémon out with another will take up a whole turn and cause the opponent's attacks to hit the incoming pokemon. A pokemon may take up to two actions per round, though this is considered strenuous. Flinching only takes up one of your two moves!

3. ITEMS As a side note, in order to use any healing item other than the default 5 oran berries, you MUST state them at the very beginning of the thread. You cannot buy items mid-battle and use them. Using an item takes up part of your turn, remember that!

4. POWER POINTS We don't count PP here, but don't try to spit out moves like Ancient Power or Blizzard for ten posts in a row. That's just unfair.

5. DODGING Dodging is allowed, and may be performed once per pokemon per match, on the condition that they markedly outspeed their opponent. When successful, evasive maneuvers will add to overall exhaustion, and must be factored into that Pokemon's ability to sustain likewise taxing efforts in the future. If you think that someone else is abusing the dodging mechanic, please alert a mod. Please know that characters are not allowed to play "hero" and take hits willingly for their pokemon unless the Pokemon is fainted and about to be killed.

6. HEALINGPokemon Centers are unofficially located in every official city. They're free lodging for traveling trainers and easy healing for Pokemon, though you likely won't find any in the wild. During battle, you have to use a berry, item, or a move. If the battle ends or is otherwise interrupted (by both parties), your Pokemon will be back to full health by the end of three of your posts with if they have not participated in a battle. PP is restored at the end of each battle as well, but status conditions will not be healed.

7. SECONDARY EFFECTS For moves that have secondary effects (like Bite might cause flinch), you use the site's roll mechanic, which is [*roll]1d100[/*roll], minus the asterisks. Since Bite has a 30% chance to flinch, the dice would have to show 30 or less in order to hit.

Dice Roll: 1d100: 92 = 92

If the number rolled was smaller than 30, and if Bite hits, the Pokémon would flinch.

8. NUMBER OF POKEMON As for your teams, you may only have 6 Pokemon a thread that can actually battle. You may have one companion Pokemon, but that Pokemon is not allowed to fight in battles. If you are in a mod battle thread, you can choose to "discount" members on your team so that it is not counted towards the NPC's levels, however throwing out that pocket monster will result in a forfeit on your part.

THANKS

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 Posted on: Mar 6 2017, 03:49 PM
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WORLD'S OKAYEST ADMIN
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Using the Roll Mechanic
Even if the odds are against us, I will stay by your side
Rolls help keep an element of randomness to Pokemon, so we on Numora use the Roll Plugin to spice things up. Most of the time it's the Staff using it, but as you battle with others you will end up using it as well! Here are the things you will be using the Rolls for.

1. SECONDARY EFFECTS If you use a move such as Ice Beam, Thunderbolt, Bite, etc. that have secondary effects,you have to roll to see if they take effect. For example, If my Pokemon used Thunderbolt, there is a 10% chance I can paralyze my opponent. So I'd use the roll (the dice button on top) and if it lands on less than a 10, the opponent is paralyzed.

Dice Roll: 1d100: 39 = 39 10 or less to Paralyze!

2. LENGTH OF CERTAIN STATUS CONDITIONS For moves like Confusion and Freezing, they only last a certain amount of time and it all depends on the roll. For Confusion, it is 1-25 for 1 turn, 26-50 for 2 turns, 51-75 for 3 turns, and 76-100 for 4 turns. Sleep is 1-33 for 1 turn, 34-66 for 2 turns, and 67-100 for 3 turns. For freezing, you have to roll each turn. 1-20 roll in order to break free. For example, my Pokemon uses Confuse Ray on the enemy, the opponent has to roll to see how long they are confused for. The opponent rolling is so that the foe just doesn't dodge high rolls.

Dice Roll: 1d100: 4 = 4 Amount of turns Enemy is Confused! 1-25 for one turn Confused, 26-50 for two turns Confused, 51-75 for three turns Confused, 76-100 for four turns Confused!

3. CONFUSION AND PARALYSISIf your Pokemon becomes Paralyzed or Confused, you have to roll to see if the move will land. For Paralysis, if you roll a 75 or less, your Pokemon's move will go through. For Confusion, your Pokemon will only land hits if the number on the dice lands beyond 33, meaning if you roll a 1-33 you will hit yourself. If you hit yourself, your Pokemon will receive 40 base power neutral damage on their HP. This means you will need to calculate the Pokemon attacking itself with a neutral damage type of a base 40 power.

Dice Roll: 1d100: 73 = 73 75 or less to hit!
Dice Roll: 1d100: 100 = 100 1-33 to hit self!

4. ABILITIES Some Abilities have a certain percent chance to have an effect on the opponent. Poison Point, Cute Charm, Effect Spore, etc., all have a certain chance to inflict a status effect on the Pokemon striking it. For example, Poison Point has a 30% chance of Poisoning the opponent if hit by a contact move. If you or your opponent roll a 30 or less, the opponent's Pokemon is Poisoned.

Dice Roll: 1d100: 73 = 73 30 or less to activate Poison Point!

5. ACCURACY LOSS / EVASION RAISES If your Pokemon is hit by an accuracy dropping move, or your opponent uses an evasion raising move, you will have to begin rolling to see if your moves land. Every rise/loss in accuracy/evasion counts as 10. For example, if your opponent uses Sand Attack your accuracy is lowered by 10. So any move you use after that will need to have a roll where if you roll a 90 or less your move lands. Raising your accuracy will counter-act evasion drops. Your accuracy can be dropped up to six times, making rolls become 40 or lower to hit. Evasion is the exact same thing. When an accuracy check is in place, you cannot dodge if it hits. If the die rolls a hit, that means it hits.

If you have lowered accuracy/opponent as a high evasion AND you are using a low accuracy move, you roll twice and must land both accuracy checks in order for the move to hit.

Dice Roll: 1d100: 93 = 93 90 or less to hit!

6. LOW ACCURACY MOVES Moves 75% and below in accuracy will have to be rolled for, where all moves below 75 are rounded to the highest ten. So moves that have 55% accuracy will be risen to 60%, 75% to 80% and so on. Then you will have to roll to see if they land. For example, Hypnosis has a 60% accuracy. If I wanted to use that move, I will have to roll, and a 60 or less will result in the move landing. When an accuracy check is in place, you cannot dodge if it hits. If the die rolls a hit, that means it hits.

Dice Roll: 1d100: 34 = 34 60 or less to hit!

7. MULTI-HIT MOVES Moves such as Double Slap and Fury Attack don't have a set amount of hits. So in order to know how many hits you will deliver to your opponent, you will have to roll! All five hit moves will use the same formula as the one posted, and moves like Double Kick or Twinneedle will always hit twice.

Dice Roll: 1d100: 44 = 44 1-37 for two hits, 38-75 for three hits, 76-88 for four hits; 89-100 for five hits!

8. CRITICAL HITS One of the great potential game changers in battle, Critical Hits are quite useful to punch holes through others. In the games there's a chance of it happening with every attack, but here you cannot critically hit another unless you have a critical hit modifier applied to you or your move or that move is always guaranteed a critical hit. Moves like Night Slash, Slash, and Leaf Blade all have a 13% chance to critically hit alone, as they all have a +1 modifier to the critical hit ratio. Focus Energy adds +2 to the ratio, Super Luck adds one, and holding an item like Scope Lens and Razor Claw adds one. Stick adds 2, but only when Farfetch'd is holding it.

When you have a +1 to your critical hit ratio:
Dice Roll: 1d100: 19 = 19 1-13 to crit!
This would not be a critical hit.

When you have +2 to your critical hit ratio:

Dice Roll: 1d100: 90 = 90 1-50 to crit!
This would not be a critical hit.

When you have +3 and above to your critical hit ratio:
Dice Roll: 1d100: 52 = 52 It does not matter what this roll is, you do not even need to roll.
The attack is always a critical hit.

9. OBEDIENCE You can't just expect someone to give you a level 100 pokemon and expect it to respect and obey right away! Pokemon that have been traded between characters now have a "traded" tag that will cause disobedience if they happen to be more powerful than your team.

The chance of the pokemon disobeying you is the difference between your traded pokemon's level and your highest level pokemon(that YOU caught/trained) plus 30 out of 100. So to put it more simply:

((Traded Pokemon's Level - Your Highest Level) + 30 ) / 100

So if you're level 20, and the pokemon is level 40, they'd have a 50% of disobeying you. If you're level 10 and you somehow get a level 100, they have a 100% chance of disobeying you.

For each attack you make with that pokemon, you need to roll for obedience. If the roll fails, then the pokemon will do nothing.

This CAN be avoided if you max the pokemon's happiness or have a pokemon of your own that is higher level than the traded pokemon.

THANKS

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 Posted on: Mar 6 2017, 04:13 PM
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WORLD'S OKAYEST ADMIN
Admin
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Movesets
You teach me and I will teach you
Now, movesets on Numora are a bit... complicated. Since keeping every move you've ever had is kind of OP but forgetting how to Growl is unrealistic, we've decided to compromise. Your Pokémon by default remembers their egg moves, level-up moves, TMs and HMs throughout their lives, (and yes, moves that are made "level 1" moves upon evolution are learned, as well) but when you enter a thread, you have to choose a maximum of six moves to work with. If you're entering a thread with the intent of battling another player, message a mod with the moveset and Pokémon you're going to use. Otherwise, it wouldn't be fair for the first person to send their Pokémon out.

Now, when you choose your six moves, your battle template should look something like this:

SCEPTILE
user posted image
Gender: Female / Level: 56
Type: user posted image / Ability: Overgrow
Moves: Magical Leaf, Leaf Storm, X-Scissor, Detect, Energy Ball, Dragon Pulse
-
Health: 100% / Stats

This is a pretty typical Sceptile moveset. You might notice that, despite a typical Sceptile not evolving at level 1, Leaf Storm isn't underlined like a Move Tutor Move would be. Well, since Leaf Storm is learned at level 1 when a Grovyle evolves into Sceptile, the move is automatically added to the list of level-up moves that your Pokémon can use.
THANKS

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 Posted on: Mar 6 2017, 04:15 PM
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WORLD'S OKAYEST ADMIN
Admin
years
played by
Templates
It's all about posture and your battle stance is key
Here are two battle sets you can use, you can change them to fit your desires but please make sure you have all the info required on it still. This helps your opponent see what's happening and everyone has a visual representation of the battle happening.

POKEMON NAME
user posted image
Gender: ??? / Level: ??? / Type: ???/???
Ability: Ability name / Item: N/A
Moves: Egg Move, Move, Move, Move, Move, TM/HM/Move Tutor Move
-
Health: - 100% / Healthy
-
Stats
CODE
[center][b][i]POKEMON NAME[/i][/b] [IMG]http://www.pkparaiso.com/imagenes/xy/sprites/animados/eevee.gif[/IMG] [b]Gender[/b]: ??? / [b]Level[/b]: ??? / [b]Type[/b]: ???/??? [b]Ability[/b]: [URL=http://pokemondb.net/ability/ability-name]Ability name[/URL] / [b]Item:[/b] N/A [b]Moves[/b]: [i]Egg Move,[/i] Move, Move, Move, Move,  [u]TM/HM/Move Tutor Move[/u] - [b]Health:[/b] - 100% / Healthy - Stats[/center]

Pokemon Name
user posted image
Gender: ??? / Level: ???
Type: user posted image user posted image] / Ability: Ability Name
Moves: Egg Move, Move, Move, Move, Move, TM/HM/Move Tutor Move
-
Health: 100% / Stats
CODE
[center][b][i]Pokemon Name[/i][/b] [img]http://www.pkparaiso.com/imagenes/xy/sprites/animados/eevee.gif[/img] [b]Gender[/b]: ??? / [b]Level[/b]: ??? [b]Type[/b]: [IMG]http://www.serebii.net/pokedex-bw/type/normal.gif[/IMG]  [IMG]http://www.serebii.net/pokedex-bw/type/normal.gif[/IMG]] / [b]Ability[/b]: [URL=http://pokemondb.net/ability/ability-name]Ability Name[/URL] [b]Moves[/b]: [i]Egg Move,[/i] Move, Move, Move, Move,  [u]TM/HM/Move Tutor Move[/u] - Health: 100% / Stats[/center]
THANKS

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