Post by Arceus on Sept 22, 2018 23:04:47 GMT -5
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[attr="class","Vgenhdrtxt"]iv. Pokemon Battle System
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read about how VICTORY handles battle mechanics[attr="class","Vgeninside"]
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STATS/ATTRIBUTES. Victory does not consider any stat weights. In other words, individual Pokemon stats, EVs, and IVs are not considered in Pokemon battles. Therefore, there will be no need for EV training or breeding for IVs. Levels and types will be enough to determine a victor in a pokemon battle without the complications of comparing Pokemon stats. This is done because a stat system will make things overly complicated and it detracts from roleplay. We want you to treat your Pokemon as your trusted companions and build bonds with them through RP, not use them as creatures of war.
[break][break]
IVs. Levels and types will be enough to determine a victor in a pokemon battle without the complications of comparing Pokemon stats. This is done because a stat system will make things overly complicated and it detracts from roleplay. We want you to treat your Pokemon as your trusted companions and build bonds with them through RP, not use them as creatures of war.
[break][break]
MOVES EFFECTIVENESS. Similar to the anime adaptation of the games, move base power is more suggestive than a final say. The flavor and context of using a move is always more powerful than the raw numbers. In that regard, a move like Ember could potentially be as powerful as a Flamethrower. However, to keep things balanced and fair for all players, we do consider one number value: Accuracy. Moves with lower accuracy will miss and we ask for all players to take this into consideration. With particularly low accuracy moves, if you're unsure of when they should hit or not we encourage you to ask a member of staff for their opinion on the matter.
[break][break]
GAINING LEVELS. Here at VICTORY, each character's starter pokemon starts at level 5. Gaining levels can be achieved by encountering wild pokemon, battling other characters’ pokemon, or buying rare candies from the shop.
[break][break]
[break][break]
Curious of how to divide up double wild threads without having to split the EXP? Just have one person take on one pokemon and the other person the remaining one, or defeat both pokemon together. In either situation, both pokemon will still gain +2 levels, given that none was switched out.
[break][break]
GAINING MOVES. Due to the abundance of moves a pokemon can learn, being limited to using a moveset of only four of them can be a bit difficult, no? On Victory, we allow for pokemon to learn up to six moves!
[break][break]
For every five levels gained you'll have the option to add or replace a move your pokemon knows with something from its natural moveset. As stated with starters, you're allowed to choose any move it naturally learns, regardless of level. We highly advise that you keep track of the level you catch wild pokemon at due to this. Once your pokemon gains the needed amount of levels, you simply need to make note of it in your update log and add the newly learned move to your pokemon's moveset - no need to contact staff nor alert anyone. Additionally, catching pokemon at higher levels may prove disadvantageous if a level cap is placed, due to being unable to level them up five+ levels for your desired moveset.
[break][break]
Please note that, because egg pokemon hatch at level one, they will not learn a new move until level six. Otherwise, they abide by the same 'every five levels,' rule.
[break][break]
The only moves that exclude these rules are Technical Machines, TMs, or Move Tutor Tickets. Upon usage of these items, the desired move is able to be immediately added to your pokemon's moveset. You can find TMs as rare rewards for wild threads, rewards as missions, or, most commonly, you can purchase them in the Poke-Shop Store. Move Tutor Tickets may be found in the poke-shop store or as rewards for missions. You may use a TM from any generation. TM and Move Tutor Tickets are good for one use only.
[break][break]
ABILITIES. You are allowed to choose the ability of your starter pokemon. Otherwise, all encounter wild pokemon will have their ability chosen for them by a mod. Upon evolution, the ability will stay the same. Meaning, if your pokemon has Run Away in its base form, but in its second form can have either Run Away or Flash Fire, it will still have Runaway. The only exception to this rule is if its second form doesn't have Run Away, but, offers two different non-hidden abilities. Then, the choice is yours!
[break][break]
HIDDEN ABILITIES. Hidden abilities are, most commonly, available through breeding. Very rarely, you may come across a wild pokemon with a hidden ability as well. Otherwise, the only way to change a pokemon's ability to either its hidden one or just an alternative ability in general is buying an Ability Capsule via the Poke-Shop Store on the site.[break][break]
HELD ITEMS. Sometimes when ending a wild thread, you'll be awarded held items. Rarer held items may also be found as rewards for missions. Higher Player Tiers may also grant you a better chance of obtaining a held item. If your pokemon is holding a held item, you must state so in your PSS as well as note it within the OOC section of your post if you're battling someone. If your pokemon uses a 'one time only' held item, appropriate changes must be made once the item is gone/used. [break]
Held items do not give you the right to automatically win battles. If two of the same species, same leveled pokemon square off and use flamethrower, but one is holding a fire-move enhancing item, their attack would be stronger than the normal. Honestly, just use common sense and fair judgement. Violation or unfair use of items can, and will, result in their evocation from players who violate their policy.[break][break]
CONSUMABLE ITEMS. Within Player vs Player battles (Gym Battles, Event Battles, etc), you’re allowed to use up to two consumable items per battle, unless stated otherwise. This includes, but is not limited to, berries, potions, and herbs. If an item is used, it’s up to you to make the corresponding changes to your PSS. You must also note somewhere in an ooc section of your post that an item was used. [break][break]
We combine the elements of levels and pokemon typing to determine the winner of each battle. Imagine it like we’re combining the anime and the games when it comes to pokemon battles. If a pokemon’s type is more effective than its opponent, then there is a higher percentage of victory for that pokemon. Likewise, if a pokemon is a higher level than its opponent, but at a disadvantage when it comes to type effectiveness, it may have some luck on its side if the level is three levels or higher than the other pokemon’s. If two pokemon are the same type or two types that are not effective against one another, and around the same level, with one or two level difference, than it will be a fair fight, and either pokemon could win. Just use common sense during battles when it comes to types/levels. Remember that utilizing the individual strengths of your pokemon team members will bring you the greatest chance of victory. If a winner can’t be decided between two players, then ask a staff member to judge the battle, and we will determine the victor.
[break][break]
TYPE EFFECTIVENESS
[break]
[break][break]
RESISTANCES. Just like how some types resist or are immune to certain types of moves, some pokemon types also resist certain status effects.[break]
- FIRE types cannot be burned.[break]
- STEEL and POISON types cannot be poisoned.[break]
- ICE types cannot be frozen.[break]
- PSYCHIC types cannot be confused.[break]
- ELECTRIC types can jolt their own muscles to instantly cure them of paralysis.[break]
- GRASS types are immune to grass type status effects (spores, powders, leech seed).[break]
- GHOST types cannot be bound (wrap) or trapped (mean look).
STATS/ATTRIBUTES. Victory does not consider any stat weights. In other words, individual Pokemon stats, EVs, and IVs are not considered in Pokemon battles. Therefore, there will be no need for EV training or breeding for IVs. Levels and types will be enough to determine a victor in a pokemon battle without the complications of comparing Pokemon stats. This is done because a stat system will make things overly complicated and it detracts from roleplay. We want you to treat your Pokemon as your trusted companions and build bonds with them through RP, not use them as creatures of war.
[break][break]
IVs. Levels and types will be enough to determine a victor in a pokemon battle without the complications of comparing Pokemon stats. This is done because a stat system will make things overly complicated and it detracts from roleplay. We want you to treat your Pokemon as your trusted companions and build bonds with them through RP, not use them as creatures of war.
[break][break]
MOVES EFFECTIVENESS. Similar to the anime adaptation of the games, move base power is more suggestive than a final say. The flavor and context of using a move is always more powerful than the raw numbers. In that regard, a move like Ember could potentially be as powerful as a Flamethrower. However, to keep things balanced and fair for all players, we do consider one number value: Accuracy. Moves with lower accuracy will miss and we ask for all players to take this into consideration. With particularly low accuracy moves, if you're unsure of when they should hit or not we encourage you to ask a member of staff for their opinion on the matter.
[break][break]
GAINING LEVELS. Here at VICTORY, each character's starter pokemon starts at level 5. Gaining levels can be achieved by encountering wild pokemon, battling other characters’ pokemon, or buying rare candies from the shop.
[break][break]
- If your pokemon wins a battle, it gains two levels. Wild pokemon battles are included.[break]
- If your pokemon loses a battle, it gains one level. Wild pokemon battles are included.[break]
- If you catch a wild pokemon, your current pokemon or team gains NO LEVELS.
- If you buy a rare candy, only one pokemon in your party can benefit from it, and gains three levels. Please note that, depending on your pokemon's level, the cost of the rare candy will be different.
- If you buy an EXP share, all the pokemon in your party gain + 1 level, the current Pokemon that was fighting will gain +3 levels upon winning a battle. If your pokemon loses a battle, your current pokemon in your party will still gain +1 level. However, the pokemon that lost will gain +4 levels.
- If you win a battle using more than one pokemon, and none have fainted, you split up the exp evenly one & one. If you lose you can only give the level to one pokemon.
[break][break]
Curious of how to divide up double wild threads without having to split the EXP? Just have one person take on one pokemon and the other person the remaining one, or defeat both pokemon together. In either situation, both pokemon will still gain +2 levels, given that none was switched out.
[break][break]
GAINING MOVES. Due to the abundance of moves a pokemon can learn, being limited to using a moveset of only four of them can be a bit difficult, no? On Victory, we allow for pokemon to learn up to six moves!
[break][break]
For every five levels gained you'll have the option to add or replace a move your pokemon knows with something from its natural moveset. As stated with starters, you're allowed to choose any move it naturally learns, regardless of level. We highly advise that you keep track of the level you catch wild pokemon at due to this. Once your pokemon gains the needed amount of levels, you simply need to make note of it in your update log and add the newly learned move to your pokemon's moveset - no need to contact staff nor alert anyone. Additionally, catching pokemon at higher levels may prove disadvantageous if a level cap is placed, due to being unable to level them up five+ levels for your desired moveset.
[break][break]
Please note that, because egg pokemon hatch at level one, they will not learn a new move until level six. Otherwise, they abide by the same 'every five levels,' rule.
[break][break]
The only moves that exclude these rules are Technical Machines, TMs, or Move Tutor Tickets. Upon usage of these items, the desired move is able to be immediately added to your pokemon's moveset. You can find TMs as rare rewards for wild threads, rewards as missions, or, most commonly, you can purchase them in the Poke-Shop Store. Move Tutor Tickets may be found in the poke-shop store or as rewards for missions. You may use a TM from any generation. TM and Move Tutor Tickets are good for one use only.
[break][break]
ABILITIES. You are allowed to choose the ability of your starter pokemon. Otherwise, all encounter wild pokemon will have their ability chosen for them by a mod. Upon evolution, the ability will stay the same. Meaning, if your pokemon has Run Away in its base form, but in its second form can have either Run Away or Flash Fire, it will still have Runaway. The only exception to this rule is if its second form doesn't have Run Away, but, offers two different non-hidden abilities. Then, the choice is yours!
[break][break]
HIDDEN ABILITIES. Hidden abilities are, most commonly, available through breeding. Very rarely, you may come across a wild pokemon with a hidden ability as well. Otherwise, the only way to change a pokemon's ability to either its hidden one or just an alternative ability in general is buying an Ability Capsule via the Poke-Shop Store on the site.[break][break]
HELD ITEMS. Sometimes when ending a wild thread, you'll be awarded held items. Rarer held items may also be found as rewards for missions. Higher Player Tiers may also grant you a better chance of obtaining a held item. If your pokemon is holding a held item, you must state so in your PSS as well as note it within the OOC section of your post if you're battling someone. If your pokemon uses a 'one time only' held item, appropriate changes must be made once the item is gone/used. [break]
Held items do not give you the right to automatically win battles. If two of the same species, same leveled pokemon square off and use flamethrower, but one is holding a fire-move enhancing item, their attack would be stronger than the normal. Honestly, just use common sense and fair judgement. Violation or unfair use of items can, and will, result in their evocation from players who violate their policy.[break][break]
CONSUMABLE ITEMS. Within Player vs Player battles (Gym Battles, Event Battles, etc), you’re allowed to use up to two consumable items per battle, unless stated otherwise. This includes, but is not limited to, berries, potions, and herbs. If an item is used, it’s up to you to make the corresponding changes to your PSS. You must also note somewhere in an ooc section of your post that an item was used. [break][break]
[attr="class","Vgenoptionalhdr"][attr="class","ion-chevron-right"] Battling Conduct
We combine the elements of levels and pokemon typing to determine the winner of each battle. Imagine it like we’re combining the anime and the games when it comes to pokemon battles. If a pokemon’s type is more effective than its opponent, then there is a higher percentage of victory for that pokemon. Likewise, if a pokemon is a higher level than its opponent, but at a disadvantage when it comes to type effectiveness, it may have some luck on its side if the level is three levels or higher than the other pokemon’s. If two pokemon are the same type or two types that are not effective against one another, and around the same level, with one or two level difference, than it will be a fair fight, and either pokemon could win. Just use common sense during battles when it comes to types/levels. Remember that utilizing the individual strengths of your pokemon team members will bring you the greatest chance of victory. If a winner can’t be decided between two players, then ask a staff member to judge the battle, and we will determine the victor.
[break][break]
TYPE EFFECTIVENESS
[break]
- When writing a battle post, you are are only allowed to execute ONE MOVE per post. It can be offensive or defensive, and you must write out your character authorizing the move and how they react to a former attack.
- NO POWERGAMING. You may not dictate the particular outcome of an action performed by your character or Pokemon. (Example of Powergaming: John knocks Jim out cold / Not Powergaming: John swings his fist and attempts to land a blow on Jim)
- The outcomes of actions will depend on the Pokemon, TYPE effectiveness, STATUS conditions, it's LEVEL, the ACCURACY of the move, the environment, and other factors. Please use common sense when trying to determine these. Although we do not consider stat weightings, it is obvious that some pokemon (judging from their official stats and common sense) are faster/stronger/bulkier than others. For example, we would still not expect a Snorlax or Golem to be able to outmaneuver a Pikachu. If you cannot determine the outcome of an action, consult a staff member.
- Status effects given in battle (both good and bad) last for a minimum of three posts, and a maximum of five posts unless an item is used to cleanse.
- One Hit KO moves or OHKO moves are banned. If used, they must be weakened.
[break][break]
RESISTANCES. Just like how some types resist or are immune to certain types of moves, some pokemon types also resist certain status effects.[break]
- FIRE types cannot be burned.[break]
- STEEL and POISON types cannot be poisoned.[break]
- ICE types cannot be frozen.[break]
- PSYCHIC types cannot be confused.[break]
- ELECTRIC types can jolt their own muscles to instantly cure them of paralysis.[break]
- GRASS types are immune to grass type status effects (spores, powders, leech seed).[break]
- GHOST types cannot be bound (wrap) or trapped (mean look).
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