ENCOUNTER SYSTEM:
Whenever a RPer wishes to encounter a pokemon or battle, they will post in the Encounter Request thread. Encounter Managers will then visit their thread and post a random encounter, along with a brief description of the situation. The rest is then left up to the Rper.
Catching System:
Each pokemon you encounter is given a catch rate, which determines your chances of catching that pokemon with a normal pokeball. Great balls and Ultra balls will reduce the catch rate, which means if a pokemon has a catch rating of 4 and you use a great ball, it will now have a catch rate of 3. If you use an Ultra ball on the same pokemon, the catch rate will now be 2. However, a better ball cannot lower the catch rate below 1. The catch rates are 0-5, plus the uncatchable X. 0 rated pokemon have a 100% catch rate, as they are pokemon who are willing to be captured. We have set up five dice for the catch rates 1-5. When you want to attempt a capture, you roll the dice for the catch rate of the pokemon (don't forget to reduce the rate if you have a better pokeball).
Catch Rate 0 - 100%
Catch Rate 1 - 50%
Catch Rate 2 - 25%
Catch Rate 3 - 10%
Catch Rate 4 - 5%
Catch Rate 5 - 2%
Catch Rate X - 0%
Dice Codes:
There is no need for a roll on an X or 0 rated pokemon.
Winning/Losing a Battle:
To calculate whether you win a battle, you add the levels of both combatants and then calculate how many percent of those levels belong to you. That is your victory chance. Then an Encounter Manager will roll a die to see who wins.
For example Lvl. 15 vs. Lvl. 5
15+5=20
15 is 75% of 20 thus the Lvl. 15 Pokémon would have a 75% chance of winning.
Type Advantages:
If a level 15 is grass and the level 5 is a fire, then the level 5 gets a 10% boost of winning.
15% for a double advantage. (ex. Rock against a Fire/Flying)
10% for immunity. (Steel is immune to poison so 10% boost chance of winning)
Whenever a RPer wishes to encounter a pokemon or battle, they will post in the Encounter Request thread. Encounter Managers will then visit their thread and post a random encounter, along with a brief description of the situation. The rest is then left up to the Rper.
Catching System:
Each pokemon you encounter is given a catch rate, which determines your chances of catching that pokemon with a normal pokeball. Great balls and Ultra balls will reduce the catch rate, which means if a pokemon has a catch rating of 4 and you use a great ball, it will now have a catch rate of 3. If you use an Ultra ball on the same pokemon, the catch rate will now be 2. However, a better ball cannot lower the catch rate below 1. The catch rates are 0-5, plus the uncatchable X. 0 rated pokemon have a 100% catch rate, as they are pokemon who are willing to be captured. We have set up five dice for the catch rates 1-5. When you want to attempt a capture, you roll the dice for the catch rate of the pokemon (don't forget to reduce the rate if you have a better pokeball).
Catch Rate 0 - 100%
Catch Rate 1 - 50%
Catch Rate 2 - 25%
Catch Rate 3 - 10%
Catch Rate 4 - 5%
Catch Rate 5 - 2%
Catch Rate X - 0%
Dice Codes:
- Code:
[roll="Capture Rate 1"==1]1[/roll]
[roll="Capture Rate 2"==3]1[/roll]
[roll="Capture Rate 3"==8]1[/roll]
[roll="Capture Rate 4"==15]1[/roll]
[roll="Capture Rate 5"==31]1[/roll]
There is no need for a roll on an X or 0 rated pokemon.
Winning/Losing a Battle:
To calculate whether you win a battle, you add the levels of both combatants and then calculate how many percent of those levels belong to you. That is your victory chance. Then an Encounter Manager will roll a die to see who wins.
For example Lvl. 15 vs. Lvl. 5
15+5=20
15 is 75% of 20 thus the Lvl. 15 Pokémon would have a 75% chance of winning.
Type Advantages:
If a level 15 is grass and the level 5 is a fire, then the level 5 gets a 10% boost of winning.
15% for a double advantage. (ex. Rock against a Fire/Flying)
10% for immunity. (Steel is immune to poison so 10% boost chance of winning)
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