NoviceOfRoleplay
One Thousand Club
Recommend
tutorials to read within below spoilers.
Well you know what you have encountered and what level, but what do you do if you just want to straight up battle the pokemon?
Each area has a set move list for the pokemon. You will roll a 2,3, or 4 sided die(depending on how many moves a wild Pokemon has) to figure out what move a wild Pokemon uses.
It should be really simple. Once you have defeated the pokemon find out how much experience you may have received.
If you need help, just ask in OOC.
*Remember, don't read it all at once and try to only read pieces that you need at a given time.
When encountering a pokemon you must remember what area you are in during the encounter. On routes will be posted wild Pokemon you can find. You do not need to encounter wild Pokemon while on a route. Oh, and all routes will post level for all Pokemon.
You Gotta Roll For Encounters
You will roll a 100 sided dice. If there are multiple pokemon for the number you rolled like if you rolled a 10 and there are two pokemon that were 1 or higher than you can choose which you encounter. Same goes if you roll a 50 and there are now 4 choices than you can pick.
Shiny Encounter
You can if you want, roll to see if you encounter a shiny Pokemon. You will use a 100 dice and if you roll 95 or higher out of 100 you get a shiny. Of course there are items that increase this chance...
Battling
In battling tutorial.
Probably not going to Catch-em-all, but you can at least catch your favorites and this is the tutorial to tell you how to do it.
Initiating Catch
*This will be useful, when your in a battle against a wild Pokemon. Their is a separate section explaining how to encounter wild Pokemon.
All Pokemon have a Catch Rate. This expressed in a percent. You roll a die to see if ya caught a Pokemon after throwing a Pokéball. Example: Lotad has a catch rate of 40%. Roll a die a 100 sided die. If ya get 60 or higher then ya got Lotad ^^. (If ya look at the math of 100-40=60. So,to figure what number you have to roll equal to or higher then is this algorithm 100-Catch Rate=Number that die must be equal to or higher then.
Different Pokéballs add different effects.
Pokeball (normal no change in chance)
Great Ball (+5 added to Catch Rate)
Ultra Ball (+10)
Master ball (+100)
Special-Needs Pokéballs all +8 to Catch Rate
Dive Ball ( underwater pokemon)
Dusk Ball ( Night or in dark places like caves)
Lure Ball ( Pokemon found on rod)
Moon Ball (Evolve with moonstone pokemon)
Net Ball ( Water or bug pokemon)
Quick Ball (at beginning of battle)
Love Ball (Opposite gender of your battling pokemon)
Level Ball (only if lower level than your pokemon)
Heavy Ball (Heavy pokemon 440 lb or higher)
Fast Ball (Pokemon that are quick to flea)
Goes up or lowers
Timer Ball (starts at +0 goes up by +1 after every throw)
Repeat Ball ( +10 on pokemon already caught before)
Nest Ball ( up to +10 for pokemon under level 10, but goes down by one as it rises above level 10)
No catching effect but other effects
Friend Ball (Raises friendship level)
Heal Ball (Heals pokemon caught)
Luxury Ball (Raises friendship level)
Status issues
Pokemon with a status condition have a +10 added to their Catch Rate.
More Catching Examples!
Let us use Eevee as an example. Eevee has a catch rate of 6% so you would have to roll a 94 or higher to catch it. However, I used a Great Ball(+5 to Catch Rate) so Eevee now has a 11% Catch Rate and I need to roll 89 or higher.
I roll a dice an get a 64...T.T
Dem Stats
Finally caught it
When ya get a new Pokemon, you have to roll dice for gender and stats.
For gender, roll 100 sided die: 50 or below = Male & 51 or higher equals Female. However, some Pokemon don't have genders or don't cone in both genders-don't worry you will get info on those special cases when ya get the Pokemon or, if ya caught it, on the route info.
Once ya roll for gender, roll for stats.
all stats will use 20 sided dice
Natures:
1-5: Normal Natures Hardy, Docile, Bashful, Quirky, and Serious (You can choose one of them)
6-8: Bold, Impish, Lax, Relaxed
9-11: Lonely, Adamant, Naughty, Brave
12-14: Modest,Mild,Rash, Quiet
15-17: Calm, Gentle, Careful, Sassy
18-20: Timid, Hasty, Jolly, Naive
Iv's:
First you must roll a dice to see how many Iv's your pokemon will have. (IVs are special values that determine growth of Pokemon in a stat. Don't worry that math isn't done by you, done by stat calculator below, after ya finish rolling the rest of this stuff.)
1-3: 5 iv
4-7: 4 Iv
8-12: 3 Iv
13-15: 1 Iv
16-19-:2 Iv
20: 6 Iv
Next you will roll the number of dice you got for Ivs so if you have 3 ivs you will roll 3 dice and these dice will determine what stats receive the points.(You will find in the stat calculator that Iv section has 31 above every stat. The stats with Ivs have 31, those that don't have Ivs will have to be set to 0.)
1-3: Attack
4-6: Defense
7-10: Speed
11-13: Hp
14-17: Special Defense
18-20: Special Attack
(Again, don't sweat, will make sense in calculator.)
Abilities
Let's say Lotad can learn 2 abilities: Swift Swim and Rain Dish. Roll a 50 sided die for each ability. The ability with the higher number is the one Lotad gets.
If only one ability, then no need for rolling.
Now you can, if you want, roll for hidden ability. All Pokemon have hidden abilities they can get. For those, roll a 100 sided die. If you get 90 or higher, your Pokemon gets that rare hidden ability instead of the dumb normal one it would have gotten.
EVs
Every pokemon you receive gets 510 Evs to distribute where you please. EVs ars a special variable that boosts stats. So you can decide what stats to boost!
It was decided that any other way would be a hindrance to you all.
Remember that only 252 are allowed per area.Still confused? You will probably get it down once you put it in the stat calculator.
You can use this Pokémon Stat Calculator — Calculate Pokémon’s Stats
Sentret #161 (Higher than 50)
HP: 16
Attack: 8
Defense: 7
Sp. Atk: 7
Sp. Def: 8
Speed: 7
Zigzagon #263 (Higher than 10)
HP: 16
Attack: 7
Defense: 8
Sp. Atk: 6
Sp. Def: 8
Speed: 9
Taillow #276 (Higher than 30)
HP: 16
Attack: 9
Defense: 7
Sp. Atk: 6
Sp. Def: 7
Speed: 11
Bidoof #399 (1 or higher)
HP: 17
Attack: 8
Defense: 8
Sp. Atk: 7
Sp. Def: 8
Speed: 7
Lillipup #506 (Higher than 70)
HP: 16
Attack: 9
Defense:8
Sp. Atk: 6
Sp. Def: 8
Speed: 9
Sewaddle #540 (Higher than 40)
HP: 16
Attack: 9
Defense: 10
Sp. Atk: 7
Sp. Def: 9
Speed: 8
Minimum Needed Paragraphs Posted to Pass Route: 2
*Every 6 sentences counts as a paragraph, no matter how you group the sentences or the ideas they execute.
Where This Route Leads To : Pitch Forest
tutorials to read within below spoilers.
Well you know what you have encountered and what level, but what do you do if you just want to straight up battle the pokemon?
Each area has a set move list for the pokemon. You will roll a 2,3, or 4 sided die(depending on how many moves a wild Pokemon has) to figure out what move a wild Pokemon uses.
It should be really simple. Once you have defeated the pokemon find out how much experience you may have received.
If you need help, just ask in OOC.
*Remember, don't read it all at once and try to only read pieces that you need at a given time.
When encountering a pokemon you must remember what area you are in during the encounter. On routes will be posted wild Pokemon you can find. You do not need to encounter wild Pokemon while on a route. Oh, and all routes will post level for all Pokemon.
You Gotta Roll For Encounters
You will roll a 100 sided dice. If there are multiple pokemon for the number you rolled like if you rolled a 10 and there are two pokemon that were 1 or higher than you can choose which you encounter. Same goes if you roll a 50 and there are now 4 choices than you can pick.
Shiny Encounter
You can if you want, roll to see if you encounter a shiny Pokemon. You will use a 100 dice and if you roll 95 or higher out of 100 you get a shiny. Of course there are items that increase this chance...
Battling
In battling tutorial.
Probably not going to Catch-em-all, but you can at least catch your favorites and this is the tutorial to tell you how to do it.
Initiating Catch
*This will be useful, when your in a battle against a wild Pokemon. Their is a separate section explaining how to encounter wild Pokemon.
All Pokemon have a Catch Rate. This expressed in a percent. You roll a die to see if ya caught a Pokemon after throwing a Pokéball. Example: Lotad has a catch rate of 40%. Roll a die a 100 sided die. If ya get 60 or higher then ya got Lotad ^^. (If ya look at the math of 100-40=60. So,to figure what number you have to roll equal to or higher then is this algorithm 100-Catch Rate=Number that die must be equal to or higher then.
Different Pokéballs add different effects.
Pokeball (normal no change in chance)
Great Ball (+5 added to Catch Rate)
Ultra Ball (+10)
Master ball (+100)
Special-Needs Pokéballs all +8 to Catch Rate
Dive Ball ( underwater pokemon)
Dusk Ball ( Night or in dark places like caves)
Lure Ball ( Pokemon found on rod)
Moon Ball (Evolve with moonstone pokemon)
Net Ball ( Water or bug pokemon)
Quick Ball (at beginning of battle)
Love Ball (Opposite gender of your battling pokemon)
Level Ball (only if lower level than your pokemon)
Heavy Ball (Heavy pokemon 440 lb or higher)
Fast Ball (Pokemon that are quick to flea)
Goes up or lowers
Timer Ball (starts at +0 goes up by +1 after every throw)
Repeat Ball ( +10 on pokemon already caught before)
Nest Ball ( up to +10 for pokemon under level 10, but goes down by one as it rises above level 10)
No catching effect but other effects
Friend Ball (Raises friendship level)
Heal Ball (Heals pokemon caught)
Luxury Ball (Raises friendship level)
Status issues
Pokemon with a status condition have a +10 added to their Catch Rate.
More Catching Examples!
Let us use Eevee as an example. Eevee has a catch rate of 6% so you would have to roll a 94 or higher to catch it. However, I used a Great Ball(+5 to Catch Rate) so Eevee now has a 11% Catch Rate and I need to roll 89 or higher.
I roll a dice an get a 64...T.T
Dem Stats
Finally caught it
When ya get a new Pokemon, you have to roll dice for gender and stats.
For gender, roll 100 sided die: 50 or below = Male & 51 or higher equals Female. However, some Pokemon don't have genders or don't cone in both genders-don't worry you will get info on those special cases when ya get the Pokemon or, if ya caught it, on the route info.
Once ya roll for gender, roll for stats.
all stats will use 20 sided dice
Natures:
1-5: Normal Natures Hardy, Docile, Bashful, Quirky, and Serious (You can choose one of them)
6-8: Bold, Impish, Lax, Relaxed
9-11: Lonely, Adamant, Naughty, Brave
12-14: Modest,Mild,Rash, Quiet
15-17: Calm, Gentle, Careful, Sassy
18-20: Timid, Hasty, Jolly, Naive
Iv's:
First you must roll a dice to see how many Iv's your pokemon will have. (IVs are special values that determine growth of Pokemon in a stat. Don't worry that math isn't done by you, done by stat calculator below, after ya finish rolling the rest of this stuff.)
1-3: 5 iv
4-7: 4 Iv
8-12: 3 Iv
13-15: 1 Iv
16-19-:2 Iv
20: 6 Iv
Next you will roll the number of dice you got for Ivs so if you have 3 ivs you will roll 3 dice and these dice will determine what stats receive the points.(You will find in the stat calculator that Iv section has 31 above every stat. The stats with Ivs have 31, those that don't have Ivs will have to be set to 0.)
1-3: Attack
4-6: Defense
7-10: Speed
11-13: Hp
14-17: Special Defense
18-20: Special Attack
(Again, don't sweat, will make sense in calculator.)
Abilities
Let's say Lotad can learn 2 abilities: Swift Swim and Rain Dish. Roll a 50 sided die for each ability. The ability with the higher number is the one Lotad gets.
If only one ability, then no need for rolling.
Now you can, if you want, roll for hidden ability. All Pokemon have hidden abilities they can get. For those, roll a 100 sided die. If you get 90 or higher, your Pokemon gets that rare hidden ability instead of the dumb normal one it would have gotten.
EVs
Every pokemon you receive gets 510 Evs to distribute where you please. EVs ars a special variable that boosts stats. So you can decide what stats to boost!
It was decided that any other way would be a hindrance to you all.
Remember that only 252 are allowed per area.Still confused? You will probably get it down once you put it in the stat calculator.
You can use this Pokémon Stat Calculator — Calculate Pokémon’s Stats
Where to Enter This Route From: Tempo Town
Route 1: Grassy Plains Lvl 3 < --- This number indicates the level of wild
Pokemon
A tall, grassy field just outside of Tempo Village leading into the Pitch Forest.
Route 1: Grassy Plains Lvl 3 < --- This number indicates the level of wild
Pokemon
Sentret #161 (Higher than 50)
- Foresight -- (This means attack never misses) Allows Ghost-type pokemon to be hurt by Normal-type moves.
- Scratch 100% (Damage will be automatically taken account when you input it in the calculator)
HP: 16
Attack: 8
Defense: 7
Sp. Atk: 7
Sp. Def: 8
Speed: 7
Zigzagon #263 (Higher than 10)
- Growl 100%
- Tackle 100%
HP: 16
Attack: 7
Defense: 8
Sp. Atk: 6
Sp. Def: 8
Speed: 9
Taillow #276 (Higher than 30)
- Growl 100% Target's Attack stat lowered by 2 till end of battle.
- Peck 100%
HP: 16
Attack: 9
Defense: 7
Sp. Atk: 6
Sp. Def: 7
Speed: 11
Bidoof #399 (1 or higher)
- Tackle 100%
HP: 17
Attack: 8
Defense: 8
Sp. Atk: 7
Sp. Def: 8
Speed: 7
Lillipup #506 (Higher than 70)
- Leer 100% Target's Defense stat lowers by 2 till end of battle.
- Tackle 100%
HP: 16
Attack: 9
Defense:8
Sp. Atk: 6
Sp. Def: 8
Speed: 9
Sewaddle #540 (Higher than 40)
- String Shot 95% Target's Speed stat lowers by 2 till end of battle.
- Tackle 100%
HP: 16
Attack: 9
Defense: 10
Sp. Atk: 7
Sp. Def: 9
Speed: 8
Minimum Needed Paragraphs Posted to Pass Route: 2
*Every 6 sentences counts as a paragraph, no matter how you group the sentences or the ideas they execute.
Where This Route Leads To : Pitch Forest
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