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Post by Admin on Jun 23, 2015 20:41:40 GMT
GAME MECHANICS Our dungeon mechanics are a tiny bit complicated, however, most of the more complicated stuff is withheld and is mostly known by our staff to help you not get confused whilst playing! So, with that out of the way, let us get to it!
MOVING THROUGH A DUNGEON Our dungeon mechanics might seem hard at first, but they are very easy!
Once you enter a dungeon, the mod in charge of dungeon moderation will post.
In that post, they will having an image depicting a room with yellow dots signifying where you and your partners are in the dungeon. This is your starting room and these images are how you will navigate.
Red Dots indicate foes and enemies - if an enemy is sleeping, the mod will inform you of that. Green Dots indicate items and collectibles. The mod will specify what they are, it's then your choice whether you would like to pick them up or not. Small Enclosed Boxes mark stairwells, your gate to moving on to the next floor. White Lines indicate walls, meaning things you cannot walk through unless you have an item specifying you can. Red Lines Indicate lava, things you can not walk through unless you have an item specifying you can. Blue lines indicate water, things you cannot walk through unless you are a water type or have an item specifying you can.
After the mod has posted, it is then your choice of which hallway you would like to go own first. The mod will then post next, either describing a room you are in, a crossroad you have met, an item you have seen, or an enemy that has attacked you.
FIGHTING, LEVELING UP, AND ITEM USAGE Luckily, the fighting percentages and all that is mostly taken care of by a mod while the actual fighting is left up to you.
Once your character has reached an enemy, the enemy will then attack you, assuming they are not asleep and have noticed you. It is then your choice to fight back or flee.
REMEMBER - YOU CAN ONLY USE ONE MOVE PER TURN.
Once you engage in battle, the mod will be controlling the moves the enemy uses and what it's doing, all whilst calculating up all the damage percentages and experience you earn.
Should you reach a set threshhold for experience, you will level up and may have the chance of earning a new move - yay!
Should you want to use an item in your inventory, be sure to mention that to the mod so they can assure the effects are placed correctly. And, another thing in this roleplay - you can starve in dungeons. That's right.
Walking in the dungeon, you may start to notice the effects of hunger as per the mod warning that your character is getting hungry. All character's start out with a 100 stomach threshhold, and walking and fighting in dungeons make that Pokemon hungrier. Once it hits zero, your character is teleported from the dungeon and the mission is classified as failed. Should you be getting hungrier, be sure to eat an apple or any other food object.
You can buy items in the shop on the top-bar above.
JOBS, MISSIONS, AND COMPLETING THEM Jobs and missions are an important piece for explorers, as this is how they earn money in the world.
In the Guild Board in the roleplay area, there is a board titled 'The Bulletin Board'. This is where you can accept or make jobs. There is a form for making jobs in that board, and there are also going to be a few threads that are titled like this - 'Job ( Difficulty - Job Type (Outlaw, Task) - Job Availability ). To accept these, simply comment claiming them. You do not have to do these right now however, but you should do them soon or else your claiming could expire.
Then, once you have finished the job, you will be given the award promised and will also gain experience points depending on the job. credit to Dark Raveness of adoxography
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Post by Admin on Jun 24, 2015 18:45:28 GMT
EVOLVING, HEALTH, AND STAT CHANGES Here's a post pertaining to all you need to do to advance your character in the roleplay!
EVOLVING Say your character just leveled up to a level where it is capable of evolving! But how do you evolve it...?
When your character has been levelled up to a point in which they can evolve, the Admin will notify them, saying they are now capable of evolving should they wish to do so.
However, unlike in the main Pokemon games, evolving doesn't happen spontaneously, it's a process in which you must go to a place to evolve yourself instead of it just happening randomly.
This place is called Mystery Lake, located at the end of the Monotonous Cavern. To reach the pool, you must go through all of the dungeon to reach it, and once you are there, all you need to do is press your nose to the water, and thus you will be evolving! Cool!
HEALTH No matter your character's age, stats, or how they join, every single character starts off with 20 health. This is inexcusable and is put in place so that no body trumps everybody so easily at the beginning of the game.
Of course, leveling up will raise your health, and luckily for you, mods will be keeping track of how much health you have in a dungeon, so you don't have to.
Just be careful, and watch your bravado.
STAT CHANGES Stats are a very important part of the rolepay when it comes to fighting and dungeon moving, and luckily, these will never say the same!
You can change your stats in a multitude of ways, so here are a few.
-- Use an item that will change your stats permanently.
-- Level up
There may be more ways to change your stats, but right now, that's all! credit to Dark Raveness of adoxography[/quote]
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Post by Admin on Jun 24, 2015 19:05:19 GMT
STAB, CRITICALS, AND STATUS CONDITIONS Here's a post pertaining to all you need to do to advance your character in the roleplay!
STAB STAB, or 'same-type attack bonus' is when you use a move that pertains to your type, earning you a bonus on that attack.
STAB is a thing in this roleplay, and everytime you use an attack of your own type, you will get a bonus from anywhere between 30% - 50%, so it's definitely useful!
Don't worry, you obviously don't have to calculate all of this yourself, the mod team will take care of it!
CRITICAL A critical is when your attack get's a boost randomly, and this is also a factor in the roleplay.
Although, the chances are low! On every attack you make, there is 10% chance it will be a critical, and even then, it might not hurt a lot, as they too give a 30%-50% bonus.
However, these are always useful, no matter how frequent they happen!
STATUS CONDITIONS Status Conditions are things that might hinder or help a pokemon in doing something, and these can happen often, either by item or a move. Since these may be hard to track down, we have handy list right here for you!
Asleep - The Pokémon does not do anything. If in the middle of a linked move, the rest of the linked move is skipped. Items cannot be removed from this Pokémon. A Pokémon that is already Asleep, Nightmare, or Napping cannot be inflicted with this status. Lasts 3-6 turns. Sleepless - The Pokémon cannot be inflicted with any other sleep-related condition. Lasts for 11-12 turns (or until the Pokémon leaves the dungeon floor in Explorers of Time/Darkness/Sky). Typically caused by moves such as Worry Seed or Uproar, but can also be brought upon by eating a Chesto Berry. Nightmare - Caused by Nightmare, this condition can override Asleep and Napping. This status lasts 4-7 turns, after which the Pokémon loses 8 HP; it is otherwise considered identical to Asleep. Yawning - The Pokémon will get the Asleep status when this status ends. Items cannot be removed from this Pokémon. Lasts 3 turns. Caused by Yawn. Napping- This condition's duration cannot be overridden if the Pokémon is subsequently inflicted with Asleep, Nightmare, or Napping (though the status itself may be overridden. This status is otherwise considered identical to Asleep. Lasts 2-3 turns, after which status healing occurs. Caused by Rest. (Note that the other effect of Rest, the healing of all HP, is not caused by this status.) Burned - The Pokémon will lose 5 HP at the end of its next turn, and every 20 turns after that. Pokémon on water tiles cannot be burnt. Burns can be healed by stepping on water tiles (even by Pokémon for which this would normally cause a warp), or the use of specific items. Lasts indefinitely. Poisoned - The Pokémon will lose 4 HP at the end of its next turn (2 HP in Explorers of Time/Darkness/Sky), and every 10 turns after that. Poisoned Pokémon cannot naturally regenerate HP. Lasts indefinitely. Badly Poisoned - The Pokémon will lose 6 HP at the end of its next turn, and every 2 turns after that. Like Poisoned Pokémon, Badly Poisoned Pokémon cannot naturally regenerate HP. Lasts indefinitely Paralyzed - The Pokémon's movement speed is reduced, and cannot use attacks (regular or special) or Wonder Orbs. Thrown items will continue to inflict damage. Lasts 2 turns. Frozen - The Pokémon will not do anything, though it may not receive damage. If in the middle of a linked move, the rest of the linked move is skipped. Pokémon on Magma tiles cannot be frozen. Frozen Pokémon can be defrosted if a Fire attack is used against it, if it is forced on a Magma tile, or a specific item is used on it. This lasts for 4-5 turns. Leg Hold - The Pokémon cannot move (but may attack), and cannot switch places with the team leader. Lasts for 2-5 turns. Typically caused by moves such as Mean Look or Spider Web Wrapped Around Foe - The Pokémon cannot take any actions, and cannot switch places with the team leader. If part of a linked move, the rest of the linked move is skipped. Typically self-inflicted from the use of Wrap. Wrapped By Foe - The Pokémon cannot take any actions, and cannot switch places with the team leader. The Pokémon will lose 6 HP at the end of its next turn and every 2 turns thereafter. Lasts 3-5 turns. Typically inflicted by Wrap. Ingrain - The Pokémon cannot move (though it may attack), and cannot switch places with the team leader. The Pokémon gains 10HP at the end of the next turn, and every five turns after that. Lasts 16-30 turns. Caused by Ingrain. Petrified - The Pokémon is unable to do anything, and cannot switch places with the team leader. If in the middle of a linked move, the rest of the linked move is skipped. Lasts 21-30 turns. Constriction - The Pokémon cannot move (though it may attack), and cannot switch places with the team leader. The Pokémon loses 5 HP at the end of the next turn, and every 2 turns thereafter. Lasts 4-6 turns. Cringing - The Pokémon cannot use any regular attacks, special attacks, or orbs, but may throw items. If in the middle of a linked move, the rest of the linked move is skipped. Lasts 1 turn. Confused - The Pokémon will move in a random direction, and turn in a random direction before attacking. However, thrown items will still travel in the desired direction. Allies are treated as foes unless the Pokémon has the Nontraitor IQ skill. Also, if the Pokémon uses moves such as Sweet Scent or Earthquake, it will be affected. Moves like Agility will also benefit the opposing side. The Pokémon may not switch places with the team leader. Lasts 7-12 turns. Paused - The Pokémon cannot take any actions, but this status does not interrupt the execution of a linked move. Lasts 1-2 turns. Typically caused from moves such as Hyper Beam. Cowering - The Pokémon will turn in the opposite direction before attacking with a regular attack, a special attack, or an orb. Allies are treated as foes unless the Pokémon has the Nontraitor IQ skill. Lasts 11-12 turns. Taunted - The Pokémon will only be able to use moves or orbs that cause damage. It will not be able to alter stats or cause status ailments. Lasts 12 turns. Caused by Taunt. Blinker - The Pokémon cannot see other Pokémon, items or the dungeon walls. The Pokémon will treat allies as enemies. A non-player character will move in a random direction until it cannot move further before attacking. Lasts 11 turns. Caused by a Blinker Seed. Cross-Eyed - All other Pokémon, including friends and foes, and items on the floor will be replaced by substitutes, making targeting a foe more difficult, while making it easier to accidentally attack a friend. Lasts 11 turns. Caused by an X-Eye Seed. Eyedrop - The Pokémon is able to see all hidden traps and all invisible Pokémon. Lasts indefinitely. Caused by using an Eyedrop Seed. Muzzled - Moves that require the use of the mouth will fail. The Pokémon may also not eat or drink items. Lasts 11 turns. For a list of moves affected by Muzzled status, see the individual move articles. Caused by Silence Orb. Power Ears - If the Pokémon is the team leader, the location of all other Pokémon are visible on the map. Lasts indefinitely. Caused by Radar Orb. Scanning - If the Pokémon is the team leader, the location of all items are visible on the map. Lasts indefinitely. Caused by Scanner Orb. Grudge - If the affected Pokémon is knocked out, the move that knocked it out will have all its power points depleted. If the Pokémon is knocked out by a standard attack, the power points of last used move will be depleted. Lasts indefinitely. Caused by Grudge. Exposed - Normal- and Fighting-type moves made against this Pokémon will have normal effectiveness against Ghost-types affected by this condition. Lasts indefinitely. Caused by Foresight and Odor Sleuth. Terrified - The Pokémon can only move, and is incapable of using moves or items. If the terrified Pokémon is not the team leader, then they will flee from other Pokémon, including other members of the team. If in the middle of a linked move, the rest of the linked moves are skipped. Lasts 3 turns. Usually caused by Stench or Run Away, or the dungeon tactic "Get Away From Here". Perish Song - Lasts 4 turns, after which the Pokémon loses all HP, unless it has Protect status at this time. Caused by Perish Song. Stair Spotter - If the Pokémon is the team leader, the location of the stairs is visible on the map. Lasts indefinitely. Caused by Stairs Orb. Hungry Pal - If the Pokémon is not the team leader, they will be unable to move until they consume a food item, Gummi, Seed, or Berry. Lasts indefinitely, and is not cured upon floor change. Caused by Hunger Seed. credit to Dark Raveness of adoxography[/quote]
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Post by Admin on Jun 25, 2015 21:14:08 GMT
INVENTORY AND MONEY Inventory is a very important thing in this game! So, we have a specific explanation right here!
ALWAYS keep your inventory listed on your bio, it keeps things unconfusing in case other methods do not work.
Usually, you can buy things in the shop area, and the items you buy can be listed onto your profile! But... What about stuff you find in dungeons?
Nobody wants to pay for that! Which is why we have a redemption system!
Basically, once you find an item or money in the dungeon of choice, the admin will message you with a redemption code! Click on that, accept the 'gift' and now you have your item! Easy enough, right?
MONEY -
The money in this world is called Poke.
Gaining it is easy. Earn it by posting, and you can also find it anywhere in dungeons! If you find it in dungeons, an admin will edit it to accommodate the change.
Spending it is also easy! You can spend it in the shop and the stuff you buy is using up the money you spent. Also, if you loose money via dungeons or in the Marketplace, we will edit the money to accomodate the change. credit to Dark Raveness of adoxography
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