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Post by National Pokedex on Apr 2, 2014 23:08:27 GMT
You can keep an eye on this thread for facts about game play. This means that ways in which the game is different from the anime or video games will be listed here. Please feel free to ask any questions about game mechanics here.
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Post by National Pokedex on Apr 7, 2014 16:27:32 GMT
Three terms you should know:
SEU means Set Everything UP. This means that I will set up every possible location for you where pokemon can be caught.
QER means Quantity Encounter Rate. This means that when I set up a location for you, that you will remain there until you've come across one of every type of pokemon.
GRS means Gym Route Set-up. This means I will automatically continue to set up the next city path that leads you to your closest gym.
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Post by National Pokedex on Apr 9, 2014 12:39:13 GMT
Ways Pokemon Learn Moves
Breeding - moves pokemon learn by having certain parents Experience - moves pokemon learn by "leveling up" Pokemon Sharing - pokemon may teach each other moves, but only ones they'd learn naturally TM - a CD like device that canb e played in a pokedex to teach pokemon moves Move Tutor - a specialist who is required to teach certain pokemon certain moves Move Relearner - a specialist who is capable of teaching pokemon moves they've forgotton
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Post by National Pokedex on Apr 14, 2014 20:55:13 GMT
At the moment you come across a pokemon, it's sex, nature, and ability are randomly generated. It's shiny status is generated when the number determining the pokemon's sex and the number determining the pokemon's nature are the same number. This makes shinies rare, but more likely in my game than in the video game. For GMs: This link is used to determine the three values. The first determines nature, the second determines sex, and the third determines ability. If the first two numbers are the same, the pokemon is shiny. Natures are listed 1-25 so if the number is over 25, you just count around from that number so that Hardy is 1, 26, 51, and 76, and Quirky is 25, 50,75, and 100. Sex is determined by whether the number falls into the male or female part of the range for that pokemon. For example, a misdreavus which is listed as 50% male and 50% female, a 54 would make that misdreavus a female, while a 13 would make it a male. Ability is determined in this way: 1-50 = first abiltiy 51-99 = second ability (if there is one) and 100 = hidden ability (if there is one).
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Post by National Pokedex on Apr 15, 2014 17:21:11 GMT
Repels [/b] - prevents the next 5 pokemon encounters Super Repel - prevents the next 10 pokemon encounters Max Repel - prevents the next 15 pokemon encounters [/ul][/div]
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Post by National Pokedex on May 25, 2014 19:07:51 GMT
Here is an example of a file. Names are red for girls, blue for boys, gray for genderless, hot pink for shiny girls, green for shiny boys and orange for shiny genderless. The little notches on Pokemon, Nature, Name, and Status/Bio all have further information in them. The note on Pokemon has EVs attached. There would also be note on each pokemon's Leveling information with EVinformation. The EV information on Pokemon would have the total EV information while the EV information on Leveling will refer to which EVs will apply to the next level up, which will be cleared out to zeros at each level up, while the EVs under Pokemon will keep track of the overall EVs so that no one stat goes over the 252 max. The notch on Nature holes the IV information, while the notch on the pokemon's name holds the total current Stats of the pokemon. Finally, the notch on Status/Bio lists the pokemon's characteristic, and a few other points to remind the me or other gms how to rp that pokemon's personality.
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Post by National Pokedex on May 25, 2014 20:09:56 GMT
Game Play Set Up for GMs First you make sure that the location is set up by the Head GM. Only the head GM can set up locations and large plot events like meeting with legendary Pokemon. Then you ask the player how long they'd like to be at the location, or if they they'd like some variant of QER. You use this link to set up their game play. It generates 30 numbers at a time. This means it sets up 30 minutes of in-game play at a time. Each number represents an in-game minute. Each number between 1 and 20 represents a pokemon encounter, each number between 75 and 79 represents a found dropped item, and each number between 80 and 100 represents an encounter with a trainer. I mark these on paper with tally marks to use for the game play. After each hour of set up, you will then reset the parameters of the number generator to generate the number of pokemon that the player would come across in that hour. This is where you figure out what pokemon the player has come across in that hour. Here you use the Paths and Locations tab in the player's file. Let's say that on a path the player will be walking on, it is set up so that 50% of the pokemon encounters are meowth, 20% are taillows, 20% are ledyba, and 10% are wurmple. This would mean that a 53 would would be a taillow, a 90 would be a wurmple, and a 22 would be a meowth. If the player is interested in QER, then you keep setting up one hour at a time until QER is achieved. At five hours, if QER is not achieved, you can add in one missing pokemon for every hour after five that is necessary to achieve QER. If the player is doing QERx2 or more, you do this every five hours. At this point you play. The player starts on the path, park, zoo, or wherever else. You can mark off the player's encounters with wild pokemon, trainers, or items by crossing off the tallies on your list as you go. As a gm, you can choose the order of these encounters as you go. Every time a player comes across a wild pokemon, you will use this link as discussed in a previous post, to determine the sex, nature, ability, and shiny status of the pokemon as the player comes across it. This is not done before hand, but as it happens inn game. Every time a player comes across a trainer, you will use this link to determine that NPC's team. Should an NPC have one or more lengedaries in the generation of their team, assume those are empty slots and the player doesn't have enough pokemon to have a full six member team. You then use this link to determine if the NPC is interested in battle or not. 1-20 means they will try to avoid the player. 20-50 means they are not interested but are not so disinterested that they will actively try to avoid the player. 50-80 means they are interested in battling but they are not so interested that they will approach the player. 80-100 means the NPC is so interested in battle that they will approach the player. If the player asks the NPC about trade, you may click the button again to get a second number in regards to the NPCs interest in trade with 1-49 being uninterested and 50-100 being interested. What the NPC has up for trade and what they want for trade will be discussed in a different post. Random generation for items will be discussed in a different post as well.
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Post by National Pokedex on May 27, 2014 14:37:38 GMT
How Trading with NPCs Works We're going to use an example NPC to explain this. As I've said before, we use this link to determine NPC teams. Any legendaries generated are seen as an empty spot on the team and this means that the NPC doesn't have enough pokemon to have a full 6 member team, meaning that the pokemon you see are all they have. If the player has asked an NPC to trade, you use Rorg (nickname for the random generator) to determine if they are interested in trading. Any number over 50 means they are interested in trading. A number over 80 means they are trading for a particular pokemon. If they are trading for a particular pokemon, you continue to use Rorg for as many times as it will give you a number over 80 before giving you a different number. It is rare that it will do it more than once in a row, but it is possible. Let's say we got one number over 80. You would then go to Bulbapedia's main page, and click the "Random" button on the left side under Navigation. You will do this until it gives you a pokemon. (This may not be a pokemon's actual page, but an episode listed about a pokemon, or a pokemon card. As long as there is at least one pokemon on that page then you can use that pokemon as the pokemon that the trainer is looking for.) Once you have this pokemon, you'd state that this is the pokemon the trainer is looking for. If you get a number over 50, but not over 80, this means that the NPC is open to trading but doesn't have a particular pokemon in mind. This means that the player can list off what they are offering to trade, and you will roll for each pokemon to see if the NPC is interested. For each pokemon the player lists, a number over 50 means that the NPC is interested in that pokemon. Now that you know what the NPC wants for trade, you can see if they've anything of interest to the player. (*Note, either step can come first depending on how the conversation goes between the NPC and the player). So for this we're going to use a sample NPC. NPC Michelle has the pokemon listed above. So which ones are for trade? Well that is randomly generated too. First you go to Rorg and see what tens it gives you. I rolled a 92. This means that the first pokemon Michelle is willing to trade is her ninth pokemon. Well, there are only six listed in a team, so we have to generate more pokemon using the same program as before. This shows us that Michelle has a mandibuzz that she is willing to trade, but is that all she has for trade? Let's roll and see. A number over 50 means Michelle has more pokemon to trade, and you repeat the process to see which of these she'd also be willing to trade. I rolled a 13, which means that this second mandibuzz is the only pokemon she's willing to trade. At this point you can give this information to the player and go from there. If the player trades, you simply delete the pokemon they had previously from their file, adding the new one, in this case mandibuzz, instead. You will roll as you do for wild pokemon to discover mandibuzz's sex (which would always be female but not all pokemon are this way obviously), nature, ability, and shiny status. It does list mandibuzz's nature above as well, so you must roll again. A number under 50 means the mandibuzz keeps its first randomly generated nature, lonely, while a number over 50 means the mandibuzz will have it's second generated nature that you generated with its sex, ability, and shiny status.
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Post by National Pokedex on May 27, 2014 15:20:22 GMT
Item Rarity Rating System- 1-25 @ 25%
- 26-40 @ 15%
- 41-55 @ 15%
- 56-70 @ 15%
- 71-80 @ 10%
- 81-90 @ 10%
- 91-95 @ 5%
- 96-98 @ 3%
- 99 @ 1%
- 100 x2 @.0001%
This is the rating system for items. If an item category is marked as a 1 and the individual item is marked as a 5, then you must first roll a 1-25, and then a 71-80 to get that item. Should there be more than one item at a rating, they are equally rare and you may divide up the rolls evenly. For example, if there are two individual items marked at 5, then 71-75 would mark the first item and 76-80 would mark the second. You could also in more complex situations, just reset the random number generator to the number of equally ranked items in question. If you have 7 items marked at 7, then they are all equally rare once you have gotten enough rolls to get to those items, so you can just set the random generator to 7, and see which it picks in this instance. If a roll (or set of rolls) does not turn out an item, you should re-roll, otherwise you would be making an item more available than it actually is. I'd just like to note that rarity is not based on how desirable an item may be, but by how valuable it would be in this universe. This means that an exceptionally helpful item might be incredibly common while an unwanted item might be extremely rare.
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