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Role Playing Approval Center (Update 5-12-13)

I think Flash and Strength should be able to illuminate and push things, respectively.

And maybe the 2 moves drain the pokemon's energy, like using strength is 4-7 energy, every round while illuminating is 3 energy, and if that Pokemon dies your pretty much screwed if you don't have another one

And what about having a full party? is that allowed?

And I think the final bosses should always be a pseudo legendary/legendary

And I think there should be Weak points for the bosses (David and Goliath of sorts), like if you hit Hydreigon in all heads at once, it takes 3 times the damage.

Just my suggestions
 
I think Flash and Strength should be able to illuminate and push things, respectively.
(In addition, Flash is detrimental to vision - it's a flashbang, not a flashlight. If you tried to light up a cave with Flash, you'd just end up dazing yourself.)

I think you want Tail Glow.

As for bosses; a Pseudolegend with the "Regal" nature afforded to Bosses would be obscenely powerful. More difficult dungeons might have them, certainly, but it's not a requirement or even suggested for most dungeons.
 
Actually, from the description from Bulbapedia (it gives the description of how the moves are used in the anime)

Bulbapedia said:
A beam of light shines out from Bronzor's face, or Bronzor releases a circle of light from the middle of its body that grows outward. When the ring of light disappears, its whole body starts to glow brightly.
 
Nightmare Gallery and MND Mystery:

These are pretty solid concepts, though I do agree there is some level of overlap.

I'm keen on most of it except for Bosses/Mons that learn moves they wouldn't normally know. Considering how ridiculously broad most movepools for a boss candidate would be, this shouldn't be an issue.

I'm not sure if you two want to merge or do the ideas separately but it's involved enough I really think two people should be in charge of either one. It's a step in the right direction and I think it should be pursued. If you can send me a PM of how you expect the game to flow realistically including wild/rogue battles and bosses that'd be cool.

Preliminary approval.


The Labyrinth:

Looks awesome, my only quibble is with some of your advantage descriptions. Victreebel slaughters Graveler just as hard, if not harder than Suicune because it has STAB 4x SE Draining attacks at its disposal. Primeape would probably be a better example of a disadvantageous matchup, since Graveler can damage it with Ground moves, but Primeape's Fighting attacks hit pretty hard and it can get around Counter with either Focus Blast or Vacuum Wave.

Metang vs. Graveler is probably more balanced that advantageous to Graveler. Magnet Rise takes out a lot of Graveler's punch, but Graveler has Smack Down, trouble is Metang is faster and Graveler can't negate its SE STAB. A better example might be Graveler vs. Crustle, where Crustle can still do some damage and put up a fight with EQ, Solarbeam, and Bug STAB, but Graveler has a clear advantage if it plays properly and has the right moves.

There also needs to be a little bit more shelling out of HMs and other features, but it looks good.

Preliminary Approval.

Many of the other ideas are unneeded functions or need more review. I'll look them over again.
 
LouisCyphre said:
Awesome; now what do I do? Should I start trolling for testers, or what?
Yes, after you fix the details he had. You also should codify a few other things, like that HM stuff we discussed on IRC. Then you're good to post a thread and get testers!
 
I know it's uneeded, but I would appreciate feedback on my custom spriting thing!

I love that idea; EXCEPT.

Why should I have to pay you for sprites I made? "Pay me or people will take your sprite"? It seems to me that there should be a taboo on taking others' edits regardless of whether or not I paid Arcanite's protection fee.
 
I love that idea; EXCEPT.

Why should I have to pay you for sprites I made? "Pay me or people will take your sprite"? It seems to me that there should be a taboo on taking others' edits regardless of whether or not I paid Arcanite's protection fee.

I have to agree with this. If someone made a sprite for themselves, why randomly pay Arcanite a TC? Also, it seems a bit much that you get 33% of ALL profits. I hope you realize how ridiculously broken that is. Well, that is good for you, but even if it doesn't take away from someone else, it is still too high.
 
Fair enough, that makes sense. However, why would anyone come here? they could just go to the art forum, get them done there (for free) and then use them.
 
Fair enough, that makes sense. However, why would anyone come here? they could just go to the art forum, get them done there (for free) and then use them.

So those who can't sprite can pay TC to have it done; without getting ignored for a week at Smeargle's. Simple as that.
 
I think it's time to introduce one of the older ideas I had.

We'll be developing a Capture System for this to work, but you'll surely find it worth it.


The Legend Run

The Legend Run is a chance to battle your way to a legendary location and take on its master. This might sound familiar, but the rules are different. The Pokemon is at its normal strength, and you get to bring 3 Pokemon to face it. Sound easy? Don't be fooled.

In order to reach these rare legends, you'll have to travel treacherous terrain, face guardian Pokemon, and at the end the end of your journey you'll need to be prepared, because you'll have to catch your opponent the hard way: Solid preparation and luck with Pokeballs.

Legend Run Basics:

Every Pokemon encountered in The Legend Run can be captured. If you capture a Pokemon it can be used on The Legend Run against foes and kept in reserve. You may have a maximum of six Pokemon with you on any Legend Run. You can bring fewer Pokemon and capture more, or you can bring the maximum 3 Pokemon and capture until you reach 6.

All Combat in The Legend Run is Triples Combat with two actions per Pokemon in a round. Infinite Chills and Recovery are allowed, however they can only be used in battles.

Capture Round:

When you move to capture a Pokemon, all attacks suspend and the trainer throws a Pokeball at the target. Poke-balls will only work when there is one opposing Pokemon left, as other Pokemon will intercept the Pokeball. If a Capture fails, the targeted Pokemon breaks free and uses a Chill, increasing their energy by 12. If the Boss gets back to 100 Energy, they will have a round to Attack your Pokemon.

Flow in The Legend Run:

The Legend Run follows a basic flow:

Introductory Roleplay
Lackey Combat
Exploration Roleplay I
Guardian Combat
Exploration Roleplay II
Boss Combat

Introductory Roleplay:

The omniscient will provide you a description of the general area for you to explore, as you head up the path you will run into a few objects and will eventually encounter lackeys and enter the lackey phase.

Lackey Combat:

Lackey Combat will progress like a normal battle with alternating actions betweem the Lackeys and the Player. Lackey areas and generalized and usually allow for any move to be used. Lackeys are generally very basic enemies, and are jumpy and untrained, so they will always attack first in the first round.

Exploration RolePlay I:

After defeating a Lackey, the area will open up and provide more Roleplaying opportunities. There may be items on the ground, dropped Pokeballs from unsuccessful competitors, or other odd developments.

Guardian Combat:

Guardian Combat is more nuanced than Lackey Combat. Guardians stake out a choke point in an area and have made it their own, giving themselves a specialized Arena to fight in. This Arena often provides the Guardian with advantages even if they are low in number. Attacks will still be alternated between the Guardian, however as the Guardian has staked out a defensive position, they will always attack second in the initial round.

Exploration Roleplay II:

After a Guardian goes down, another area in will open up with further opportunities. Items here will be rarer, and there is a decent chance for their to traps or other unpleasant experiences in this area. Much of it will be straightforward, but with tempting sidepaths. Proceed with caution.

Boss Combat:

Boss Combat is the most straightforward, but also the most difficult. Not only are bosses Pokemon of legendary prowess, their intimidating nature and caution means they attack second in every round. They also have Arenas that provide them advantages, and the most important point of all? Like all other battles in The Legend Run, they have reactive, referee controlled AI. Whether alone or together, never underestimate these bosses.

In most cases once you capture or defeat a boss your Legend Run ends, and you reap the rewards you worked so hard to get.

Bonus Play:

Sometimes a dungeon in The Legend Run is so titanic that beating the boss is not the end of the game. You can backtrack to fight more lackeys, go to another area of the dungeon, or go back to the beginning. After you defeat a boss, all the Pokemon you initially brought are healed to full health and energy, and you have the option to claim any Pokemon you captured along the way, buy more Pokeballs, and continue the dungeon from the beginning. Be aware that if you exit a Bonus Play Dungeon, there will be a substantial amount of time before you can continue your progress depending on the queue.
 
One question, it said they can be captured, but can we keep them?, if we capture, let's say zapdos, can we have it and use it outside of the legend run?
 
Major Change 10/09/2011:

Capture Rates are now limited to a minimum of 7 and a Maximum of 150. Heal Balls have had their Capture Rate for >50% HP reduced to 2x. Pokemon at Full Health have a capture rate of 7.


Pokemon Capture

So, I had this really nifty idea earlier today while I was thinking over a couple RPs I am in, and realized that there is a whole mechanic that we've to this day avoided in ASB: Pokemon capture. Where are the Poke Balls that we can purchase and use to capture Pokemon we've weakened in RPs? Well, after talking with Deck and fleshing out a really cool package for this, I've written this up. This is a tag-team submission with Deck's above, as obviously the capture mechanics are necessary in order for his RP above to work.

Pokemon Capture is something that interacts with all other RPs!

Mechanics

The basic premise of Pokemon Capture is that you purchase Poke Balls with TC from the prize claiming thread. Then, with Poke Balls, you can enter into any RP that has wild Pokemon, and capture them! Naturally, there are restrictions as to what can be captured.

  • Pokemon owned by NPC trainers in RPs cannot be captured, and Poke Balls cannot be used in trainer battles at all.
  • Legendary Pokemon cannot be captured. This list, since the qualifier 'legendary' is not generally obvious as to what it describes, is: Zapdos, Moltres, Articuno, Mewtwo, Mew, Raikou, Entei, Suicune, Celebi, Ho-Oh, Lugia, Regirock, Regice, Registeel, Latias, Latios, Groudon, Kyogre, Rayquaza, Deoxys, Jirachi, Darkrai, Cresselia, Azelf, Uxie, Mesprit, Manaphy, Phione, Heatran, Regigigas, Dialga, Palkia, Giratina, Shaymin, Arceus, Victini, Terrakion, Cobalion, Virizion, Keldeo, Tornadus, Thundurus, Landorus, Reshiram, Zekrom, Kyurem, Meloetta, and Genesect.
  • Anything that is considered a 'boss' or 'mini-boss' of an RP cannot be captured.
  • This list of uncapturable Pokemon may be ignored for certain RPs that are designed with catching very high power and even legendary Pokemon in mind.
Those are the Pokemon that cannot be captured. Except in the case of trainer battles, where Poke Balls cannot be used, if a Poke Ball is used in a battle against an uncapturable Pokemon, it will simply destroy the Poke Ball instead of even going inside for a split second. That would suggest that you shouldn't waste your Poke Balls in such a manner!

It's not all restrictions, however. There are some cool things about capturing Pokemon through this RP addendum:

  • You can capture evolved Pokemon.
  • You can capture Pokemon that know special moves.
  • You can capture pretty much anything else you encounter.
When you capture a Pokemon, you treat it as if you were buying the Pokemon from the prize claim thread. If you captured a Pikachu, for instance, assume it is the most basic Pikachu that you can acquire. It has 4/9 EC, 0 MC, and 0 DC, all of the level-up moves up to Level 25, 3 egg moves of your choice, 3 BW TMs of your choice, and any specialty moves that it had in the RP you caught it in but you wouldn't normally get. So let's say that Pikachu used Surf in the RP, then when you catch it you would get the Pikachu I listed above and then Surf on it as a special extra move. Furthermore, since you battle the Pokemon and make an impression upon it when you capture it, when you claim captured wild Pokemon, you may choose both their natures and Hidden Power types. When you battle them before catching them, however, you may find that their Hidden Power type is different than what you make it; that's just the effect you have on a Pokemon when you capture it! Furthermore, some RPs will allow you to keep the captured Pokemon with you during the RP in reserve, though this is on a per-RP basis.

When you move to capture a Pokemon, all attacks suspend and the trainer throws a Poke Ball at the target. Poke Balls will only work when there is one opposing Pokemon left, as other Pokemon will intercept the Poke Ball and cause it to fail. If a capture fails, the targeted Pokemon breaks free and uses a Chill-like move, increasing their energy by twelve (12) while ignoring sleep, confusion, paralysis, or other effects. If the targeted Pokemon gets back to one-hundred (100) energy in this way, they will have a round to attack your Pokemon without retaliation.

Capture Formula

ASB uses the exact same capture formula as in-game, except at the upper and lower extremities. The minimum value for a Pokemon's Capture Rate is 7, while the maximum is 150. This means that ASB will also use the same capture rates for the Pokemon, as listed on websites like Serebii or Veekun. Pikachu has a capture rate of 190, for example, which is lowered to 150. This also means that the type of Poke Ball you buy matters, as it has a Ball Rate that factors into the formula. Here's a crash course in Pokemon capturing math. The only difference in ASB is that since you can inflict multiple status effects on a Pokemon, the 'status number' in the capture formula is equal to the single highest status number of all status inflicted on the Pokemon, not the addition of status numbers.

Finally, Pokemon at their full health have a capture rate of 7, regardless of their ordinary capture rate.

Capture Rates

Like in the game, there are a ton of Poke Balls with varying capture rates based on certain conditions. The list below includes all of the items that this addendum to RPs would provide for purchase in the prize claiming thread and what they do with what special conditions. All Poke Balls are available for purchase except the Master Ball, which can only be rewarded for special accomplishments with Deck Knight's approval. The listed prices are the prices for buying five (5) Poke Balls of that type.
Poke Ball: A Poke Ball used to capture Pokemon.

Cost: 3 | Catch Rate: x1

Great Ball: A great Poke Ball used to capture Pokemon.

Cost: 4 | Catch Rate: x1.5

Ultra Ball: An ultra Poke Ball used to capture Pokemon.

Cost: 5 | Catch Rate: x2

Master Ball: A legendary Poke Ball that will capture any Pokemon without fail.

Cost: — | Catch Rate: —

Level Ball: A Poke Ball that has an increased catch rate against evolved Pokemon.

Cost: 5 | Catch Rate: x1 (First Stage or Unevolving Pokemon), x2 (Second of Two Stages), x3 (Third of Three Stages)

Lure Ball: A Poke Ball that has an increased catch rate against Pokemon that you surprised or trapped either with an attack or a strategy.

Cost: 5 | Catch Rate: 1x, 3x (Trapped Pokemon)

Moon Ball: A Poke Ball that has an increased catch rate against any Pokemon in the fairy egg group.

Cost: 5 | Catch Rate: 1x, 3x (Fairy Egg Group)

Friend Ball: A Poke Ball that has an increased catch rate against Pokemon that you defeated with another trainer companion.

Cost: 5 | Catch Rate: 1x, 3x (With another trainer companion)

Love Ball: A Poke Ball that has an increased catch rate against Pokemon that are affected by an attraction to one of your Pokemon.

Cost: 5 | Catch Rate: 1x, 4x (Attracted Pokemon)

Heavy Ball: A Poke Ball that has an increased catch rate against particularly heavy Pokemon.

Cost: 5 | Catch Rate: 0.5x (Under 451.5 lbs), 2x (Between 451.5 lbs and 677.3 lbs), 3x (Between 677.3 lbs and 903.0 lbs), 4x (Over 903.0 lbs)

Fast Ball: A Poke Ball that has an increased catch rate against particularly fast Pokemon.

Cost: 5 | Catch Rate: 1x, 3x (Speed Stat >=100)

Sport Ball: A Poke Ball that has an increased catch rate against Pokemon that just broke out of a different kind of Poke Ball.

Cost: 5 | Catch Rate: 1x, 4x (Pokemon that just broke out of other Poke Ball type)

Net Ball: A Poke Ball that has an increased catch rate against Bug- and Water-type Pokemon.

Cost: 5 | Catch Rate: 1x, 3x (Bug- and Water-type)

Nest Ball: A Poke Ball that has an increased catch rate against Flying-type Pokemon or Pokemon in the presence of family members.

Cost: 5 | Catch Rate: 1x, 3x (Flying-type and those with nearby family)

Repeat Ball: A Poke Ball that has an increased catch rate against Pokemon you have captured at some point in the past, including those species that you used to have but either traded or evolved.

Cost: 5 | Catch Rate: 1x, 4x (Owned Pokemon species)

Timer Ball: A Poke Ball that has an increased catch rate based on the duration of the battle.

Cost: 5 | Catch Rate: 1x (<2 rounds), 2x (2-4 rounds), 3x (>=4 rounds)

Premier Ball: An elaborate Poke Ball that grants the captured Pokemon one (1) EC, MC, or DC of the trainer's choice when captured.

Cost: 5 | Catch Rate: 1x

Luxury Ball: An extravagent Poke Ball with a reduced catch rate, but that grants the captured Pokemon two (2) EC, MC, or DC of the trainer's choice when captured.

Cost: 5 | Catch Rate: 0.5x

Dive Ball: A Poke Ball that has an increased catch rate against Pokemon encountered when Diving or Surfing.

Cost: 5 | Catch Rate: 1x, 3x (When Diving or Surfing)

Dusk Ball: A Poke Ball that has an increased catch rate against Pokemon encountered in dark environments such as caves or at night time.

Cost: 5 | Catch Rate: 1x, 3x (In low lighting)

Safari Ball: A Poke Ball that has an increased catch rate against Pokemon fought in tall grass.

Cost: 5 | Catch Rate: 1x, 3x (In tall grass)

Heal Ball: A Poke Ball that has an increased catch rate against Pokemon above 50% of their maximum HP. In certain Roleplays where a Pokemon can be used as soon as it is captured, the Heal Ball heals them to full HP and energy when captured.

Cost: 5 | Catch Rate: 1x, 2x (>50% HP)

Quick Ball: A Poke Ball that has an increased catch rate against Pokemon when thrown in the first round of combat.

Cost: 5 | Catch Rate: 1x, 5x (When used in first round of combat)

Park Ball: A Poke Ball that has an increased catch rate against Pokemon found in human civilization, but that are still wild.

Cost: 5 | Catch Rate: 1x, 3x (In human civilization)

Dream Ball: A Poke Ball that has an increased catch rate against Pokemon that are asleep.

Cost: 5 | Catch Rate: 1x, 3x (Against sleeping Pokemon)

Cherish Ball: A Poke Ball that has an increased catch rate against legendary Pokemon.

Cost: 5 | Catch Rate: 1x, 2.5x (Against legendary Pokemon)
 
One question, it said they can be captured, but can we keep them?, if we capture, let's say zapdos, can we have it and use it outside of the legend run?

With the exception of a few Pokemon (primarily title Ubers), the vast majority of legends can be used in any battle, tournament, etc. If you manage to get your hands on an "Uber" Pokemon you can specifically state whether they are allowed in a standard match.

Specifically this list of Ubers includes Mewtwo, Lugia, Ho-Oh, Kyogre, Groudon, Rayquaza, Dialga, Palkia, Giratina (all formes), Reshiram, Zekrom.
 
Posting to officially note that, if you don't nerf catch rate on CR30+ legends or make it impossible to reach them, anyone with a few strong builds and around 30 spare TC will have one.
 
Hmm, a few questions I just thought of, will the pokemon (particually legendaries) come with a preset nature, or will you be able to change their nature after you get it?

And also, if you capture something like Registeel in the Legend Run, how will the moves work on that [i.e. will it learn all moves up to level 40 or something?]

Finally, will the capture mechanics apply retroactively to roleplays? [i.e. in the Raid zone, would the Tynamo "Adds" become capturable once the capture mechanics are solidified?]
 
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