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Post by ➤ GRAZ ! on Aug 25, 2011 5:56:04 GMT
Battle, Level and Evolution Rules
1) All Pokémon evolve following the rules laid out in the most recent Pokémon games. Where such evolutions are not possible, for example location-based evolutions, these will have a Solastella substitute.
1.1) Eevee to Glaceon: Instead of an Ice Rock, your Eevee must level up in Cryo Steppes around the Cryo Rock.
1.2) Eevee to Leafeon: Instead of a Moss Rock, your Eevee must level up in Spice Meadow around the Spice Rock.
1.3) Nosepass to Probopass and Magnemite to Magnezone: To evolve Pokémon that require magnetism, your Pokémon must level up in Solenoid Cavern.
2) Evolutionary stone evolutions do not need to occur in a thread, and can be completely OOC if you desire. Any OOC levels gained or OOC trades also do not require an IC evolution. You do not need mod supervision for an evolution, unlike with levels.
3) Happiness evolutions occur after your Pokémon has been leveled up at least 15 levels from capture. It also helps if they have a good relationship with your Pokémon IC. The evolution can only occur in the moments after a level-up.
3.1) If your Pokémon is captured at level 85 or above, they must reach level 100 before they will evolve. Pokémon captured at level 100 will not evolve through friendship.
4) For time-based evolutions, it is best to go off the time that the RP is set in. This is almost entirely in your hands if you were the first to create the thread and still somewhat in your hands otherwise, as you can progress time in your posts.
5) If your Pokémon will only evolve after being traded, you must trade it. If you wish to retain it, simply ask the person you are trading with to trade it back afterwards, just as you would in the games.
6) The following Pokémon have unique evolutionary requirements.
6.1) Mantyke to Mantine: To evolve a Mantyke, you must have a Remoraid in your party. Conversely, you may purchase a Remoraid Doll from the Mart.
6.2) Nincada to Shedinja: You are not required to have a spare space in your party, though you ARE required to have a spare Pokeball. The Shedinja may then go to your PC if necessary, just like any Pokémon caught with a full party would.
6.3) Wurmple to Silcoon/Cascoon: As this is based entirely on a randomly generated personality value in the games, you may choose which one a Wurmple evolves into.
6.4) Tyrogue to Hitmonchan/Hitmonlee/Hitmonlee: This is also your choice.
6.5) Burmy to Wormadam: If your female Burmy reaches level 20, you must take into account the type of area your Pokémon is in, if it is a town (such as a gym), then Trash Cloak, if a Cave, Beach or Desert, Sandy Cloak. Otherwise, Plant Cloak. Common sense is helpful here.
6.6) Shelmet to Accelgor and Karrablast to Escavalier: These Pokémon typically require being traded for each other in order to evolve, however, this is not necessary in Solastella. They will evolve regardless of the Pokémon they are traded for, just like any other trade-evolution Pokémon.
7) After each battle, a Pokémon gains the difference in levels between itself and its opponent (for example if a level 4 Pokémon defeats a level 6 Pokémon, it gains two levels), up to a maximum of five levels, though the likelihood of winning a battle should decrease as the level of the opponent increases. If a Pokémon is of the same or a higher level than its opponent, it gains one level. The loser does not gain any levels.
7.1) Any Pokémon that had battled the opposing Pok?mon, but are no longer doing so (due to being switched out or forced out by a move such as Roar, subject to agreement in Type 5 CPP by both parties) each gain one level once the opponent’s Pokémon faints. This is known as the ‘participation bonus.'
7.2) Pokémon holding the Experience Share gain a participation bonus without needing to battle the Pokémon directly. If a Pokémon holding the Experience Share does battle, the participation bonus is cumulative on top of their regular level increase, for a minimum of two levels and a maximum of six levels. This only happens if the holder is active in battle at the point the opponent faints.
7.3) Pokémon holding the Lucky Egg also gain a participation bonus on top of their regular level increase, but only if the opposing Pokémon faints whilst the holder is active. Unlike the Experience Share, the bonus is not awarded outside of battle automatically. It is however, awarded in accordance with Rule 7.1 if the holder participated in the battle and was switched out.
7.4) Double battles and triple battles work under the same principle as single battles but with more than one active Pokémon on either side. Level bonuses dependent on a Pokémon being active apply as before, the battle simply allows more Pokémon to ‘participate’ at once.
8) If a Pokémon has been fainted, you can guarantee a capture of the Pokémon. However, at the mod’s discretion you can also attempt a capture while the Pokémon is still conscious. If successful (it is expected you will have weakened the Pokémon first), you will gain full levels. A capture attempt takes up both of your moves for a turn.
8.1) Pokémon up to level 25 may be attempted to capture with any Pokéball.
Pokémon from level 26 to level 50 may only be captured with a Great Ball or above. All other methods of capture will fail.
Pokémon above level 50 may only be captured with an Ultra Ball or above. All other methods of capture will fail.
Rule 8.1 only applies to a Pokémon who is not yet fainted. A fainted Pok?mon, regardless of level, can be caught with any Pokeball.
8.2) A Master Ball will guarantee a capture for any Pokémon, regardless of level or whether it has fainted.
8.3) A status effect will lower the boundary by five levels - if a level 53 Pokémon is sleeping, for example, it should be treated as a level 48 Pokémon for the purposes of capture, meaning a Great Ball is sufficient.
8.4) A Pokéball is not technically required to "catch" a Pokémon. A trainer is sometimes able to convince a Pokémon to follow them without the use of a Pokéball either through battling or diplomacy, or perhaps a Pokémon will refuse to be contained within a Pokéball (like Ash's Pikachu). It is up to the mod to decide whether the trainer's efforts in convincing a Pokémon are successful, however, and one should usually expect a battle or quest or some type of difficulty before the Pokémon agrees to come along. Also, if a Pokémon is highly hostile, do not expect efforts to befriend the Pokémon to bear any fruit.
8.5) If a Pokémon is "captured" without the use of a Pokéball, but the trainer wants to store the Pokémon in a PC, they will need to put the Pokémon in a Pokéball to do so -- which may or may not be okay with the Pok?mon, and which will, of course, take up a Pokéball from your inventory. This must be done within a thread. Keep in mind that if a Pokémon in this situation does not want to be stored, they are technically not captured yet and could potentially run off if displeased with their trainer.
9) Your Pokémon have two moves per turn (unless using a healing move, an item, or switching out Pok?mon), which may be any combination of the following except attack-attack:
9.1) Negate: Using a move or obstacle to prevent another attack from hitting your Pokémon. This includes “unavoidable moves” unless you’ve given permission for your opponent to CPP that.
9.2) Dodge: Avoiding a move by getting out of the way. This includes “unavoidable moves” unless you’ve given permission for your opponent to CPP that.
9.3) Damage: Using any move intended to inflict damage on the opposing Pokémon.
9.4) Non-Damaging Offensive: A move aimed at the opponent but not designed to cause damage, such as those that lower stats or inflict status effects.
9.5) Non-Damaging Defensive: A move aimed at oneself, such as to boost stats or remove status effects.
9.6) Healing Move: A move aimed at oneself or a teammate which recovers health and/or status conditions. This takes up a full turn and cannot be used in conjunction with any other moves in that turn.
9.7) Trainer Item: The trainer uses an item such as a Potion, a Revive, a Dire Hit, or an Antidote during battle. This takes up a full turn and cannot be used in conjunction with any other moves in that turn. Held items (for example, Leftovers or an Oran Berry that was equipped to a Pok?mon prior to the start of battle) do not take up an action at all.
9.8) Switching Out: Your current battling Pokémon is returned, and a different Pokémon is sent out in its place. This takes up a full turn and neither of the switched Pokémon can use any moves that turn, unless the switch was done via a move such as U-Turn; in that case, the first Pokémon may take a full two-move turn that includes U-Turn or the similar move, and the second Pokémon may still take no actions.
10) Once you have had three consecutive turns with a negate or dodge in it, your next turn may not have one, and you are not permitted to use moves like Detect or Protect. This rule only applies to damaging moves. If you negate or dodge a non-damaging move, your ‘dodge count’ is not increased.
10.1) The use of moves which deal with accuracy and evasiveness change this "three-dodge rule." For every accuracy-lowering or evasiveness-raising move, you may dodge one more turn in a row. For example, if my Pokémon uses Smokescreen or Double Team, it will be able to now dodge four turns in a row. If it uses two Smokescreens or two Double Teams, or one Smokescreen and one Double Team, it will be able to dodge five turns in a row. This can stack until one is able to dodge a maximum of six turns in a row. Note that if a user is consistently abusing this (e.g. dodging six turns in a row, getting hit once, and then dodging another six turns in a row), it can be reported to a staff member and the user in question will be taken to court and punished if found guilty.
10.2) Using Smokescreen on a Pokémon whose ability prevents its accuracy from being lowered will not result in another dodge turn. However, using a move such as Double Team which raises your evasiveness will allow you to dodge an extra turn.
10.3) Accuracy-raising moves also have an effect on the three-dodge rule. For each accuracy-raising move, the enemy is able to dodge one less time. For example, if my Pokémon uses Hone Claws, the enemy will now be able to dodge only two times in a row. If I uses two Hone Claws, the enemy will be able to dodge only once before getting hit. These moves can only stack until this point, where the enemy is able to dodge once before getting hit. If the enemy uses a move like Smokescreen to counter your Hone Claws, the effect is negated: e.g., if I use Hone Claws and they become able to dodge only twice, they can use Smokescreen or Double Team to make it so that they can dodge three times in a row once again.
10.4) Triple battles on Solastella do not take account of “position” based move restriction, so it doesn’t matter where your Pokémon is, they may attack any other Pokémon regardless of their position. Moves that also damage or affect allies act the same on Solastella (this includes double battles), though they may be dodged in accordance with other rules on the matter, if appropriate.
11) Pokémon on Solastella have four move-slots and four move-slots only. However, if you have an HM move that you wish to use in the overworld, such as Cut, Fly, Surf etc., you may have a second move set with HM moves, up to a maximum of four.
11.1) If an HM move is in the ‘overworld’ move set, you may not use that move in battle.
11.2) If you wish to use an HM move in battle, it must be in the ‘battle’ move set, but any move in your ‘battle’ move set can also be used in the overworld.
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