National Park Encyclopedia
Damage Equation and Status Conditions
Well, there isn't one really, but anyway...
It's the Ranger's job to determine how much damage an attack does, what effects it delivered (if any), and even if the attack hit or not. How is this done? Well, it depends on the quality of your posts. The Ranger will judge your post and determine a fair outcome for it.
The quality of the posts may be determined by countless factors. However, they can be summarized in the following:
1-Realism: Could the attack actually happen? Is the Pokemon Healthy enough to be able to do what you asked? Is your Pokemon the kind to act like that? If the answer is no, then you can't expect to do heavy damage. Also, it is possible to dodge attacks even if they have 100% accuracy because on anime style the Pokemon aren't stuck face to face with each other; they can actually move.
2-Practicality: Since this is anime style, you will be facing different terrains, weathers, and environments which could easily alter an attack's quality. For example: using Quick Attack on a muddy terrain will probably end up badly; using Vine Whip on a Lapras's shell will probably do less damage than using it on any of Lapras's softer spots. One must pay attention to detail and try to use as much as the surroundings in your favor as possible.
3-Base Power (BP): Yes, base power. If two posts have the same quality, but in one you are using Vacuum Wave (40 BP, Special, Fighting) and in the other you are using Aura Sphere (90 BP, Special, Fighting), the one with Aura Sphere will obviously do more damage.
4-Power Points (PP): No, we don't count Power Points as the number of times you can use a move in anime style. Power Points will just be a guide that states how hard it is to perform a move. Attacks with LOW PP are HARDER to perform while attacks with HIGH PP are EASIER to perform.
5-Creativity: A wild Pokemon may be wild, but they could be smart enough to just step a side if your Pokemon charges at them with a Headbutt. Still, let's say you told your Pokemon to use Sweet Scent while it ran and then jump, spin, and land the Headbutt. The wild Pokemon will probably be caught off guard and not be able to dodge. Get creative with your attacks, do combos, try something new. You never know what benefits you might get from it. Still, don't get too complicated. Pokemon in anime style aren't computers, so if you get too complicated for them, they might just stare at you in confusion or get mad depending on their personality.
6-Basic Grammar: You don't need to spell every single word right or know all the nuances of sentence structure, but having a basic grasp of grammar and knowing how paragraphs work will raise the quality of your posts. Be sure to double-space your paragraphs and watch out for similar words like their/there/they're, and use the appropriate punctuation marks like full-stops, apostrophes, and speech marks.
This is a chart for which Pokémon types are strongest/weakest against other types.
Note: You must be aware that depending on the quality of your posts, type advantages and disadvantages MIGHT be ignored.
The Pokemon will get a burn which will hurt the Pokemon thus affecting its performance depending on the location and severity of the burn.
A Frozen Pokémon can't move unless it uses a Flame Wheel, Sacred Fire, or a strong move that might help it struggle out of the ice. It will thaw eventually and the ice surrounding it will provide protection for some moves, although it is preferred for the Pokemon to be healed or switched out. Using fire moves on a frozen Pokemon will thaw it out.
A Paralyzed Pokémon's speed is lowered dramatically as it stings for the Pokemon to move to the point where it might not move at all.
A Poisoned Pokémon's health will decrease with time as will the Pokemon's performance. Poison and Steel type Pokemon can never be Poisoned.
An intoxicated Pokemon is actually severely sick. It'll get a fever, its health will decrease dramatically as the battle progresses as will the Pokemon's performance to the point where it might get confused and eventually faint. Poison and Steel type Pokemon can never be intoxicated. Poisoned status condition gets overwritten by Toxic.
*Determining damage from Toxic*
An intoxicated (also called Toxicated) Pokémon takes 6.25% damage first post, which increases by 6.25% each post after that [6.25%, 12.5%, 18.75%, 25%, etc., up to 93.75%]. For those who aren't familiar with the calc, put -6.25 (or whatever % Toxic damage is at) in the Damage/Recovery box, then click the GREEN (%) button. For now Rangers can use this method or go by the Trainer's posts, but there's a strong chance the formula might be enforced in the future :P.
A sleeping Pokemon will not move unless it's using Snore, Sleep Talk, or unless the Pokemon can move naturally in its sleep. It'll eventually wake up.
A Confused Pokémon might attack the wrong target, use the wrong moves, act randomly, hit itself against something, or there's the chance that it might obey. Confusion does wear off or it can also be cured by returning the Pokemon to its Pokeball
An attracted Pokémon might refuse to attack the target and it'll probably act nicely towards the target depending on its nature. A Pokemon can only Attract, or be attracted, by its opposite gender, Ditto, or genderless Pokemon of the same type.
Having More Than One Major Status Condition:
A Pokémon can be Confused and Attracted at the same time, but they can also have two major Status Conditions (Sleep, Burn, Freeze, Poison/Toxic, Paralyze) at the same time, on top of Confusion and Attraction. The Trainer's efforts will determine if two major Conditions exist on any given Pokemon at any given time. Note that Toxic will overwrite Poison so it will still be one condition.
Anime Realism and Anime-Styled Moves
These are some fun facts that are not applied in the video games but that both Rangers and Trainers must be aware of as they will apply to the National Park:
-Grass types lose their resistance to electricity if they are not touching the floor/ground.
-Grass types become immune to electricity when grasping onto the floor/ground.
-Using a physical Steel type move on the floor will give temporary immunity to electricity for the duration of the attack.
-Some Pokemon can fly or levitate without being flying types or having Levitate ability, so they are not affected by most ground type moves.
-Some Pokemon can feel vibrations or sense presences.
-Some Pokemon have natural poisons or stinks not mentioned in the games.
-Many Poison type moves are flammable.
-If Pokemon other than Cubone and Marowak attempt a bone related move, the bone materializes in the Pokemon's hand for the duration of the attack.
-Sun related moves will work just as well with the Moon.
-Being wet eliminates Ground type's immunity to Electric attacks. (Does not apply to Water/Ground type Pokemon)
Anime Styles Moves
Here are some moves that are very different on the anime than on the video games:
Astonish: It's not a Physical move and it doesn't require contact. The user just shouts in a frightening ghostly way while its face just morphs, stretches, darkens, and overall it becomes so scary the opponent flinches.
Barrier: Creates an invisible wall that shields the user. However, the wall will remain in place, so it doesn't protect the user if the attack goes around the wall or if the user moves from behind the wall's protection. The wall doesn't disappear until the user faints though.
Confuse Ray: It travels withing a second to nearby targets when on land. However, when underwater, it slowly spreads through the water like ink. It still does confuse with very high accuracy.
Confusion: The Pokemon uses its psychic power to lift the opponent into the air and move it around at will. This grip doesn't last forever, but it may cause the opponent to become confused once it ends.
Counter: It's type equals that of the attack being reflected.
Detect: It doesn't create a barrier. The Pokemon just sences the opponent's attack and dodges it.
Disable: The opponent becomes unable to move as long as the user is able to focus enough to maintain this attack.
Double Team: The user creates copies of itself. These copies can either be simple illusions or they can be like clones which can also move an attack. Creating the ones who can attack, however, will also drain a lot of energy from the user.
Dragon Rage: It's actually a Dragon Type Flamethrower that doesn't always deliver 40 points of damage
Fire Spin: The user creates a fire twister to trap the target in it. If successful, even though its base power is 15, it'll do continuous damage so it can strike as a Flamethrower or even better depending on how it was performed.
Fissure: In the National Park, Fissure is not a one-hit-kill move - it's just a really strong Earthquake. It's also particularly effective in changing the landscape.
Focus Punch: The user's fists begin to glow, but the user doesn't wait for the target to make a move. The user just charges towards the opponent to strike. The move fails if the user got hit before it could strike.
Glare: The user's eyes begin to glow in yellow as it stares at the target. It inflicts the paralysis status condition on the target only for as long as the user keeps staring and is able to focus this attack.
Guillotine: The Guillotine takes on the form of a large white slashing light emanated by the Pokemon's claw. It doesn't cause a Pokemon to faint instantly; it's more like a very strong Slash.
Hail: It can either summon snow storms or hail storms. Either one will activate abilities that activate during Hail.
Haze: The user creates a cold dark smokescreen. It will still remove all stat modifications.
Heal Bell: It requires the user to be near the target(s). It'll heal scars, status conditions, and a bit of health. In addition to that, it soothes those who can hear it.
Horn Drill: It's obviously stronger than a Horn Attack, but doesn't knock out the target in one hit even if it connects.
Ice Fang: The user shoots ice rays out of its fang. It doesn't require contact at all.
Light Screen: It does create a protective barrier for special moves, but the barrier vanishes as soon as the user performs another move.
Magical Leaf: The user fires colorful leaves at the target. These leaves will go where ever the user wants them too until they hit something or until the user becomes unable to focus on them; which ever comes first.
Meditate: While it does increase attack power, the Pokemon also levitates while using this move.
Mirror Coat: It's type equals that of the attack being reflected.
Mirror Move: The user copies the last move used against it, even if the attack didn't hit.
Perish Song: This doesn't knock out every Pokemon on the field in 3 turns. The song just delivers heavy damage and a lot of pain to the performer and any Pokemon who hears it. It requires for the user to keep singing if the trainer wants both Pokemon to faint. If the user stops singing, the song's effect stops.
Petal Dance: It can be used once without the user throwing a tantrum. The problem may come if the user is told to use it more than once.
Protect: While Protect does work just like in the games, it doesn't prevent the opponent from recieving recoil damage from their own moves.
Psychic: The Pokemon uses its psychic power to lift the opponent into the air and move it around at will. This grip doesn't last forever, but it lasts longer than Confusion, and it may cause the opponent to become more sensitive to special attacks.
Psywave: The user creates a ring of psychic energy and shoots it at the target. The power of this moves is still random.
Reflect: It does create a protective barrier for physical moves, but the barrier vanishes as soon as the user performs another move.
Rest: The Pokemon goes to sleep, but its Health remains the same while it sleeps. The opponent must try to do as much damage as needed to the sleeping Pokemon because once the user wakes up, it'll be a full Health.
Rock Tomb: Rocks come out of the ground and hold the target in place.
Sandstorm: It can summon sandstorms, yes, but it can also be used as a ground type Twister which won't alter the weather.
Sand Tomb: The user spins around on the ground creating a swirling sand pit trap. The user remains in the center/bottom of the sand pit. Any Pokemon caught in this trap will slowly sink into it while being dragged towards the user Pokemon.
Safeguard: The user creates a force field that weakens attacks slightly eliminating any possible status condition they may inflict. Physical items cannot get into the Safeguard (such as natural falling rocks), but a Pokemon might be able to enter it with a well performed attack. Safeguard does require for the user focus on it a bit, but it still allows the user to multitask.
Secret Power: While this move's power and effects are still the same in anime style, this move can be used as a physical move and make contact or as a special move and not make contact at all. It all depends on how the trainer describes the way Secret Power is being performed.
Shadow Punch: The user punches at the target from a distance. Shadow fists will be shot out of the user's punches and try to strike the target.
Sonicboom: It DOESN'T always do 40 of damage. It's damage and uses depends on how the Pokemon performs it. It can be a strong move, but, it all depends on the trainer's quality and the Ranger's judgment.
Spikes: The user shoots spikes all around. They may hurt any Pokemon that steps on them, no matter which team they are from or how they stepped on the spikes.
Spite: The user becomes spiteful towards the target and makes it harder for it to perform the last move it used.
Sweet Kiss: The user creates pink hearts will confuse anyone who touches them.
Tail Whip: In addition to possibly dropping the target's defense, it is a whip, so it will do a bit of damage.
Teeter Dance: The user dances an misbalanced Hawaian Hoolah Dance. Everyone around will be forced to dance in the same way, including the trainer if either him/her or the Pokemon wasn't careful.
Teleport: It doesn't necessarily teleport the user and its trainer away from battle. The Pokemon can just use it to dodge or teleport to a more strategic spot.
Toxic Spikes: Judging from how Spikes work, it's safe to say that the spikes shot by the user may hurt any Pokemon that steps on them, no matter which team they are from or how did they stepped of the spikes.
Transform: In addition to how Transform works on the video games, the user may also choose to transform into anything it sees including plants, items, humans, etc. Also, a Pokemon may use Transform even if the Pokemon it transformed into doesn't know that move.
Whirlwind: It can be used to blow away a wild Pokemon, yes, but it can also be used as a flying type Twister.
Yawn: The user spits out a big slow moving pink bubble that puts anyone to sleep on contact.
Zen Headbutt: The user attempts a headbutt that shoots out psychic waves. These waves may flinch the target before Zen Headbutt strikes and not after.
Hidden Power note: Hidden Power is rolled randomly for use in the Park. After the Trainer leaves the Park they must get an official Type roll for Hidden Power.
Attract note: Attract remains on the Pokemon it was inflicted on, regardless of post quality, until either the user or the one inflicted leaves battle.
Destiny Bond note: Destiny Bond does not remain on the field for the duration of the battle. It fades after the second post it was used in. For example, Froslass uses Destiny Bond. If it was a Wild Pokemon, it fades on the Ranger's next post. If the Trainer used it, it fades on the Trainer's next post.
Aromatherapy note: Only Pokemon near the user are affected. It restores status to normal and energizes those affected (it doesn't replenish HP, just gives a temporary energy boost).
Mimic note: When used, Mimic randomly copies one of the foe's moves and stays as that move until either recalled or the battle is over
Assist note: The user randomly uses a move known by one of the other Pokemon currently with the Trainer (not one chosen from a Pokemon that wasn't specifically brought into the Park with the Trainer)
Future Sight: In the post following the one it was used, the user can either: Avoid an attack, counter an attack, or launch an offensive attack. Depending on the Trainer's post quality, the user may perform two of these actions or even all three.
Again, if you know something we don't, please don't hesitate to PM it to me or any official within the Park Staff so we can add it.
Mechanics of the URPG National Park
MECHANICS OF THE URPG NATIONAL PARK
A Guide to Better Understanding How the Park Works
Table of Contents:
III. The Park Shop
IV. Signing Up
V. So You Wanna Catch Some Pokemon?
V a. Finding Pokemon
V b. Battling Pokemon
V c. Capturing Pokemon
VI. Becoming a Ranger
Hello, and welcome to the URPG National Park! This thing has been in the works for quite some time now, and we’re pleased to finally have it up and running. We hope you’ll enjoy the Park and that it helps you obtain a wide variety of Pokemon.
Unlike how Refs have a set system in order to go about their jobs, Rangers have very little in the way of a structured system. Being a Ranger in this regard is closer to being a Grader; Graders also don’t have a universal method to do their jobs. Much like Graders, a Ranger’s job is largely dependant upon a preference on how to do things. This means different Rangers will have different ways of carrying out the job of leading Trainers through the Park. One Ranger may do something one way while another Ranger will use an entirely different method. Not only that, but there are hundreds of things that can happen in the Park. As a result, it’s extremely difficult to come up with concrete formulas and the like. Therefore, I present this as a general guide for both Rangers and Trainers, so that any who read it may better understand some of the ways Rangers do their jobs. This guide also offers general information on things such as the rules and becoming a Ranger.
Each link above opens its page in a separate window. Keep this guide handy in case you need to quickly consult it. There will undoubtedly be unanswered questions, and if that’s the case feel free to get in touch with me if there’s something you don’t understand.
Finding and Catching Pokemon
V. So You Wanna Catch Some Pokemon?
The URPG is all about catching Pokemon, and lots of them! Every time you enter the Park, you get fifteen Encounters, which is what it’s called when you run into a Pokemon. If you reach zero Encounters, your visit will end and you’ll be escorted from the Park. You will also have to leave if you run out of Balls with which to capture Pokemon, or if you behave in an overly destructive/disruptive manner. You can also request to leave once you’ve had your fill of the Park (you don’t have to wait until all your Encounters are used or anything like that). You can capture all the Pokemon you run across, but you only get to keep up to three. You don’t have to battle or catch every Pokemon you meet.
This post is broken down into three sections, where I’ll explain some of the methods Rangers use in deciding when and what Pokemon appear, how damage and the like is calculated, and when a Pokemon is captured. Keep in mind this may not cover all the methods all Rangers use. If Rangers or Trainers come up with new ideas on how to decide these factors, don’t hesitate to contact me or another Park Staff Member so the idea can be added here!
V a. Finding Pokemon
So, you’ve been accepted and you’re in the Park. Your Ranger has just posted leading you to your chosen area for that visit. Now you’re just missing one thing; a Pokemon! The most common question first-time visitors will have is how a Ranger knows when to make a Pokemon appear, and how they know which one to choose. Well, each Ranger has their own preferred methods of doing both. Below are some examples:
-Deciding When Pokemon Appear
*A Ranger usually makes Pokemon appear in their second post, which is the one after they lead the Trainer to the area.
*Some Rangers roll a die to determine if a Pokemon appears in the post they’re making
*Some Rangers have a set number of posts they wait before making Pokemon appear. For example, a Ranger may not make Pokemon appear more than once every two posts.
*Rangers may randomly decide when to make Pokemon appear, depending on various circumstances.
*Once a battle ends, Rangers may make another Pokemon appear in the same post or wait until their next post after the battle to make a Pokemon appear
*Sometimes two Pokemon will appear for battle. Rangers can use various methods to determine whether two Pokemon appear at once or not. Despite the method they choose, double battles aren’t very common and therefore won’t happen very often. These double battles will count as one encounter.
-Deciding What Pokemon Appear
*Encounter rolls are pre-rolled using this method and witnessed to prevent biased encounters, Afterwards, Rangers may use the following methods for determining which of those pre-rolled Mon appear.
*Rangers may only roll to determine level, then pick a Pokemon from that level.
*On the flip side, Rangers may pick a level, then roll for the Pokemon.
*Rangers may simply pick a Pokemon to appear.
*Rangers may roll in some manner for a certain amount of Pokemon, then make all others appear using a different method.
*Rangers will take into consideration if items like Repels or Voice Recorders are used.
V b. Battling Pokemon
You’ve just run into an awesome Pokemon, and you’d really love to add it to your team. This is where the battle aspect of the Park comes into play, and it’s probably one of the most important parts of visiting the Park. Without a battle, Pokemon can’t be captured. Below are some explanations on how Rangers might determine whether the attacks land home, what kind of damage they do, and how it’s chosen if a move has a secondary effect.
-Determining if an Attack Hits
*Rangers look at several factors to determine if an attack hits. They will consider CPR (Creativity, Practicality, Realism), as well as the number of Power Points the move used has. If a Trainer does not take into consideration the state of their Pokemon and their surroundings, a Ranger may decide to make an attack miss, even if it has 100% accuracy.
*Rangers may drop a move’s accuracy by x% depending on how good the Trainer’s posts are.
*Rangers can make any attack miss if they feel the Trainer’s posts are not up to snuff.
*Rangers also look at how a Pokemon executes a move
*Rangers will be checking to make sure a Pokemon’s actions match its Nature.
*Rangers have the power to override resistances/immunities/Abilities, depending on the situation. For example, Gyarados might be part Flying-type, but it remains grounded and can be struck with Ground moves. A Flying Pokemon could also be hit with an attack such as Bonemerang, if the Ranger sees fit.
*Rangers will take into consideration all stat increases and decreases, whether or not they’re using a calc.
-Determining Damage Dealt
*Rangers may use the Base Power to determine how much damage is done, considering the quality of the Trainer’s posts. They take the BP (Base Power) of any attack that deals direct damage and either raise it or lower it to a strength they deem fit.
*Rangers may decide to not use the above method and might go with straight BP.
*Rangers can adjust the damage dealt if the attack does too much damage or is enough to knock out a Pokemon.
*Rangers take into consideration a Pokemon’s current HP and status if an attack hits.
*Rangers may not calculate damage using a calc and may simply make up calculations they feel fit the current situation.
*Rangers may use a combination of the mentioned methods in certain situations.
-Determining Secondary Effects
*Rangers may roll a 100-sided die and if the number comes up within the percent for that move’s secondary effect, it can be inflicted. For example, Thunder has a 30% chance of causing Paralysis. If Thunder hits its target, the Ranger can roll a 100-sided die, and if a 30 or less is rolled, Paralysis can be inflicted.
*Rangers can pick whether a secondary effect takes place based on the Trainer’s post. If a Trainer’s Pokemon uses Ominous Wind and makes a really good post, the Ranger can decide to let the effect take place.
*Rangers can look at a Pokemon’s PokeDex descriptions. For example. Muk’s PokeDex entry states that its body is so toxic that someone touching it can become badly Poisoned. Raichu is supposed to release ultra-powerful bolts of electricity. A Toxicroak can Poison someone with just a tiny scratch of their knuckle claws. Going by these descriptions, Rangers can decide if secondary effects occur, even if they normally wouldn’t for that attack. If a Toxicroak uses Thunder Punch and executes it marvelously, the Ranger could make the target become Paralyzed and Poisoned (Poisoned because Toxicroak’s poison claw would leave a consider scratch after a punch move).
*Rangers can make secondary effects continue outside of battle. Raised stats may remain once a battle is finished, and the same is true for lowered stats. Status Conditions may also continue after the battle.
V c. Capturing Pokemon
You came looking for an Aerodactyl and were lucky enough to find one. You battled hard and whittled down the monster’s HP. Now just one more thing needs to happen. Get out your Park Balls and get ready to catch yourself a Pokemon! Listed below are tips to help you succeed, as well as a few ways a Ranger might decide if the catch goes through.
-Things to Keep in Mind When Catching Pokemon
*The Wild Pokemon’s current HP is the biggest factor in whether or not you will capture the Pokemon. The more HP, the less likely you are to have a successful capture. However, the lower a Pokemon’s HP, the better chances you have of catching it. Generally, if a Pokemon has around 15% HP or less, that’s a good time to try catching it. REMEMBER: You don’t want to knock the Pokemon out! Using strong attacks when a Pokemon has 100% HP is fine, but as it grows weaker you should use weaker attacks or have your Pokemon restrain themselves to keep from knocking out the target. A KOed Pokemon is one that can’t be caught!
*Status Conditions will increase your chances of catching a Pokemon, especially if it is Asleep or Frozen. Having two Status Conditions will further raise your chances of catching the Pokemon.
*The type of Ball used is also an important thing to consider. Certain Balls will fail on certain Pokemon; you can’t catch a third-stage Pokemon with a common Park Ball, for example. Make sure you’re using the right Ball! Keep in mind that stronger Balls will work even better on lower forms of Pokemon. For example, a Hyper Ball is the only Ball that can catch a third-stage Pokemon, but it will work fantastically against a basic-stage Pokemon (it will work much better than a common Park Ball).
*Getting a Pokemon to around 15-20% HP and slapping it with a Status Condition is a good way to ensure a capture, but don’t be surprised if it doesn’t work! Based on your performance, the Ranger may let the target break free, so always remember to do your very best!
-Determining When a Pokemon is Captured
*Rangers must use the Capture Rate when a Trainer attempts to catch a Pokemon.
*If a Pokemon breaks free from the Ball, the Ranger can decide whether or not that Ball can be used again or if something happens to it and it gets lost.
It takes a lot of work to earn Pokemon from the National Park, but if you keep at it and focus on your goal, you’ll be a Park Pro in no time! If you find you just can’t master the National Park, feel free to contact a Ranger and see if they can’t give you some tips to help you improve.
Minimum Character Requirements
Minimum Character Requirements (or MCRs) are what determine how many characters, and thus how much effort, should go into getting a Pokemon. Each Rank has its own MCR; in order to capture a Mon you must meet the MCR for the Pokemon you want to catch, or be within a few hundred characters of it. Going over the MCR will give you a bonus to help your odds of successfully catching a Pokemon; being under the limit will penalize you and make it harder. The MCR will reset upon each Encounter ending, with the exception of Legendary Pokemon - you will retain the amount of characters you had written after encountering a Legendary Pokemon until after your next encounter, excepting of course if that encounter is also a Legendary one.
A Pokemon's MCR can be lowered by special Items available in the Park Shop. These will reduce a set number of characters for that Pokemon. A Pokemon's MCR can be reduced by 20%. The following is a list of MCRs and how many total characters can be removed from them.
*Common: 4,000 Characters - 800 characters can be removed for 20%
*Uncommon: 9,000 Characters - 1,800 characters can be removed for 20%
*Intermediate: 25,000 Characters - 5,000 characters can be removed for 20%
*Rare: 35,000 Characters - 7,000 characters can be removed for 20%
*Special: 45,000 Characters - 9,000 characters can be removed for 20%