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  #1  
Old November 23, 2011, 11:31:37 AM
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Default Referee/Park Manager Manual

ASB Referee /Park Manager Manual

v1.0 by Shiny

Referee Manual
Starting Off
This manual was created by Shiny and his ever so gracious time and effort. (Well, not really.)
The manual is intended for use by ASB Referees in reffing battles, and members who dream of becoming one. If you dream of becoming a Ref, it will be ab great idea to read through this thread to help you with your Ref Test.
In this manual, you can find everything you'll ever want to know about Reffing. We will run through any and everything that happens in battles, including the battling, arena effects, statuses, etc, etc.

Required Information
If you still aren't familiar with the rules concerning ASB up to this point, I highly suggest you go and read over them now. It will help you a lot both now and in the long run.
I can't stress enough how much ASB is different from real Pokemon battling. Some things may have different outcomes in ASB than in the games.
i.e. I dare you to try and use Earthquake high up in the clouds. There is no earth to quake, now is there?
Arenas are another thing that really have no major effect in the Pokemon games. Sure, if it's snowing in your tall grass there might be hail, but ASB takes it to a much greater extent. Arenas can include special effects that may decrease or increases a certain stat, inflict damage after a certain amount of turns, or even restrict certain moves from being used.
The stats are even changed too. Did you know that a Shedinja starts off with 100 Health in ASB? Overkill, man.

If you may ever come into a situation where neither the ASB Beginner's guide nor the manual can help you out, don't be afraid to come and ask your fellow Referees. In theory, a senior Referee should be able to help you out with any concerns you have. Trust me, we're pretty much experts at this stuff.
If your fellow Refs can't seem to help you out, listen to your gut. Just remember to be fair with your decisions. Don't give one person the other hand just because you're both friends.

Last edited by Shiny; November 25, 2011 at 11:59:31 AM.
  #2  
Old November 23, 2011, 11:32:43 AM
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Battling
Oooh, battling~
Throughout this ranger manual, we shall be going over an Example Battle for discussion purposes.
Do note: For the duration of this battle, we will assume no attacks will inflict statuses, and roll for accuracy as if No Guard was not in play.

Opponent A
Golurk
N/A
HP: 100
Energy: 100
Ability: No Guard
Status: +5 SPD -3 ATK
Golurk, use Night Shade and Fire Punch!
Night Shade~Fire Punch

Opponent B
Jellicent
Male
Ability: Cursed Body
HP: 100
Energy: 100
Status: +2 SP ATK -4 DEF
Jellicent, use Shadow Ball, then Scald!

Status
Any good Referee will know that before starting a round, you should always check the Pokemon;s status, commonly listed under Energy. The Pokemon's status gives you information on many things including status ailments, stat changes, and sometimes the Ref may give a little thought or two from the Pokemon concerning the battle.
As you can see here, Golurk has his SPD increased by 5, but his ATK decreased by 3. Whereas Jellicent has his SP ATk increased by2, and his DEF decreased by 4. Make note of these stats, as they can all cause changes in how much Damage is dealt and how much Energy is lost.
In the case of a Pokemon with a status ailment, the Referee will signify how long the Pokemon has had the status, i.e. Pokemon poisoned for 3 of 4 turns, in the Status field.

Abilites
Once you're done with looking at the Status field, your next step should generally be to check both Pokemon's abilities.
As you can see, Golurk's ability is No Guard, which, according to Veekun, states "Ensures all moves used by and against the Pokémon hit."
This means that every move used by both Golurk AND Jellicent will have 100 percent accuracy, guaranteeing a hit. Though for demonstration purposes, we will ignore this ability and act as if it was not in play.
Now, over to Jellicent. His ability is Cursed Body, which states, "Has a 30% chance of Disabling any move that hits the Pokémon."
So every time Golurk attacks Jellicent, the Referee must roll to see whether or not that move will be disabled by the ability.
In this case, the Referee will use the RNG to roll a number between 1 and 100. If the number ends up being between 1 and 30, then the Pokemon is disabled for 4-5 turns. Since Disable has no real penalty in ASB, seeing as it only disables 1 move, we will treat is as paralysis.
Always keep note of which Pokemon has which ability during the battles. You don't want to forget one and cause an outrageous outcome.

Speed
Once you've checked through and read all the abilities and status effects in play, your next thing will be the speed. (No, not the drug.)
We're talking about the stat. The big battle-changing stat that can result in life or death for a Pokemon. You certainly don't want to screw that up.
First off, we'll want to check out the Pokemon's base Speed. Golurk's base speed is 55, whereas Jellicent's base speed is 60. Normally, Jellicent would go first, but wait, did you forget something? Yes you did. The status effects.
Let's go back up and look at Golurk's effects. +5 SPD. How about Jellicent's? +2 SPD.
Now you'll have to add that up. Golurk: 55 + 5 = 60 // Jellicent: 60 + 2 = 62
So, either way, Jellicent still hits first, that lucky son of a gun.

If somehow the two Pokemon battling ever end p with the same Speed stat, then priority and conditionals will help you out. If a Pokemon uses a priority 1 move such as Aqua Jet, but the Pokemon using it has a lower speed stat, then it will always, always, always go first. But Shiny, you say. He;'s faster.
Well you see that Pokemon's priority. It's Priority 1, which means, no matter what, he's always going to hit first.
Now, onto Conditionals. Sometimes, a battler may want their Pokemon to stand back and see what their opponent does. A battler can signify this using the Conditional format. "If...., then..."
i.e. If he attacks, use Bite. If not, use Crunch.
If a faster Pokemon is ordered to wait and see what its opponent does, then the slower Pokemon will move first. But if the slower Pokemon is ordered to wait and see, then it will be just like normal, the fastest going first.

Actions
I'm sure you're getting tired of reading through all of that, but we're not even done, I tell you.
Since we've went and done all those super hi-tech calculations, it's more than obvious that Jellicent will hit first thanks to his +2 SPD.
First off, you're going to want to go to alteredorigin's ASB Calculator. You can find a link in the Referee Station. So I'll wait...

Okay. I'm sure you got there. Now, I'm sure you're looking at this calculator thinking "WTF, SHINY"
Don't worry. It's not confusing once you get the hang of it. First off, there is two calculators, fi you didn't notice. One is for Energy, which will be used to calculate Energy. The other for Damage, which will be used to calculate how much Health a Pokemon loses. Don't ever mix these two up. If you do, all hell will reign loose.
Jellicen't first action which has PowerPoints of 15, Base Power of 80, Accuracy of 100, and 30% percent chance to lower the opponent's SP DEF. I'm sure you're all excited to pop up that new calculator and punch in numbers, but we're going to have to do some RNG first. Go to Random.org by typing it in our address bar. Once there, you should be given a simple table. By default, the numbers in the table should be a minimum of 1, and a maximum of 100. We will be using this for Shadow Ball's accuracy roll, since its accuracy is 100. Once you've got that in place, press Generate and the calculator will roll for you. Let's say you got 42. Since 42 is a number between 1 and 100, Shadow Ball hits. **Do note that this is NOT due to Golurk's ability No Guard.**
Now it's time to plug in numbers. First off, go to Energy and plug in 15 for Shadow Ball's PP, 80 for the Base Power, check STAB since Jellicent is a Ghost Pokemon, choose Evolution Stage 2 of 2, since Jellicent is the 2nd and last in his evolution stage, then put +2 SP ATK. Simple, no?
Once you've got that, click Calculate, and you should get 8 Energy that will be lost from this attack. Now that you've got Energy down, let's go on to Damage. It's slightly more complex, but only a little. Put 80 for the attack's Base Power, check STAB since Jellicent is a Ghost type, choose Evolutionary Stage 2 of 2, pick Weak since Golurk is a Ghost/Ground and is weak to Shadow Ball's Ghost typing, then put +2 SP ATK since Jellicent has a boost. You should then get a whopping 19 damage which will be dealt.
Now, you may have noticed we skipped over Critical Hits. That will be discussed more later on in this manual, just assume it didn't crit.
  #3  
Old November 23, 2011, 11:33:19 AM
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Opponent A
Golurk
N/A
HP: 71
Energy: 100
Ability: No Guard
Status: +5 SPD -3 ATK


Opponent B
Jellicent
Male
Ability: Cursed Body
HP: 100
Energy: 92
Status: +2 SP ATK -4 DEF

As you can see above, I subtracted Energy from Jellicent for using the attack, and Health from Golurk for being hit by the attack.

Now it's time for Golurk to attack. Golurk was ordered to use Night Shade which says "The user makes the target see a frightening mirage. It inflicts damage matching the user's level."
You may have noticed that the second part of the description is bolded. Next you might ask how are levels added in ASB. Simple. They're not.
Since Night Shade's move requires a level to deal damage, but ASB doesn't include levels, we have set Night Shade's Base Power at 85. Do note that this does not mean the Pokemon is at Level 85.
So once again, plug in the numbers, 15 PowerPoints, 80 damage, STAB, Evolution Stage 2 of 2. Now, you may notice that Golurk has his ATK decreased by 3. Before you go and put in 3 in the Energy calculator, I'm gonna have to stop you. This -3 ATK is only applied when physical moves are ordered. Since Night Shade is a special move, it's only affected by SP ATK and SP DEF. So leave the ATK stat at 0. Once that is done, you'll get 6 Energy that is lost.
But before you calculate damage, you have to roll for Cursed Body, Jellicent's ability. It has a 1-30 chance of disabling the opponent's move. First off, roll for a number between 1 and 30. For purposes, we'll say we got 49. Since 49 is not between 1 and 30, Golurk isn't disabled.

Now, to calculate damage. Plug in 80 for Base Power, check STAB, Evolutionary Stage 2 of 2, choose Weak, since Jellicent is a Ghost.Water type and weak to Night Shade. And I'm going to have to stop you again. Remember Jellicent's decreased DEF by 4 stages? Well, that doesn't apply here either. Since Night Shade is a Special move, it's not affected by ATK and DEF. Leave those stats as 0, and then calculate. Again, we shall ignore Crit Hit and assume it didn't crit. You'll get 15 damage that shall be dealt to Jellicent for being hit.

Opponent A
Golurk
N/A
HP: 71
Energy: 94
Ability: No Guard
Status: +5 SPD -3 ATK


Opponent B
Jellicent
Male
Ability: Cursed Body
HP: 85
Energy: 92
Status: +2 SP ATK -4 DEF

We're going to have to just stop the battle there. We don't want this manual going on for 3 pages just for 1 battle.
But I want to go over one important thing.
Let's say Opponent A ordered Golurk to use Roar of Time. Now, I'm sure all of you have no doubt he can't learn that, but let's say you didn't know that. You would have to visit Golurk's Veekun page and check his list of moves he's able to learn. If he can't learn oar of Time, the move fails and he loses a turn.
Simple as that.

Last edited by Shiny; November 23, 2011 at 04:22:13 PM.
  #4  
Old November 23, 2011, 11:34:21 AM
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That covers the battling part of Reffing, but I shall go over some other aspects in detail below.

Party
A Party is how many Pokemon a battler has on them at that given moment. Some battles may restrict you to only having a party of 3, while others giving you a party of 8. If a battle allows you to have a Party of 2, you can only use the 2 Pokemon you list at the beginning of the battle. No bringing out a Dialga that wasn't listed with your Shuckle and Torchic. If you do try to bring in Dialga, it will fail. And if you keep on insisting on using that beast, the Officials will take care of it. c:

Flinch
When a Pokemon is flinching due to a move and/or the arena effects, it is restricted from moving for that turn and that turn only. It's Energy and stats will remain the same for that period. If its opponent has the chance to attack the turn he is flinched, he will still take damage and be unable to counter or dodge the attack.

Critical Hits
Critical Hits give the Pokemon a small chance of dealing double the damage during that move. Though they are rare, there are moves such as Focus Energy and Night Slash which can raise the chance of critical hits.
Do take these into effect when determining crits.

MultiHit Attacks
Some attacks such as DoubleSlap and Arm Thrust allow the Pokemon to attack more than once, often being 2-5 hits.
When this happens, you will have to roll and see how many times the Pokemon attacks. Use the RNG and roll for a number between 2 and 5.
Don't forget to apply the damage for every successful hits. If the move deals 10 damage for every successful hit, and the Pokemon hits twice, that's 20 damage.
Despite the Pokemon hitting more than once, Energy is only calculated once.

Positions
Positions are the way a Pokemon is. Positions include being airborne, underwater, or underground.
Some moves like Dig allow the Pokemon to dig underground for a period of time. If the Pokemon is underground or submerged underwater, the opposing Pokemon's attack will miss for that turn.
Some Pokemon such as Butterfree can be seen as being always airborne despite them not having a special ability allowing them to do so in the games. Due to this, it is possible for a Pokemon that is airborne to escape from an Earthquake.

Arena Effects
Arena effects are effects that can change the area the Pokemon are battling on. Some can be temporary, such as weather like Sandstorm or Sunny Day. While others are permanent, such as toxic gas given off from battling near a toxic waste dump.
It is important to always take into account these effects when reffing.

Disqualification
Every match has a DQ Time Limit which signifies how much time a user has to post their moves before they suffer disqualification.
A day or two before the DQ Time Limit is met, a Referee must post in the battle thread, notifying them they have a chance of being disqualified.
If they fail to post in that time limit, they're disqualified and the opponent wins.

Now, go, Referee. Out into the wondrous world of ASB.
  #5  
Old November 25, 2011, 03:20:08 PM
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Park Manager Manual
Why hello, future Park Manager. I'm sure you've just been introduced to the new, adventurous, Pal Park. And I'm sure you're asking "What the heck is a Park Manager?'
Why, it's simple. Park Managers are the special folks who escort you trainers around the park's habitats. The Managers will also "order" the wild Pokemon using an RNG to pick their moves.

If you have any other questions concering the Pal Park, feel free to PM an Official.

Battling
Since you must be a Ref until you can become a Park Manager, you're more than used to reffing battles. Battling wild Pokemon is much like reffing a battle, except the Manager orders the wild Pokemon using RNG or a fair choice of move. We advise not to use any moves such as Explosion, Roar, etc. that could end the battle immediately.
The Manager can order the Pokemon to use any move they're capable of learning, whether it be through level up, TMs, or move tutors. It should also be noted that a Pokemon will flee once they're health reaches 25.

Actions
Actions are what you "do" when in the Pal Park. Each action costs Park Points, and it could be either 1 or 2.
The actions are:

1 - Attack*
2 - Items
3 - Run*
4 - Leave Park
5 - Search **

*Only shown when battling wild Pokemon.
**Only shown once a battle is over.

The actions above should always be present when applicable. It is also helpful to present the adventurer with their current Park Points.
Every time a trainer orders a move or uses an item, it costs 1 point. If they try to run away from a Pokemon, it will costs 2 points.
Remember to always subtract the used points from their current points. Once a user runs out of Park points, their adventure is over. No exceptions. When they're time is up, the Manager will present them with their caught Pokemon and escort them out.

Catching Pokemon
Due to the mathematical property of capture rates, it is impossible to have a set number to roll for. Due to this, we will be using a simple formula that involves nothing more than adding.
The formula is shown below:
BALL + (100 - HP) + STATUS - RARITY = CAPTURERATE

BALL = What ball was thrown.
0 = Pokeball
5 = Great Ball
10 = Ultra Ball

HP = How much HP the Pokemon currently has

STATUS = Which ailment is on the Pokemon
None = 0
Confused/Infatuated = 5
Paralyzed/Burned/Poisoned = 10
Asleep/Frozen = 15

RARITY = If the Pokemon is COMMON, UNCOMMON, or RARE
This can be found in the Park Habitats thread.
COMMON = 0
UNCOMMON = 10
RARE = 20

In our case, let's say an Ultra Ball was thrown, the Pokemon has 30 HP, is Frozen, and is considered RARE
It will be calculated like:
10 + (100 - 30) + 15 - 20
VV
10 + 70 + 15 - 20
VV
80 + 15 - 20
VV
95 - 20
VV
75 = CAPTURERATE

Now we will roll a number between 1 and 100. If this rolled number is then between 1 and 75, it's a successful capture.

Items
Items are a new feature that are used in the Pal Park and in ASB Battles
You can buy a variety of items at the Pokemart. Items are also archived at the Pokemart. When an adventure starts, the adventurer must indicate which unused items he currently has on hand.
When an adventure is over, the Manager must post in the Poke Mart with which user used which of their items.

Last edited by Shiny; November 27, 2011 at 05:20:37 PM.
 
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