Social Activity Brief
Within the past 30 days, this project has maintained a consistent level of social media activity. The daily social media activity score has remained relatively stable, with only a slight increase towards the end of the month. This suggests that the project has maintained a steady level of engagement with its audience over the past month. However, it is worth noting that the data provided only represents the project's social media activity score and does not provide any information on the quality or type of engagement.
Battles are a key element of the PocketPals universe. Pal's instinctively love to battle eachother, and as your Pal develops you can train a variety of moves to use in battle. Your Pal will continuously cycle through the 3 moves you select for a battle, in the order they are selected, until the battle is won. The damage dealt by an attacking move, and the accuracy of any move landing are primarily determined by the damage/accuracy of the move, with adjustments based on your Pal's stats and Mood (see below). A penalty is applied for selecting the same move for more than one of your move slots. When a move is used twice, the trained-level of the second instance of the move will be reduced by 30%, them rounded down. For the third use, the level of the move is reduced by 60%. As an example, if a level 7 move is used in all 3 slots for a Battle, that move will be played in battle as if it was level 7, 4, 2 respectively. This penalty is applied up front, before the battle begins, so any buffs or other actions that might affect a move are applied to the adjusted levels. Where a move applies a buff/effect over subsequent rounds (example: BURN on the Fireball attack, or the Strong Mind buff), that effect will last for 1 round for moves below level 5, and for 2 rounds for moves level 5 and above.