Contests
Contests
Section titled “Contests”Contests are the core feature of Reverie. They are competitive events where players showcase their Pokemon through appeal moves, minigames, and audience engagement.
Contest Categories
Section titled “Contest Categories”There are five contest categories, each favoring different Pokemon stats and move types:
| Category | Primary Stat | Secondary Stats | Favored Moves |
|---|---|---|---|
| Cool | Cool | Tough | Physical, aggressive status |
| Beauty | Beauty | Cute, Clever | Special, graceful status |
| Cute | Cute | Beauty | Status, any |
| Clever | Clever | Cool, Cute | Status, special |
| Tough | Tough | Cool | Physical, defensive status |
Contest Ranks
Section titled “Contest Ranks”Contests have four tiers of difficulty. Higher ranks require ribbons from the previous tier:
| Rank | Tier | Requirement |
|---|---|---|
| Normal | 1 | None |
| Super | 2 | Normal ribbon in that category |
| Hyper | 3 | Super ribbon in that category |
| Master | 4 | Hyper ribbon in that category |
Contest Flow
Section titled “Contest Flow”A contest progresses through these phases:
1. Waiting / Registration
Section titled “1. Waiting / Registration”Players join using /contest join <slot> where slot is the party position (1-6) of the Pokemon they want to enter. The contest waits until the minimum number of contestants is reached (default: 2). If bots are enabled, empty slots are auto-filled.
2. Introduction Phase (~30 seconds)
Section titled “2. Introduction Phase (~30 seconds)”- Audience NPCs spawn and walk to their seats
- Each contestant is announced and walks to their intro position on stage
- Introductory fanfare plays
- Camera pans across the stage showing all contestants
3. Presentation Phase (~45 seconds)
Section titled “3. Presentation Phase (~45 seconds)”- Each Pokemon is showcased individually to the audience
- Camera zooms in on each contestant in sequence
- Seal effects (if any) are displayed during Pokemon send-out
- Costume bonuses are evaluated
- Background music plays
4. Performance Phase (~4 minutes)
Section titled “4. Performance Phase (~4 minutes)”This is the main gameplay phase. Over multiple rounds (default: 4):
- Each contestant selects a move from a GUI (20-second timeout)
- Moves are performed in turn order
- Appeal scores are calculated based on move power, category matching, contest stats, combos, and audience excitement
- Audience excitement rises or falls based on performance quality
- A real-time leaderboard shows current standings
5. Minigame Phase (varies)
Section titled “5. Minigame Phase (varies)”If minigames are enabled, players participate in an interactive challenge between or during phases. The minigame type depends on the contest category. See Minigames.
6. Judging Phase (~60 seconds)
Section titled “6. Judging Phase (~60 seconds)”- Spectators and bot audience members vote on their favorite contestant
- Votes are tallied and combined with appeal scores
- Final scores are calculated
7. Results
Section titled “7. Results”- Winner is announced with celebration effects
- Ribbons are awarded based on placement
- Rewards are distributed (items, currency, commands)
- Contest data is persisted for leaderboards
Running a Contest
Section titled “Running a Contest”Creating (Admin)
Section titled “Creating (Admin)”/contest create <type> <hall>type— Contest type ID (e.g.,cool,beauty, or any custom type)hall— Hall ID where the contest takes place
Joining (Players)
Section titled “Joining (Players)”/contest join <slot>slot— Party position 1-6 of the Pokemon to enter
Starting
Section titled “Starting”/contest startBegins the contest. Can be run by the contest creator or an admin.
Other Player Commands
Section titled “Other Player Commands”| Command | Description |
|---|---|
/contest | Open the Contest Hub GUI |
/contest list | List active contests |
/contest spectate | Toggle spectating |
/contest stats | View your Pokemon’s contest stats |
/contest stats <slot> | View specific Pokemon’s stats |
/contest poffin | Open poffin cooking |
/contest templates | Browse available contest types |
Contest Stats
Section titled “Contest Stats”Every Pokemon has six contest stats that affect scoring:
| Stat | Range | Effect |
|---|---|---|
| Cool | 0-255 | Bonus appeal in Cool contests |
| Beauty | 0-255 | Bonus appeal in Beauty contests |
| Cute | 0-255 | Bonus appeal in Cute contests |
| Clever | 0-255 | Bonus appeal in Clever contests |
| Tough | 0-255 | Bonus appeal in Tough contests |
| Sheen | 0-255 | Tracked separately, not counted in total cap |
- Total cap: The first five stats share a 510-point total cap (like EVs)
- Stats are initialized when a Pokemon is gained, caught, or hatched
- Nature applies a +/-10% modifier to certain stats
- Inheritance: Hatched Pokemon inherit 40% from each parent plus small random variance
Use Poffins to boost contest stats.
Combos
Section titled “Combos”Certain move combinations grant bonus multipliers:
- 2-Move Combos (2.0x) — Using specific moves in sequence (e.g., Sunny Day then Solar Beam)
- Type Chains (1.5x) — Using moves of the same type consecutively
See Scoring & Formulas for the complete combo list.
Jamming
Section titled “Jamming”Disruptive moves reduce opponents’ appeal scores:
- Status move jamming (-20) — Taunt, Torment, Disable, Encore, Trick Room
- Damaging move jamming (-10) — Thunder Wave, Will-O-Wisp, Toxic, Fake Out, Quick Attack
Audience Excitement
Section titled “Audience Excitement”The audience has an excitement meter (0-100) that affects scoring:
- Starts at 50
- Rises with great appeals, combos, and category matches
- Falls with poor appeals, misses, and repeated moves
- High excitement (80+) triggers bonus effects and crowd waves
- Low excitement (below 20) triggers negative effects
See Audience System for details.
Next Steps
Section titled “Next Steps”- Poffins — Boost your Pokemon’s contest stats
- Seals — Add particle effects and earn scoring bonuses
- Ribbons — Understand the ribbon progression system
- Scoring & Formulas — Full mathematical breakdown