Pokémon Legacy Play

Pokémon Legacy: White paper

Pokémon Legacy is a shared-world Pokémon game on Robinhood Chain.

You catch, raise and battle the original 151 on one map with everyone else. What you win is yours: the ¥ you earn, the items you find and the Pokémon you catch are tokens you can take to your own wallet.

The game#

Wallet login#

The ¥ token#

NamePokémon Legacy
Symbol¥
Supply1,000,000,000, fixed
Contract address0xd5Ad414684b5130FEC8F29558eb59E09557b7c3a

¥1 in your in-game account is ¥1 of the token. You can move ¥ between your wallet and your account at any time (see Deposits and withdrawals).

Contracts#

Every contract is on Robinhood Chain. Each address links to the explorer.

ContractAddress
Main ¥/ETH pool (Uniswap v4 pool id)0xbd168eeb83cfc89d1b66bdcbb5d7d9b391ed3b6034dfc8e3bd6556ff4ee14a00
Player vault: every account's ¥ and items, the rewards pool's too0x260143d093fdFE2fdf57bf6321f430Ab2c6B0033
Rewards programs0xb4b2b9452dE321332869F737170B612c79C8AdCb
Market0x4277385C0B1e0A6BeB962AbFa75201e3C3c5A871
Pokémon (ERC-721)0xE8c09E34683e709792d9d414571E6A05a85c4523
Item NFTs (ERC-1155)0x9aE8A565eaEC8AE03077798B97907a63F4619476
Item pools' fee hook0xCacd54C8883b2e0557BCD4F18EDF7945537fA0CC

The 26 item tokens are in the pools table under Allocation.

Allocation#

The five allocations are made when the token is created. Nothing is minted later.

Allocation¥ShareWhere it sits
Main liquidity¥400,000,00040%The ¥/ETH pool, locked on UNCX
Item pools¥300,000,00030%The ¥ side of the 26 item pools, never removable
Rewards pool¥200,000,00020%Prizes and the Arena house budget
Team and development¥50,000,0005%The team wallet: 0xC6286a982230271DE09485F9Bdf641cf65803A00
Treasury¥50,000,0005%Operations, new pools and events: 0x4E2c0Ec0C13e0D076adbE550D2B07182F8a35a24
Total¥1,000,000,000100%

The ¥/ETH pool is a Uniswap v4 pool with a 1% fee, locked on UNCX by the deployer.

Each of the 26 pool items has its own Uniswap v4 pool against ¥. A Poké Mart is a front end to them: buying is a swap, selling is a swap.

Each pool now. The price is the pool's own, before the fee. The drop rate is per win over a wild Pokémon where the item drops (see Drops).

ItemTokenPrice¥ on the bid sideItems on the ask sideDrop rate
Poké Ball0x2830…075C¥998¥21,000,00028,0001 in 136
Great Ball0xB801…5aB6¥2,992¥16,500,0007,3331 in 408
Ultra Ball0xA05e…3f94¥6,000¥22,500,0005,0001 in 816
Potion0x76ec…7B9D¥1,501¥9,000,0008,0001 in 204
Super Potion0x2F27…34fA¥3,497¥13,500,0005,1431 in 476
Hyper Potion0xF77d…6d03¥7,492¥16,500,0002,9321 in 1,021
Max Potion0x9181…6Bd5¥12,476¥13,500,0001,4401 in 1,701
Full Restore0x1c10…6af2¥15,026¥18,000,0001,6001 in 2,041
Revive0x67Ea…EdFC¥7,492¥13,500,0002,3991 in 1,021
Max Revive0x1567…3B76¥20,040¥15,000,0001,0001 in 2,721
HP Up0xD3CB…4A48¥48,994¥15,000,0004081 in 6,667
Protein0x0827…812E¥48,994¥15,000,0004081 in 6,667
Iron0xeb16…521F¥48,994¥15,000,0004081 in 6,667
Carbos0xD3Af…F78d¥48,994¥15,000,0004081 in 6,667
Calcium0x0215…Cb9F¥48,994¥15,000,0004081 in 6,667
Rare Candy0x5784…9B95¥23,992¥33,000,0001,8331 in 3,265
Repel0x0720…e77c¥1,754¥3,000,0002,2861 in 238
Super Repel0x2022…8f67¥2,499¥4,500,0002,4001 in 340
Max Repel0x47E3…7700¥3,497¥3,000,0001,1431 in 476
Escape Rope0x8382…8e5d¥2,751¥6,000,0002,9091 in 374
Antidote0xB80A…E431¥501¥3,000,0007,9991 in 68
Paralyze Heal0x9DcF…0a6b¥998¥2,250,0002,9991 in 136
Burn Heal0x8030…8E0B¥1,253¥2,250,0002,4001 in 170
Ice Heal0x3622…A013¥1,253¥2,250,0002,4001 in 170
Awakening0x14D8…2Eb1¥998¥2,250,0002,9991 in 136
Full Heal0x3c96…8558¥2,992¥4,500,0001,9991 in 408
All 26 pools¥300,000,00096,254

The on-chain economy#

The vault and your in-game account#

One contract, the PlayerVault, holds every player's ¥ and items. The game plays at once and keeps a live copy of each account. It writes the changes to the chain in batches: every 2 minutes, and at once when a player withdraws, lists or trades. The vault checks that its real balance always covers all accounts.

The game's server key can mint finds and drops, burn used items, pay prizes from the rewards pool (never more than it holds) and trade for a player within the price guard. It cannot send an asset to any wallet, choose who gets paid for a sale, mint ¥ or pause a withdrawal.

A battle's chain actions wait until it ends: one record write per Pokémon, one settlement for its drops and uses.

Items#

There are 125 items.

Items are minted when the game hands them out and burned when they are used. Found and dropped items are yours at once, with no waiting period.

Pokémon#

Each Pokémon is an ERC-721 token. Its whole record is on chain, readable by anyone.

Fixed when caughtChanges as it plays
Original trainer, time and kind of catchSpecies
RarityLevel and experience
Purity of all six statsThe four moves and their PP Ups
Stat experience, vitamins included

Badges and the Hall of Fame#

The eight Gym Badges and the Champion mark are soulbound tokens, minted to your wallet when you earn them, one per wallet per mark, never revoked. Each Champion win also adds a soulbound Hall of Fame entry with the date and the team.

Wardrobe#

Plain looks are free. The Boutique's 39 wearables cost from ¥6,000 to ¥40,000. They are minted to you as tokens and can be sold on the market. The Boutique's takings go to the rewards pool.

Guests#

A guest plays the whole game without a wallet. Its browser makes a key, and the key names an account on chain. The guest's Pokémon are minted to that account when caught, and its ¥ and items are in the vault at once. Nobody holds a key for that account, so nobody can send or withdraw from it. A guest can buy and sell in the Marts and on the market.

When a wallet connects, one claim moves everything to it, once. The claim takes three signatures: the guest's key, the game's and the wallet's.

Deposits and withdrawals#

Rarity and purity#

A Pokémon's rarity and purity are rolled when it is caught, written into its token and never change. Purity sets its stats; rarity raises its purity.

Rarity#

One roll picks the rarity, by these weights. The rarity's bonus is added to each of the six stat rolls.

RarityChanceWeightAdded to each rollPurity bonus
Common79%790 of 1,00000
Uncommon15%150 of 1,000+3about +10
Rare5%50 of 1,000+6about +19
Epic0.8%8 of 1,000+9about +29
Legendary0.2%2 of 1,000+12about +39

Purity#

Each purity has a grade. The overall grade, shown in the Pokédex and on the NFT, is the grade of the six purities' average.

GradePurity
S96 to 100
A81 to 95
B61 to 80
C41 to 60
D21 to 40
F0 to 20

The chance of each grade for one stat:

RaritySABCDF
Common6.3%15.6%18.8%18.8%18.8%21.9%
Uncommon15.6%15.6%18.8%18.8%18.8%12.5%
Rare25%15.6%18.8%18.8%18.8%3.1%
Epic34.4%15.6%18.8%18.8%12.5%0%
Legendary43.8%15.6%18.8%18.8%3.1%0%

The chance of each overall grade:

RaritySABCDF
Commonunder 0.01%0.49%19.5%57.8%21.6%0.62%
Uncommon0.02%3.4%42.3%48.4%5.9%0.02%
Rare0.22%11.6%61.1%26.3%0.76%under 0.01%
Epic1%27.7%62.9%8.4%0.03%0%
Legendary3.5%50.4%44.9%1.2%under 0.01%0%

How players earn#

WayWhat it pays
DropsEvery win over a wild Pokémon rolls once for an item
Trainer prizes¥ for the first win over each trainer, from the rewards pool
Selling itemsThe pool price less 5%
The marketPokémon, item NFTs and wearables at your own price, less 10%
Arena stakesA staked win takes the pot less 10%
Arena challenge trainersA win pays twice the stake
Holding and trading ¥¥ and every item trade on open pools

Drops#

Every win over a wild Pokémon rolls once. Each item that drops in the area has its own chance, set by its price: an item ten times cheaper drops ten times as often.

The base chance is 1 in round(price × 10,000 / 49,000): 1 in 10,000 for a ¥49,000 vitamin, 1 in 204 for a ¥1,000 Poké Ball. Drops run at 150% of the base chance: a Poké Ball drops 1 in 136, a vitamin 1 in 6,667.

Trainer prizes#

Beating a trainer the first time pays a prize in ¥ from the rewards pool. The game decides who won. The chain caps every prize at what the rewards pool holds.

The market#

Pokémon, item NFTs and wearables sell on one market, priced in ¥, at the seller's price. Listing, repricing and buying use the in-game account and ask for no wallet signature. The market takes 10% of the price, in ¥: half to the rewards pool, half to the item pools' bids. A Pokémon you release is burned.

The Arena#

The auto-battler#

The auto-battler plays wild battles for you while you are away. You pay up front, by the minute, at the price of the stage of the story where it runs. A session keeps the price it started at. The ¥ goes to the rewards pool.

StageWhere in the storyAuto-battlerDrop bonus
1Before Brock¥100 a minute+5%
2To Vermilion¥325 a minuteNone
3Lavender to Fuchsia¥625 a minuteNone
4Safari to Cinnabar¥875 a minuteNone
5Victory Road and after¥1,075 a minute+25%

It buys time, not a return: its wins drop items by the same rolls as anyone's. While it runs there is no blackout penalty.

The rewards pool#

The rewards pool starts with ¥200,000,000, 20% of the supply. It holds ¥199,000,000 now.

It pays trainer prizes and the Arena's house budget.

Into the poolFrom
Half of every item-pool feeThe 5% on buys and sells
Half of the market feeThe 10% on market sales
Shop salesTMs, stones, X items, drinks, Poké Dolls and wearables bought at the on-chain prices
Auto-battler¥ per minute, by stage
Arena10% of every staked pot, and lost challenge stakes
BlackoutsThe ¥ lost when a whole party faints

Every sink in the game refills the pool. Prizes and payouts empty it. The bids' half of the fees never leaves the item pools.

Fees at a glance#

WhereFeePaid inGoes to
Main ¥/ETH pool1%ETH and ¥The wallet that owns the UNCX lock, by hand
Item pools5% on buys, 5% on sells¥50% rewards pool, 50% item pools' bids
Market10% of the price¥50% rewards pool, 50% item pools' bids
Arena stakes10% of the pot¥Rewards pool
Withdrawals and depositsNone from the gameNetwork gas only

The game pays the gas for catches, record writes and settlements. Players pay the gas for their own deposits, withdrawals and trades sent from a wallet.

Who controls what#

Roadmap#

These are in the plan and not yet live.

Pokémon Legacy · on Robinhood Chain