Alright I'm modifying this ever so slightly.
There's still the dodge function but there's a new catch.
A move has its accuracy such as Surf have 100 and Toxic having 85. For simplicity's sake, they're all going to be rounded to the Tens so Toxic, here, has 80. Anyway, a move has accuracy just like how a pokemon has evasivness. So here's how things go.
Lowering Accuracy
To reduce accuracy in this particular game is to shave 10 pts off of every attacking move the inflicted pokemon has.
Lowering Evasivness
Cuts 10 pts off of a pokemon's 100 point Evasive skills.
How these work together is through a new, special, dice roll.
Everything is out of the same hundred points. A pokemon with lowered evasivness of, say, 70 will obviously be easier to hit. However, if the accuracy of the attacker's move is only 60, that leaves a 1 in 7 chance of failure. There's the Hit/Miss dice which has 10 sides. A move can have three types of accuracy: A Number, Always Hit, Non-Hitting Move. So if the attacker's move's accuracy is lowered to 60 and the defender has 100 evasivness, you only get the hit if you roll a 1-6. Anything above is a miss. But if the attacker's move's accuracy is 60 and the defenders evasivness is 80, you have a higher chance of hitting. The difference between them is calculated. 80-60=20, 20/10=2.
So what happens now is you get to add two to that dice roll, giving you an 8 in 10 chance to hit. If their evasivness reaches the same number as a move's accuracy, it's like your move has 100 accuracy again.
Dodging is an entirely different story. The dodging system is basically the same. It's a 50/50 dice roll. 1 gets you the dodge, 2 gets you hit.
If you need any help, I'll gladly help you out. Just ask.