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Old Aug 3rd, 2011, 2:52:47 AM   #1
Deck Knight
Jigen Makkoto
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Default Data Audit Thread MkII (Contains All System Data) [ABILITY CATEGORIES REVAMPED]

This post: Unique Pokemon and CAP Data

Thread Links
Bottom of the Page

1. Stat and Rarity List
-Stat System
-Rarity Listing
2. Attack and Command List
-Attack List
3. Ability List
-Ability System
4. Type Description List
-STAB Description List
5. Berries, Herbs, and Signature Items
-Berries, Herbs, Signature Items
6. Battle Items
-Battle Items
7. Evolutionary Stones and Legendary Items
-Evolutionary Stones and Legendary Items
8.Capture Mechanics and Pokeballs
-Capture Mechanics
-PokeBalls
9. Major and Minor Status Effects
-Status Effects
10. Stat Descriptions and Nature Effects
-Stats and Nature
11. Critical Hits, Stat Boosters, and Combinations
-Effect Priority
-Critical Hits
-Stat Changers
-Combinations
-Combination Type

11. Spare Placeholder for reorganizing if necessary.


Links:
Registration Thread
Battle Tower
Ref Training Grounds

Index:
Additional Event Moves
Additional Anime Moves
Additional Manga Moves
Unique Pokemon
-Unown
-Smeargle
-Necturine/Necturna
-Shedinja
-Rotom

CAP Data:
CAP Data
-Quicklinks
CAP Level-Up to 25
CAP Rarity Listing
CAP Capture Rates


Additional Event Moves

Veekun holds most of the data for Pokemon Attacks, however we have put together a list of Event Move Data in the Data Audit thread as an easy go-to guide. It is also in the Prize Claim thread.

Gen 1 NYPC
Gen 2 NYPC
2003 Event Pokemon
2004 Event Pokemon
1998 Event Pokemon
2005 Event Pokemon
2008 Event Pokemon
2009 Event Pokemon
2010 Event Pokemon
2011 Event Pokemon
2012 Event Pokemon
2013 Event Pokemon
XD Purification
Dream World Exclusive Moves


Additional Anime Moves:

Anime Style Battling takes most of its influences from the Anime, where Pokemon do tend to do some strange things. Here is a list of additional moves sourced in the Anime, based off of research at Bulbapedia. Anime Only Moves Cost 3 MC to purchase.

Additional Anime Moves


Additional Manga Moves:

The final influence on ASB moves is Manga.Research at Bulbapedia has documented some of these moves and my feeling is that Manga is sufficiently true to in-game form that these moves are valid (where say TCG moves are not since they pull from an infinite list and not specifically from all canonical moves in the game.) Manga Only Moves Cost 3 MC to purchase.

Additional Manga Moves


Unique Pokemon:

Some Pokemon are special cases and must be handled separately. They are Unown, Smeargle, Necturine/Necturna, Shedinja, and Rotom.

Unown:

Unown can use all types of Hidden Power and Struggle. Each instance of Hidden Power is considered a separate move for the purposes of Disable, Imprison, and the consecutive EN cost. Unown's Hidden Powers take on the elemental attributes of each element rather than just being a simple energy attack. So for example, Hidden Power Water douses an opponent, Hidden Power Electric can shock them, etc. Unown only gets the STAB damage boost on Hidden Power Psychic, but it does have -1 Energy Cost for all Hidden Powers. Consider the following effects of Hidden Power to apply when Unown uses them:

Hidden Power Bug: 50% Drain Effect (Leech Life)
Hidden Power Dark: Taunt Effect (Taunt)
Hidden Power Dragon: Roar Effect (Dragon Tail)
Hidden Power Electric: 30% Paralyze (Discharge)
Hidden Power Fighting: Calculates Damage Using Defense (Mystery Sword)
Hidden Power Fire: 30% Burn (Lava Plume)
Hidden Power Flying: High Critical Hit Ratio (Aeroblast / Air Cutter)
Hidden Power Ghost: 20% Special Defense Lower (Shadow Ball)
Hidden Power Grass: 20% Sleep (Spore / Sleep Powder / GrassWhistle)
Hidden Power Ground: 20% Accuracy Lower (Mud Bomb / Mud Slap)
Hidden Power Ice: 20% Freeze (Ice Beam)
Hidden Power Poison: 30% Toxic (Poison Fang)
Hidden Power Psychic: 20% Confusion (Psybeam / Confusion)
Hidden Power Rock: 20% Flinch (Rock Slide)
Hidden Power Steel: 20% Special Attack Lower (Flash Cannon)
Hidden Power Water: 20% Speed Lower, Douse effect (BubbleBeam / Water Gun)

Rather than having a specific Hidden Power, Unown has one Hidden Power of each type with different properties. Each different type of Hidden Power is considered a separate attack for the purposes of calculating the consecutive attack EN penalty. Unown can change the Base Attack Power of each Hidden Power in its attacks. If Unown combines two Hidden Power attacks, it will use the damage boosting rules of same attack combinations based off the higher BAP (Combo BAP * 2.25), while using the EN Cost of different attack combinations (EN Attack 1 + EN Attack 2 * 1.5), and the type will be selected based on the stronger selected Hidden Power.

Ex. Hidden Power Water 4 + Hidden Power Electric 7 = 7 *2.25 BAP, 15.75 BAP. and EN = 2 + 5 (7) * 1.5 = 10.5, 11 EN (-1 EN [-2 if Psy]) = 10 [9] EN. Type: Electric (stronger Hidden Power)

Smeargle:

Smeargle can have unlimited instances of the move Sketch in its movepool. If Smeargle has at least one instance of the move Sketch in its movepool, it can use Sketch in-battle to permanently replace one instance of Sketch with the last move performed by the target Pokemon. Sketch cannot copy moves called by other moves, such as moves generated by Sleep Talk, Metronome, Copycat, or Assist, and will instead copy the original move. Sketch also cannot copy moves granted by the arena, such as the called moves in Unown Soup, or moves performed by non-player Pokemon, such as Roleplay Pokemon or neutral Pokemon in arenas. No more than 3 moves may be permanently Sketched by a single Smeargle in any given match. If Smeargle has more than 3 instances of Sketch in it's movepool, additional uses of Sketch become a Mimic with unlimited action duration.

Smeargle may also spend 2 MC to Sketch any move known by its trainer's other Pokemon. Smeargle must have at least one instance of Sketch in its movepool to do so, and that instance of Sketch is permanently replaced by the chosen move.

Sketch counts as a Level Up move for Smeargle, and as such, buying an additional instance of Sketch costs 1 MC. When Smeargle is bought, it begins with 17 instances of Sketch in its movepool, as well as 26 MC.

Any attacks Smeargle Sketches during the course of a battle can be used during that battle, and then Smeargle can permanently learn any of those moves by taking up a permanent Sketch slot. Smeargle can apply any of its Move Counters (MC) to gain another permanent Sketch slot.

Necturine / Necturna:

Sketch is an Egg move for this CAP line, but staying true to concept, they can only get Sketch ONCE. Like Smeargle, they can Sketch a move known by one of the trainer's other Pokemon for 2 MC, however if they relearn Sketch, they must forfeit the Sketched move.

Shedinja:
  • Shedinja also has other qualities because of in-game precedence. It can pull Level-Up Moves from the lists of both Nincada and Ninjask in addition to its own Level-Up Movepool.
  • Shedinja has every move in its movepool that the Nincada did when it evolves.
  • Because of the unique circumstances in which Nincada evolves in-game, when a Nincada evolves in ASB, both a Shedinja and a Ninjask are obtained.
  • If the evolution occurs in-battle, Ninjask will replace the Nincada in the battle and Shedinja will appear in a Poke Ball that the user cannot use in that battle.

Rotom:

Rotom can be caught just like any other Pokemon; however, its appliance forms are more difficult to access. The arena must be a junkyard or some similar space where such appliances can be found, and then Rotom can possess those appliances for the duration of the battle. Once Rotom has an appliance form it may discard it at any time during the battle and move to another appliance (if it is available) or to no appliance. Phasing into or out of an appliance in battle takes up an action. At the end of the battle, Rotom resets to its original form.

Additionally, each Rotom appliance has its own Size and Weight Class, which are indicated in its stat list. Heights and Weights have been provided in cases where weight might be altered or Rotom might want to Bodyblock. They are as follows:

Rotom: 0.3m, 0.3kg
Rotom-C: 1.3m, 25.3kg
Rotom-F: 2.3m, 100.3kg
Rotom-H: 1.3m, 25.3kg
Rotom-S: 0.8m, 10.3kg
Rotom-W: 1.8m, 50.3kg

CAP Data:

This will be where information on all the CAP Pokemon goes. It will be updated each time a new CAP is released or a change in CAP data occurs. Here are a few notes regarding the CAP Pokemon:

1. CAP ASB follows CAP canon.

While the 4th Generation CAP Pokemon were outfitted forward with new 5th Generation movepools and Dream World abilities, these moves and abilities are not canon. If there is ever an official change to CAP canon regarding pre-evolutions of 4th Generation CAPs, the CAP ASB will adhere to the canonical standard and remove any non-canonical element.

2. CAP Pokemon from any future projects will be implemented into the ASB and released only after their official release on the CAP 5th Generation Pokemon Online Server.

CAP ASB exists as a fun spin-off of the Create-A-Pokemon project. We actively encourage all participants to join in each project, but please do not attempt to alter any process of a CAP to in some way benefit the ASB League. As such, only after a new CAP is released on the battle server will we begin constructing anything left out of the CAP process like pre-evolutions etc.

3. There are otherwise no limits on CAP Pokemon.

Please use and enjoy these project creatures as much or as little as you wish. I have strived to balance the game to the best of my ability and have tried to be considerate to everyone who submitted a concept for a CAP pre-evolution.

Without further delay, here is the information on each CAP Pokemon. It contains all their relevant battle data and includes a Height and Weight so you can get an idea of how powerfully the Pokemon experiences knockback, etc.
Quicklinks:

Syclant Family - Syclar, Syclant
Revenankh
- Revenankh
Pyroak Family
- Embirch, Flarelm, Pyroak
Fidgit Family
- Breezi, Fidgit
Stratagem Family
- Rebble, Bolderdash, Stratagem
Arghonaut Family
- Privatyke, Arghonaut
Kitsunoh Family
- Nohface, Kitsunoh
Cyclohm Family
- Monohm, Duclohm, Cyclohm
Colossoil Family
- Colosshale, Colossoil
Krilowatt Family
- Protowatt, Krilowatt
Voodoom Family
- Voodoll, Voodoom
Tomohawk Family
- Scratchet, Tomohawk
Necturna Family
- Necturine, Necturna
Mollux Family
- Mollux
Aurumoth Family - Cupra, Argalis, Aurumoth
Syclant Family Data:
Syclar
Syclant

Revenankh Data:
Revenankh

Pyroak Family Data:
Embirch
Flarelm
Pyroak

Fidgit Family Data:
Breezi
Fidgit

Stratagem Family Data:
Rebble
Bolderdash
Stratagem

Arghonaut Family Data:
Privatyke
Arghonaut

Kitsunoh Family Data:
Nohface
Kitsunoh

Cyclohm Family Data:
Monohm
Duclohm
Cyclohm

Colossoil Family Data:
Colosshale
Colossoil

Krilowatt Family Data:
Protowatt
Krilowatt

Voodoom Family Data:
Voodoll
Voodoom

Tomohawk Family Data:
Scratchet
Tomohawk

Necturna Family Data:
Necturine
Necturna


Mollux Data:
Mollux


Aurumoth Family Data:
Cupra
Argalis
Aurumoth


CAP Level-Up to 25 Moves:

A consolidation of the CAP Level-up moves for easy pulling into a registration or claim post:
Syclar
Revenankh
Embirch
Breezi
Rebble
Privatyke
Nohface
Monohm
Colosshale
Protowatt
Voodoll
Scratchet
Necturine
Mollux
Cupra

Rarity Listing:

The rarity points to start with CAP Pokemon and the names of their base forms.
CAP Pokemon Rarity Listing

Capture Rates for CAP Pokemon:

CAP Pokemon can also be captured in some RPs.
CAP Capture Rates
__________________
[17:53] <&Deck_Knight> If I Cite and Prune CiteandPrune's post, what does that make me?
[17:54] <Birkal> a citeandprune cite and prunner
[17:54] <%DHR> O_o lol
[17:54] <+Mos_Quitoxe> Cite and Prune doesn't do enough of either
[17:55] <+Mos_Quitoxe> can we make him change it or force him to pay damages
[17:55] <&Deck_Knight> It would be a lot easier for him to Cite and Prune if we made him a mod.
[17:56] <&Deck_Knight> I delegate this task to Birkal.
[17:57] <Birkal> >:|

Last edited by Deck Knight; May 23rd, 2013 at 1:16:27 AM. Reason: Added Genesect Event
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Old Aug 3rd, 2011, 3:02:21 AM   #2
Deck Knight
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Stat System:

Below are the limits applied to each stat category:

Rank 1: 0-25; 80 HP
Rank 2: 26-60; 90 HP
Rank 3: 61-95; 100 HP
Rank 4: 96-119; 110 HP
Rank 5: 120-140; 120 HP
Rank 6: 141-160; 125 HP
Rank 7: 161-180; 130 HP
Rank 8: 181-200; 135 HP
Rank 9: 201+; 140 HP

Size Class:

A Pokemon's Size Class determines how good a Pokemon is at using three particular universal commands: Bodyblock, Dodge, and Take Cover. Each of these commands is listed at the end of the Attack List. Size is primarily determined by a Pokemon's Height; however, their body structure has also been taken into account. In total, there are seven class sizes, roughly defined as follows:

Class 1: Caterpie, Diglett (Baseline: 0.8m or less)
Class 2: Weavile (Baseline: 0.8-1.2m, 1.2-2m serpentine)
Class 3: Sceptile (Baseline: 1.2-2m humanoid. 1.0-1.5m quadrupedal 2-3.5m serpentine)
Class 4: Raikou (Baseline: 2-2.5m humanoid, 1.5-2.5m quadrupedal, 3.5-5m serpentine)
Class 5: Arceus (Baseline: 2.6-3.5m humanoid/avian, 2.6-3.0m quadrupedal, 5-6.5m serpentine)
Class 6: Lugia (Baseline: 3.5-5m humanoid/avian, 3.1-4.5m quadrupedal, 6.5-8m serpentine)
Class 7: Wailord (Baseline: 6m+ humanoid/avian/quadrupedal, 8m+ serpentine)

Dodge and Size Class:

Size Class affects the Base Dodge of a Pokemon. The Base Dodge is the reduction in an oncoming attack's Base Accuracy before any speed differences are calculated. The Base Dodge of the Size Classes is illustrated below:

SC 1: 40
SC 2: 20
SC 3: 10
SC 4: 5
SC 5: 2.5
SC 6: 1
SC 7: 0

When calculating a Dodge, the result of the Dodge Formula is added to the Base Dodge to determine the final reduction in Base Accuracy. (e.g. if a Pokemon is Class Size 1, it would have 40 Base Dodge and if the Dodge Formula results in -15, Dodge will lower the Base Accuracy of an incoming attack by 25.) Then percentage accuracy modifiers such as Compoundeyes or Accuracy/Evasion Stage Boosts are applied. Modifiers that affect Base Accuracy, such as an activated Klutz, are applied before any percentage modifiers.

Bodyblock and Size Class:

A Pokemon can Bodyblock for any Pokemon in the same or a lower size class. A Pokemon can also Bodyblock for any Pokemon whose actual size is within 0.3m of that Pokemon. This is especially relevant for serpentine style Pokemon, who may have smaller size classes but are long enough to stretch themselves into an oncoming attack for an ally.

Take Cover and Size Class:

A Pokemon can Take Cover under any Pokemon at least two (2) size classes larger than it. Multiple Pokemon can Take Cover behind a single ally, but the sum of their size classes must be lower the ally's size class. If they are not, Take Cover will fail for the slowest Pokemon attempting to Take Cover. Take Cover cannot be used to hide behind an opposing Pokemon or a field object.

Weight Class:

A Pokemon's Weight Class determines how heavy that Pokemon is and its resistance to being knocked out of a Bodyblock or run through while an ally uses Take Cover. The Weight Class of a Pokemon coincides with Grass Knot and Low Kick for the first six classes, and then increases based on values favorable to various individual Pokemon. Weight Classes are illustrated below.

Class 1: <10kg
Class 2: 10-25kg
Class 3: 25.1-50kg
Class 4: 50.1-100kg
Class 5: 100.1-200kg
Class 6: 200.1-274.9kg
Class 7: 275-349.9kg
Class 8: 350-449.9kg
Class 9: 450-599.9kg
Class 10: 600-749.9kg
Class 11: 749-949.9kg
Class 12: 950kg+

Bodyblock, Impact attacks, and Weight Class:

If a Pokemon uses Bodyblock or has an ally Take Cover behind them, it is still possible to hit the for if the opponent can be hit with enough force. There are two classes of impact attacks that will break through a Bodyblock.

The first are full body recoil and uncontrollable attacks [Double-Edge, Head Charge, Head Smash, Outrage, Petal Dance, Submission, Take Down, Thrash, Volt Tackle, Wood Hammer, and Wild Charge], which can bust through Bodyblock and hit both the Bodyblocking Pokemon and the intended target for full damage (the recoil will also be based on hitting both Pokemon.

The second are conditional recoil and other impact attacks [Giga Impact, Hi Jump Kick, Jump Kick], when these break through, they hit the Bodyblocking Pokemon for their full Base Attack Power and hit the Pokemon being blocked for for half their Base Attack Power. The ability Heavy Metal adds Gyro Ball to this listing.

Pokemon Stats

Save yourself some time, use Control+F to find your Pokemon.
Generation 1 Stat Listing
Generation 2 Stat Listing
Generation 3 Stat Listing
Generation 4 Stat Listing
Generation 5 Stat Listing
CAP Pokemon Stat Listing


Rarity Listing:

Each Trainer can only catch the lowest evolved form of a Pokemon line. Each Pokemon has a corresponding rarity point listing. The rarity point listing is the cost in Trainer Points to obtain that Pokemon. Stronger Pokemon naturally have higher ratings. A Trainer starts with 6 trainer points to alot choosing his or her initial Pokemon. Smeargle's Rarity Rating is 3, but it cannot be used as a starting Pokemon. The cost of single stage Pokemon is added by 3 if it's not a starter.
First Gen Originated Pokemon
Second Gen Originated Pokemon
Third Gen Originated Pokemon
Fourth Gen Originated Pokemon
Fifth Gen Originated Pokemon
CAP Originated Pokemon

__________________
[17:53] <&Deck_Knight> If I Cite and Prune CiteandPrune's post, what does that make me?
[17:54] <Birkal> a citeandprune cite and prunner
[17:54] <%DHR> O_o lol
[17:54] <+Mos_Quitoxe> Cite and Prune doesn't do enough of either
[17:55] <+Mos_Quitoxe> can we make him change it or force him to pay damages
[17:55] <&Deck_Knight> It would be a lot easier for him to Cite and Prune if we made him a mod.
[17:56] <&Deck_Knight> I delegate this task to Birkal.
[17:57] <Birkal> >:|

Last edited by Deck Knight; Apr 21st, 2013 at 4:17:14 PM. Reason: Updating Embirch & Flarelm's Stats
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Old Aug 3rd, 2011, 3:02:34 AM   #3
Deck Knight
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Multi-Battle Targeting Update:

Moves now list what type of targeting they have in their descriptions. This also consequently means that moves that used to target at most 2 Pokemon now target more because of correct mechanics. Several types of multi-battle move targeting were implemented, as listed below.

Adjacent terminology in some attack targeting is only relevant for multi-battles where players want to play with positions factored in. In cases where position is decided to not matter in a match by both players, the word adjacent can simply be omitted from the targeting of moves. All other attacks not noted below are assumed to be able to target only one adjacent Pokemon, ally or foe.

"This move targets up to three (3) adjacent opponents in a multi-battle."
Affected Attacks: Acid, Air Cutter, Blizzard, Bubble, Dark Void, Eruption, Tail Whip, Snarl, Electroweb, Growl, Heat Wave, Hyper Voice, Icy Wind, Leer, Muddy Water, Twister, Glaciate, Incinerate, Powder Snow, Razor Wind, Razor Leaf, Rock Slide, String Shot, Sweet Scent, Water Spout, Swift, Relic Song, SmokeScreen

"This move targets all opponents in a multi-battle."
Affected Attacks: Struggle Bug, Heal Block

"This attack hits all adjacent Pokemon."
Affected Attacks: Discharge, Magnitude, Teeter Dance, Earthquake, Searing Shot, Selfdestruct, Explosion, Sludge Wave, Surf, Searing Shot

"This move hits all Pokemon except the user."
Affected Attacks: Lava Plume, Bulldoze, Synchronoise

"This move strikes all Pokemon on the field, including the user."
Affected Attacks: Perish Song, Haze

"This move can hit any single Pokemon on the field, regardless of position."
Affected Attacks: Acrobatics, Air Slash, Brave Bird, Dragon Pulse, Sky Drop, Hurricane, Pluck, Wing Attack, Aerial Ace, Aura Sphere, Chatter, Gust, Peck, Sky Attack, Counter, Aeroblast, Bounce, Dark Pulse, Fly, Water Pulse, Mirror Coat

"This move attacks an enemy Pokemon at random."
Affected Attacks: Outrage, Thrash, Uproar

"This move attacks an adjacent enemy Pokemon at random."
Affected Attacks: Petal Dance

"This move targets up to three (3) allied Pokemon in a multi-battle and maintains its effect on a Pokemon's position even if it is switched for another Pokemon."
Affected Attacks: Light Screen, Reflect, Safeguard, Mist, Lucky Chant, Tailwind

"This move targets all allied Pokemon in a multi-battle, and also effects Pokemon in their Poke Balls."
Affected Attacks: Aromatherapy, Heal Bell

"This move targets all allied Pokemon in a multi-battle."
Affected Attacks: Quick Guard, Wide Guard

Priority Addition Update:

Priority descriptions have been added to all attacks. Pay particular attention to Bounce, Dig, Dive, and Fly. Bounce does not have a description for suspension, while Dig, Dive, and Fly do.

Charge attacks have also been coded as having a Charge priority of 1 and a Hit of -1. If a multi-hit attack strikes a Pokemon while Charging, the attack is nullified (Focus Punch acts like in-game with a Charge of 6 and a Hit of -3). Note that Charge only applies to moves like Sky Attack and SolarBeam. Moves like Razor Wind and Skull Bash have different descriptions.

Changed Attacks: Razor Wind, Spikes, Gravity, Rest, Assist, Sleep Talk, Metronome.

Razor Wind's whirlwind effects have been codified as breaking trapping moves and deflecting all attacks with 4 Base Attack Power or less. Spikes has been upgraded to 12/18/24 damage for the layers. Gravity now lasts for 4 rounds instead of 2, like all the other field effects. Rest heals 12 HP per action and lasts 3 actions (including the action Rest is issued).

Assist and Sleep Talk have different conditions for random selection of attack. Assist selects out of 3 defined moves, Sleep Talk selects out of 4 defined moves. Metronome selects out of any 10 moves the Pokemon does not know with a few other restrictions on usage.

Attack List Anchor:

Note: This is going to be the edited and updated list for the thread, if there are discrepancies with other posts, this one takes precedence.

Audit moves for consistency in stage language (e.g. an attack boosts a capitalized Stat [Attack] by number [One] (numeral) [(1)] stage) and similar effect (e.g. Ice Ball vs. Rollout, Flail vs. Reversal, etc.) Do not worry about energy costs or Base Attack Power unless there is a clear typo (e.g. 40 where there should be 4).

Due to this discrepancy, Absorb has 4 BAP and Mega Drain has 6. Leech Life has also been bumped up to 6.

SonicBoom, Psywave, Dragon Rage, and Night Shade are basically clones of each other (bar accuracy differences), Seismic Toss is similar but has some differences. All moves with less than 40 Base Power in the games have been bumped up to 4 (except multi-hit moves).

Special Attack-Related Rules:
  • For double battles and higher, attacks that hit multiple targets are reduced to 75% of their original Base Attack Power.
  • A Pokemon cannot be ordered to do nothing during an action; it must perform a move of some sort.
  • If a move would completely fail because of an effect like Disable, Heal Block, or Taunt the move fails on its first use without costing energy and subsequent uses of attacks that will completely fail will instead use Struggle.
  • Moves with a BAP of -- have no BAP so cannot have their BAP increased or decreased by items, abilities, other moves, etc.
  • Attacks that hit 2 to 5 times such as Fury Swipes and Rock Blast have their number of hits determined randomly. The probability for 2 hits is 1/3, for 3 hits is 1/3, for 4 hits is 1/6, and for 5 hits is 1/6. This is before any effect that would modify the number of hits.
  • Hyper Beam style moves cause the Pokemon to become Sluggish, regardless of STAB. Sluggish will prevent the user from using Protective (Protect / Detect) or Evasive attacks (Teleport, Agility, Dodge) damaging attacks with a Base Energy Cost greater than 5 and non-damaging attacks with a Base Energy Cost greater than 8. Attacks with a variable Energy Cost will use the adjusted value as their base. Sluggish Pokemon cannot Bodyblock, Dodge, or Take Cover. This is factored before ability adjustments or other Base Attack Power boosts with the exceptions of Technician and Skill Link, as they adjust the cumulative Base Attack Power of multi-hit moves. Moves that make Pokemon sluggish only make them sluggish for the next action, which does include the action after the cooldown period if used in a combination.
  • In addition to Sun, Rain, Sandstorm and Hail, there is a fifth weather effect caused by certain moves named Fog. While Fog is in effect, all Pokemon suffer a one (1) stage accuracy reduction. In addition to this, the healing from Moonlight, Morning Sun and Synthesis is treated as though a hindering weather is in effect and Weather Ball has 10 BAP and is Normal-type.

Priority and Combination Attacks:

Combination Attacks distort priority beyond that of normal actions. A Combination Attack of two Priority: 0 moves will have a -2 priority on its Hit. A combination of a Priority 1>/= move with a Priority: 0 move will add Priority: 1: to the attack, but will only increase Base Attack Power by half the Priority Move's Base Attack Power attack's amount (e.g. Mach Punch + Fire Punch will have 10 BAP, not 12.) The only other odd priority combination are attacks combined with negative priority moves. These will have the BP of the Priority: 1 | CT: or Priority: 0 | CT: Attack and reduce the priority of the entire attack combination to -7, lower than moves like Circle Throw and Dragon Tail. (ex. Icicle Crash + Avalanche will have 10.5 Base Attack Power, which will double to 21 if the user is hit. Mach Punch + Focus Punch can clear distances with a +1 priority on reaching proximity with the target, but will only have 17 Base Attack Power when it strikes)

Attack List:
Attack List A
Attack List B
Attack List C
Attack List D
Attack List E
Attack List F
Attack List G
Attack List H
Attack List I
Attack List J
Attack List K
Attack List L
Attack List M
Attack List N
Attack List O
Attack List P
Attack List Q
Attack List R
Attack List S
Attack List T
Attack List U
Attack List V
Attack List W
Attack List X
Attack List Y
Attack List Z

Command List:

The command list has all officially codified commands and includes all commands granted by abilities.

Universal Commands
Ability Based Commands
Pokemon Specific Commands

__________________
[17:53] <&Deck_Knight> If I Cite and Prune CiteandPrune's post, what does that make me?
[17:54] <Birkal> a citeandprune cite and prunner
[17:54] <%DHR> O_o lol
[17:54] <+Mos_Quitoxe> Cite and Prune doesn't do enough of either
[17:55] <+Mos_Quitoxe> can we make him change it or force him to pay damages
[17:55] <&Deck_Knight> It would be a lot easier for him to Cite and Prune if we made him a mod.
[17:56] <&Deck_Knight> I delegate this task to Birkal.
[17:57] <Birkal> >:|

Last edited by Objection; Jun 10th, 2013 at 7:59:02 PM. Reason: Stating which moves use up one of your recovery moves.
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Old Aug 3rd, 2011, 3:02:46 AM   #4
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Recently changed abilities:

Trace has had a line added that says that it won't activate on being sent out unless the player specifies which ability to trace.

Sheer Force's effect has been updated in terms of what moves get the boost. The moves eligible have been changed from moves with a < 100% chance of a secondary effect occurring to moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target.

Harvest's effect now models the in-game effect where berries are only regenerated 50% of the time out of Sun.

Arena Trap now has its in-game effect.

Huge Power & Pure Power now only increase the BRT of the Pokémon that have the ability only when said Pokémon has the ability active.

ASB Ability Guide

Format:

Ability Name: Name of the Ability

Ability Type:
  • Trait: This ability is always in effect as a natural part of the Pokemon, even in matches where no ability is specified or in matches where one ability other than this ability is specified.
  • Passive: This ability is always in effect except in matches where no ability is specified or in matches where one ability other than this ability is specified. The ability's effect may always be active or it may be active only under certain circumstances.
  • Trigger: This ability has an effect that is activated by spending an action and a certain amount of energy. Sometimes the effect will also be activated automatically when the Pokemon is sent out; this may or may not cost energy. Abilities in this category may have additional ongoing effects like those of Passive abilities.
  • Toggle: This ability has two effects that the Pokemon can choose between, one of which is given as the default and one of which may be no effect whatsoever. The effects of these abilities are like those of Passive abilities. The Pokemon may toggle between the two effects when sent out or at the start of any round in which its trainer is ordering first. Toggling between effects does not take up an action or cost any energy.
Description: Description of Ability’s effect

Pokemon with this Ability: The Pokemon with this ability.


Audit this list for consistency among ability effects:

Abilities like Guts or Flare Boost that boost Attack/Special Attack outside of stages use language like "two (2) more Base Attack Power."

Abilities that increase stats outside of stages like Swift Swim and Quick Feet use language like "doubles (2x) or increases by 50% (1.5x)"

Abilities that increase stages use language like "When hit by a Grass-type attack, Attack is increased by one (1) stage. This boost is maintained at the end of each round."


Ability List A
Ability List B
Ability List C
Ability List D
Ability List E
Ability List F
Ability List G
Ability List H
Ability List I
Ability List J
Ability List K
Ability List L
Ability List M
Ability List N
Ability List O
Ability List P
Ability List Q
Ability List R
Ability List S
Ability List T
Ability List U
Ability List V
Ability List W
Ability List Z

__________________
[17:53] <&Deck_Knight> If I Cite and Prune CiteandPrune's post, what does that make me?
[17:54] <Birkal> a citeandprune cite and prunner
[17:54] <%DHR> O_o lol
[17:54] <+Mos_Quitoxe> Cite and Prune doesn't do enough of either
[17:55] <+Mos_Quitoxe> can we make him change it or force him to pay damages
[17:55] <&Deck_Knight> It would be a lot easier for him to Cite and Prune if we made him a mod.
[17:56] <&Deck_Knight> I delegate this task to Birkal.
[17:57] <Birkal> >:|

Last edited by Objection; Jun 12th, 2013 at 7:36:59 PM. Reason: Re: Cursed Body: <~Deck_Knight> It'll last as long as Disable's effect lasts, which IIRC is 6 actions
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Old Aug 3rd, 2011, 3:03:02 AM   #5
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Audit this list for Grammar/Prose, and if I missed any attacks generally shared by ALL members of a type (or a sufficiently high percentage like 90%), make a note of it on the type.

Type Bonuses:

Typing is very important in Pokemon. A Pokemon's type is determinant largely on their genetic structure and the environment around them. Different types have adapted to different environments in a multitude of ways. Here are the bonuses based on those innate abilities:

STAB (Same Type Attack Bonus): When using a damaging or non-damaging move of the same type as the Pokemon, Energy Cost is reduced by 1. Damaging attacks have 3 more Base Attack Power regardless of the initial attack strength. Certain STABs may allow certain moves to keep their focus in all conditions, except when struck by a multi-hit attack (which always disrupt these moves). Whenever using one of the attacks below, moves of their STAB will not break any required focus unless it would directly alter their continuance of the attack.

Uncontrollable Attacks: Pokemon that get STAB on Petal Dance, Outrage, and/or Thrash will not have these moves disrupted when hit by moves with greater than 12 Base Attack Power. Some types may grant a Pokemon the ability to use more of these moves without losing focus.

Skin notes: The term skin is used often in these descriptions. Please note that these descriptions are generally reserved for Pokemon purely of that type. Pokemon with dual types can have their skin features modified greatly, or the Pokemon's skin may even by unique to the species such as Parasect and Toxicroak. Nonetheless even Pokemon of dual types will retain the primary defensive qualities of both of their skins' type. Rock/Steel skin for example is made of an alloy that prevents toxins from seeping in but does not scatter flames as much, thus retaining the immunity to poison status and the buffering ability in Sandstorm while being neutral to flame attacks rather than resisting them.

In addition to STAB, some types have developed other traits to help them cope with life in the wild.

Bug
Dark
Dragon
Electric
Fighting
Fire
Flying
Ghost
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
__________________
[17:53] <&Deck_Knight> If I Cite and Prune CiteandPrune's post, what does that make me?
[17:54] <Birkal> a citeandprune cite and prunner
[17:54] <%DHR> O_o lol
[17:54] <+Mos_Quitoxe> Cite and Prune doesn't do enough of either
[17:55] <+Mos_Quitoxe> can we make him change it or force him to pay damages
[17:55] <&Deck_Knight> It would be a lot easier for him to Cite and Prune if we made him a mod.
[17:56] <&Deck_Knight> I delegate this task to Birkal.
[17:57] <Birkal> >:|

Last edited by Its_A_Random; May 3rd, 2013 at 7:34:21 PM. Reason: breathe > breath in Poison STAB summary
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Old Aug 3rd, 2011, 3:03:20 AM   #6
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Audit this list to ensure uniformity in similar effects as well as Grammar/Prose.

Item List (1):

The Item List contains all the items in CAP ASB. As each item will have an image when completed, the list is split out based on size needs.

Berries

Berries have effects similar to their in-game counterparts with a few balance tweaks. To purchase berries, a trainer uses Trainer Points (I'm going to update from Capture Points to enable this) equal to that Berry's value. Berries may be used with Natural Gift up to eight (8) times in a match before the berry is entirely consumed. The CC Cost for the Berries is the cost to purchase five (5) berries. Berries can only be bought in multiples of five (5).
Berry List

Herbs:

Herbs can't be used with Natural Gift, but nonetheless can be used as items. The CC Cost for an Herb is the cost to purchase five (5) Herbs. Herbs can only be bought in multiples of five (5).
Herbs

Signature Items:

Signature items are items that have a direct effect on specific Pokemon and are always active.
Signature Items
__________________
[17:53] <&Deck_Knight> If I Cite and Prune CiteandPrune's post, what does that make me?
[17:54] <Birkal> a citeandprune cite and prunner
[17:54] <%DHR> O_o lol
[17:54] <+Mos_Quitoxe> Cite and Prune doesn't do enough of either
[17:55] <+Mos_Quitoxe> can we make him change it or force him to pay damages
[17:55] <&Deck_Knight> It would be a lot easier for him to Cite and Prune if we made him a mod.
[17:56] <&Deck_Knight> I delegate this task to Birkal.
[17:57] <Birkal> >:|

Last edited by Objection; Jan 18th, 2013 at 4:50:46 AM. Reason: Levitate is no longer a trait.
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Old Aug 3rd, 2011, 3:03:37 AM   #7
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Item List (2):

Battle Items:

These items can be purchased for use in battles. They consist of the competitive items available in CAP ASB.
Battle Items (20 CC)
Battle Items (10 CC)
Battle Items (6 CC)
Battle Items (3 CC)
__________________
[17:53] <&Deck_Knight> If I Cite and Prune CiteandPrune's post, what does that make me?
[17:54] <Birkal> a citeandprune cite and prunner
[17:54] <%DHR> O_o lol
[17:54] <+Mos_Quitoxe> Cite and Prune doesn't do enough of either
[17:55] <+Mos_Quitoxe> can we make him change it or force him to pay damages
[17:55] <&Deck_Knight> It would be a lot easier for him to Cite and Prune if we made him a mod.
[17:56] <&Deck_Knight> I delegate this task to Birkal.
[17:57] <Birkal> >:|

Last edited by Objection; Sep 28th, 2012 at 8:33:35 AM. Reason: Pretty sure Shed Shell's description was meant to say Switch = OK
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Old Aug 3rd, 2011, 3:03:57 AM   #8
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Item List (3):

Evolutionary Stones:
Evolutionary Stones are signature items that have effects in battle and also special effects in RPs.

Evolutionary Stones


Rotom Appliances:
Rotom Appliances are used to transform Rotom into one of its formes in a battle.

Rotom Appliances


Legendary Items:

These ancient artifacts are said to boost the abilities of legendary Pokemon. These items cannot be purchased, but may exist and/or be obtainable in certain scenarios at the sole discretion of ASB's leadership.
Legendary Items
__________________
[17:53] <&Deck_Knight> If I Cite and Prune CiteandPrune's post, what does that make me?
[17:54] <Birkal> a citeandprune cite and prunner
[17:54] <%DHR> O_o lol
[17:54] <+Mos_Quitoxe> Cite and Prune doesn't do enough of either
[17:55] <+Mos_Quitoxe> can we make him change it or force him to pay damages
[17:55] <&Deck_Knight> It would be a lot easier for him to Cite and Prune if we made him a mod.
[17:56] <&Deck_Knight> I delegate this task to Birkal.
[17:57] <Birkal> >:|

Last edited by Deck Knight; Sep 22nd, 2012 at 4:48:40 AM.
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Old Aug 3rd, 2011, 3:04:12 AM   #9
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Pokemon Capture:

Major Change 10/09/2011:

Capture Rates are now limited to a minimum of 7 and a Maximum of 150. Heal Balls have had their Capture Rate for >50% HP reduced to 2x. Pokemon at Full Health have a capture rate of 7.



So, I had this really nifty idea earlier today while I was thinking over a couple RPs I am in, and realized that there is a whole mechanic that we've to this day avoided in ASB: Pokemon capture. Where are the Poke Balls that we can purchase and use to capture Pokemon we've weakened in RPs? Well, after talking with Deck and fleshing out a really cool package for this, I've written this up. This is a tag-team submission with Deck's above, as obviously the capture mechanics are necessary in order for his RP above to work.

Pokemon Capture is something that interacts with all other RPs!

Mechanics

The basic premise of Pokemon Capture is that you purchase Poke Balls with CC from the prize claiming thread. Then, with Poke Balls, you can enter into any RP that has wild Pokemon, and capture them! Naturally, there are restrictions as to what can be captured.
  • Pokemon owned by NPC trainers in RPs cannot be captured, and Poke Balls cannot be used in trainer battles at all.
  • Legendary Pokemon cannot be captured. This list, since the qualifier 'legendary' is not generally obvious as to what it describes, is: Zapdos, Moltres, Articuno, Mewtwo, Mew, Raikou, Entei, Suicune, Celebi, Ho-Oh, Lugia, Regirock, Regice, Registeel, Latias, Latios, Groudon, Kyogre, Rayquaza, Deoxys, Jirachi, Darkrai, Cresselia, Azelf, Uxie, Mesprit, Manaphy, Phione, Heatran, Regigigas, Dialga, Palkia, Giratina, Shaymin, Arceus, Victini, Terrakion, Cobalion, Virizion, Keldeo, Tornadus, Thundurus, Landorus, Reshiram, Zekrom, Kyurem, Meloetta, and Genesect.
  • Anything that is considered a 'boss' or 'mini-boss' of an RP cannot be captured.
  • This list of uncapturable Pokemon may be ignored for certain RPs that are designed with catching very high power and even legendary Pokemon in mind.
Those are the Pokemon that cannot be captured. Except in the case of trainer battles, where Poke Balls cannot be used, if a Poke Ball is used in a battle against an uncapturable Pokemon, it will simply destroy the Poke Ball instead of even going inside for a split second. That would suggest that you shouldn't waste your Poke Balls in such a manner!

It's not all restrictions, however. There are some cool things about capturing Pokemon through this RP addendum:
  • You can capture evolved Pokemon.
  • You can capture Pokemon that know special moves.
  • You can capture pretty much anything else you encounter.
When you capture a Pokemon, you treat it as if you were buying the Pokemon from the prize claim thread. If you captured a Pikachu, for instance, assume it is the most basic Pikachu that you can acquire. It has 4/9 EC, 0 MC, and 0 DC, all of the level-up moves up to Level 25, 5 egg moves of your choice, 5 BW TMs of your choice, and any specialty moves that it had in the RP you caught it in but you wouldn't normally get. So let's say that Pikachu used Surf in the RP, then when you catch it you would get the Pikachu I listed above and then Surf on it as a special extra move. Furthermore, since you battle the Pokemon and make an impression upon it when you capture it, when you claim captured wild Pokemon, you may choose both their natures and Hidden Power types. When you battle them before catching them, however, you may find that their Hidden Power type is different than what you make it; that's just the effect you have on a Pokemon when you capture it! Furthermore, some RPs will allow you to keep the captured Pokemon with you during the RP in reserve, though this is on a per-RP basis.

When you move to capture a Pokemon, all attacks suspend and the trainer throws a Poke Ball at the target. Poke Balls will only work when there is one opposing Pokemon left, as other Pokemon will intercept the Poke Ball and cause it to fail. If a capture fails, the targeted Pokemon breaks free and uses a Chill-like move, increasing their energy by twelve (12) while ignoring sleep, confusion, paralysis, or other effects. If the targeted Pokemon gets back to one-hundred (100) energy in this way, they will have a round to attack your Pokemon without retaliation.

Capture Formula

ASB uses the exact same capture formula as in-game, except at the upper and lower extremities. The minimum value for a Pokemon's Capture Rate is 7, while the maximum is 150. This means that ASB will also use the same capture rates for the Pokemon, as listed on websites like Serebii or Veekun. Pikachu has a capture rate of 190, for example, which is lowered to 150. This also means that the type of Poke Ball you buy matters, as it has a Ball Rate that factors into the formula. Here's a crash course in Pokemon capturing math. The only difference in ASB is that since you can inflict multiple status effects on a Pokemon, the 'status number' in the capture formula is equal to the single highest status number of all status inflicted on the Pokemon, not the addition of status numbers.

Finally, Pokemon at their full health have a capture rate of 7, regardless of their ordinary capture rate.

Long Form Calculation:
Quote:
Originally Posted by Fat Long Form Calculation

Let's say we try and catch a 5 HP Lillipup with a Pokeball. Lillipup's in-game Catch Rate is 255 - which is lowered to 150 in ASB.

Capture Rate = (( 1 + ( MaxHP × 3 - CurrentHP × 2 ) × CatchRate × BallRate × Status# ) ÷ ( MaxHP × 3 )) ÷ 256
= (( 1 + ( 90 × 3 - 5 × 2 ) × 150 × 1 × 1 ) ÷ ( 90 × 3 )) ÷ 256
= (( 1 + ( 270 - 10 ) × 150 × 1 × 1 ) ÷ ( 270 )) ÷ 256
= (( 1 + 39000 ) ÷ 270 ) ÷ 256
= ( 39001 ÷ 270 ) ÷ 256
= 144.45 ÷ 256
= 0.5642
= 56.4%

SUMMARY: Without Status or balls with stronger capture rates, it's much, much harder to catch a Pokemon in ASB. Fortunately, unlike in-game where you are limited to four moves, your Pokemon should have access to a status move almost without exception. If this Lilipup were Paralyzed (or healthy and you used a Great Ball), it's catch rate would be 84.6%, and if it were Asleep (or it was healthy and you used an Ultra Ball), it's catch rate would be 112.8%.

Capture Rates

Like in the game, there are a ton of Poke Balls with varying capture rates based on certain conditions. The list below includes all of the items that this addendum to RPs would provide for purchase in the prize claiming thread and what they do with what special conditions. All Poke Balls are available for purchase except the Master Ball, which can only be rewarded for special accomplishments with Deck Knight's approval. The listed prices are the prices for buying five (5) Poke Balls of that type.


Poke Balls


__________________
[17:53] <&Deck_Knight> If I Cite and Prune CiteandPrune's post, what does that make me?
[17:54] <Birkal> a citeandprune cite and prunner
[17:54] <%DHR> O_o lol
[17:54] <+Mos_Quitoxe> Cite and Prune doesn't do enough of either
[17:55] <+Mos_Quitoxe> can we make him change it or force him to pay damages
[17:55] <&Deck_Knight> It would be a lot easier for him to Cite and Prune if we made him a mod.
[17:56] <&Deck_Knight> I delegate this task to Birkal.
[17:57] <Birkal> >:|

Last edited by Objection; May 18th, 2013 at 6:45:55 AM. Reason: Pokemon start with 5 egg moves and BW TMs now.
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Old Aug 3rd, 2011, 3:04:29 AM   #10
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Status Effects:

Status effects are powerful afflictions in ASB. Unlike in the cartridges, a Pokemon can be affected by multiple status afflictions.

Major Status Effects (Permanent):

Burn and Poison last for the duration of a battle once inflicted unless cured by an ability, a move, or an item.

Burn

Burns are external injuries inflicted primarily by fire attacks. When Burned a Pokemon's physical attacks are reduced by three (3) Base Attack Power and the Pokemon will lose 2 HP per action.

Poison

Poison is an unnatural affliction that only deals damage to an affected Pokemon at the end of every action. Poison can be compounded by additional toxins capable of Bad Poison in order to be made into a Bad Poison status effect, but Bad Poison cannot be reduced to the normal Poison level by any means without completely being cured.

Poison:
Deals two (2) damage per action.

Bad Poison:
Gains in strength each round. It starts off dealing one (1) damage per action and increases by one (1) damage each round. Bad Poison has no damage per action limit.

Major Status Effects (Temporary):

Freeze, Paralysis, and Sleep are temporary status effects and eventually go away if not reinforced.

Freeze

Freeze has two intensities, each with a 50% chance of occurring when a Pokemon is frozen:

Light Freeze: The Pokemon will be frozen for one (1) action.
Deep Freeze: The Pokemon will be frozen for two (2) actions.

If a Pokemon is hit by a Fire attack or Scald while frozen, it will remove the freeze condition. A Pokemon cannot be frozen while Sunny Day is in effect.

Attacks that thaw the user: Blast Burn, Blue Flare, Eruption, Flame Charge, Flame Wheel, Flare Blitz, Fusion Flare, Inferno, Lava Plume, Magma Storm, Overheat, Sacred Fire, Scald, Searing Shot, and V-Create.

Paralysis

Paralysis has five levels, but all levels of paralysis decrease speed to 25% (0.25x). The level of paralysis indicates the chance of full paralysis on any given action in a round. A Pokemon retains its level of paralysis when switched out. Paralysis degrades by 5% at the end of each round as long as the Pokemon is active that round. If a Pokemon is hit by a stronger level of paralysis than the level it is presently at, paralysis will be renewed at the higher level. Whenever a Pokemon is fully paralyzed, it's paralysis stage goes down by 5%.

25% Paralysis: Inflicted by Freeze Bolt, Glare, Lightning Strike, Stun Spore, Thunder Wave, and Zap Cannon.
20% Paralysis: Inflicted by all 30% paralysis chance moves and the Static Ability.
15% Paralysis: Inflicted by all 10% paralysis chance moves, the Effect Spore Ability, and Tri Attack.
10% Paralysis: Not inflicted by any moves.
5% Paralysis: Not inflicted by any moves.

Sleep

Sleep has three levels of severity. With the exception of a few moves, whenever sleep is inflicted it has a 1/3rd chance of landing on each of the three levels, unless the attack always inflicts a certain level. If a sleeping Pokemon is hit with a single attack that causes sixteen (16) or more damage, it will wake up one action sooner. If a Pokemon is switched while it is Asleep, it will return to its original level of Sleep.

Light Sleep: If inflicted with Light Sleep, a Pokemon with Early Bird will wake up immediately. All other Pokemon will be asleep for one (1) action.
Deep Sleep: All Pokemon inflicted with Deep Sleep will be asleep for one (1) action.
Intense Sleep: Pokemon with Early Bird will wake up after one (1) action. All other Pokemon will be asleep for two (2) actions.

Sleep and Capture:
When a Pokemon is put to sleep, it does not actually wake up until the action after its counter hits 0. Thus if you put a slower Pokemon to sleep on the last action of the round, when you go into a capture round it will still be asleep when you attempt to capture it, even if it was only put to sleep for one (1) action.

Non-Major Status Effects:

Attraction

When Attracted, a Pokemon has a 50% chance not to attack. Infatuation will also make using particularly cruel or devious attacks difficult, with the exception of Dark-type Pokemon who find such trickery a form of flattery. Attraction can only occur between Pokemon of different genders. Each Attraction level has a 1/3rd chance of being selected when it is inflicted. Attract has three levels of severity.

Attraction Stage lowers by 1 at the beginning of the Pokemon's action until it hits 0. When a Pokemon receives 16 or more damage from a single attack, its Attraction stage is lowered. Attract is removed if the Pokemon is switched out. If a Pokemon loses an action to Attract, its Attract counter goes down by 1. No energy is expended.

Slight Attraction: Lasts for two (2) actions.
Severe Attraction: Lasts for three (3) actions.
Intense Attraction: Lasts for four (4) actions.

Confusion

When Confused, a Pokemon has a 50% chance to hurt itself in confusion (4) Base Attack power, applies the Pokemon's Attack to its Defense). Each Confusion level has a 1/3rd chance of being selected when it is inflicted. Confusion has three levels of severity: Intense, Severe, and Slight. Confusion Stage lowers by 1 at the end of the Pokemon's action. If the Pokemon's Confusion Stage is 0 at the start of its action, it snaps out of confusion and attacks normally.

When a Pokemon hits itself in confusion, its Confusion Stage is lowered by an additional 1; this lowering occurs before the one that occurs at the end of each action. When a Pokemon receives sixteen (16) or more damage from a single attack, its Confusion Stage is lowered to 0; this means that the Pokemon snaps out of confusion when it moves next. Confusion is removed if the Pokemon switches out.

When a Pokemon hits itself in confusion, its attack fails and it instead expends three (3) energy on a four (4) Base Attack Power, typeless self-damaging attack. The Energy Cost of the originally called move is ignored. This does not incur the consecutive move use penalty.

Slight Confusion: Lasts for two (2) actions.
Severe Confusion: Lasts for three (3) actions.
Intense Confusion: Lasts for four (4) actions.
__________________
[17:53] <&Deck_Knight> If I Cite and Prune CiteandPrune's post, what does that make me?
[17:54] <Birkal> a citeandprune cite and prunner
[17:54] <%DHR> O_o lol
[17:54] <+Mos_Quitoxe> Cite and Prune doesn't do enough of either
[17:55] <+Mos_Quitoxe> can we make him change it or force him to pay damages
[17:55] <&Deck_Knight> It would be a lot easier for him to Cite and Prune if we made him a mod.
[17:56] <&Deck_Knight> I delegate this task to Birkal.
[17:57] <Birkal> >:|

Last edited by Its_A_Random; Dec 23rd, 2012 at 5:55:07 AM. Reason: I changed nothing.
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Old Aug 3rd, 2011, 3:04:50 AM   #11
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Stat Descriptions & Nature Effects:

In Pokemon, each individual is unique. Every Pokemon has their own nature that drives their interactions with other Pokemon. Here is how the statistics of Pokemon function in the ASB.

HP

HP is a Pokemon species' base vitality. This is genetically hard-coded and cannot be increased or decreased among different members of a species. Pokemon can heal their HP through Attacks, Items, and even a few Abilities.

Energy

Energy is a Pokemon species' base makeup. Every Pokemon has the same capacity to expend energy, though their attacks may take up more energy or less depending on how strenuous it is on the Pokemon's body.

Attack (Atk)

A Pokemon's ability to deal damage with physical attacks. Often aided by claws, muscles, or fists, Pokemon who favor attack are more aggressive in dealing with threats. When a Pokemon's Attack is boosted, their physical attacks will deal more damage and have more knockback.

Positive Nature: Adds one (1) Rank to Attack
Negative Nature: Subtracts one (1) Rank from Attack.

Defense (Def)

A Pokemon's ability to take damage from physical attacks. Rough skins, shells, spikes, Pokemon who have favor defense like to wear opponents down before striking. When a Pokemon's Defense is boosted, physical attacks against them will deal less damage and have reduced knockback.

Positive Nature: Adds one (1) Rank to Defense
Negative Nature: Subtracts one (1) Rank from Defense

Special Attack (SpA)

A Pokemon's ability to tap into their unique special skills. Pokemon who favor special attacks prefer long range strikes and outwit opponents rather than smashing them to bits. When a Pokemon's Special Attack is boosted, their mental and energy control abilities increase, increasing their damage output.

Positive Nature: Adds one (1) Rank to Special Attack
Negative Nature: Subtracts one (1) Rank from Special Attack

Special Defense (SpD)

A Pokemon's wisdom in dealing with various attempts at trickery, deceit, or elemental attacks. Pokemon with high special defense are keenly aware of their opponents and react accordingly for their own protection. When a Pokemon's Special Defense is boosted, their keenness and calmness increase, allowing them to better take the brunt of mental or energy attacks.

Positive Nature: Adds one (1) Rank to Special Defense
Negative Nature: Subtracts one (1) Rank from Special Defense

Speed (Spe)

A Pokemon's innate reflexes. Faster Pokemon take the first strike in a battle or take the initiative to block an opponent's opening gambit. Unlike other stats which are a matter of personal preference, Pokemon who are slothful to counterbalance their other strengths suffer more consequences than just an initial strike. Quicker Pokemon will gain accuracy with their swifter movements, while slower ones will be less able to evade incoming attacks. When a Pokemon's speed is boosted, they may do more damage with full-on physical attacks because of increased velocity. They will also react slightly quicker. However, speed boosts do not translate into faster execution of attacks, just better ground/air speed. You cannot tell your Pokemon to perform an action slower than an opposing slower Pokemon unless you have the ability Stall. For instance, a Pokemon with 130 Speed cannot be told to use a move after a Pokemon with 120 Speed within the same priority bracket. This makes sense because the 120 Speed Pokemon can and will slow itself down to match the opponent, thus always going last.

Positive Nature: Multiplies base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Normally, Max: 30]). The Divisor is 870 for fully evolved Pokemon, 580 for Pokemon that are the second of three stages, 435 for Pokemon that are the first of two stages, and 290 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance.

Negative Nature: Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.

Dodge Command:
Reduces oncoming attack's Base Accuracy by (User's Speed - Opponent's Speed) / 5. If a Pokemon has a +Speed Nature, its accuracy boost is added as a flat increase. If a Pokemon has a -Speed nature, its evasion drop is added as a flat decrease. In Trick Room, the formula is changed to (-(User's Speed - Opponent's Speed))/5.

Dodge costs 5 energy. Dodge fails when used by a Pokemon that moves after the Pokemon whose attack it is trying to dodge.

Accuracy:

A Pokemon's ability to target the opponent effectively. The accuracy of most attacks is dependent on the attack itself, however some Pokemon have abilities or natures that increase their ability to hit. When a Pokemon's Accuracy is boosted, they take more aim against their opponents to ensure a strike. Each accuracy boost will also increase the minimum number of times a multi-hit attack strikes by 1. Similarly, each stage drop in accuracy reduces the number of times a multi-hit attack strikes by 1, to a minimum of 1 hit. This does not affect moves with a fixed number of hits like Double Hit or Triple Kick, with the sole exception of Beat Up. Most of the accuracy reductions in Pokemon come in the form of jamming a Pokemon's senses, and will go away if the offending material/sound is removed or ceased.

Evasion:

A Pokemon's ability to evade attacks effectively. The ability to evade attacks is largely dependent on the dynamics of the attack being launched, however most means of boosting evasion rely on trickery or illusion, and can be broken through means other than direct evasion lowers like Sweet Scent.

Nature List:
Nature List
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[17:53] <&Deck_Knight> If I Cite and Prune CiteandPrune's post, what does that make me?
[17:54] <Birkal> a citeandprune cite and prunner
[17:54] <%DHR> O_o lol
[17:54] <+Mos_Quitoxe> Cite and Prune doesn't do enough of either
[17:55] <+Mos_Quitoxe> can we make him change it or force him to pay damages
[17:55] <&Deck_Knight> It would be a lot easier for him to Cite and Prune if we made him a mod.
[17:56] <&Deck_Knight> I delegate this task to Birkal.
[17:57] <Birkal> >:|

Last edited by Deck Knight; Aug 11th, 2012 at 4:04:31 PM. Reason: Combination updates.
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Old Aug 3rd, 2011, 3:05:09 AM   #12
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Effect Priority:

Effects can be tricky to ref depending on when they happen in a round. Here is a listing of priority on effects and the dropping of various counters. Whenever an effect stage reaches zero, that effect ends. (E.g. if a confusion stage reaches zero, confusion is lifted before the other attack flips. If a sleep stage reaches zero, the Pokemon wakes up and performs the action at the usual priority.)

Beginning of action:
Speed Tie Flip (if moves are similar speed/complexity. Otherwise simpler moves like Water Gun beat more complicated moves like Surf)

Beginning of action effects occur before the Pokemon begins that action.

During action:
Bide Activation, Bide Release, Confusion Activation, Confusion Damage, Flinch Activation (except Sky Attack), Paralysis Activation, Sleep Stage, Confusion Stage, Taunt Activation, Disable Activation, Encore Activation, Magnet Rise Activation, Reflect Activation, Light Screen Activation, Safeguard Activation, Telekinesis Activation, Bide Stage, Yawn Stage, Taunt Stage, Disable Stage, Encore Stage, Magnet Rise Stage, Reflect Stage, Light Screen Stage, Telekinesis Stage.

During action effects occur as that action is being used. If a Pokemon is faster, they will be able to activate effects like flinch or benefit from defensive actions.

After action:
Poison, Toxic, Leech Seed, Burn, Weather Damage, Partial Trapping Move Damage, Ice Body, Poison Heal, Rain Dish, Aqua Ring, Ingrain, Rest, Leftovers, Black Sludge.

After action effects occur after both Pokemon have completed their actions.

Beginning of round:
Global effects used on the last action of the previous round. (Weather, Gravity, Trick Room, etc.)

On the last action of a previous round, a global effect will not activate. Instead it is summoned at the beginning of the next round and has its duration for the full span of all relevant rounds.

End of round:
Paralysis Stage, Stat Reset Check, Perish Song Stage, Safeguard Stage, Global Effect Stage.

End of round effects are resets on paralysis, stats, and reduction in the round counters of global effects, Safeguard, and Perish Song.[/Hide]


Critical Hits:

A critical hit adds three (3) BAP to any attack before applying weakness and resistance. Critical hits ignore Reflect and Light Screen, and only apply stat boosts if positive boosts exceed negative boosts. Super Luck increases the Critical Hit Stage of a Pokemon by 1, and Sniper increases the damage dealt by critical hits to five (5) instead of three (3) for a one-hit move, three (3) instead of two (2) for a two-hit move, and two (2) instead of one (1) for a multi-hit move.


Stat Changing Moves:

Stat boosters/drops will work exactly as they do in-game, boosting as many stages as is stated in the attack. At the end of each round, all stats will begin to reset towards 0, but only under special circumstances, can a stat change be locked in at the end of that round. These circumstances are as follows:
  • A move that raises/lowers a single stat by 1 stage will always lock the stat change in for the round.
  • A move that raises/lowers more than one stat by 1 stage only locks the stat change in for the round if the last use of that move in that round was not on the first action.
  • A move that raises/lowers at least one stat by 2 or more stages only locks the stat change in for the round if the last use of that move in that round was on the last action of a round.
The actual impact on damage is as follows:

Each stage (+1/+2 etc.) adds/subtracts 2 damage from the final calculated damage. This is applied before any final rounding of the numbers. Below is a reference for how much damage to add/subtract for each stage.

Code:
Stage  Boost     Speed (100 Base)    Accuracy / Evasion (100% Base Accuracy)
+6     +12.00    0550                300% / 033%
+5     +10.00    0475                267% / 038%
+4     +08.00    0400                233% / 043%
+3     +06.00    0325                200% / 050%
+2     +04.00    0250                167% / 060%
+1     +02.00    0175                133% / 075%
+0     +00.00    0100                100% / 100%
-1     -02.00    0057                075% / 133%
-2     -04.00    0040                060% / 167%
-3     -06.00    0030                050% / 200%
-4     -08.00    0025                043% / 233%
-5     -10.00    0021                038% / 267%
-6     -12.00    0018                033% / 300%
Calculating Speed Boosters:

For Speed, each of these acts as a multiplier on Base Speed for positive values, and a divisor on negative values (no boosts uses the regular Base Speed). Ex: A Pokemon with 100 Spe at +1 has 175 Spe, and the same Pokemon at -1 has 57 Spe. Always Truncate the Speed. This makes Speed Boosters and droppers about equivalent to how they act on actual speeds in the cartridge, even though the values are increased.


General Rules:
  • Boosts only ever reset +1 or -1 toward 0 at the end of a round.
  • Boosts will always reset towards 0 at the end of a round, unless a boosting/lowering move was used, depending on when the final instance of said move was used. This is as follows:
    • A move that raises/lowers a single stat by 1 stage will always lock the stat change in for the round.
    • A move that raises/lowers more than one stat by 1 stage only locks the stat change in for the round if the last use of that move in that round was not on the first action.
    • A move that raises/lowers at least one stat by 2 or more stages only locks the stat change in for the round if the last use of that move in that round was on the last action of a round.
Examples:

Zangoose with Swords Dance and Hone Claws
Zangoose Example
Toxicroak with Meditate and Swords Dance.
Toxicroak Example



Combinations:

Rather than a Signature Move system, CAP ASB focuses much more on the usage of combinations. Used correctly, combinations can turn the tide in tough battles. Combinations are allowed at the discretion of the ref, however any combination that makes some level of sense will likely pass the basic test of "can these moves feasibly be combined."

Combinations occur on the first action they are used and the second action is a "cool down" action where the Pokemon is left vulnerable to attacks. Combinations can be used any action of the round, but combinations used on the last action of a round require a cool down on action 1 of the next round, meaning a Pokemon that ends a round with a combination cannot switch out unless forced out by an attack that round. Note that the cooldown from a combination will not decrease the number of turns left of confusion, sleep, etc., nor can it be stopped by flinching or paralysis. In addition, using a move that was used in a combo after the cooldown action for that combo will incur the consecutive use energy penalty. However, freeze will delay cooldown.

If the ref determines that a combo is not feasible, the pokemon will instead use the first listed move on the turn when it would have used the combo and the second listed move on the turn when it would have cooled down.

Combination Priority:

Combinations often utilize moves of different priority levels. Here is a breakdown of how these priority brackets interact:

Examples


The rule for working out the priority of a combo's hit is to add the two priorities together, and if both moves have a priority less than +1, subtract 2 from the priority. The lowest combo priority possible is -7 while the highest is +6.

Other Priority Combination notes:

Charge effects always occur during their normal priority, so Focus Punch will always charge before any other action. Sky Attack will still charge at +1, and Razor Wind and Skull Bash will still have their useful effects at +1 Priority.

Evasive Actions do not have their priorities calculated separately. Instead, they are adjusted by the same level of priority as a the Hit phase, so Dig + Crunch will have the Evasive action take place at -2 and the Hit take place at -4 (e.g. it can evade Focus Punch and priority combinations that hit -3 priority), while Dig + Dig will have the evasive action take place at -4 and the hit take place at -6 (e.g. it can evade Counter or combos of Focus Punch and elemental punches). Body Slam + Bounce will take evasive action on -2 priority and hit at -3, potentially allowing you to evade a normal Dig, Fly, or 0 + 0 Combination, or worst case scenario evading or damaging vs. a Focus Punch.

Priority attacks used in combinations (e.g. Aqua Jet, ExtremeSpeed) only add half their Base Attack Power to a combination with a different move. The same priority move combined with itself will not suffer any loss in BAP. If two priority moves are used in a combination, only the Base Attack Power of the weaker priority move is halved. If both are the same power, only one of them is halved (e.g. Mach Punch + Bullet Punch has 6 BAP, not 4).

So the general rule for most priority at 0 or below is it drops priority 2 levels. Priority above 1 tends to either maintain itself or drop by one stage, depending on the combination. Combinations of multiple low priority moves will drop to the lowest priority stage, -7.

Combination Effects and Energy Cost:

There are two kinds of combinations. A combination of the same attack, and a combination of different attacks. Combinations of the same attack have multiplicative effects, Combinations of different attacks have additive effects.

Same Attack:
Base Attack Power = BAP * 2.25
Energy Cost = (EC + (EC+4)) * 1.75
Effect Chance = Effect Chance * 2
Stat Boosts/Drawbacks = Stat Boosts/Drawbacks * 2
Return Damage Multiplier = Return Damage Multiplier^2
Recoil = Recoil * 1.5
Accuracy = (Accuracy^2) + Spe Modifier

Different Attacks:
Base Attack Power = BAP 1 + BAP 2
Energy Cost = (EC 1 + EC 2) * 1.5
Effect Chance = Effect Chance 1 + Effect Chance 2 for effects shared by both moves; effects only present in one move have their chances left alone.
Stat Boosts/Drops = B/D 1 + B/D 2
Return Damage = Return Damage 1 + Return Damage 2
Recoil = Recoil 1 + Recoil 2 / # Recoil Moves
Accuracy = ((Accuracy 1 + Accuracy 2) / 2) + Spe Modifier

Note: Modifiers to BAP and energy cost such as those from STAB, abilities and items are applied to the combo as a whole, not to the individual moves.

In order to successfully use a combo, the Pokemon must be able to afford the energy cost of using the two moves one after the other (or, in the case of same-move combos, the energy cost of using the move on two consecutive actions). If the Pokemon can afford this energy cost, it can use the combo. Otherwise, the combo fails.

Combining Physical and Special attacks:

Ever though Work Up and Growth were kind of useless? Well, the good news is that as difficult as it is to pull off, you can use both attack types at once in a combination. Here's how to calculate:

Example: Brave Torterra Razor Leaf + Leaf Storm w/ +1 Atk/SpA, in a Double Battle against Starmie and Archeops.[/Hide]

Move Data


First combine the Base Attack Power of the two attacks, then split it in half. One will calculate using Physical Attack and the other will calculate using Special Attack. Apply STAB before the split. 6 + 14 + 3 = 23, split in half is 11.5. The accuracy if the attack will be 92.5%. In a double battle, Razor Leaf hits all foes, and Leaf Storm lowers Special Attack two stages after use. The Energy cost is (4 + 9 - 1 = 12) * 1.5 = 18.

Physical Calc:
Starmie: (8.625 (11.5 *0.75) + 3 [Star Difference] = 11.625) * 1.5 = 17.4375 + 1.75 = 19.1875
Archeops: (8.625 (11.5 * 0.75) + 3) [Star Difference] = 11.625) * 1 = 11.625 + 1.75 = 13.375

Special Calc:
Starmie (8.625 (11.5 * 0.75) + 0 [Star Difference] * 1.5 = 12.9375 + 1.75 = 14.6875
Archeops (8.625 (11.5*0.75) + 0 [Star Difference] * 1 = 8.625 + 1.75 = 10.375

Total Damage: 34 Starmie, 24 Archeops, 18 Energy, -2 SpA.


Combination Type (CT):

Combination type is determined by the properties of the moves being combined. Pokemon whose typing is considered a stronger part of their identity will override attacks whose typing is less central to the attack. In order to determine this, each attack has a combination type.

There are 6 Combination Types, in order of strength:

Set: Typing is such a fixed part of this attack it will override all other types.
Force: Typing defines the attack to such an extent it will override elements.
Elemental: Typing defines the attack as imbued with an elemental property.
Passive: Typing is part of the attack but is not definitive in its use.
Deferring: This attack is easily redefined by the qualities of other attacks
None: This attack summons other attacks and uses their properties, and otherwise cannot be combined.

Set Examples: Fake Out, Feint, Earthquake, Surf

Force Examples: Draco Meteor, Heat Wave, Reversal, Superpower

Elemental Examples: Aqua Tail, Bullet Punch, Energy Ball, Earth Power, Flare Blitz, Flash Cannon, Ice Fang, ThunderPunch, Will-O-Wisp.

Passive Examples: Crunch, Dragon Tail, Iron Tail, Focus Punch, Rock Slide.

Deferring Examples: Dig, Dive, Flail

Additional rules for Combination Type:

If attacks have the same Combination Type and different Base Attack Power, the higher Base Attack Power dominates.

If attacks have the same Combination Type and Base Attack Power, the attack with STAB takes precedence.

UPDATE! If attacks have the same Combination Type and Base Attack Power, but either both attacks have STAB or neither has STAB, the types nullify and the entire attack becomes typeless.

Example Combinations:

Lets give a few examples. For our first example, lets assume we have an Emboar using Flare Blitz + Superpower.

Flare Blitz + Superpower:

Move Data


The attacks would combine to have 24 Base Attack Power. The average accuracy of both is 100. Since both moves are priority zero, the attack hits with -2 priority. Both Attacks have the same Base Attack Power, but because Superpower has Force, it overrides Flare Blitz's Elemental, making it a 24 BAP Fighting Attack. Emboar has STAB on Fighting, so the combined cost is (8 + 8 -1 [STAB] = 15) * 1.5 = 22.5 EC. The attack does 25% recoil damage and has a 10% burn chance. Lets roll it against something it hits for Super-effective damage, say an Aggron.

Calc: (12 + 12 + 3 [STAB] - 2 [Star Difference] -1 [Sturdy] = 24) * 2.25(4x Weakness) = 54 Damage, 14 recoil, -1Atk/Def, 23 energy, Burn failed, Crit failed.

Lets try a different combination. Jolly Gyarados using Aqua Tail + Iron Tail vs. Impish Bronzong with Reflect.

Move Data


The attacks would combine to have 19 Base Attack Power. The average accuracy is 82.5, and Gyarados' +Speed boost is 10, so the total accuracy is 92.5. Since both moves are priority zero, the attack hits with -2 priority. Iron Tail has more Base Attack Power, but because it is Passive and Aqua Tail is Elemental, the attack is Water-typed and gets STAB. The Energy Cost is thus (7 + 7 - 1 = 13) * 1.5 = 19.5 EC. The attack has a 30% chance to drop the opponent's Defense by one stage.

Calc: [9 + 10 + 3 (STAB) - 5 = 17] * 1 = 17 damage, 20 energy, Def lower fails, crit fails.

One more, just to examine priority:

Lucario with ExtremeSpeed and Bullet Punch vs. Aerodactyl.

Move Data


Because Bullet Punch is a priority attack, its Base Attack Power is halved, giving the combo a Base Attack Power of 10. The average accuracy of both attacks is 100. The total priority of the combination is +3. ExtremeSpeed has more Base Attack Power, but because it is Passive and Bullet Punch is Elemental, the attack becomes Steel-type. The Energy Cost is (6 + 3 - 1 = 8) * 1.5 or 12 EC. Since Aerodactyl has Pressure, this is increased to 14.

Calc: (8 + 2 + 3 (STAB) + 1.5 (Star Difference) = 14.5) * 1.5 = 21.75 (22) damage, 14 energy, crit fails.

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[17:53] <&Deck_Knight> If I Cite and Prune CiteandPrune's post, what does that make me?
[17:54] <Birkal> a citeandprune cite and prunner
[17:54] <%DHR> O_o lol
[17:54] <+Mos_Quitoxe> Cite and Prune doesn't do enough of either
[17:55] <+Mos_Quitoxe> can we make him change it or force him to pay damages
[17:55] <&Deck_Knight> It would be a lot easier for him to Cite and Prune if we made him a mod.
[17:56] <&Deck_Knight> I delegate this task to Birkal.
[17:57] <Birkal> >:|

Last edited by Its_A_Random; Apr 19th, 2013 at 7:50:02 AM. Reason: Stat Boosts Update
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Old Aug 3rd, 2011, 4:01:49 AM   #13
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Could there be a post with all the information in one hide tag? It would mean people don't have to open every tag up their if they just want to keep it open, so it is easier to ctrl-f.

EDIT: The wonderful LouisCyphre has put everything in a pastebin, for anyone who wants it: http://pastebin.com/raw.php?i=UBv0j6mM
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Last edited by Athenodoros; Nov 4th, 2011 at 7:39:59 AM.
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Old Aug 3rd, 2011, 4:04:49 AM   #14
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I'm glad we got this, even if it breaks Charmander's IRC script.
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