I added a bunch of what Kamex and Kikuichimonji said early that I guess wasn't fully implemented; notice the significantly larger "Other Differences" section. I put PP rollover in a separate section, rather than grouping it with Wrap, since it's bulky yet not especially strategically relevant like the other Wrap info is, and grouped it with a note on how PP is deducted from multi-turn moves. I also added a whole new section for "Moves in which Multiple Instances of Damage Occur", which just states: "Multi-hit and partial trapping moves always do the same amount of damage each hit; that is, whether or not it's a CH, and the damage dealt as a result of that calculation, is only done once, on the first turn", but if anyone can think of a better place to put that, please do.
This what I didn't implement:
(Kamex)
"A lot of times, the game will display the wrong type effectiveness messages. Most of the time it seems that if up against a dual-type the effectiveness message only consider's the pokemon's second type. This was fixed in Stadium."
There was plenty opportunity for this to be implemented by Vineon/etc., and no one did; I'm guessing the reason is that this has no strategic relevance (and it isn't even fully understood). So rather than making a whole new section for it, I've elected to disclude it.
"Bide works much like Counter in accumulating damage and how it not always being reset can make it do a lot more harm than it should."
I wrote up a brief description for Bide; if you can, describe how you would incorporate this into that (verbatim). Shoot, I said verbatim =(
"Disable gives a duration length of 1-7 which results in a move being disabled for 0-6 turns."
Can you explain this better/differently, possibly in terms of how it differs from GSC/RS?
"Leech seed draining can exceed the pokemon's current HP."
Same as Disable--can you explain what you mean by this, or how it's relevant?
"Light Screen, Reflect double the user's defense rather than (I believe what I've heard is it halves the user's defense and quarters the opponent's attack? at any rate it's different in RBY)"
Right now the description is "Both moves are permanent until you switch out. They do not only last 2-5 turns and they are cancelled if you switch. A Critical Hit will also ignore them and Haze cancels them." How would you edit this to incorporate what you're describing, and if possible could you research in more detail the nature of that difference?
"The base PP of Struggle is 10."
I don't understand the significance of this, could you elaborate on where this is coming from?
(Kikuichimonji)
"For individual moves, there’s a lot of inconsistency. Some of them are brief phrases “Does not confuse” but others include the subject “it,” “it” referring to the move in question."
This would require a lot of editing, and I'm not sure what the specifications are.
"Substitute blocks primary status moves, like Thunder Wave and Sleep Powder. It does not block direct confusion moves, like Confuse Ray. It does not block secondary status, like paralysis from Body Slam or Thunderbolt. It does block secondary confusion effects, like Confusion or Psybeam. However, on Netbattle this is glitched and Body Slam can still paralyze through Substitute, and visa-versa for Psybeam. Since I'm not entirely sure on whether this is supposed to be intended for Netbattle or cart mechanics, I'm not entirely sure how to word it."
You're incorrect; see Kamex's RBYStuff file. Wait, actually, looking over this post, you seem to be contradicting yourself; you probably made a mental typo. In any case, check out that file and check out the current description of Substitute, and then let me know if it needs fixing.
Also, I even added Counter and Whirlwind (though as Vineon said, they don't really matter), since there was room for it, but any other SCMS editors can feel free to edit those out if they really think it doesn't make sense. Counter CH'ing is just cool, so that's kind why I added it (I've seen it happen in my Blue cart), and Whirlwind for consistency. =\ Someone could group them into that "Useless" section, if they have the time to set that up.
This what I didn't implement:
(Kamex)
"A lot of times, the game will display the wrong type effectiveness messages. Most of the time it seems that if up against a dual-type the effectiveness message only consider's the pokemon's second type. This was fixed in Stadium."
There was plenty opportunity for this to be implemented by Vineon/etc., and no one did; I'm guessing the reason is that this has no strategic relevance (and it isn't even fully understood). So rather than making a whole new section for it, I've elected to disclude it.
"Bide works much like Counter in accumulating damage and how it not always being reset can make it do a lot more harm than it should."
I wrote up a brief description for Bide; if you can, describe how you would incorporate this into that (verbatim). Shoot, I said verbatim =(
"Disable gives a duration length of 1-7 which results in a move being disabled for 0-6 turns."
Can you explain this better/differently, possibly in terms of how it differs from GSC/RS?
"Leech seed draining can exceed the pokemon's current HP."
Same as Disable--can you explain what you mean by this, or how it's relevant?
"Light Screen, Reflect double the user's defense rather than (I believe what I've heard is it halves the user's defense and quarters the opponent's attack? at any rate it's different in RBY)"
Right now the description is "Both moves are permanent until you switch out. They do not only last 2-5 turns and they are cancelled if you switch. A Critical Hit will also ignore them and Haze cancels them." How would you edit this to incorporate what you're describing, and if possible could you research in more detail the nature of that difference?
"The base PP of Struggle is 10."
I don't understand the significance of this, could you elaborate on where this is coming from?
(Kikuichimonji)
"For individual moves, there’s a lot of inconsistency. Some of them are brief phrases “Does not confuse” but others include the subject “it,” “it” referring to the move in question."
This would require a lot of editing, and I'm not sure what the specifications are.
"Substitute blocks primary status moves, like Thunder Wave and Sleep Powder. It does not block direct confusion moves, like Confuse Ray. It does not block secondary status, like paralysis from Body Slam or Thunderbolt. It does block secondary confusion effects, like Confusion or Psybeam. However, on Netbattle this is glitched and Body Slam can still paralyze through Substitute, and visa-versa for Psybeam. Since I'm not entirely sure on whether this is supposed to be intended for Netbattle or cart mechanics, I'm not entirely sure how to word it."
You're incorrect; see Kamex's RBYStuff file. Wait, actually, looking over this post, you seem to be contradicting yourself; you probably made a mental typo. In any case, check out that file and check out the current description of Substitute, and then let me know if it needs fixing.
Also, I even added Counter and Whirlwind (though as Vineon said, they don't really matter), since there was room for it, but any other SCMS editors can feel free to edit those out if they really think it doesn't make sense. Counter CH'ing is just cool, so that's kind why I added it (I've seen it happen in my Blue cart), and Whirlwind for consistency. =\ Someone could group them into that "Useless" section, if they have the time to set that up.