DK: I'm Hijacking SDS's Thread for a few updates. In regards to the ASB PRC, I think at this point its done its job, and I'l be operating more on a consensus or fiat basis unless something serious comes up, in which case I'll put up a general poll. The game is developed enough where we can trust the refs and players at large. I'm trying to drop a lot of red tape here. Announcement of Currency Changes: This is an announcement of new system-wide token implementations. These are both effective immediately. Counters are being consolidated. Trainer Counters and Battle Points are now being rolled together into a single counter type: Currency Counters. Currency Counters are used to buy items and Pokemon, as well as pay for other expenses, such as facilities which may require payment to enter. Similarly, Ref Counters, Business Tokens, Approver Counters, and all similar counters are now rolled together into a single counter type: Universal Counters. These counters may be used as any counter type, and can be applied to Pokemon-specific counters, such as EC/MC/DC. All existing counters are now converted to their new types, effective immediately. The DAT will be updated shortly with the changes, but for now, treat all instances of TC/BP as CC. Standard match reffing now pays 1 more counter. Just add 1 to whatever the going rate is. This also applies to matches still in progress, but does not apply retroactively. This also does not apply to facilities- their rewards remain at the current levels. Move Changes: I'm making a move change to Teleport. Currently its usage is not clearly defined. Current Teleport: Teleport: The Pokemon glows white and then disappears, reappearing in another location several seconds later. The longer the Teleport Range, the greater the energy used. In a switch battle, the Pokemon can also Teleport back to its Pokeball, evading damage for the rest of the round. Attack Power: -- | Accuracy: -- | Energy Cost: 4 + 1 for each meter of distance | Attack Type: Other | Effect Chance: -- | Typing: Psychic | Priority: 0 | CT: Passive New Teleport: Teleport: The Pokemon glows white and then disappears, reappearing in another location several seconds later. Teleport has 2 distinct uses: 1. Teleport (Evasive) Teleport can be used as a +1 Priority evasive attack. Teleport will evade any single target attack (other than perfect accuracy attacks and No Guard attacks) in a lower priority bracket and +1 priority combination attacks. If used evasively, the Pokemon does not gain any other benefits. 2. Teleport (Switch) [Switch = KO], Teleport can be used to briefly return to a Pokeball and reappear, resetting all of the Pokemon's stat changes and snaps it out of temporary status as well as other effects like Disable, Taunt, and Torment. [Switch=OK], In a switch battle, the Teleport user is sent back to its trainer's Poke Ball at the end of the round. The Pokemon that is switched in to replace the user is chosen by the player from their remaining Pokemon, however the trainer that commanded Teleport must attack first. A Pokemon switched out with Teleport can switch without initiating a Switch Phase, but only Pokemon that used Teleport, U-turn or Volt Switch can be swapped out. Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Typing: Psychic | Priority: +1 Evasive Action, 0 Switch Effect | CT: Passive Illusion Note: Illusion has been clarified with a sentence defining direct damage. Illusion: Type: Innate Whenever you send this Pokemon out, it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. Direct damage is any attack that does damage to the Pokemon's HP. Attacks that are evaded, blocked via Protect, or damage a Substitute are not considered direct damage. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.] Pokemon with this ability: Zorua, Zoroark Increasing Energy Cost of Dig/Fly/Dive stalling: Delaying the hit on Dig/Dive/Fly will now cost 6 Energy (5 with STAB) for every action spent underground/in the air/deeper in water. This cost will only apply if the action is to remain hidden, and not if an attack is ordered the next action. Discussion topics: Should partial trapping moves have effects other than residual damage? These moves aren't particularly strong, but the residual damage is helpful. My current thought process is that a partial trapping move will nullify contact or distance attacks based on whichever is the opposite type of attack to the move (ex. Bind is a contact attack and would nullify distance attacks. Fire Spin is a non-contact attack and would nullify contact attacks) Sense notes on STAB: Currently the "sense" notes on STAB have no codified effect on attacks. I can think of two ways to resolve this: 1. Ignore and scrap these sentences. 2. Create codified arena types where these effects apply, and codify those effects (these effects would be weak, but noticable). The second is more complicated of the two, but would increase the depth of the game. Otherwise, the floor is open for any other concerns.