I mean the easy alternative is simply to create a spreadsheet formatted appropriately and pop it in the Hall op on place of the current one. Still accomplishes your goal methinks
X used Aerial Ace!
Crit: 93 [Yes]
(6 + 6 - 4.5 + 3) = 10.5 Damage
-4 EN
Y used Ice Beam!
Crit: 4807 [No]
Freeze: 789 [Yes]
Duration: 8580 [2a]
(9 + 7.5 - 4.5) = 12 Damage
-7 EN
20:49:21 ~ <ASBot_> Rolled dice between 1 and 10000: 93, 4807, 789, 8580
X used Aerial Ace!
Crit: 93 [Yes]
(6 + 6 - 4.5 + 3) = 10.5 Damage
-4 EN
Y used Ice Beam!
Crit: 4807 [No]
Freeze: 789 [Yes]
Duration: 8580 [2a]
(9 + 7.5 - 4.5) = 12 Damage
-7 EN
20:49:20 ~ <&dogfish44> @roll10
20:49:21 ~ <ASBot_> Rolled 10 dice between 1 and 10000: 93, 4807, 789, 8580, 1196, 9942, 7498, 1939, 9593, 3301
X used Aerial Ace!
Crit: 93 [Yes]
(6 + 6 - 4.5 + 3) = 10.5 Damage
-4 EN
Y used Ice Beam!
Crit: 4807 [No]
Freeze: 789 [Yes]
Duration: 8580 [2a]
(9 + 7.5 - 4.5) = 12 Damage
-7 EN
20:49:20 ~ <&dogfish44> @roll10
20:49:21 ~ <ASBot_> Rolled 10 dice between 1 and 10000: 93, 4807, 789, 8580, 1196, 9942, 7498, 1939, 9593, 3301
X used Aerial Ace!
Crit: Yes
(6 + 6 - 4.5 + 3) = 10.5 Damage
-4 EN
Y used Ice Beam!
Crit: No
Freeze: Yes
Duration: 2a
(9 + 7.5 - 4.5) = 12 Damage
-7 EN
20:49:20 ~ <&dogfish44> @roll10
20:49:21 ~ <ASBot_> Rolled 10 dice between 1 and 10000: 93, 4807, 789, 8580, 1196, 9942, 7498, 1939, 9593, 3301
X used Aerial Ace!
(6 + 6 - 4.5 + 3) = 10.5 Damage
-4 EN
Y used Ice Beam!
(9 + 7.5 - 4.5) = 12 Damage, 2a Frz
-7 EN
It should avoid those moves entirely irrespective of whether you use dodge or not.How does Eject Button's dodging react to spread moves like Rock Slide and Earthquake?
Do they react the same way as the Dodge command reacts?
According to this, Imprison, Light Screen, and Reflect should all decay after the user acts on any given action. This specifically means all should last for 5 actions, regardless of the speed of the user (it is used, status is gained for 6a, turn immediately ends, status drops to 5a). This is not how I have ever seen it reffed, with each of those decaying at the end of the action, effectively letting them last for 6a iff the user is faster.Handbook said:End of Turn
The following effects occur on a Pokemon after it has taken its turn in the action:
- If the Pokemon knocked out a Pokemon that used Destiny Bond, Destiny Bond deals damage.
- All ongoing effects on the Pokemon with a duration given in actions that are not specified elsewhere have their remaining duration lowered by 1.
- If the Pokemon hit itself in confusion, confusion duration is lowered by an additional 1.
- If the Pokemon failed to act due to infatuation, infatuation duration is lowered by an additional 1.
- If the Pokemon was fully paralyzed, paralysis stage drops to the next lowest level, and paralysis is cured if it reaches 0%.
- If the Pokemon used Reflect, Light Screen, regular Mist, Tailwind, Lucky Chant or the second of two different Pledge moves, the remaining duration of these effects is reduced by 1 on all affected Pokemon.
- If the Pokemon dealt sufficient damage to a sleeping Pokemon, the sleeping Pokemon's remaining sleep duration is reduced by 1 or the sleeping Pokemon wakes up.
- If the Pokemon dealt sufficient damage to a confused Pokemon, the confused Pokemon's remaining confusion duration drops to 0.
- If the Pokemon dealt sufficient damage to an infatuated Pokemon, the infatuated Pokemon's remaining infatuation duration is reduced by 1.
- If the Pokemon has Zen Mode toggled and a form change is warranted, the form change happens.
End of Action
The following effects occur after all Pokemon have taken their turns in the action:
- Rest's healing occurs and its remaining duration is lowered by 1.
- All weather-based damage and healing occurs.
- Future Sight and Doom Desire deal damage.
- Wish restores HP.
- Damage from the combination of Fire Pledge and Grass Pledge occurs.
- Leftovers and Black Sludge restore HP or deal damage.
- Aqua Ring and Ingrain restore HP.
- Leech Seed deals damage and restores HP and its remaining duration is lowered by 1.
- Poison and burn damage occurs as does Poison Heal's HP restoration.
- Nightmare deals damage and drains energy.
- Damage from Ghost Curse occurs.
- Damage from partial trapping moves like Wrap occurs.
- Yawn's drowsiness converts to sleep. Determine sleep duration at this point.
- Bad Dreams deals damage and drains energy.
- Sticky Barb's damage occurs.
Just to note that I just made a thread for proposals like these so if you want to do this, go there. We will probably accept this (neither of us have displayed any objections to it on IRC) at any rate but yeah.Can we change Iron Tail from CT: Passive to CT: Elemental? It's an important coverage move for lots of mons now thanks to Fairies and the fact that it can't be combined with Giga Impact to make a Steel typed move is a little silly IMO.
In doubles/triples, it serves as an evasive move wrt to the other mons. Also the mon you pick up cant hit your own allies.Sky Drop functionally is not an evasive move. If you pick up an opponent that opponent is hitting you with a move. It's nonsensical to include it with Fly et al.
Completely irrelevant. It's interaction to the mon it isn't targetting does not change the function of the move. During the course of it's action at no point is it evading the attacks of the mon it is targeting QED it cannot be classed as damaging evasive.In doubles/triples, it serves as an evasive move wrt to the other mons. Also the mon you pick up cant hit your own allies.
I'm a bit unclear: You're saying that screens should last for 6a, regardless of the speed of the user? I agree that that makes the most sense, but is neither how it is currently written or usually reffed.Screens are basically in effect for 6 actions worth of opponents attacks. If you act first then it will decay at the end of the current round after the opponent attacks. If you act second, it will decay at the end of the next round, after the opponent attacks.
Nice and simple. Anything contrary to that is outdated, unintended stuff that was written poorly and has been carried over for years; aka stuff that literally no one follows regardless.
3:19 PM<Rainman> Exclaimer: we have not enforced the "maintain contact" of any trapping moves in like 2 years
3:20 PM<Exclaimer> then why is it still there? ._.
3:20 PM<FortColors> good question
3:20 PM<Rainman> Because we're too lazy to change it
Can we edit this out so I don't have to debate about how Sand Tomb works?
It might not be how it's currently written but it is always how it's reffed. Every time someone has tried to say "you acted last so your screens only affect me for 5 turns because it decays" thye get shouted down and told "no, that's retarded".I'm a bit unclear: You're saying that screens should last for 6a, regardless of the speed of the user? I agree that that makes the most sense, but is neither how it is currently written or usually reffed.
This is found under the End of Turn section in the handbook.Handbook said:If the Pokemon used Reflect, Light Screen, regular Mist, Tailwind, Lucky Chant or the second of two different Pledge moves, the remaining duration of these effects is reduced by 1 on all affected Pokemon.
technician said:This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit etc.) The Energy Cost for a one-hit or two-hit attack that has its BAP increased by Technician is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.