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Resource BBP Bug and Feedback Thread - Generation 9 Edition!

  1. Does honey gather work in guild?
  2. Should honey gather work in guild?
1770195770959.png
 
Is there a rule stopping guild opponents from "rescuing" objectives?
I assume they can't because it makes some map like river rescue very silly if they can rescue survivors, but it would be nice to know why they can't.
 
If you are meant to be able to rescue allies who are not in danger in order to carry them, maybe the command name should be "carry" or similar?
I think it took so long to realize what rescue can do, because they thought they already knew what it could do by reading the name.
 
Brine should probably be changed to refer to Low HP like everything else.
While the target has 50% or less remaining HP: Brine has 13 BAP.

In addition, here are all moves that still mention turn duration for stat stages:
Filet Away, Hone Claws, Ice Hammer, Icy Wind, Iron Defense, Iron Defense, Kinesis, King's Shield, Leaf Storm, Leaf Tornado, Leer, Liquidation, Low Sweep, Lumina Crash, Lunge, Magnetic Flux, Make It Rain, Meditate, Memento, Metal Claw, Metal Sound, Meteor Beam, Meteor Mash, Minimize, Mirror Shot, Mist Ball, Moonblast, Mud Bomb, Mud Shot, Mud-Slap, Muddy Water, Mystical Fire, Mystical Power, Nasty Plot, Night Daze, Noble Roar, Obstruct, Octazooka, Octolock, Ominous Wind, Order Up, Overheat, Paleo Wave, Parting Shot, Play Nice, Play Rough, Pounce, Power-Up Punch, Psychic, Psycho Boost, Psyshield Bash, Quiver Dance, Rapid Spin, Razor Shell, Rock Polish, Rock Smash, Rock Tomb, Rototiller, Sand Attack, Scale Shot, Scary Face, Screech, Secret Power, Seed Flare, Shadow Ball, Shadow Bone, Shadow Strike, Sharpen, Shell Smash, Shelter, Shift Gear, Silk Trap, Silver Wind, Skitter Smack, Skull Bash, Smokescreen, Smokescreen (Fog), Snarl, Spectral Thief, Spicy Extract, Spin Out, Spirit Break, Springtide Storm, Steel Wing, Strength Sap, String Shot, Struggle Bug, Stuff Cheeks, Superpower, Swagger, Sweet Scent, Swords Dance, Syrup Bomb, Tail Glow, Tail Whip, Take Heart, Tar Shot, Tearful Look, Tera Blast (Stellar), Thundurus Kick, Tickle, Tidy Up, Torch Song, Trailblaze, Triple Arrows, Trop Kick, V-create, Venom Drench, Victory Dance, Withdraw, Work Up

Aim

Catastropika, 10,000,000 Volt Thunderbolt, Extreme Evoboost

Max Flutterby, Max Darkness, Max Wyrmwind, Max Knuckle, Max Airstream, Max Phantasm, Max Quake, Max Strike, Max Ooze, Max Steelspike, G-Max Chi Strike, G-Max Foam Burst, G-Max Tartness,
 
Locking disciplines to one of each type makes me sad.
My experiences with it has been that it adds work for approvers and a way for players to screw up, and leads to less pick diversity because your level 3 and 4 influence each other so heavily.
I have mostly ended up with the flow chart
1. If i want astonishing then pick lucid because grasping is banned and the other lvl 4 are situational
2. If I want lucid then pick astonishing because 70% of lvl3 is banned

The main things this has locked me out of are astonishing + grasping and unconvinced + lucid.

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roundup time

Should support action in guild let you set sunny day or reflect?
These seem like the sort of supportive move you should be able to click, but they do not target the user or an adjacent ally.
went to do this, but it was addressed by me in the past.
1770352615874.png


Magic Coat move and Magic Bounce ability have different criteria on what they can reflect.
Specifically magic bounce cannot reflect attacks.
good eye. they (and rebound) should all just check Reflectability now

Actually I think as written it is "Every time you see an enemy pokemon move and finish their movement in line of sight, tick up by one, if an enemy pokemon moves and does not end up in line of sight, reset to 0 awareness." If that is the case, it seems practically impossible for a guard to become aware.
TheEver to ponder

berserk mons have +1 acc (and maybe sometimes relevantly +1 eva) while in the rage zone (because those are stat stages)
is this intended
TheEver to confirm

The Claims store still has daycare as "promote a pokemon" instead of any amount of xp gain

Edit: I guess whilst I'm looking at it nature mints still also exists
correct; will update imminently

Pattern recognition suggests runerigus and garganacle might have flipped capture trackers.
Garcanacle is the only 3 cap in trek 3.
Runerigus is the only 2 cap in trek 4.
good eye, thanks. will fix imminently

is it intended that substitute 'creates' rather than 'grants' a decoy?
no

in general, are there meant to be moves that 'create' conditions on pokemon or should we assume that is always outdated?
no, i want leeway to make conditions that aren't granted or inflicted, for neutral things like weird venues.

this is the best place for any clear oversights.

  1. Does honey gather work in guild?
  2. Should honey gather work in guild?
yes, no

Is there a rule stopping guild opponents from "rescuing" objectives?
I assume they can't because it makes some map like river rescue very silly if they can rescue survivors, but it would be nice to know why they can't.
should only be able to Rescue ally Pokemon, or map-objects the map says your team can Rescue

i'll have to figure out a usable way to condense Rescue text anyway.

If you are meant to be able to rescue allies who are not in danger in order to carry them, maybe the command name should be "carry" or similar?
I think it took so long to realize what rescue can do, because they thought they already knew what it could do by reading the name.
eve likes fire emblem

Brine should probably be changed to refer to Low HP like everything else.

In addition, here are all moves that still mention turn duration for stat stages:
good eye. i'll do that imminently

stat stages will be done in batches, alphabetically. i have to do vocations etc. too

Locking disciplines to one of each type makes me sad.
unlocking them is on the table, because it's easier to approve most of all.

i want to proceed with them as-is for as long as i can to put off having to re-do profile updates.

Should every mega have a map that unlocks it including Z-A megas?
all *purchasable* mega candidates should be represented on maps.

every missing mega should be non-purchasable and should be expected to be a reward somewhere
 
here, i'll be writing up the "final draft" of sub rules before moving them to the handbook, for public scrutiny. it'll take me a while to fully build them out.

this work will also help consolidate and address inconsistencies that cropped up over the new sub system's dev cycle

regular bug/feedback posts can continue after this post



update: I've stored the old 9.3 Sub rules here.

[10.4]

Evaluating Substitutions

A substitution is checked, or "evaluated", at each moment specified by its timing clause. If the substitution's trigger component is true, then the substitution is said to "trigger", and its result component is followed as an instruction.

In each step, no more than one of each Pokemon's substitutions may trigger. Once one of that Pokemon's substitutions has triggered, none of that Pokemon's substitutions are evaluated that step.

If multiple substitutions, issued to the same Pokemon or to different Pokemon, would be evaluated at the same timing, they are evaluated in the sequence that they were posted.

Each Pokemon has a numeric substitution count specified by the match rules, which may later be modified by traits and effects. Any substitution a Pokemon is issued, that was in excess of that Pokemon's substitution count when the substitution was issued, is illegal. Changes to a Pokemon's substitution count after those substitutions were issued have no bearing on whether or not they are legal.

If a Pokemon's substitution would replace a Pokemon's intended move with intent to use a move of a priority that has already "gone by" in the current step, instead, it doesn't. See 10.8b "Time Travel Rule".

Otherwise, when a Pokemon's substitution replaces their intended move with intent to use a different-priority move, the step's turn sequence is updated to match. See 2.7 "The Battling Phase".

:unknown:
[10.4a] Pokemon Placeholders
Wherever a clause asks for a Pokemon, players may instead use a "Pokemon placeholder". The three valid Pokemon placeholders are "any opponent", "any ally", or "any Pokemon". (Other arbitrary placeholders, such as "any member of Team C", are not legal.)

Wherever a clause asks for a Pokemon, or when specifying the targets of an action, players may refer to their previous placeholder using what is said to be a "placeholder reference". The placeholder reference is typically written "that Pokemon", but may also be written "that opponent" or "that ally" when referring to the appropriate matching placeholder.

Placeholders and references are local to each substitution. Substitutions can't "see" each other's placeholders or references.

No more than one placeholder may be used per substitution. Later repeated instances of the first placeholder in the same substitution are understood to instead be the corresponding placeholder reference. Substitutions more than one type of placeholder become illegal.


[10.4b] Placeholder Evaluation Sequence
When evaluating a substitution that contains one or more placeholders, determining which Pokemon in the specified group is observed "first" can be critical to the outcome of a round.

The substitution should be evaluated as if each placeholder referred to the Pokemon, whose orders for the current round were posted earliest, that is described by that placeholder. If the substitution triggers, evaluation can stop there (because each Pokemon can only have one substitution trigger per step).

If the substitution doesn't trigger, then the earliest placeholder in the substitution is taken to refer to the next Pokemon, whose orders for the current round were posted next earliest, that is described by that placeholder. This is said to be "indexing" the placeholder. The substitution is re-evaluated repeatedly, referring to each Pokemon in turn that matches that first placeholder. This is said to be "indexing through" the matching Pokemon.

Example: Isaac is battling Madeleine in a Double Battle, and he wants to stop Madeleine's Dragapult from using Fly against his Heracross. Isaac issues a substitution that says, "IF any opponent is to use an Evasive Attack THEN use Pursuit on that opponent" to his Heracross.
To take advantage of this, Madeleine first orders her Arcanine to use Dig, then orders her Dragapult to use Fly. Despite Dragapult being faster, the substitution first sees Arcanine satisfy the requirements of the substitution, because Arcanine's orders were posted sooner, and doesn't check any further.

[10.4c] Out-of-Bounds Substitutions
By default, a substitution is understood to observe Pokemon in play, if the references uniquely identify a Pokemon in play. (As a reminder, ambiguous references render a substitution illegal.)

The zones of a battle can be found in "4.1a Zones of Play".

To manually reference Pokemon in zones other than the battlefield, substitution references may specify:
  • "benched [specific Pokemon or Pokemon placeholder]" meaning the bench zones only, excluding reserve zones.
  • "inactive [specific Pokemon or Pokemon placeholder]" meaning both bench and reserve zones.
  • "[specific Pokemon or Pokemon placeholder] anywhere/active or not/in any zone/etc." meaning in any zone.
  • any of the above, specifying a specific owning team or owning trainer.
References without zone specification only observe the referenced Pokemon while they are in play. (These references resume observing that Pokemon, if they somehow return to play.)

Clauses referencing Pokemon are only legal while those referenced Pokemon are in their expected zones. This can cause them to become legal or illegal during the round, if those Pokemon change zones. (Typically, but not always, due to having fainted.)

If a reference uniquely identifies a Pokemon, that starts the round out-of-play, the reference is understood to be "that specified Pokemon, in any zone". This is called the "Hey, You!" Rule.
Example: If you write "IF Groudon is Poisoned" in your substitution, and the battle's only Groudon is benched, your substitution is understood to mean "IF Groudon, in any zone, is Poisoned".


[10.5]

The Timing Component

A substitution's timing component specifies when the substitution is allowed to trigger. It should always be the first listed component of the substitution.

A substitution's timing component must have exactly one Timing Clause, which may be modified by up to one appropriate affix if desired.

Timing clauses must be spelled out in plain language. The use of acronyms that obscure the meaning of the clause (such as old "CASOR") is forbidden.

Plain English aliases (such as "IF you flinch" as an alias for "IF the Flinch status is created on you") are acceptable ways to specify clauses, so long as they are logically equivalent to existing permitted Timing Clauses.

[10.5a] Timing Clause List
The acceptable Timing Clauses are as follows:

Start of Phase and End of Phase:
"At the [start / end] of each [step / Pokemon Name's turn]"​

Priority:
"At the start of priority [integer]"​
  • Priority brackets aren't phases. Any timing written to be "End of Priority X" is taken to mean "Start of priority X-1" instead.
  • A timing written to be "At Priority X" is understood as an alias for "At the start of priority X".
Condition Creation:
"When [specific condition / a Major Status / a Screen / a Hazard / a Weather / a Terrain] is created"​
"When [Pokemon / team] is [inflicted with / granted] [specific condition / a Major Status / a Screen / a Hazard / a Weather / a Terrain]"​
Plain English aliases include "When you are flinched", "When you fall Asleep", etc.
  • When observing a single Pokemon for a field condition or battle condition, the substitution will be checked when that condition is created in a scope including that Pokemon, such as a hazard being created on that Pokemon's team.
  • When observing a team for a status condition, the substitution will be checked when any of that team's members have that condition created on them.
  • The scope of the clause may be reduced to instances of that specified condition with a specified note, or those without a specified note. (Example: "WHEN your Earthquake is Sealed" checks for the creation of the Sealed condition, with the note "Earthquake".)
When Hit:
"When [Pokemon] is hit [with specified move / with specified placeholder / with an attack from Pokemon / at all]"​
  • As a reminder, only damaging attacks create Hits.
When Hit Effectively:
"When [Pokemon] is hit [critically / super-effectively / not very effectively / non-effectively]"​
When Pokemon's Action has Result:
"When [Pokemon] [misses with / fails to attempt / fails to execute] [specific action / action group / any action]"​

[10.5b] Timing Clause Affix List
A Timing Clause may be modified with up to one of the following affixes:
  • "Once" - The clause can't be true, if the substitution has triggered during this round.
  • "Non-Consecutively" - The clause can't be true, if the substitution has triggered during the previous step of this round.
  • "On Step [one or more Step numbers]" - The clause can't be true, except during the specified step or steps.

[10.6]

The Trigger Component

A substitution's trigger can contain two types of clause: Action Clauses that observe the intent and orders of Pokemon, and State Clauses that observe the rest of the game state. The trigger component should always be written after any timing clauses, and before any result clauses.

[10.6a] Action Clauses
An Action Clause inspects the intent and orders of one or more Pokemon. It is said to "observe" the intent, orders, and Pokemon.

Action Clauses are typically written in a form similar to "IF [Pokemon] intends to use [action]", though any sufficiently clear format is permitted.

A trigger component may have no more than one Action Clause per observed Pokemon, and each Action Clauses may have up to one appropriate affix. Furthermore, a trigger component may have up to three State Clauses, which may each have up to one affix. Thus, the trigger component can become quite bloated in rare cases.

A substitution's recipient can't observe themselves with any Action Clauses, or that clause will be illegal.

[10.6b] Action Clause Observed Behavior
Each Action Clause observes their observed Pokemon for exactly one of these actions or action groups:
  • A specified action name — such as "Flamethrower", "G-Max Steelsurge", or "Cover".
  • As above, with a specified reasonably-possible parameter — such as "Disable (Earthquake)"; "Quash (Quick)"; or "Forme Shift (Defense)".
  • Attacks of a specified typing — such as "Fire attack" or "Grass attack".
  • A specified action group — such as "Protective Move" or "Self-Sacrificing Move". (See 10.6d "Action Groups", below.)
  • Any of the above, as elevated with a specific Z-Power, with any Z-Power, or with no Z-Power.
  • Any of the above, as a Combination or not as a Combination.
  • A combination with the specified components — such as "Detect + Double Team".
  • The use of a specific trainer item — such as "Potion", "Great Ball", or "X Defense".
  • The use of any Medicine, any Ball, or any trainer item at all.
  • Any of the above (including specifying Z-Power or Combination status, for actions), targeting a specified Pokemon.
If the observed Pokemon's action will call a pre-determined move (at the time the substitution is checked), and that called move fits the criteria of the Action Clause, then the order as whole fits the criteria.
(Even if the observed Pokemon is later made unable to call that move, such as by Sealing.)


[10.6c] Action Clause Affixes
An action clause can have up to one of the following affixes. Affixes for action clauses help to narrow the scope of the observed-for behavior.

The affixes that are accepted for Action Clauses are as follows:

No affix.
[Pokemon] is to use [observed behavior]
The clause will observe the current step. If the observed behavior is present, then the clause is true.​
Examples: "Mamoswine is to use Icicle Crash", "Any opponent is to use Protect this step", "Zacian is about to chill."
Amount of Behavior Occurrences
[Pokemon] is to use [observed behavior] on any step [at all/at most once/at most twice/etc] this round
The clause will observe all of the steps in the round. If the observed behavior is present, and not present more than the specified number of times (if specified), then the clause is true.​
Examples: "Gengar is to use Pain Split this round", "Dragonite is to use Dragon Tail no more than once this round"
Future Behavior
[Pokemon] is to use [observed behavior] on [step number or numbers/any upcoming step]
The clause will observe the specified step or steps, excluding the current step and any prior steps (e.g. only steps that are still "future" are observed). If the observed behavior is present in any of the observed steps, then the clause is true.​
Examples: "Wyrdeer is to use Trick Room on step 2 or 3", "Mienshao is to use U-turn on a later step", "Weavile is to use Pursuit later this round", "Slaking is to chill step 1 or step 3"
Behavior A and not Behavior B
[Pokemon] is to use [observed behavior], and is not to use [same or other observed behavior] in [any prior step/the previous step/any other step/the next step/any upcoming step/step number or numbers] this round
The clause will observe multiple steps differently. If the first observed behavior is present in the current step, and the second observed behavior (which may be the same behavior or a different one) is not present in the specified other steps, then the clause is true.​
Examples: "Scizor is to use Dual Wingbeat, and not Bullet Punch later", "Ninjask is to use Baton Pass, and hasn't used Baton Pass prior", "Parasect is to use Spore now, and not on other steps"
Previously Executed Actions
[Pokemon] has executed [observed behavior] previously this [step/round]
The clause will observe the step- or round-to-date. If the observed behavior has been executed by the observed Pokemon one or more within the observed period (regardless of any results of that executed action, e.g. miss or immunity), then the clause is true.​
Examples: "Walrein has executed Roar this round", "Grumpig has executed Magic Coat this step"


[10.6d] Action Groups
An Action Clause can check the observed Pokemon for orders to use any member of a pre-made list of actions, called an Action Group. Action Groups allow for substitutions that watch for variants of a move with identical or similar functionality, without having to issue a different substitution for each individual move in the group.

Only the Action Groups within the hide tag below are legal for use, and they cannot be further specified. Action Clauses watching for user-invented Action Groups not within the list will be illegal clauses.

Example: Action clauses watching for "Special attacks", for "Attacks with 15 or more BAP", or for "Super-Effective attacks" would all be illegal clauses.

Action Groups are not "negotiable"; a move is either within an Action Group because it is listed as such below, or it is not within that Action Group.

For the purpose of maintaining and updating this list, moves qualify for an Action Group if they meet the criteria under most "typical" battle conditions, without considering the effects of other objects.

Example: Will-o-Wisp remains a "Burn-Inflicting Move" even if every legal target in play is Fire-type.
Counter-Example: Haze does not become an "Attack-Lowering Move" while a Pokemon in play has a positive Attack stage.

Protective Move
Moves capable of granting the user broad Protection from most or all attacks.​
Baneful Bunker, Detect, King's Shield, Mat Block, Protect, Silk Trap, Spiky Shield​
Evasive Attack
Attacks granting the user Evasion.​
Bounce, Dig, Dive, Fly, Phantom Force, Shadow Force​
Priority Attack
Attacks executed at a priority greater than 0.​
Accelerock, Aqua Jet, Bullet Punch, Extreme Speed, Fake Out, Feint, First Impression, Ice Shard, Jet Punch, Mach Punch, Quick Attack, Shadow Sneak, Sucker Punch, Vacuum Wave, Water Shuriken​
Protection-Bypassing Attack
Attacks that bypass the Protection status of their defenders.​
Feint, G-Max One Blow, G-Max Rapid Flow, Hyper Drill, Hyperspace Fury, Hyperspace Hole, Phantom Force, Shadow Force​
Perfect-Accuracy Attack
Attacks with an effect to automatically succeed their own accuracy checks. Excludes moves that have this effect only conditionally, and further excludes moves with no Accuracy parameter.​
Aerial Ace, Aura Sphere, Disarming Voice, False Surrender, Feint Attack, Flower Trick, Hyperspace Fury, Hyperspace Hole, Kowtow Cleave, Magical Leaf, Magnet Bomb, Pursuit, Tachyon Cutter, Trump Card, Shadow Punch, Shock Wave, Smart Strike, Swift, Vital Throw​

Perfect-Accuracy Protectable Attack
Attacks with an effect to automatically succeed their own accuracy checks; but no effect to bypass Protection.​
As "Perfect-Accuracy Attack", except for Hyperspace Fury and Hyperspace Hole.​
Multi-Hit Attack
Attacks that hit two or more times, changing how they interact with certain conditions or effects.​
Arm Thrust, Barrage, Beat Up, Bone Rush, Bonemerang, Bullet Seed, Comet Punch, Double Iron Bash, Double Hit, Double Kick, Double Slap, Dual Chop, Dual Wingbeat, Fury Attack, Fury Swipes, Gear Grind, Icicle Spear, Pin Missile, Population Bomb, Rock Blast, Scale Shot, Spike Cannon, Tail Slap, Twineedle, Triple Axel, Triple Dive, Triple Kick, Twin Beam, Water Shuriken​
Variable-Hit Attack
Attacks that hit multiple times, typically randomized, and that have an effect upon hitting to disrupt a defender's charged action.​
Arm Thrust, Barrage, Beat Up, Bone Rush, Bullet Seed, Comet Punch, Double Slap, Fury Attack, Fury Swipes, Icicle Spear, Pin Missile, Rock Blast, Scale Shot, Spike Cannon, Tail Slap, Water Shuriken​

Switch-Forcing Move
Moves that place a Phazing marker on the defender.​
Circle Throw, Dragon Tail, Roar, Whirlwind​

Self-Switching Move
Moves that place a Switching marker on the user.​
Baton Pass, Chilly Reception, Flip Turn, Parting Shot, Shed Tail, Teleport, U-turn, Volt Switch​
HP Recovery Move
Moves that expend one of the user's Recoveries to restore their own HP immediately.​
Heal Order, Milk Drink, Moonlight, Morning Sun, Recover, Rest, Roost, Shore Up, Slack Off, Softboiled, Strength Sap, Swallow, Synthesis​

HP Recovery Item
Trainer items that heal HP, except those that remove Fainting.​
Potion, Super Potion, Hyper Potion, Max Potion, Full Restore, Energy Powder, Energy Root​

HP Recovery Order
Any "HP Recovery Move" or "HP Recovery Item".​

Energy Recovery Action
Actions capable of restoring Energy to a Pokemon instantly.​
Chill​

Energy Recovery Item
Trainer items capable of restoring Energy to a recipient, except those that remove Fainting.​
Ether, Elixir, Max Ether, Max Elixir​
Energy Recovery Order
Any "Energy Recovery Action" or "Energy Recovery Item".​

Status-Cleansing Move
Moves capable of removing one or more Major Status effects from the user immediately.​

Aromatherapy, G-Max Sweetness, Heal Bell, Purify, Refresh, Rest​

Status-Cleansing Item
Trainer items capable of removing one or more Major Conditions from a recipient immediately.​
Antidote, Awakening, Burn Heal, Casteliacone, Full Heal, Heal Powder, Ice Heal, Lava Cookie, Lumiose Galette, Old Gateau, Paralyze Heal​
Status-Cleansing Order
Any "Status-Cleansing Move" or "Status-Cleansing Item"​
Revival Move
Moves capable of removing Fainting from a teammate.​
Revival Blessing​
Revival Item
Trainer items capable of removing Fainting from a recipient.​
Revive, Max Revive, Revival Herb, Sacred Ash​

Revival Order
Any "Revival Move" or "Revival Item".​
Target-Locking Move
Moves capable of skipping the accuracy check of subsequent attacks against the defender.​
Lock-On, Mind Reader, Telekinesis​
Self-Sacrificing Move
Moves that typically cause the user to faint.​
Explosion, Final Gambit, Healing Wish, Lunar Dance, Memento, Misty Explosion, Self-Destruct​
Hazard-Creating Move
Moves that typically create an entry hazard.​
Ceaseless Edge, G-Max Steelsurge, G-Max Stonesurge, Spikes, Stealth Rock, Sticky Web, Stone Axe, Toxic Spikes​
Hazard-Removing Move
Moves that discard or transfer one or more entry hazards.​
Court Change, Defog, G-Max Wind Rage, Mortal Spin, Rapid Spin, Tidy Up​
One-Hit Knockout Attack
Attacks that have an effect to instantly knock out a defender when the specified condition is met.​
Fissure, Guillotine, Horn Drill, Sheer Cold.​
Ability-Disrupting Move
Moves that negate, remove, or replace one or more of their defenders' abilities.​
Core Enforcer, Entrainment, Gastro Acid, Simple Beam, Skill Swap, Worry Seed​
Ability-Ignoring Move
Moves that ignore one or more of the defender's abilities only while they're being performed.​
Core Enforcer, G-Max Drum Solo, G-Max Fireball, G-Max Hydrosnipe, Gigaton Hammer, Light That Burns The Sky, Menacing Moonraze Maelstrom, Moongeist Beam, Photon Geyser, Searing Sunraze Smash, Sunsteel Strike​
Ability-Gaining Move
Moves that replace one or more of their users' abilities, or add further abilities to their user.​
Doodle, Role Play, Skill Swap​
Physical-Returning Attack
Attacks that have deal damage to attackers based on physical damage received by their user, regardless of their priority or their capacity to return other forms of damage.​
Bide, Comeuppance, Counter, Metal Burst​
Special-Returning Attack
Attacks that have deal damage to attackers based on special damage received by their user, regardless of their priority or their capacity to return other forms of damage.​
Bide, Comeuppance, Metal Burst, Mirror Coat​
Screen-Breaking Move
Moves that have an effect to discard Screens when they are executed.​
Brick Break, Defog, Psychic Fangs​
Screen-Bypassing Attack
Attacks whose damage isn't affected by the presence of damage-reducing Screens; consisting of both attacks that discard Screens and attacks that ensure that they hit critically.​
Brick Break, Flower Trick, Frost Breath, Psychic Fangs, Storm Throw, Surging Strikes, Wicked Blow​
[Selected Weather]-Inducing Move
Moves capable of creating the Weather or Terrain specified.​
* Commands that induce weather are not included, making it more difficult to control weather against their users.
Weather: Combines the other clauses below into a single clause.​
Fog: Clear Smog (Fog), Mist (Fog), Smog (Fog), Smokescreen (Fog)​
Rain: Max Geyser, Rain Dance​
Sandstorm: Max Rockfall, Sandstorm​
Snow: Chilly Reception, Hail, Max Hailstorm, Snowscape​
Sun: Max Flare, Sunny Day​
Weather-Discarding Move
Moves with an effect to discard Weather in play.​
Defog, G-Max Wind Rage​
Furthermore, includes all moves observed by the "Weather-Inducing Move" Action Group.​
[Selected Terrain]-Inducing Move
Moves capable of creating the Terrain specified.​
* Commands that induce terrain are not included, making it more difficult to control terrain against their users.
{as above, including a catchall term}​
Terrain: Combines the other clauses below into a single clause.​
Electric Terrain: Electric Terrain, Max Lightning​
Grassy Terrain: Grassy Terrain, Max Overgrowth​
Misty Terrain: Max Starfall, Misty Terrain​
Psychic Terrain: Genesis Supernova, Max Mindstorm, Psychic Terrain​
Terrain-Discarding Move
Moves with an effect to discard Terrain in play.​
Defog, G-Max Wind Rage, Ice Spinner, Splintered Stormshards, Steel Roller​
Furthermore, includes all moves observed by the "Terrain-Inducing Move" Action Group.​

[Selected Status]-Inflicting Move
Moves that typically inflict the specified Status. One of the Statuses listed below may be specified per clause. (e.g. "Burn-Inflicting Move")​
  • Burn: Inferno, Will-o-Wisp
  • Confusion: Chatter, Confuse Ray, Dynamic Punch, Flatter, G-Max Befuddle, G-Max Smite, Supersonic, Swagger, Sweet Kiss, Teeter Dance
  • Frost: Freezing Glare, Powder Snow
  • Paralysis: G-Max Befuddle, G-Max Stun Shock, G-Max Volt Crash, Glare, Nuzzle, Stoked Sparksurfer, Stun Spore, Thunder Wave, Zap Cannon
  • Partial Trapping: Bind, Clamp, Fire Spin, G-Max Centiferno, G-Max Sandblast, Infestation, Magma Storm, Octolock, Sand Tomb, Thunder Cage, Whirlpool, Wrap
  • Poison: Combines the two clauses below into a single clause.
    • Regular Poison: G-Max Malodor, G-Max Stun Shock, Mortal Spin, Poison Gas, Poison Powder, Toxic Thread
    • Bad Poison: Smog (Fog), Toxic
  • Sleep: Dark Void, Hypnosis, G-Max Befuddle, G-Max Snooze, Grass Whistle, Lovely Kiss, Sing, Sleep Powder, Spore, Yawn
  • Trapping: Anchor Shot, Block, Fairy Lock, G-Max Terror, Mean Look, Spider Web, Spirit Shackle, Thousand Waves
[Selected Stat]-Raising Action
Moves and commands that typically raise the user's stage of the specified stat.​
  • Attack: Bulk Up, Clangorous Soul, Clangorous Soulblaze, Coil, Dragon Dance, Extreme Evoboost, Gear Up, Growth, Hone Claws, Howl, Max Knuckle, Meditate, No Retreat, Power-Up Punch, Rototiller, Sharpen, Shift Gear, Swords Dance, Tidy Up, Work Up
  • Defense: Acid Armour, Barrier, Bulk Up, Clangorous Soul, Clangorous Soulblaze, Coil, Cosmic Power, Cotton Guard, Defend Order, Defense Curl, Extreme Evoboost, Flower Shield, Harden, Iron Defense, Magnetic Flux, Max Steelspike, No Retreat, Withdraw
  • Special Attack: Calm Mind, Clangorous Soul, Clangorous Soulblaze, Extreme Evoboost, Gear Up, Geomancy, Growth, Max Ooze, Nasty Plot, No Retreat, Quiver Dance, Rototiller, Tail Glow, Torch Song, Work Up
  • Special Defense: Amnesia, Aromatic Mist, Calm Mind, Charge, Clangorous Soul, Clangorous Soulblaze, Cosmic Power, Defend Order, Extreme Evoboost, Geomancy, Magnetic Flux, Max Quake, No Retreat, Quiver Dance
  • Speed: Agility, Aqua Step, Autotomize, Clangorous Soul, Clangorous Soulblaze, Dragon Dance, Extreme Evoboost, Flame Charge, G-Max Foam Burst, Geomancy, Max Airstream, No Retreat, Quiver Dance, Rock Polish, Shift Gear, Tidy Up, Trailblaze
  • Accuracy: Aim, Coil, Hone Claws
  • Evasion: Double Team, Minimize
In addition to the moves listed for the specified stat stage, this action group additionally watches for orders to use Z-Moves whose Z-Effects raise the specified stat stage.​

[Selected Stat]-Lowering Action
Moves and commands that typically lower the defender's stage of the specified stat.​
  • Attack: Baby-Doll Eyes, Charm, Chilling Water, Feather Dance, Growl, Lunge, Max Wyrmwind, Memento, Noble Roar, Parting Shot, Play Nice, Venom Drench, Tickle, Strength Sap, Tearful Look, Trop Kick
  • Defense: Fire Lash, Leer, Max Phantasm, Screech, Spicy Extract, Tail Whip, Tickle
  • Special Attack: Captivate, Confide, Eerie Impulse, Max Flutterby, Memento, Mystical Fire, Noble Roar, Parting Shot, Snarl, Struggle Bug, Tearful Look, Venom Drench
  • Special Defense: Acid Spray, Fake Tears, Lumina Crash, Max Darkness, Metal Sound
  • Speed: Bulldoze, Cotton Spore, Drum Beating, Electroweb, Glaciate, Icy Wind, Low Sweep, Max Strike, Mud Shot, Pounce, Rock Tomb, Scary Face, String Shot, Venom Drench
  • Accuracy: Flash, Kinesis, Mud-Slap, Sand Attack, Smokescreen
  • Evasion: G-Max Cuddle, G-Max Gravitas*, G-Max Tartness, Gravity*, Sweet Scent
* Due to the functionality of Gravity, moves that create these conditions are included in the action group "Evasion-Reducing Moves".​

Standard Ball
One of the five mundane types of Ball available to explorers of the Safari Zone.​
Poke Ball, Great Ball, Ultra Ball, Safari Ball, Park Ball​

Nonstandard Ball
One of the types of Ball that must be carried in a backpack in the Safari Zone.​
Beast Ball, Cherish Ball, Dive Ball, Dream Ball, Dusk Ball, Fast Ball, Friend Ball, Heal Ball, Heavy Ball, Level Ball, Love Ball, Lure Ball, Luxury Ball, Master Ball, Moon Ball, Nest Ball, Net Ball, Premier Ball, Quick Ball, Repeat Ball, Sport Ball, Strange Ball, Timer Ball​

Ball
Any "Standard Ball" or "Nonstandard Ball".​
[10.6e] State Clauses
A State Clause observes an element of the current state of the battle, other than the intent and orders of Pokemon. Broadly, State Clauses can be defined as any clause within the trigger component that isn't an Action Clause.

A State Clause observes a specific value within the game state. The way that value is observed depends on whether or not that value is numeric.

If the value being checked is numeric, the value is compared to a fixed numeric value provided by the issuing trainer, another acceptable State Clause numeric value, or a whole fraction (e.g half, two-thirds) or integer percentage (e.g. 10%, 123%) of another acceptable numeric value.
  • The issuing trainer must specify the comparison to be operated: find the greater, greater or equal, lesser, lesser or equal, equality, or inequality
  • The "fixed numeric value" from the issuing trainer must be an integer, fraction, or decimal. (no "i" or " θ ", etc. you know who you are.)
Examples: "IF you have more than 25 HP"
"IF your Speed is higher than Weavile's"
"IF Garchomp's Evasion stage is higher than your own Accuracy stage"

If the value being checked is not numeric, the value is checked for either presence or for absence, as specified by the issuing trainer.
Examples: "IF Weavile is not Burned"
"IF Weavile's team has Reflect"
"IF your field has Stealth Rock"
Below is a list of values that can be observed by a State Clause:
  • One of the following parameters of any single specified Pokemon (including inactive Pokemon):
    • Their Maximum or Remaining HP, Energy, Recovery Allotment, Chill Allotment, EP.
    • Their current or default value in a core stat or secondary stat (Attack, Defense, Special Attack, Special Defense, Speed, Size, or Weight).
    • Their current, default, maximum, or minimum stat stage in a single specified stat or in critical hit stage.
    • Their current Level, accounting for Level Sync.
    • Their current or default species and/or Forme.
    • The presence or the absence of a single specified ability.
    • The equality or inequality of their abilities to their own default abilities, or to the default abilities of a specific Pokemon species and Forme.
    • The quantity of items held by the Pokemon.
    • The presence or the absence of a single specified item among the Pokemon's held items.
    • The presence or the absence of a single specified condition, or of any Major Status. (whether or not they are "under the effects of" or "subject to" that condition or group.)
      • The scope of the clause may be reduced to instances of that specified condition containing a specified parameter. (Example: "IF your Earthquake is Sealed" checks for the Sealed condition with the parameter "Earthquake".)
    • The presence or absence of any of a list of specified types within the Pokemon's typing.
    • The equality or inequality of their typing to their own default typing, or to the default typing of a specific Pokemon species and Forme.
    • The presence or absence of a single specified move or command within the Pokemon's current movepool, or within their default movepool for their current Level.
    • Their Capture Tracker length, the Tracker's degree of fullness, and the presence or absence of a given type of Ball within the Tracker.
  • One of the following parameters of a single specified Trainer:
    • The presence or absence of a single specified item in their Backpack.
      • (Items that have been equipped or consumed from their Backpack are no longer in their Backpack.)
    • The quantity of their Pokemon in play.
  • One of the following parameters of a single specified Team:
    • The presence or the absence of a single specified field condition, or of any Screen, or of any Hazard.
    • The quantity of remaining Trainers on that Team.
  • One of the following parameters of the entire battle:
    • The presence or the absence of a single specified battle condition, or of any Weather, or of any Terrain.
    • The presence or the absence of a single specified dropped item.
    • The quantity of remaining Teams in contention.

[10.6f] Special Substitution Triggers
A substitution can be created with an empty Trigger Component; that is to say, without any Action Clauses or State Clauses at all. This is sometimes called a "True Clause" or an "If-Able Clause". Such a substitution will trigger every time its timing component is met, if its result component is fully possible.

To write a substitution with no trigger component, you must indicate that the trigger component is empty. Phrasings such as "IF you are able" or "IF possible" are acceptable ways to issue such a substitution. Unlike with the timing component, simply writing no trigger component at all renders the substitution illegal.

Example: A substitution using a True Clause may read, "At the start of your turn, if possible, use Phantom Force." The same substitution may also be written, "At the start of your turn, if you are able, use Phantom Force."
It may not legally be written, "At the start of your turn, use Phantom Force."

A State Clause that checks a single specified Pokemon, who was not Fainted at the start of the round, for the Fainting condition is said to be a "KO Clause". A substitution that contains only a KO Clause in its trigger component, and that has no specified timing clauses (therefore having the default), is said to be a "KO Substitution". The first KO Substitution ordered for each Pokemon in an order post does not count towards that Pokemon's substitution count.


 
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Pursuit has the perfect acc tag, but it is no longer perfectly accurate.
fixed

Hard Press doesn't have an accuracy like it does in game, either that or it's missing the perfect accuracy tag
fixed

Is there any situation where the subway xp limit per pokemon could occur?
you hit the limit at 320 BP per mon in Lv3. good eye on Lv1/2. with limit in place we don't really need to care what level the recipient is

i removed the line about switching rates, and made the rates specific to your challenge's Level instead. you can now use Lv1 Subway to go from 9 EXP to 34 EXP if desired. (for 400 BP)

1770424716649.png

What is the backpack size in subway?
I think it is 5 because it is 5 in the challenge start template, but it is not written in the session rules.
5
 
Apparently the community concensus is "if you send out a hungry pokemon holding an item, it equips the oran berry and discards the item they are currently holding."
1770821513563.png

....Can it not do this? I thought it would give you the berry on the next switching phase where you have an open slot because that is the version that does something I might want to happen.

As a related point, if it turns out this is intended or otherwise stays in the game, 15tc to respec disciplines makes it very frustrating to misunderstand how they work. We have had to make a lot of front loaded decisions based on our understanding of disciplines. it costs a truly ludicrous amount of tc to recover from mistakes.

1770821574509.png
 
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Do duration's tick down every round in guild?
I am not sure if this rule about only if combat occurs applies to things like imprison and weather.
TheEver to decide if durations are effects

Full metal body fanfic is underwhelming without natures.
Giving solgaleo buffs in the sun is cool, but in practice it is "gain exactly 1 special attack rank."
noted. don't hold your breath

Clear Smog (Fog) is CL: One, which is unlike other ___ (Fog) moves which are all CL: Banned
good catch, fixed

Apparently the community concensus is "if you send out a hungry pokemon holding an item, it equips the oran berry and discards the item they are currently holding."

....Can it not do this? I thought it would give you the berry on the next switching phase where you have an open slot because that is the version that does something I might want to happen.

As a related point, if it turns out this is intended or otherwise stays in the game, 15tc to respec disciplines makes it very frustrating to misunderstand how they work. We have had to make a lot of front loaded decisions based on our understanding of disciplines. it costs a truly ludicrous amount of tc to recover from mistakes.
we'll see.
 
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