Disaster Area
formerly Piexplode
I've heard marco not being a fan of screens starmie.. I'll see if I can open up some convo on 2k10 or pp about it.
This was done by when I made the first beta of gen 1:thanks, joim i'm glad gen1 is finally having work done to it.
I just remembered another problem with this sim: trapping moves are supposed to have a 37.5% chance (as long as it connects) to hit 2 or 3 turns and only 12.5% for 4 and 5 turns, on this sim i'm almost 100% certain they are given equal weight of 25%. I.E. getting a wrap to hit 2 turns is equal to 5 turns, and that isn't correct.
further reading on this:
http://bulbapedia.bulbagarden.net/wiki/Wrap_(move)
http://www.smogon.com/forums/threads/wrap.3483979/
looking at that code I think it's a real quick fix, you could just add a higher 2 and 3 ratio compared to the 4 and 5's to make it 75:25 and that would give it the same effect as what the game has anyways.This was done by when I made the first beta of gen 1:
https://github.com/Zarel/Pokemon-Showdown/blob/master/mods/gen1/scripts.js#L247
It seems it isn't entirely accurate, though, as it's right now 2/6 for 2 and 3 turns and 1/6 for 4 and 5 turns. Will review this soon.
I believe these are the correct mechanics in hackmons terms, I'm tagging Adrian Marin to confirm or deny this.If an opponent has a double of a Pokemon (e.g. two Mews) then the second one won't be revealed in the overview - even if it's clear there are two of them - until one has fainted and the other comes out again.
See here, turn 40; when he sends out a Mew at 100% when I know he has a Mew at 44%, it is plainly obvious he has two Mews. But the opponent's team view doesn't update accordingly; it shows the last Pokemon as unrevealed until turn 44 (when one of his Mews has fainted and he sends out the other one).
Confirming, this is a well-known bug that occurs in all gens.I believe these are the correct mechanics in hackmons terms, I'm tagging Adrian Marin to confirm or deny this.
But you didn't confirm what he said at all. He said the mechanics are as intended, you're saying it's a bug. :SConfirming, this is a well-known bug that occurs in all gens.
At least it was, it has team preview now, and this bug/mechanic/whatever it is seems to occur as long as someone has 2 of the same species, usually with both of same species having 100% HP.it's ok I just knew from watching gen 6 BH games that it was the state of play, but that was why I tagged someone who plays the meta.
(Balanced) Hackmons in any generation is No Preview
Forgive me if I misunderstood, as some bugs in the BH metagame actually grow to be a part of it, so mechanics/bugs are pretty much the same to me since we're talking about the simulator's mechanics.But you didn't confirm what he said at all. He said the mechanics are as intended, you're saying it's a bug. :S
You've said a lot about how it's standard, but nothing about why you think it's a good thing. Freeze Clause isn't on the Showdown ladder because I made a good case that it doesn't actually make games more competitive and people agreed with me. To be frank, I think the tradition is wrong, and we've clearly got to start somewhere in fixing it.It came to my attention today that PS! doesn't have Freeze Clause active for RBY (or any other generation for that matter, but I'll focus on RBY here). This is not suitable and should be changed.
For all that I know, every single RBY tournament played in the past three years or so - be it on Smogon, Pokémon Online, RBY2K10, or Pokémon Perfect - has had Freeze Clause activated as part of their tournament rules.
Here's some links to show you what I am talking about.
On Smogon:
http://www.smogon.com/forums/thread...ent-finals-won-by-lutra.3497133/#post-5164330
http://www.smogon.com/forums/threads/smogon-all-generation-tournament-ii-sign-ups.3514244/
Rules weren't specified in the SPL 4 commencement thread, but I played in it and I remember Freeze Clause being on (if nothing else it was on during my games). The current SPL commencement thread should specify its ruleset if there's any doubt, but I'm positive that Freeze Clause is assumed to be on.
Pokémon Online's upcoming Old Generations tournament:
http://pokemon-online.eu/threads/old-generations-tournament-signups.29570/
The RBY ladder on PO has a mandatory Freeze Clause.
POCL (PO version of SPL) and POWC (PO version of WCoP) both have Freeze Clause in place. http://pokemon-online.eu/threads/official-tours-timetable.29263/
Pokémon Perfect's most recent season announcement:
http://www.pokemonperfect.com/forums/showthread.php?3218-RBY-OU-Season-6
RBY2K10:s anniversary tour:
http://rby2k10.proboards.com/thread/1432/2nd-anniversary-tournament-sign-ups
Not a single tournament that I am aware of has actively taken the stance that Freeze Clause is not to be featured in RBY OU (or any other RBY metagame). The Pokémon Showdown ladder is unique in that it doesn't have Freeze Clause active, but even if you step out of the ladder, you're not even given the option to play with Freeze Clause in a custom game!
The counter argument is that Freeze Clause is technically impossible, but we've already decided as a community that we're allowed to make changes to the original version of the game to enhance the experience. Freeze Clause is one such enhancement and I see it as very important - I'd always choose to play with Freeze Clause on rather than off.
I think it's a poor decision to make the Pokémon Showdown ladder unique in this way, rather, uniformity across platforms should be the goal for the older, "dead" metagames. Personally, I will refuse to play RBY tour games on Pokémon Showdown even if the mechanics get fixed, as long as Freeze Clause remains a non-option for RBY.
Except we play with cartridge mechanics. I don't have much issue with its use in a Stadium-based tier, but RBY OU is not such a tier on PS. See: Substitute, Focus Energy, long sleep timer.Freeze Clause does happen in-game, in-game being Stadium, which is where the thing even originated because it could specifically program the inability for Ice moves to freeze after already freezing something else.