https://www.smogon.com/forums/threa...attle-mechanics-research.3586701/post-7510926Does aurora veil stack with the other 2 screens? Bulbapedia says it doesn't.
https://www.smogon.com/dex/sm/moves/aurora_veil/
No.
https://www.smogon.com/forums/threa...attle-mechanics-research.3586701/post-7510926Does aurora veil stack with the other 2 screens? Bulbapedia says it doesn't.
Coat and bounce function identically.https://replay.pokemonshowdown.com/gen7balancedhackmons-883524873
Using imprison against magic bounce made the user imprisoned from its own moves. Bulbapedia states imprison isnt affected by magic 'coat' but nothing about bounce.
To avoid floating-point rounding errors, do you think the sim should store the weight in hectograms, only dividing by 10 for theweight-tracking has a granularity of 0.1 kg, and halving effects round down (so 20.1 becomes 10.0, not 10.1 or 10.05).
/details
command?Do you know whether Transform copies the effect of Autotomize on weight?
29. if move allows self-defrost, UNTHAW the userSucker Punch/Me First: target doesn't have an eligible move pending
Burn Up: user is not Fire type
Fake Out/First Impression/Mat Block: user has already performed an action
protection moves: automatically fail if there are no other pending moves this turn, otherwise check for failure chance if repeated
(G7) Destiny Bond: move is repeated and previous use was successful
Fling/Natural Gift: Embargo or Magic Room are in effect, or ineligible held item
Stockpile: existing Stockpile count is 3
Swallow/Spit Up: existing Stockpile count is 0
Bide: no energy to unleash
Counter/Mirror Coat/Metal Burst: target hasn't hit with an eligible damaging move this turn
Encore: target hasn't used a move, or has no PP left on the move, or move is exempt from the effect
Hyperspace Fury/(G7) Dark Void: ineligible user
Rest: user has full HP, or is already asleep (through Sleep Talk, or user's Comatose)
Rest: user has Insomnia/Vital Spirit (this check happens after the previous one)
Snore/Sleep Talk: user isn't asleep
Future Sight/Doom Desire: target slot already has the future attack effect
41. check for move failure due to target in Fly/Dig/Dive/Bounce/Sky Drop/Phantom Force/Shadow ForceRest: Uproar is in effect
recovery moves other than Rest: user has full HP
Substitute/Belly Drum: not enough HP to make one
Conversion/Camouflage: user is already the type it would change to
Conversion 2: no prior move, or all resistances to the move's type (if any) are already in user's own types
Sky Drop: target is a teammate
52. if non-status move or Thunder Wave, and target does not hold Ring Target, check for type chart immunity (G6: move this check to step 42)Sap Sipper: Grass type moves
Flash Fire: Fire type moves
Dry Skin, Storm Drain, Water Absorb: Water type moves
Lightning Rod, Motor Drive, Volt Absorb: Electric type moves
Soundproof: sound moves
Telepathy: damaging moves from a teammate
Wonder Guard: move is a type that isn't super effective
58. check for other move condition immunitiespowder moves: Grass type
burning moves: Fire type
poisoning moves: Poison/Steel type (unless user has Corrosion)
paralysis moves: Electric type
(G7) Sheer Cold: Ice type
Mean Look/Spider Web/Block: Ghost type
Sky Drop on the way down: Flying type
59. check for ability-based immunities, part 2Synchronoise: non-matching type
Dream Eater/Nightmare: target is awake
Attract: gender failure
Endeavor: target has less HP than user
Fissure/Horn Drill/Guillotine/Sheer Cold: target has higher level than user
60. if move is Captivate, check for gender immunitySturdy: OHKO moves
Sticky Hold: Trick/Switcheroo
Bulletproof: bullet/bomb moves
Oblivious: Attract/Captivate/Taunt
63. check if move is blocked by Safeguardstatus affliction when target already has one
attempted creation of weather/field effect/pseudo-status that already exists
stat changing moves that can't go any higher or lower
Trick/Switcheroo/Bestow with no item, or unmovable item
Instruct/Disable/Sketch vs. no move, or ineligible move (note that Encore is checked earlier)
Electrify/Quash/After You when target already made a move this turn
Healing Wish/Lunar Dance with no one to switch to
various other moves whose effects would naturally do nothing
etc.
70. if move is Roar or Whirlwind, check for failure due to IngrainClear Body/White Smoke/Full Metal Body: all stat drop moves
Hyper Cutter: attack drop moves
Big Pecks: defense drop moves
Keen Eye: accuracy drop moves
Aroma Veil: Attract, Disable, Encore, Heal Block, Taunt, Torment
Flower Veil: all stat drop moves, all status inflicting moves
Water Veil, Water Bubble: burn moves
Immunity: poisoning moves
Limber: paralysis moves
Own Tempo: confusion moves
Suction Cups: Roar, Whirlwind
Looking at the sim, it suggests this is a change from Gen 6, where it used to keep its own Autotomize weight loss rather than copying its target; can you confirm this? Edit: Also, the forme change resetting weight mechanic is new in Gen 7?Yes. If a Smeargle uses Autotomize and then transforms into something that hasn't, it will lose the weight reduction effect (this much is consistent with treating the act of transformation as a form change), but if it hasn't used Autotomize and transforms into something that has, it will gain the weight reduction from its transformed body's weight (and if they used the move multiple times, it will copy all such reductions).
Can fling activate magician? Bulbapedia says it can't, but I think it did in a Showdown! battle.
Yes, Sleep Talk can call Disabled moves.Can sleep talk call currently disabled moves?
Using Fling with a Magician Pokemon into another target that has a stealable held item will not steal that held item on cartridge. You were correct that the interaction is currently bugged on Showdown.Can fling activate magician? Bulbapedia says it can't, but I think it did in a Showdown! battle.
From Marty's profile:Is Future Sight boosted by Psychic Terrain? If so, does it check for terrain on the turn it hits or the turn it’s selected?
Marty: Psychic Terrain has to be active when Future Sight hits, and will only boost it if the user is grounded at that time, even if it wasn't grounded when the move was used. If the user is currently switched out, it's always considered grounded unless it's a Flying type (a Pokemon's Ability and item aren't checked while it's inactive).
Aurella: Okay, so to describe to what I think you are saying: Levitate Bronzong uses Future Sight > Tapu Lele switches in on the turn that future sight will hit > since Levitate Bronzong (future sight user) isn't active on the field (since Tapu Lele is in currently) then terrain will boost the future sight attack since the original user of the move is not in field and therefore it's ungrounding ability isn't checked during terrain/damage calculation.
Marty: That's correct, yeah.
I do have one thing to add! With SadisticMystic's research on 16-bit truncation for damage, it was demonstrated that this 65535 maximum is enforced after the check to make sure damage is at least 1. This allows us to deal 0 damage with an otherwise super-powered attack, as I have also showed with an independent setup. Typically, if a Base Power, Attack, or Defense would be 0, the game makes sure it becomes 1 prior to the start of the base damage calculation (seen below). However, a similar occurrence happens for the Attack and Defense should the effective Attack or Defense reach a multiple of 65536; when it's wrapped around back to 0, it stays at 0, and does not get bumped back up to one, and so 0 gets used in the initial base damage calculation.If you're going to hack stats to unnatural levels, you might as well make them clean unnatural levels, so for example you could set a Pikachu's attack stat to 16384 then give it Huge Power and a Light Ball to go directly to 65536, wrapping around to a clean 0. 0-point attack stats can be realized even without hacking, by using the effects of Slow Start or Defeatist, and as expected, a 65536-point Attack stat behaves just like a 0. You do very little damage, even against weak opponents, not much to say about that.
Analytic and Payback behave differently because they're different mechanics. Payback checks if the target had its place in turn order before the user, and Analytic checks if the user moved last in turn order.Zoom Lens' description says "If the holder moves after the foe, its accuracy will be boosted.", does this include switches? I can't find research on this anywhere, and this mechanic has been known to differ between for instance analytic and payback.