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Resource Implementation Thread

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Alright, two big things-

#1

Self-reffing is completely available to all players, with the stipulation of accuracy of course (Approvers can still deny rewards based on poor reffings), for any matches that are 3v3 and below. The purpose of Reffing 101 going forward is to provide certification for being eligible to ref serious matches and facilities. Additionally, if you have not yet passed R101, but have plenty of experience under your belt, reach out to me via PMs on here so that I can evaluate your experience for a potentially expedited certification.

The mentorship thread will be updated with this information as well.

#2

Thank you for providing us with tons of feedback and data to test the new economy and progression system with over the last 8 months or so. We're happy to announce that we can now allow for the direct purchase of an upgrade for Pokemon to go from Stage 3 to Stage 4, at the cost of 20 JC. There still will be no purchaseable method of getting to Stage 5, but we think having a guaranteed route to Stage 4 should assuage a lot of concerns for both getting Pokemon ready for battles as well as hopefully getting some of those weaker Stage 3 Pokemon to their Stage 5 without needing multiple challenges.

The handbook and prize claiming thread will be updated with this info.

Take care!~
 
Bunch of changes shipped for 8.2:
  • Agility (Evasive) and Teleport (Evasive) no longer exist. These moves will only have their in-game effect from now on.
  • Detect is no longer active during the cooldown turn if used in a combination.
  • Metronome now selects a random move from every move it can call. Means to easily implement this are yet to be researched.
  • Assist now requires a target ally as only argument, and calls a random move from said ally, aside from the moves Assist cannot call.
  • Z-Crystals with 2 charges (Aloraichium Z, Kommonium Z, Lunalium Z, Lycanium Z, Mewnium Z, Mimikium Z, Pikashunium Z, Solganium Z and Ultranecrozium Z) now revert back to only 1 charge, but will gain an additional perk (these are not defined yet and suggestions are welcome!).
Pending:
  • Gender mechanic changes
  • Toggle Abilities will lose their Toggle tag and become Passive (this one needs a short list of exceptions)
NDA will be updated accordingly. This change only affects battles started from now on.
 
Gender rework is finally here:
  • Infatuation can be triggered on all Pokémon, regardless of both user's and target's gender. It also works on genderless Pokémon.
    • Similarly, Captivate works on all opponents now.
  • The Infatuation status now applies a -2 Eva penalty to the afflicted Pokémon for the duration of the status. An Infatuated Pokémon can no longer be immobilized by love.
  • Nasty Plot will lose the Infatuation-related part of its description.
  • Rivalry now changes effect: it grants +1 BAP if the target shares at least one type with the user, and has no drawback otherwise.
    • Typing is admittedly inconsistent between matches, meaning Rivalry won't always be in effect, but no characteristic would be both less inconsistent and easier to remember.
That is all!
 
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An adjustment regarding Combo interactions with Protect:
Adding a new clause to the Player Handbook, under [Different Move Combinations] > Properties:
  • A Combination will only ignore Protective/Evasive effects if both component moves would individually ignore Protective/Evasive effects.
    • For example, [Confide + Tearful Look] will ignore Protect because both component moves individually ignore Protect, but [Confide + Chatter] will be blocked because Chatter does not ignore Protect.

Feint is now CT: None, from CT: Set.

This change only affects battles started from now on.
 
Fling is being adjusted to be less dumb and awful.

Previously, using Fling required cross-referencing your held item with a BAP and En image table, requiring players to look up the move with the Discord bot or in the DAT every time they played with or against it. Now, the rules for determining BAP, Energy cost, and effects of flung items have been greatly streamlined. See below:
Fling
The Pokémon surrounds its hands/claws in a dark aura and throws any object in its possession. The amount of damage done, energy cost, and any added effects all depend on the type of item thrown. If the Pokémon would use Fling when it has no items equipped, the move fails and costs one (1) energy.

4 BAP, 3 En: All berries, gems, and herbs.
8 BAP, 6 En: Everything not listed here.
12 BAP, 9 En: All stones, rocks, plates, and weights.
16 BAP, 12 En: Iron Ball.

If the item is consumable, one use of its effect is applied to the target.
If the item has an end-of-round or end-of-action effect, it is applied to the target after damage is dealt.
If the item is capable of modifying critical hit chance, this attack critically hits.

This set of rules groups certain item types as being light or heavy to determine their BAP, with Iron Ball in its own heavyweight category.

For the purposes of Fling, :macho brace:Macho Brace and its :power weight:Power Item relatives are being batched together as "weights," referring to items that lower the holder's Speed stat. All other items are sorted based on the presence of keywords in their name. See :mental herb:Mental Herb and :hard stone:Hard Stone.

For item effects, only the three listed rules apply. This means that the flinch from items like :kings rock:King's Rock is gone (though it still applies its flinch chance while being flung), as well as poison or paralysis from :poison barb:Poison Barb and :light ball:Light Ball respectively. In exchange, a wide swathe of other consumables and end-of-timing items are now options for Fling effects. Experiment with options such as :berserk gene:Berserk Gene for a maximum duration Confusion-inducing damaging attack, or build your own Beat Up by throwing :weakness policy:Weakness Policy at a an allied Pokemon with Justified.

This change is effective in all future battles.
 
Continuing my vendetta against external references in the Data Audit, today I come for Nature Power.

Old:
Nature Power
The user draws upon the natural elements present to use an attack it could not normally use. Arenas may specify what move Nature Power calls.
For a comprehensive list of what environments call what move, refer to: http://bulbapedia.bulbagarden.net/wiki/Nature_Power_(move)#Generation_VI

Z-Move Effect: Transforms the called move into a Z-Move (For instance, Z-Nature Power calling Hydro Pump instead calls Hydro Vortex, using the Z-BAP of Hydro Pump).

New:
Nature Power
The user draws upon the natural elements present to use an attack it could not normally use. Arenas may specify what move Nature Power calls.

If the arena does not specify, or there is no arena, the called move will be Tri-Attack.

Z-Move Effect: Transforms the called move into a Z-Move.
(Called Hydro Pump would become Hydro Vortex, using the Z-BAP of the called move. Called Spore would become Z-Spore, and gain it's Z-Effect.)

Classically, Nature Power has called Tri-Attack in Wi-Fi battles, which is the terrain used in most simulator and tournament play. It now returns to act as our de-facto default, so that users aren't forced to deliberate as to what part of BBP Arena they're standing in as if playing in 2014. In addition, I also clarified the reminder text. Please savor the thought of a horrifying hypothetical arena that offers its battlers Spore as its called move.

As a reminder, effects like Grassy Terrain each already state what move Nature Power calls during their effect.

This change is effective in all future battles.
 
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  • Switch-Forcing effects have been renamed as Phazing effects.
  • Self-Switching effects have been renamed as Pivoting effects.
These changes are reflected in the DAT as well as the handbook.
  • Pivoting and Phazing effects now adjust turn order upon resolution of their effects.
This change has been made to clean up some situations where players could use Pivoting/Phazing moves to alter the turn order without actually resolving a switch.
  • Slightly modified the sequence of events when multiple Pokemon need to be replaced between Rounds.
This change was necessary because it is technically no longer possible to predict the turn order of the following Round before resolving Pivoting/Phazing effects. The changes made should not affect Singles (outside of certain fringe scenarios). For more details, see the section of the Handbook for [Replacing Multiple Pokemon].
  • Added Flip Turn to the list of Pivoting Moves in the Handbook.
These changes are effective in all future battles.
 
Power is to be used.

Today's target is Secret Power. It currently has a bunch of nambly-pambly flavor nonsense for determining its secondary effect, which simply won't do.
Secret Power
The user draws power from the environment into itself, then strikes. Depending on what environment the move is used in a different side effect may occur. If the move is used indoors or a stadium, the move can paralyze. If the move is used in a forest or other grassy area, the scent of plants may put the opponent to sleep. If used in or around water, the corrosive salt may lower the opponent's attack by one (1) stage. If used in a marsh or bog, the sticky mud may stick to the opponent and lower its speed by one (1) stage. If used on a beach, cave, or mountain area, the heavy rocks may cause the opponent to flinch. If used in snow, the freezing ice and snow may freeze the target. Arenas may specify Secret Power's effect, but it always has an Effect Chance of 30%.
Its new effect will simply ask the arena for its secondary effect and effect chance. The default effect is based on the classic wifi battle effect of the move. Drawing effect chance from the arena is a new feature, and should be fun for arena designers to play with.
Secret Power
The user draws power from the environment into itself, then projects it at the foe. The arena can specify a different secondary effect and effect chance for this move. The default secondary effect is paralysis, and the default effect chance is 30%.

Effect Terrain will overwrite the arena's default effect for grounded users of Secret Power:
Electric Terrain: 30% chance of Paralysis
Grassy Terrain: 30% chance of Sleep
Psychic Terrain: 30% chance of reducing Speed by one (1) stage
Misty Terrain: 30% chance of reducing Special Attack by one (1) stage

This change is effective in all future battles.
 
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A couple clarifications where the original wording was vague or confusingly worded:

Hydration: At the end of each Action, if the weather is Rain, this Pokemon is healed of all its Major Status Conditions. (This effect has the same timing as Weather-based damaging and healing effects.)

Protect: In a multi-battle, Protect may be used to target an ally, but it then has zero (0) priority and uses the target's typing, defenses, and stage boosts for purposes of calculating extra energy cost. When used in a Combination, Protect must be self-targeting. When used in a multi-target Combination, Protect's effects will only apply to the user.

This change is effective in all future battles.
 
Gen 8.3 Profile Update Thread is now live. If you own an :equilibra: Equilibra or :voodoom: Voodoom, you MUST get it re-approved in the thread. All other Profile updates are optional (but they're buffs, so players are strongly encouraged to get their relevant Pokemon updated and re-approved!)
 
Shell Side Arm is now compatible with new Combination mechanics.
  • If this move is ordered within a Combination, the Trainer must choose a specific version to use (otherwise the Combination is illegal).
  • Combo Type: Elemental.
  • Combo Classes: Body (Physical), Material (Special)
  • Combo Subclasses: Arm (Physical), Pelleting (Special)
This change is effective in all future battles.
 
Lightningrod is getting its description updated

old version
These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric-type attack, they transfer the energy into their body, using it to increase their Special Attack (and adjust the natural stage) by one (1) stage, unless the user has a type immunity to Electric-type attacks. This Pokémon takes no damage from Electric-type attacks.

updated version
Single-target Elecctric-type attacks that target this Pokemon's allies have their target changed to this Pokemon. When struck with an Electric-type attack, this Pokemon transfer the energy into their body, using it to increase their Special Attack (and adjust the natural stage) by one (1) stage, unless they have a type immunity to Electric-type attacks. This Pokémon takes no damage from Electric-type attacks.

This change is effective immediately.
 
Battle Tree MK III is now open. If you were whitelisted as a ref for Battle Tree MK II, and you reffed a Battle Tree challenge within the last 12 months, you are whitelisted for Battle Tree MK III as well.

Pay close attention, as the rules have changed dramatically since the last iteration of Battle Tree.
 
Adjusted the effect for Body Press:
The user attacks by slamming its body into the target. This move's damage is calculated using the user's Defense rank and stage boosts in place of its Attack.
The user's STAB, Burn status, and abilities are applied normally.
If the user's held item modifies the user's Atk Rank, apply the item's effect instead to the user's Def Rank. All other effects of items are applied normally.

This change is effective in all future battles.
 
Once again, adjusted the effect for Body Press:
The user attacks by slamming its body into the target. This move's damage is calculated using the user's Defense rank and stage boosts in place of its Attack.
The user's STAB, Burn status, and abilities are applied normally.
Effects that modify the user's Atk Rank are instead applied to the user's Def Rank for the duration of this move, and vice versa.
This change is effective in all future battles.
 
Clarifications to existing rules and mechanics:
  • The Handbook now states: attacks which hit multiple targets have their final damage multiplied by 2/3, after all other final damage modifiers.
  • The Mechanical Ruling Thread now states: in situations of mathematical ambiguity, use the PEMDAS Order of Operations (multiplication and division before addition and subtraction).
Clarification/slight adjustment to Illusion:
  • Whenever you send out this Pokemon, you may disguise it as another teammate. While under the effect of Illusion, this Pokemon's statuses, ongoing effects, stage boosts, held item, and attachment will still be visible, but all other information about this Pokemon (including its name) will resemble that of its teammate. The Illusion fades if the Pokemon is struck by a damaging attack, if this Ability is removed or nullified, or if the Round ends. You must use the selected teammate later in the battle. [Usage Note: PM the ref if you are sending out a Pokemon with Illusion. In Self-Reffings or Roleplay PM a third party.]
These rulings are effective immediately.
 
Hotfix to Triple Axel and Triple Kick in order to make them compatible with current Combo rules.

Triple Axel: If used in a Combination, this move's base BAP becomes 4 per hit for each hit.
Triple Kick: If used in a Combination, this move's base BAP becomes 2 per hit for each hit.

Specifically, the issue was that BAP can be a deciding factor in determining the Combination's Type. This fix is meant to eliminate ambiguity in these cases.

This change is effective immediately.
 
Weather- or Terrain-summoning abilities and their behavior during their specific weather or terrain have been found to have an oversight. The following is a correction to these abilities:
Sand Stream
Unless the current weather is Sand or this Pokemon is otherwise commanded by the trainer, when entering into battle or when a Pokémon mega evolves into a Pokémon with this ability, this Pokemon summons a massive Sandstorm that lasts for 4 rounds (6 with Smooth Rock), expending 10 EN to do so.

Command: Activate Sand Stream - 9 En - Summons sandy weather to the field.
  • This change applies to the abilities Sand Stream, Snow Warning, Drought, Drizzle, Grassy Surge, Electric Surge, Misty Surge, and Psychic Surge.
  • Each ability checks for the weather or terrain that it would induce.
  • The above change is effective in all future battles.

In addition, the additional effect of Abomasite and Tyranitarite are being hotfixed with the following correction:
Tyranitarite
Allows Tyranitar to Mega-Evolve into Mega Tyranitar. If the current weather is Sand, it is overwritten with Mega Tyranitar's own, and the user spends no EN to do so. A Sand Stream summoned by Mega Tyranitar will last indefinitely until the weather is changed.
  • This change will check for Hail in the case of Abomasite.
  • The above change is effective immediately.
 
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Due to its status as an honorary "pseudo" Recovery move and its relative complexity as a non-damaging method of lowering HP, Pain Split is being forbidden from use in combinations.
  • Pain Split's Combo Type will become None and its Combo Classes will become n/a.
This change is effective in all future battles.
 
Everyone seems to like this revision to weight-affecting abilities, so here is their new text:
Light Metal
The Pokemon's body is made of a lightweight but extremely strong alloy. Its Weight Class is reduced by 3. If this Pokemon also has Heavy Metal, then apply this affect only during damage calculation while the user is being attacked.

The Pokemon enjoys +1 priority to all of its damaging attacks with 6 or less final BAP. Assume the maximum possible hits from a multi-hit move for the purposes of determining priority.
Heavy Metal
The Pokemon's body is made of an incredibly dense and sturdy metal. Its Weight Class is increased by 3. If this Pokemon also has Light Metal, then apply this affect only during damage calculation while the user is attacking.
You may safely remove calculated post-ability Weight Classes from any affected Pokemon profiles, since their modified WC can now be very easily determined on the fly.

This change is effective in all future battles.
 
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