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Old 10-15-2013, 11:57 PM   #26
Jerichi
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Veekun needs your help!

With the relatively small number of new Pokémon and moves in this Generation, we have already made a good deal of progress in implementing the new Gen, but before we can do anything, we need a good, detailed Pokédex to pull moves and other information from. Unfortunately, because of the lack of ability to dump data from the cart in this Gen, data must be collected manually. That's where you come in!

Eevee, the creator of Veekun, is currently in the process of gathering information to compile for his Pokédex, but he is still missing a huge amount of data, especially concerning movesets and TM compatibility. All of this information is essential to our league and it is in our best interest to contribute!

For those of you playing through X/Y, please request access to the Google Doc and add in as much information as you can as you play. Any help will be greatly appreciated and will help expedite the process so that you can have Gen VI as soon as possible.
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Old 10-31-2013, 01:15 PM   #27
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We're not quite ready to implement Gen VI yet but, in honour of Halloween, here's a special treat: a revamp of the Ghost type! We've cleaned up the Ghost type rules and the description of the states, enhanced existing Ghost type SCs with new abilities and traits and written up different SCs for the Rotom formes. With thanks to Sneasel12 for providing us with preliminary feedback on all of this, feast your eyes upon...

The type:

Spoiler: show
[Ghost]: Ghosts are resistant to attacks which induce confusion or other mental effects and are immune to telekinetic-based Psychic moves if not in the solid state (though will still take damage from Psychic moves regardless of state). They cannot be poisoned. Ghosts fight more enthusiastically at night and can see in the dark, though they are not put off by fighting in the day. Their fear inducing attacks are more effective than those used by other pokémon. Ghost-types take neutral damage from Normal, Fighting and typeless attacks in the ASB, as opposed to in the games, but some may change their state in order to evade certain moves. See Ghost Pokémon Information for details on states.


The states:

Spoiler: show
While each ghost has a preferred state to be in, they may use a move to shift to another state if allowed by their species characteristics. Shifting back into 'natural' mode does not cost a move, and will also be done automatically when a ghost is instructed to perform a move that cannot be done in their current state . If a pokémon falls asleep or is afflicted by some other status condition, they will automatically shift to their 'natural' state. Ghosts in 'natural' mode will automatically shift into the state which will take the lowest amount of damage, should they get enough warning of an incoming attack. While changing states does not consume any notable amount of energy, Ghosts require a brief period of time after changing state before they can do it again. Pokémon may not change state more than once per round.

Unless the ghost is ordered to be in a certain state, it remains fluctuating between solid and ethereal/gaseous. If it sees a solid/physical attack coming, it will easily become ethereal or gaseous to avoid the damage. If a 'special' attack is coming at it, it will shift to solid state to minimize the damage, as it is more susceptible to it in ethereal state. Ghosts which cannot enter the ethereal or gaseous state do not possess this attribute and will not automatically switch states to avoid attacks.

Solid

The solid state is the state that most pokémon, such as Pikachu or Marill, take. Solid pokémons' bodies can be harmed and damaged by physical blows as normal. Pokémon must be in the solid state to use physical attacks like Tackle and Fire Punch; if a pokémon cannot achieve the solid state, such as Gastly, it will use a half strength version of the move by generating an orb of energy in front of it to strike with instead of tackling, punching etc.

Ethereal

In this state, pokémon are visible, yet all attempts at physical damage pass right through. In contrast, while in this state pokémon are more vulnerable to 'special' attacks such as Flamethrower and Thunderbolt and take 50% more damage from them. Physical projectiles such as wind, rocks or water will also pass through pokémon in this state, though fire will strike them as a special move. Attacks such as Skull Bash, Zen Headbutt or Silver Wind which are physical in nature but have a 'glow' of energy will deal 50% of the damage they would usually do and do not trigger the 50% extra damage clause. Ref's discretion is advised where the situation is unclear. Pokémon in this state can pass through walls, roofs, floors, pokémon and any other obstacle in the arena, so long as they keep moving and are not in solid space for more than five seconds. This means Ghost Pokémon cannot go and hide underground in the ethereal state, though they can go under momentarily, coming back out a few seconds later for perhaps a surprise attack. Ghosts may not use Selfdestruct or Explosion whilst in the ethereal state.

Gaseous

This state is similar to the ethereal state. Like ethereal, gaseous pokémon can't be damaged by physical attacks, but the attacks passing through still produce a little effect, a 'funny feeling' that can become quite distracting if it's a large or fast 'hit'. 'Special' attacks are still more effective than physical ones and will deal about 25% extra damage. Attacks such as Skull Bash or Zen Headbutt which are physical in nature but have a 'glow' of energy will deal 75% of the damage they would usually do and do no trigger the 25% extra damage clause. Ref's discretion is advised where the situation is unclear. Gaseous ghosts are not capable of passing through walls, but can fit through even the tiniest of gaps, say, a crack or split in a wall. The time it takes to pass through this hole though will depend on it's size, obviously a while for a tiny crack or pinhole. Ghosts may not use Selfdestruct or Explosion whilst in the gaseous state.

Invisible

In this state, pokémon become invisible and cannot be seen with the naked eye. However, they will still make noise, emit odour etc and pokémon with enhanced senses may be able to detect them. Pokémon are solid whilst invisible and thus do not enjoy any of the benefits associated with the ethereal or gaseous state. Pokémon can only remain invisible for two rounds in total per battle, though they may split this time in to two rounds if they wish. Pokémon which are invisible can use attacks which involve physical contact,mind affecting moves such as Hypnosis or Confuse Ray and moves like Curse and Pain Split as normal. However, they may not used ranged attacks such as Thunder or Sludge Bomb and cannot use Explosion or Selfdestruct.


The pokémon:

Spoiler: show
Banette (Ghost): Banette is nearly always solid, but can become ethereal or invisible for short periods of time. Its Curse attack only cuts a quarter of its health as opposed to half, but the target will take the damage it would have taken if Banette had sacrificed half of its health. Banette's Curse does not fade away at all if Banette is KOed or far from its target. It naturally levitates, using no energy, and can reach above ground as high as their trainer is tall. It is resistant to moves which induce sleep and will wake up faster than usual when put to sleep against its will. If another pokémon makes contact with them using a move, there is a 20% chance that that move will be disabled for a period of three rounds.

Chandelure: (Ghost/Fire) Chandelure’s flames are made from a ghostly fire which only sheds light when it desires. Though this light can be used to illuminate dark spaces for long periods of time, it can also be turned “off” so that, despite still burning, it does not illuminate anything. Chandelure can float and move with a decent amount of agility in the air. Their arms, despite seeming solid, are actually relatively moveable and prehensile. Chandelure is solid at all times, with the exception of its flames which count as ethereal. Because its flames are ethereal, they are not dealt extra damage if struck with water based moves. Chandelure's special attacks deal slightly more damage than those of other pokémon.

Cofagrigus: (Ghost) Cofagrigus’ is composed of minerals and gold in the shape of a coffin which it has possessed, residing within this solid state. Its hands are considered to be ethereal. Though unable to change state like other ghosts due to being bound to the coffin, it can close itself within the coffin, taking 50% damage from all attacks and counting as fully solid. Cofagrigus may use a move to do this, though if it is put to sleep or KOed, it will do this automatically without using a move. Its four "hands" move wildly and erratically, but have no real substance, only somewhat able to manipulate objects.

Drifblim (Ghost/Flying): Drifblim is considered familiar with Psychic abilities. It can inflate itself to either provide a slight defense against physical attacks or for propulsion. Drifblim is almost always solid, but able to turn ethereal for short periods of time. They are very nimble in the air but light much like Hoppip and can be blown about easily by winds, but in ethereal, they are not influenced by winds or other similar forces. They have no flight ceiling.

Drifloon (Ghost/Flying): Drifloon is considered familiar with Psychic abilities. It can inflate itself to either provide a slight defense against physical attacks or for propulsion. Drifloon is almost always solid, but able to turn ethereal for short periods of time. They are very nimble in the air but light much like Hoppip and can be blown about easily by winds, but in ethereal, they are not influenced by winds or other similar forces. They have no flight ceiling.

Dusclops (Ghost): Dusclops is relatively solid and prefers that state, but can go ethereal or invisible with little problem. Though it typically stays on the ground, it is able to levitate, though only about as high as Duskull - about knee level of the average trainer, and moves just about as slowly on the ground and in the air. Its defence and special defence are slightly higher than those of other Ghosts, but its attack and special attack are slightly weaker.

Dusknoir (Ghost): Dusknoir is relatively solid and prefers that state, but can go ethereal or invisible with little problem. Unlike Duskull and Dusclops, it can levitate with decent speed and agility, and can achieve a little more height (about 5 feet). Its defence and special defence are slightly higher than those of other Ghosts.

Duskull (Ghost): Though it can become solid or invisible, Duskull is nearly always ethereal. Though rather slow, it makes up for this with a fantastic ability to hide, able to reside in walls and other solid objects for a little longer than other ghosts and able to pass through thicker walls. Its defence and special defence are slightly higher than those of other Ghosts, but its attack and special attack are slightly weaker.

Frillish: (Water/Ghost) Despite their resemblance to jellies, Frillish can actually survive outside of the water for long periods of time, and, additionally, are able to float above the ground. While not particularly fast or nimble, they can maneuver with some decent ability. They are usually solid, but can go ethereal for short periods of time. If another pokémon makes contact with them using a move, there is a 20% chance that that move will be disabled for a period of three rounds.

Froslass (Ice/Ghost): Froslass is primarily solid, though it can go ethereal or invisible for decent periods of time. Froslass's invisibility is imperfect, always leaving an icy glimmer behind, but it allows it to still hide in dark areas and ice, snow and other white or lightly colored areas. It is adept at hiding in blizzards. It can levitate and has a flight ceiling as high as its trainer is tall.

Gastly (Ghost/Poison): Gastly is essentially living gas and as such can never attain a solid state. It is gaseous by default but can become ethereal or invisible. When invisible, Gastly remains gaseous and does not enter a physical state. Despite being locked out of the physical state, it takes only 10% extra damage from special moves instead of the usual amounts. Its flight ceiling is quite low, about as high as a trainer's waist height. As a trade-off for its near complete physical immunity, it remains the one of the slowest ghosts.

Gengar (Ghost/Poison): Unlike its preevolutions, Gengar is primarily solid, though it is able to freely achieve all of the other states. Gengar is the fastest of its line in the air and can levitate to a good height whilst displaying more agility than most Ghost types, but it can stand on the ground. Gengar's Lick attack has a 50% chance to paralyze, instead of the usual 30%.

Golett: (Ground/Ghost) Golett is entirely inorganic. Though slow and robotic, it is quite heavy and bulky for its size, allowing it to deal slightly more damage from physical attacks. It is permanently solid and cannot change in to the other states. It cannot levitate or fly in any way.

Golurk: (Ground/Ghost) Golurk is entirely inorganic. Though slow and robotic, it is quite heavy and bulky for its size, allowing it to deal more damage from physical attacks. Despite being very large and extremely heavy, Golurk has the astounding and mysterious ability to fly at high speeds through the air, though this can burn energy very swiftly. It is permanently solid and cannot change in to the other states.

Haunter (Ghost/Poison): Haunter, while more solid than its preevolution and able to solidify, is composed primarily of gas, and prefers Gaseous or Ethereal over Solid. It may also go Invisible if required. Haunter's hands can move independently of it and can move with agility and decent speed. They are able to pass through solid objects even when Haunter is Solid or Gaseous, with somewhat more freedom to pass through objects than Haunter itself, allowing them to pass through thicker walls or other objects. Haunter’s Lick attack has a 50% chance to paralyze, instead of the usual 30%. Haunter is faster than Gastly and is able to levitate as high as its trainer is tall, but it is not as fast or agile as Gengar.

Jellicent: (Water/Ghost) Despite their resemblance to jellies, Jellicent can actually survive outside of the water for long periods of time, and, additionally, are able to float above the ground. While not particularly fast or nimble, they can maneuver with some decent ability.They are usually solid, but can go ethereal for short periods of time. If another pokémon makes contact with them using a move, there is a 20% chance that that move will be disabled for a period of three rounds.

Lampent: (Ghost/Fire) Lampent’s flame is made from a ghostly fire which only sheds light when it desires. Though this light can be used to illuminate dark spaces for long periods of time, it can also be turned “off” so that, despite still burning, it does not illuminate anything. Lampent can float and move with a decent amount of agility in the air. Their arms, despite seeming solid, are actually relatively moveable and prehensile. Lampent is solid at all times, with the exception of its flames which count as ethereal. Because its flames are ethereal, they are not dealt extra damage if struck with water based moves.

Litwick: (Ghost/Fire) Litwick’s flame is made from a ghostly flame which only sheds light when Litwick desires. Though this light can be used to illuminate dark spaces for long periods of time, it can also be turned “off” so that, despite still burning, it does not illuminate anything. Litwick moves primarily by hopping, though, by melting some of its wax, it can ooze to move around the arena. Litwick is solid at all times, with the exception of its flame which counts as ethereal. Because its flames are ethereal, they are not dealt extra damage if struck with water based moves.

Misdreavus (Ghost): Misdreavus will usually stay in the gaseous state but can switch to solid if required. It cannot achieve the ethereal or invisible states. Though not the fastest, Misdreavus can manage a decent speed in the air. However, its flight ceiling is only waist height of most trainers.

Mismagius (Ghost): Mismagius will usually stay in the gaseous state but can switch to solid if required. It cannot achieve the ethereal or invisible states. Mismagius is faster than Misdreavus and can levitate to head height of most trainers. Mismagius uses chants and spells to augment its abilities. At the cost of slightly more energy and more charge time, Mismagius can increase the strength and potency of their mind-altering attacks (e.g. Confuse Ray).

Rotom (Electric/Ghost): Rotom is considered permanently in 'plasma' state, which counts as the Gaseous state, and cannot achieve the solid, ethereal or invisible states. However, it can pass through walls in this 'plasma' state and is able to occupy objects for a much longer time than other Ghosts. While occupying an object on the battlefield, it will take full damage from attacks if that object is hit with attacks. Despite these abilities, Rotom cannot stay in walls, floors, or other significant surfaces for any longer than the typical ghost. Despite being locked out of the physical state, it takes only 10% extra damage from special moves. Rotom is very fast and able to turn corners sharply and instantly. It can levitate to about waist height of its trainer. Rotom may change 'formes' and bond itself more permanently with an object, thus changing its moves, abilities, typing and appearance (see Ghost Information for more details).

Sableye (Dark/Ghost): While Sableye is usually solid, it can go invisible for a short amount of time, though the glint of their eyes remains visible to a keen eye. They cannot levitate at all but are excellent climbers, possessing dexterous limbs and a strong grip. Due to Ghost not providing immunity against Fighting attacks, they are considered weak to Fighting. Due to their keen eyesight, Sableye’s accuracy cannot be lowered.

Shedinja (Bug/Ghost): Shedinja is permanently solid, unable to achieve other states. It can levitate and has a flight ceiling as high as its trainer is tall. Unlike the games, Shedinja is not immune to all neutral and resisted attacks attacks. It counts as being doubly resistant to all non super effective attacks in the same way that a Dragonite type resists Grass type moves. Super effective moves affect it as normal. It has 3/4 of the health that a normal pokémon has.

Shuppet (Ghost): Shuppet is nearly always solid, but can become ethereal or invisible for short periods of time. Its Curse attack only cuts a quarter of its health as opposed to half, but the target will take the damage it would have taken if Shuppet had sacrificed half of its health. Shuppet's Curse does not fade away at all if Shuppet is KOed or far from its target. It naturally levitates, using no energy, and can reach above ground as high as their trainer is tall. It is resistant to moves which induce sleep and will wake up faster than usual when put to sleep against its will. If another pokémon makes contact with them using a move, there is a 20% chance that that move will be disabled for a period of three rounds.

Spiritomb (Ghost/Dark): Spiritomb can never become completely solid and its body is always ethereal. The keystone which it is bound to is always solid. As a move, Spiritomb may retreat into its keystone for defence or to hide, taking only 75% damage from all attacks when hiding like this. When KO'd or asleep, Spiritomb will go into its Keystone automatically, gainingthis boost. Spiritomb is still able to pass through walls, but it cannot extend its body more than 5 feet away from the Keystone and, due to the stone's pull, can only pass through walls for a limited amount of time. Spiritomb can levitate. Despite being weighed down by the Keystone, it is actually very nimble and fast in the air, but it will expend a bit more energy to maintain levitation. In the ASB, Spiritomb takes super-effective damage from Fighting moves.

Yamask: (Ghost) Yamask carries around a mask resembling a human face. The mask is solid, but the rest of Yamask's body is ethereal. Though the mask appears to be a part of it, it is actually only carrying it, and can use it for defense or to attack. Yamask may drop its mask in battle, but does not like to travel far from it and will always check to make sure that it is there after using a move. Yamask cannot change its state because of its bond with its mask. Despite being locked out of the physical state, it takes only 10% extra damage from special moves.


The Rotom formes:

Spoiler: show
Changing formes

A Rotom's forme can be changed freely through squad submissions: note that changing a Rotom forme while having a sig move dependent on that forme may require that the sig be changed/removed. If Rotom is bonded with an appliance, it becomes part Electric and part [type], gaining that type's species characteristic instead of the Ghost type's while remaining familiar with the Ghost type. So for example, a Fan Rotom is Electric/Flying, with all associated weaknesses, resistances and characteristics and familiarity with the Ghost type. When a Rotom occupies a forme other than its default Ghost type forme, it is locked in to the solid state insted of the 'plasma' state and cannot shift states at all. Rotom cannot change formes during a Pokemon battle: even if an object that could be possessed is inexplicably around, it takes too long for the Rotom to bind with it to be practical in combat. Similarly, a Rotom will never willingly unbind with an item in combat, as doing so leaves it extremely vulnerable during the process.

Here are the forme specific species characteristics for Rotom. If Rotom has changed forme from its default forme, the appropriate SC replaces its default SC.

Rotom [Heat Forme] (Electric/Fire): In this Forme, Rotom has possessed an electric oven, having bonded with its electric motor. This is the smallest of all the formes, and is somewhat slower than the Fan Forme and Cut Forme and the most agile, only somewhat slower and less agile than the untransformed Rotom. Its tendrils are shaped like mitts and are semi-solid, which give it a limited ability to manipulate objects but it has a poor grasping ability. The oven door is its primary energy release point where it unleashes its attacks. This allows it to generate energy attacks from a protected point, but will leave it vulnerable for a short time when firing the attack. Attacks that hit the inner portion of the appliance will deal slightly more damage than normal. In this Forme alone, Rotom is capable of using Overheat.

Rotom [Wash Forme] (Electric/Water): In this Forme, Rotom has possessed a washing machine, having bonded with its electric motor. This is the second largest forme, being rather bulky. While it can levitate, it has a low flight ceiling of only three feet and moves primarily through erratic hopping and short bursts. While fairly slow, it is relatively agile, allowing it to make short, quick evasive movements. In this Forme, Rotom has two firing points. The first and primary is the pipe at its side, from which it fires its Hydro Pump. Attacks fired from the pipe allow for faster firing and better aim. The second is from its door. This allows it to generate energy attacks from a protected point, but will leave it vulnerable for a short time when firing the attack. Attacks that hit the inner portion of the appliance will deal slightly more damage than normal. In this Forme alone, Rotom is capable of using Hydro Pump.

Rotom [Frost Forme] (Electric/Ice): In this Forme, Rotom has possessed a refrigerator, having bonded with its electric motor. This is the largest forme, being fairly bulky. While it can levitate, it has a low flight ceiling of only two feet and moves primarily through erratic hopping and short bursts. This forme is neither fast nor agile, but its large and well-insulated frame give it a slight resistance against all attacks. In this Forme, Rotom fires its attacks from behind the refrigerator doors. This allows it to generate energy attacks from a protected point, but will leave it vulnerable for a short time when firing the attack. Attacks that hit the inner portion of the appliance will deal slightly more damage than normal. In this Forme alone, Rotom is capable of using Blizzard.

Rotom [Fan Forme] (Electric/Flying): In this Forme, Rotom has possessed an electric table fan, having bonded with its electric motor. This forme is only slightly larger than Heat Rotom, and is the fastest, rivaling the unbonded Rotom in speed. Its levitation is more akin to flight, using a combination of its natural levitation and propulsion generated by its fan to move very fast through the air with a high flight ceiling of nearly twenty feet. However, due to the limited turning ability of the fan, it is unable to turn sharply at even moderate speeds. While unlike its other Formes, it has no protected charging site, it is able to charge in front of its fan and use a burst of air to propel the attack forward. This gives it a higher speed, making it more difficult to evade and easier to surprise with. In this Forme alone, Rotom is capable of using Air Slash.

Rotom [Cut Forme] (Electric/Grass): In this Forme, Rotom has possessed a lawnmower, having bonded with its electric motor. This forme is just slightly slower than Fan Rotom, but can equal or overcome its speeds on the ground. While it can levitate, it prefers to travel along the ground, where it can use its wheels to build high speeds. Like the Fan Forme, it has a wide turning radius, even at low speeds, but it can accelerate to high speeds in a very short time. When levitating, it is unable to build or maintain this speed and cannot levitate higher than five feet. In this Forme, it charges its attacks from the hopper in the back, releasing them from its toothy mouth. This allows it to generate energy attacks from a protected point, but will leave it vulnerable for a short time when firing the attack. Attacks that hit the inner portion of the appliance will deal slightly more damage than normal. In this Forme alone, Rotom is capable of using Leaf Storm.


These changes go in to effect immediately for all new battles. In battles which are already in progress, they go in to effect if all parties agree. We will put them on the site at some point in the future, likely after we've eaten all of our candy.

Happy Halloween!
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Old 11-03-2013, 08:28 AM   #28
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SP gains and you;

To simplify the division of SP in the case of multiple refs, whoever refs the final round now has full control over how the total SP from that match is divided. The speed of the final ref is applied to the speed bonus for the entire match, and the final ref can give any portion of their SP they like to other refs. Generally just use your sense; if you only reffed the last two rounds and the previous ref did thirty rounds and only handed it over to another ref due to unexpected life problems, give them the lions share. On the other hand if someone just upped and left without warning, feel free to take their share for yourself. The decision of the last ref on SP division is final.
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Old 11-14-2013, 09:40 AM   #29
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Announcing the Ref Replacement Service!

If you match is going too slow, we have guaranteed fast (at least once per week) replacement newbie refs whose reffings will be checked over by a more experienced ref. All new D-grades will be offered the opportunity to get pointers in this way.

If we find ourselves in need of more newbie refs or supervisors we'll ask, but in the meantime we have a starting selection. Get those matches moving!
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Old 11-24-2013, 04:29 PM   #30
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Alright lads and lasses, as well as anyone fitting other descriptions (Dave), we've closed down the Ref Q/A and S/I threads. We have remade them in the same locations.

The new Ref Q/A thread should be your first port of call from now on. Ask questions in it, answer questions, do what you will, everyone should feel welcome to contribute and debate. We'd prefer it if you cited your sources for people so they knew you were right, but you can post even without a source if you can;t find one - just tell us that you couldn't find one.

If you would prefer to have an official response, ask questions in the new S/I thread. Non LOs should not post answers in this thread (even if they can prove they know the answer).

It would be really helpful if everyone in the ASB could adopt the following aspart of their signature:

Interested in the ASB? Read out Getting Started thread! Got a question? Go to our Q/A thread.

Or something along those lines that links to the Q/A thread and to Getting Started.

Thanks!
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Old 12-20-2013, 06:31 PM   #31
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The disqualification limit (DQ) is the amount of time that a trainer has to post a battle move, usually in hours. This can be set from 24 to 96 hours and is posted as part of the match stats.

If it is a trainer's turn and they do not post their pokémon and/or attacks in the allotted time, their opponent is allowed to disqualify (DQ) them. When DQing, you may post a new set of orders in a free round, during which your opponent's pokémon is vulnerable and can be attacked without interruption or evasion. If you can KO your opponent's pokémon that round, you can get credit for the KO too. If you can't score a KO, you receive points only for the KOs already made in the battle.

Including potential free rounds, battles must last five rounds or more in order for a disqualification to be possible. If the match has lasted less time than his, it can only be cancelled, resulting in no points for trainers of the ref.

A DQ is not completed until it is officiated by a referee. If a DQ is requested and the opponent posts before the referee has officiated, the referee has te final call on whether to end the match or to continue.
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Old 12-25-2013, 05:49 PM   #32
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For those of you who have not read the PokéMart today, for shame. You've not heard the news!

We've given back the fourth battle slot, meaning that all trainers now have four standard battle slots by default. This is a reward for the increased activity and reffing that we've seen across both UPN and Serebii.

However, we're very willing to take it away again if people aren't responsible with it. We want a sustained increase in reffing, not another bubble. So, if we notice that one or two people are reffing all of the new matches, or that people are taking matches and failing to ref them regularly, we will take it from you.

Furthermore, remember that where trainers have three battles ongoing, they must have at least one battle on Serebii and at least one battle on UPN and where trainers have more than three battles ongoing, they must have at least two battles on Serebii and at least two battles on UPN. We have been ignoring the fact that several of you are ignoring this rule for some time. From the new year, we will be checking up. Regular rule breaking will result in us taking the slot away.

Don't forget to check out the 'Mart for the latest special offers!
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Old 01-12-2014, 03:05 PM   #33
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Recently, the League Officials (LOs) have had to act as actual moderators on both UPN and Serebii. This is in contrast with our traditional role as adjudicators and administrators. In the past, we have often trusted the ASB community to rally together and teach each other rules, customs, courtesy and rules. We rarely use our infraction powers, we rarely sanction trainers or step in to matches. We have reluctantly come to the conclusion that we need to become more proactive in acting as moderators.

The following italics are not 'rules' in the strictest sense. However, we will be using them as benchmarks against which we interpret the formal rules of the PASBL. If you are not in line with these guidelines, we will often be reluctant to intervene in situations in your favour. We are confident that the members of the PASBL, particularly those who have been with us for many years, will take these guidelines to heart and actively work to ensure that our community is vibrant, supportive and ever expanding.

Do not abruptly and/or eagerly DQ opponents as soon as the rules allow. Do not replace refs who fail to ref your match within the space of a week. In these situations, you should be actively and politely reminding people that they need to take an action in your match, be it by ordering, by reffing or by answering a question for you. Make a point of using the VM and PM feature to contact people who fail to do what they are meant to - once a week is enough. You need to strike the right balance between being too needy and putting people off of helping you and allowing matches to rot for weeks on end. If you're not sure of how long to wait, you can always ask an LO via PM. If your opponent or you referee has a Trainer Absences post up which explains a reason for an absence and clearly states an expected return to regular activity, do not pester them. LOs will support you if we see that you have been courteous and polite with your fellow ASBers. We will also, generally, take the ref's side over that of trainers unless there is a clear reason not to do so.

Similarly, do not put up Trainer Abscences posts and then continue to regularly post on the forum. Do not come on the forum and fail to order or ref multiple times a day for weeks. If you know you aren't going to be able to ref or order for weeks on end, you should put up a clear TA post explaining the reason and giving an estimation of the time you will return to normal activity. If you know that you won't be able to order or ref for an extended period like a month, it may be better for you to willingly give up the match. The loss of points is worth the good feeling that your fellow ASBers will feel, assuming that you are courteous in your actions. Do not complain that people are failing to ref or to order for you whilst failing to do such things yourself. Do not take up all of the matches that appear in the ref queue and then take a week to ref each one.


In essence, we want you to be polite and courteous at all times. We appreciate that the PASBL is rubbish at keeping all of the information that you want in one place, and we are slowly getting around to fixing that problem. However, we are tired of consistently having to step in and tell people rules which are written down and should be common knowledge. Please make sure that you have read the site, the Poké Mart, the threads in the Suggestions/Inquiries forum. Make sure to keep up to date with announcements. If you see someone having trouble with an ASB rule, such as how to write a signature or ref a draw, we would like you to both give them the information that they need and provide them with a link to the information so that they can double check it in future. If you see someone breaking a forum rule, raise it with an LO - mini modding is generally not helpful or appreciated and can result in infractions on Serebii.


We want the league to keep moving. We want you to DQ opponents who repeatedly fail to order, we want you to replace refs who don't touch your matches for months. However, you must be kind, respectful and understanding to your fellow ASBers. This is a community. It is not a factory assembly line designed to get you up the Trainer Levels. Sometimes we will step in and enforce the spirit of the rules, not the letter.

We thank you for your understanding in this matter and trust that some of the more experienced members of the PASBL will take a lead in upholding the standards we expect. We know that some people can be hard to deal with. Your efforts to accommodate them are much appreciated.


To reinforce the post made here, we're posting up on Serebii the list of ASB adjusted rules that you are expected to follow when on that forum. If we are forced to use our ability to infract you, we will do so.
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Old 02-08-2014, 01:46 PM   #34
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It's tournament time!
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Old 02-09-2014, 02:43 PM   #35
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The site has been updated with all new Attack Descriptions, including all Gen VI moves, Gen VI power edits, and the contents of Move Errata. I also took the liberty to make a few minor wording edits.

Revision Notes:
Spoiler: show
-All changes to move names are now reflected in the Attack List. You may still order the old spellings (Faint Attack over Feint Attack, Softboiled over Soft-Boiled) but the new spellings reflect the games' preferred usage.
-All Gen VI moves have been implemented as they are seen in the Gen VI thread, as well as the power alterations and type changes
-Scald was altered to be (WA) to clarify that it deals Water damage only. Fire energy usage is still noted in the description
-Quash was clarified to make it more useful
-Minor formatting consistency changes were made throughout.


Species Characteristics and Level Acquisitions will be updated soon. Watch this space for more edits.

EDIT: Levels updated.

Last edited by Jerichi; 02-09-2014 at 03:18 PM.
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Old 02-21-2014, 09:23 PM   #36
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Two related announcements today!

Firstly, if you're contesting a reffing please keep it to the match thread (or, if you fail to resolve it there amongst yourselves, S&I). For one thing it's not fair if one battler complains via Skype or PM and the other battler therefore doesn't get to see that conversation, and for another if an LO ruling is needed we have no way to know for certain all the discussion that has previously happened (and will thus assume that no discussion has taken place outside the thread, for simplicity).

The second is about misuse of the refs discretion pony. RDP does not mean you can simply say "refs discretion" and justify doing whatever you want. Refs discretion means that if queried on a reffing, if you can provide a reasonable explanation for why you saw it going that way you have reffed it then your reffing stands. Refs; this means you do have to explain yourselves, posting a picture of a pony will not suffice. Battlers, this means that if they've got a coherent explanation then it doesn't matter how much you disagree with it - unless they've forgotten something or there is a serious logical flaw in their explanation, your complaint is wrong.
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Old 04-20-2014, 09:55 AM   #37
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A Guide to Matches ending early

Ideally, matches end when one of both battling parties have lost all of their eligible Pokémon, granting either a clear win or a tie. However, sometimes battles end prematurely. Perhaps one trainer has vanished. Maybe one just doesn't want to continue. Here is a guide for what happens in these scenarios.

Disqualification
If a trainer has gone over the Disqualification (DQ) time for the battle, their opponent may ask the ref to DQ them. This can only happen if the battle has previously reached a length of five completed rounds or more.

If, at the time of DQ, there is no target Pokémon, there is one that cannot feasibly be KOd in one round or the DQing trainer simply doesn't feel like trying for a KO, the ref posts confirming the DQ and the match ends. If the DQing trainer would like extra points, a free-round can be attempted where they try to KO their vanished opponent's Pokémon, using a three-mover if they have one left. The enemy Pokémon will make no attempt to evade or defend itself against free-round orders. Any Pokemon the DQ'd trainer had below 1/3 health or energy that were not present on the field at the time of DQ are considered KO'd

Once the match ends, points are distributed as normal, with the DQing trainer treated as the winner even if the match was technically a loss or a tie from a numbers standpoint. If they did not manage to KO a Pokémon during the match, no KOs are awarded, though TP and SP are still awarded accordingly. Battles that end this way will go on a trainer's record as a DQ Win or a DQ Loss.

Cancellation
If a trainer has gone over the DQ time for the battle but the match has gone for less than five rounds, their opponent may ask the ref to cancel the match. The battlers gain no points, though the ref will earn 1 SP only - no modifications for speed bonuses will apply. Battles that end this way will not go on a trainer's record and do not have to be placed in the Battle Results thread.

Calling off a match
If trainers mutually decide that they wish to end a battle, they can jointly ask the ref to bring it to a halt. If the match has not completed five rounds, they may request that the ref cancels the match. If the match has completed six rounds or more, the trainers may not cancel the match but mat request that it be called a draw. Standard rules apply, with trainers and referees earning the same points as if the match had naturally ended in a draw. In the case of Gym Matches, it remains the Gym Leader's choice whether to award a badge. Battles that end this way will go on a trainer's record as a DQ Draw.

Forfeit
If one party gives up and forfeits, the match ends instantly, with no possibility for a free-round. The forfeiting party has more than one Pokémon remaining, their current Pokémon is not considered KOd and points to the 'winner' and ref are awarded based on the current KO count on the winner's side, while the 'loser' will only receive half the usual points that they would from a regular loss. If a trainer forfeits on their last Pokémon, it is considered recalled and KOd and points are awarded normally. Battles that end this way will go on a trainer's record as a standard Win or Loss.

Last edited by Jerichi; 04-27-2017 at 09:04 PM.
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Old 04-20-2014, 02:49 PM   #38
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No attaching Holiday Tokens to pokémon type changed to be that type. Kthxbi.
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Old 04-27-2014, 02:20 PM   #39
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Because it's a fairly important rule that isn't actually written down anywhere:

Once a battle thread is posted, you must use the squad that you have at the time. Any new additions, evolutions or changes that you make subsequent to the thread being posted cannot be used.
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Old 04-28-2014, 08:55 PM   #40
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For the record, any sigs that say 'This Pokémon now takes 3x damage instead of 4x damage' are to be treated as if they do 2.5x damage under the standard 2/3x scale. Not 2.25x.

This is because 2.5 is halfway between 2 and 3 and has nothing to do with the number 4 so a 75% reduction has nothing to do with anything. This also goes for things like Camerupt being weak to Water under the 'no open flames' Fire SC.
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Old 04-29-2014, 02:44 PM   #41
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Quote:
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Short announcement; since the realisation that 4/6 and 2x/4x was leading to too many quick matchups, there's been a proliferation of different standards for health, energy and type effectiveness in the league. Sadly, the LO's have yet to manage to agree on a new standard, but we recognise that the wide variety of different ideas in use can cause confusion (particularly to new trainers). With that in mind we're introducing a temporary new standard.

For the time being, the assumed default will be that pokemon can take six hyper beams of damage and use nine hyper beams of energy, with the type effectiveness scale being at 2x/3x. This will hopefully serve to deal with the main issue of short match-ups whilst we argue over what to do long term.

In other news, we have a new newbie guide! Feedback/comments on this lot welcome in Announcement S&I, as always.
Just to make it clear, you are required to ref in 6/9 and with 2/3x unless the trainers say you can ref otherwise at the start of the match. If you mess up and accidentally ref a different system, you might ask the trainers if they mind continuing, but if they ask then you need to go back and fix your reffings and possible reset the match to an earlier point. If you are always going to want to ref in a different system, fine, but you can't assume that trainers will know that and they don't have to like it.

Last edited by Mercutio; 04-29-2014 at 02:51 PM.
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Old 05-08-2014, 11:14 AM   #42
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I've uploaded rips from X and Y of the new Humpy Sprites (unfortunately, not humping) for all Pokémon, including Megas! You can find them here. Every Pokémon is listed by their Nat. Dex number (without placeholder 0's). Megas are listed with the number followed by M and the X and Y Megas have the appropriate letter in between the M and the number. Feel free to use them in your battle threads, squad summaries, or anywhere else on UPN, but please do not use them off the site!

Credit goes (most likely) to Serebii for ripping them. I'm never really sure where sprite rips come from anymore.
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Old 05-08-2014, 01:07 PM   #43
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(Please don't use them in signature submissions)
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Old 05-14-2014, 12:05 PM   #44
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Switching Rules Update

1) Conventional switching is never a move, but takes a few seconds. No three movers allowed when switching.

2) When switching going second, the opponent gets a complete re-order which may not include his own conventional switch. So the battling order switches.

3) Volt Switch/U-turn/Baton Pass counts as one move, and the round ends immediately after the new pokemon is sent out if the user is ordering second (obviously use some common sense here if the opponent is mid way through charging something). No re-orders.

4) Only one conventional switch may be performed in total per round. Once one side switches, the other must wait a round. This prevents switching chains which hamper a battle. This includes rounds where a trainer sends out a new Pokémon after their last one was KOd or otherwise forced out of battle. Using a switching move is fine in these instances.
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Old 05-18-2014, 09:29 PM   #45
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All the formes for XY humpies have been uploaded. You can find them with their dex number followed by a - and the name of their forme. Have fun!
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Old 05-22-2014, 05:58 AM   #46
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The ASB reminds all eligible EU citizens to cast a vote in the European Parliament elections today! Vote locally, vote in Europe, vote!

Or we'll take away your battle slots :p
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Old 06-11-2014, 09:28 PM   #47
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So there's been quite a bit of changes recently, one of which there being someone new helming signature move approvals. There have been some hiccups and frustrations along the way, stemming from several possible issues, some of which I will attempt to clarify.

I'm not specifically targeting individual participants here, but I have observed several signature moves and trends that are little more than an attempt to game the system. This stems from the following principle: Giving up a lot of useless things that will never be used as justification for ridiculous benefits and combinations of said benefits.

In application, this includes:
- Quasi-type changes; getting rid of a useless offensive STAB while keeping its defensive strengths, and obtaining more moves of a stronger offensive type regardless of relevance or familiarity. In many cases, there is virtually close to no drawback for this system since all but one decent move of the useless STAB is thrown out, which were never used to begin with.

- Multiple-type attacking sigs ("omnisigs") where the type changes every match, including energy types a Pokémon would not normally have access to. This I'm a little more willing to overlook but only on things with miserable versatility and usability like Pidgeot and Umbreon. Togekiss and Bouffalant do not fall under these categories.

- Attacks that mess with multiple type compatibilities, possibly rendering a Pokémon or attack neutral against other types that would normally be resisted, in order to hit other types beyond a Pokémon's effective STAB and thereby cover a lot more types than normally possible.

- Cramming multiple effects into one sig. Entry hazards are largely guilty of this.

- "This Pokémon may never evolve" signature moves, worded to give the Pokémon all the benefits of evolved Pokémon but rarely, if ever, any of the drawbacks.

The above issues will be scrutinised, including a backlog where previously approved sigs that I have seen may be retroactively rejected, but I will be extending an opportunity for ASBers to step forward and make their case, either in an S&I topic chat or Skype discussion.

Note that precedents of the above are not to be taken as gospel for the sake of possible discussion and future policy. Bluntly, things are getting out of hand where Pokémon and attacks, en masse, are not behaving in the way that they're usually supposed to behave. If it means that sigs have to be retroactively edited or banned, even if they belong to League Officials with a consistent participation level, it will happen.
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Old 06-15-2014, 04:08 PM   #48
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Quote:
Originally Posted by Concept View Post
Firstly, if you're contesting a reffing please keep it to the match thread (or, if you fail to resolve it there amongst yourselves, Ref Q/A or S&I). For one thing it's not fair if one battler complains via Skype or PM and the other battler therefore doesn't get to see that conversation, and for another if an LO ruling is needed we have no way to know for certain all the discussion that has previously happened (and will thus assume that no discussion has taken place outside the thread, for simplicity).
*hints heavily in the direction of several members of the ASB*

In addition, remember that an LO saying something to you on Skype or in a PM is superseded by anything we say in S/I. The threads exist for a reason, please use them.
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Old 08-04-2014, 09:38 AM   #49
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So it's come to my notice that people are using the opportunity of a compromising League Official approving sigs in order to resubmit Pokemon that have already been approved. Some of this is because people are blatantly "fishing for upgrades" as a "necessary evil". Some of this because some people are evidently turning sigging into a drinking game and doing whatever happens to tickle their fancy or rustle their jimmies.

This is not only adding unnecessary workload for the League Officials who have to look at your sigs but also often sees a few things sneakily snuck past the radar of what is considered acceptable. It's annoying, it's inefficient, and it's frankly unfair to other people who are a little more diligent and responsible with their sigging.

Hence, this new stipulation will be put into place. If your Pokemon's sig has already been approved it may not be resubmitted for reapproval within two months or the immediately subsequent post you make, whichever is longer, not exceeding a maximum period of six months. This comes into effect as of the 3rd of August, 2014, meaning that all posts resubmitting approved Pokemon will be ignored unless edited.

If you want a better sig than what you came up with, discuss it with your fellow battlers before submitting your first iteration, as you already do so. Spamming the same things back and forth to throw it against the wall of sig approval that is me in a bid to see how much you can stick on it is starting to wear very, very thin. I will not hesitate to ban recalcitrant offenders on this rule from submitting any sigs if people persist on toying with how much they can cross the line.

Govern yourselves accordingly.
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Old 08-05-2014, 01:29 AM   #50
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In the PASBL, above all else, we value community. Our members are what makes this game what it is and only through the input and hard work of you, the players, are we able to make the ASB something we all love. Without the community, this game couldn't continue to run and bring the joys of Anime Style Battling to new generations of battlers. However, when our community becomes fractured and drives people away, we fail to function.

As I'm sure many of you are aware, EmeraldGoblin has been a constant point of contention in the ASB. He already received one temporary ban for his conduct earlier and allowed to return provided he continued to behave well. However, we have continued to receive complaints about his conduct. With the most recent accusation, we have no choice but to permanently remove him from the ASB. For the time being, this will only extend to ASB on both forums, though further bans are being discussed.

I understand that people have developed strong opinions around EG, and while we wish to respect people's feelings, this has reached the point where we no longer think it is healthy for our community. For us, it is of the utmost importance that we encourage a safe and non-toxic environment for all participants. Over the course of the past few months, it has become clear that this is not what has been encouraged. While EG may be the nexus for a majority of the bitterness and bad will, it would be ingenuous to say that he is the only one at fault.

Much of the bitterness and ill will that I've noticed has been perpetuated beyond the sphere of EG's influence. Although I understand and sympathize with many of the feelings associated, this kind of bad behavior and in-fighting is in no way in the spirit of the ASB. In many ways, the ASB is built on trust - trust that you will treat others fairly and honestly, trust that you will act maturely and neutrally, trust that you will be an adult - but this trust has been continuously broken, through gossiping, accusation, side-taking, and general poor conduct. Tensions may run high at times and feelings may be hurt, but only when we stop to trust each other do we ruin what makes ASB great.

Because of this, I implore each of you to take some time and reflect on what has happened, and to look ahead to a community that seeks to build a network of trainers that mutually respect each other and seek to build a better game, not just within the system and the nuts and bolts, but within the community as well.

~Jerichi
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