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Falirion last won the day on September 2 2020

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  1. And today we are doing an installment of "fun with transformations": In canon games most Form changing abilities do not work if obtained with transform/imposter (so stance change, power construct etc.) now this is a little sad but i think i realize now why. In this game stance change etc. do "work" after gaining them with transform/imposter, in a certain definition of "work", the ditto (or other transform user, say eevee) will turn into the mon, and when it triggers an ability, using stance change as an example, it will transform, but it will basically revert to being ditto (or whatever
  2. - Z moves seem to bypass sashes and similar items (say rampardos crest) - Endure's priority bracket isn't up to date with current mechanics, it should be +4 (as of gen V) it currently is +3 (essentials default i am guessing?) - Zoom lens has no script at all, it doesn't do anything - Silvally doesn't turn Dark type on blessed field or ???-type on glitch field, there is no scriptline that even attempts to do so
  3. Okay i am here with some fun ones this time: 1. Status applications caused by T-spikes, yawn or synchronize cause an error message due to an undefined value. when they are blocked by abilities or field interactions (basically anything that causes a message). this seems to be because these messages have an "if showMessage" attached, which in the status application functions for synchronize, yawn and t-spikes isn't an argument given to the function (for most cases in yawn "if showMessage" is already commented out, so ig this issue came up before, but wasn't fully fixed for every case it can ha
  4. so funny thing: i reported a while ago that desert's mark's chip damage bypasses magic guard, well this is true, but apparently this issue affects all trapping moves (fire spin, whirlpool ect) magic guard doesn't protect against the field damage from volcanic field (and dragon's den with volcanic as base field) Edit: Secret Power on Bewitched woods causes an error message if the additional effect selected is poison because the poison function is missing an argument.
  5. Julia managed to make this into a big ol camping trip and i love it. also julia is all like "BE FRIENDS!! smushes archer and vanilla together" as for the D&D alignement, Lawful vs chaotic is always a little bit tricky to explain. the way i understand it is that (seeing as alignements are personal in nature) is that whats important is to what the character holds themselves more than anything. breaking Laws doesn't automatically make you chaotic, (otherwise some poor paladin could walk into some distopia, where you get publically executed for wishing someone a nice day, or something a
  6. All of them, it is rage powder itself that is acting wrong (i.e. it happens even with no field at all), 18.4.1 btw
  7. as the title states apparently ghost type pokemon are immune to the effect of rage powder, when it should be grass type pokemon that are immune to it (which they currently aren't) also currently the move has +3 priority when it is +2 priority since gen 6
  8. - Dazzling and Queenly Majesty don't protect their double Battle allies from priority, as they should - Strength Sap on bewitched woods (field number 42) doesn't lower special attack as noted, the effect is attached to corrupted cave (field number 41) EDIT: because imagine double posting - Rage Powder is +3 priority when as of gen 6 it should be +2, and more importantly currently ghost type pokemon are wrongfully immune to rage powder, and grass types are not (when they should be)
  9. - all mons on snowy mountain do x1.5 more damage due to the long reach field interactions conditions not being put into parenthesis properly (currently it reads long reach and mountain or snowy mountain) - same applies to fairy tale field due to the queenly majesty interaction not having parenthesis - refering to a previous report about partner AI in multibattles not having their items, same applies to opponents in multibattles, most notable in the valor mountain battle against geara & Zetta, zetta's silvally does not have the silvally crests effects - mist & misty terrain
  10. Sooo leaving aside for a second my own problems of using the right tone when writting this post for which i do apologize, to be more precise in what my contentions with the arguments were. Greninja: i wasn't intending to cast aside the whole issue of Greninja, but it should be noted that Ice beam may have been a poor example, and being a protean user it's movepool is what makes or breaks the mon, to which i personally believe in rejuvenation specifically Greninja is being overvalued, since it takes quite a long time to come to the movepool that makes it the threat it is, and even as of the
  11. Come one, come all, and hear the legend of the most fearsome beast, the legend of greg, the mighty gyarados....... i am not going to do this whole thread in this style. So the title should already tell you this is about a recent run i did, a run in which i only used a gyarados (+a 2nd one for doubles, hence "solo", i could call it a duo run, but that is kinda not correct either, since i only uses 1 gyarados for most the battles). This was something that was started by mainly. me being the type of person that takes some statements as a challenge, in this case several forum user thinking gyara
  12. All right this one is juicy, since it relates to Silvally crest and (more importantly) the AI just fucking kill me already Okay first off: AI partner trainers don't have their usable items (potions, silvally crest etc.) at all seems like their "inventory" (aka the @item array) isn't getting initialized, so for example the several instances where ren is a partner and has silvally that silvally isn't crested despite the PBS having a silvcrest as an item for him. then we have the Silvally crest itself and how AI interacts with it: 1. the AI seems to apply the silvally crests Stab boost to
  13. this is not a bug for the main game, this is a bug with a mod, specifically the stat and type icons from the modpack (the modpack has this bug noted btw) just don't have these 2 mods active when you need to do something in the safari zone. anyway while i am here: -shedninja is still avoiding normal type moves on blessed field via wonder guard (normal moves are super effective against ghost on blessed and should hit) -also if a multihit moves triggers a focus sash, the sash will work against every hit of the multihit move (so for example sashed shedninja will live all 5 hits of a rockbla
  14. Huey,1 & 201 in addition to kecleon, gogoat and palossand have ability flag 2 set, but only abilities for 0 & 1 defined, causing a random ability For some reason a few moves show up twice in the PBS (ignoring moves like future sight, that have to be present twice) namely: Diamond Storm, Dragon Ascent, Origin Pulse, Precipice Blades, Steam Eruption, Thousand Arrows, Thousand Waves Note that an earlier report of thousand arrows not hitting levitate users is caused by this apparently Rift hippos use thousand arrows with the move ID 674, which isn't checked for when deciding if le
  15. - Will-o-Wisp bypasses substitute, pretty sure it's specifically wisp, as other status moves do get blocked by sub, - Shadow Blast is classified as special, it should be physical - Metronome can call animation placeholders and some other moves it should not be able to (for example protect and similar moves, apparently several legendary signature moves are blacklisted in canon games aswell, although i don't really see a reason to for those)
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