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Various terms and features of the ASB world and my rulings for them will be posted here.

Oxygen:  I have a couple catergories for swimming and breathing:
 
Can't swim:  This fellow will sink slowly.  They may be able to do a horrible job of staying afloat, it depends on how they got into the water in the first place.  If they do tread, they will ignore any orders and head for land.  Their fatigue will go up very quickly while doing so.  They can breathe for three rounds without oxygen.  Winged species commonly fall in this catergory.
 
Competent Swimmer:  Decent speed in the water.  Fatigue will go up as they swim, but not too fast.  Can last for five rounds underwater.  Creatures with legs and arms fall into this catergory.
 
Amphibious:  Lives on and off land.  Can swim at a very good pace without faigue rising.  Senses are not hindered while underwater (previous catergories are).  Can sense vibrations underwater.  Can last for 10 rounds underwater.  Turtles and crabs fall into here.  The Dratini family as well.
 
Aquatic:  Live in the water.  Swims at very fast speeds.  Senses are actually even better underwater.  Can get oxygen from water, and therefore last underwater as long as it likes.  Normally those in this catergory cannot move on land.  If they are beached, they'll flop around miserably, getting tired very fast as they try to get to water.  Fish and the like are in here.
 
Status Effects:  Another list!
 
Poisoned:  Takes 3% damage every round.  The victim take 1% each action.  The victim will also use a bit more fatigue when doing attacks.
 
Badly Poisoned:  The victim starts off by taking 1% damage each action.   This normally occurs after their command for that action is finished.  The poison amount then increases by 3% each round.  So round 1 the victim will take 3% total, then in round two the victim will take a total of 6% (2% each action).  Then 9% the next round, and so on until the victim gets rid of the poison or is KO'd.
 
Poison in General:  Poison damage can jump if a victim is attack with several poison moves in a short period of time.  Regular poison could deal or 5% a round instead of 3% and the Toxins could be sped up.  Regular poison can also potential turn into toxic poison if the victim is poisoned enough.
 
Paralyzed.  Normally lasts for 2-5 actions (depends on intesity of attack that caused it).  Every action has a 25% chance to fail, the victim will lock up and spasm instead.
 
Confused/Disoriented:  Lasts for 2-5 actions, depending on the cause of it.  The afflicted have anywhere from a 25-50% chance of getting confused and messing up the attack.  Normally the afflicted will only hurt themselves if they are really confused.  Self-inflicted damage is normally minor, though it depends on the attack that failed due to confusion.
 
Sleep:  Lasts for about 3-6 actions.  The sleep is fairly natural, so any serious noise or major disturbance will have a large chance to wake up the afflicted.  Those sleeping will try their best to perform all their commands once they wake, but there's a good chance they will not be able to perform them all.  Once a sleeper wakes, it'll perform the next action it was commanded to do.
 
Angry:  Ticked off at the opponent.  Angry comes in several degrees.  Being angry has several effects on confidence on how attacks are perform. High anger can mean that attacks are performed with little regard for the user's safety.  Anger can also increase damage as well.  Too much anger is a bad thing, and those that are too angry will be in Rage.  Those in a rage will only want to do damage, and will ignore any attack set-ups or defensive commands in order to exact their revenge.
 
Enamored:  In love with the opponent.  The afflicted will desire to be closer to the target of their affections.  There is a 50% chance that all offensive commands directed at their "sweet heart" will be ignored.  If the target of the afflicted and the afflicted are int he same evolutionary family, the rate of failure jumps to 25%.  Non-offensive commands may be ignored if the afflicted feels they are too far from their "love" and want to be closer. "Babies" are immune to attacks that cause this condition.  This condition does not go away on its own, but if the afflicted's love suddenly attacks them, there is a large chance the affection will cease.
 
Neutral Gender:  I will refer these to whatever you prefer.  If you do not, I will try to use "it" but I may end up using gender-specific pronouns by accident.  Neutral gender is also immune to attacks that cause gender-based affection (Damage may still be cause if the attack was a punch, fireball, etc.)  Ditto is considered Neutral Gender until he uses Transform (he then takes on Gender of his transformation).  Others that use Transform are their orignal gender (unless they are neutral, then they follow "Ditto's Rule.")
 
New Pokemon:  When a pokemon is replaced, I will specify before hand as to where it will be sent.
 
Special Effects:  The effects of things like Swords Dance, Agility, Focus Energy, etc. will lose their potency with each passing action.  One will be a lot less quicker the third action after agility was used (but a speed increase is still present, it just isn't as big as it used to be).  Offensive special effects (Agility, Swords Dance, etc.) generally last six actions while defensive ones (Safeguard, Harden, etc.) last about nine actions.
 
Substitute Moves:  These are commands given in case something should go wrong with a combo or line of attacking.  For example:  "Use quick attack and then Mega Punch while you're close.  Then Megakick while they are reeling from that.  If they manage to get away from you, use Fire Blast over Mega Kick."
 
Do not be too ridiculous with these.  I give the first attacker more slack than the second.  If you have more six sub moves you are pushing it if you are going first, but out of line if you are second.  I'll decide on a case by case basis what is too much.
 
Nicknames:  I give out nicknames to unnamed fighters.  Sorry, but I don't call my dog "dog" or my brother "Human."  I will ignore your whining about it, because it has no effect on the battle in any way.
 
Effects of Attacks:  Unless otherwise noted here, I follow attacks according to the Official Attack List Beta.  I do not like adding my own "twist" too much because that requires people to memorize every effect each move has.  Instead, I list a few attacks I change a bit and the rest are pretty much whatever is written on the List.  This means that I don't have have to write up long lists on attack effects and you all have an easy-to-access list when it comes to figuring out how I ref move X.  Win-win.
 
Damage Caps:  My damage cap is 50%.  Once a combatant has taken 50% damage, it can take no more.  Note that even if the combatant heals HP, 50% is the max you take.  This means someone who is loses has a chance to come back.  Attacks that are done after the cap has been hit do no damage, but they still have all their effects (the victim feels pain, can get poisoned, etc.).  All forms of damage is included in the cap.  Damage from poison, confusion, leech seed, etc. count towards the damage cap.  The only kind that isn't include is self-inflicted damage and a few attacks listed elsewhere on this site.
 
Combos:  Combos are the use of two moves to create a powerful effect.  I personally do not like combos, but I still allow them.  You can name your combo whatever fancy name you like, but I still need to know what attacks you are using.  If you fail to list the attacks that make up the combo, then it will fail.  I do have a working knowledge of a few combos, but I still want to be 100% on your commands.  Furthermore, your opponent may not be familar with your combo.  Combos will work better if there is no substitute moves for them.  So if you want to do a Dig/Fissure Combo, it will work better if you do not offer any sub moves during the combo.  This introduces degrees of risk.  If a combo fails at any point, the other attacks will still be executed, but they will have a much smaller chance of working than if the move was used without a combo.  So you can either have a combo work better but have no backup if it fails or have a less quality combo but have a backup plan.  Your choice.
 
Illegal Attacks:  The following attacks are illegal:
 
-Moves that the user cannot learn in the games via breeding, TMs, HMs, special gift from NPCs, or level up (example:  Charizard with Thunderbolt, Dragonite with Sky Attack).
 
-Moves introduced in Ruby and Sapphire versions (example:  Toxic Fang, Mud Sport).
 
-Moves forbidden in the Attack List (example:  Hidden Power)
 
-Special moves from the New York Center (example:  Magikarp with bubble, Snorlac with Lovely Kiss)
 
-Moves that don't exist.
 
-Unapproved signature moves.
 
Pokemon who have been issues illegal moves will not perform them, but they may perform an applicable substitute move, even if the sub move's condition was not triggered.  Illegal commands will confused the user, leaving it combatant vulnerable to attack.  If the user is already confused, issuing a command it does not know will no help the situation and may even worsen it
 
Re-targeting:  In matches where a combatant has more than one foe out at a time, if the target of a combatant has suddenly disappeared from that combatant's sight or other senses (or it has been KO'd), it may retarget other potential targets depending on:
 
-Fatigue:  The combatant may rest if it is over-tired.
 
-HP:  The combatant may not risk injury if it is low on health.
 
-Substitute Moves:  The combatant will use any applicable sub moves before re-targeting.
 
-Status of Allies:  If an ally is in trouble, the combatant may re-target to help it
 
-Distance:  The combatant may have trouble re-targeting if the other potential targets are too far away or too hard to hit to make re-targeting worth the effort.
 
A combatant cannot re-target if it current attack is in the middle of a combo.
 
Breaks:  A combatant will take a break if commanded to do so or if it has nothing better to do.