Task 21
October 4, 2026 · 13:18–16:54 EDT · 3h 35m 49s · Sessions 147–150 · 73 messages
Sunday, October 4
I’ll resume from the post-Mime save and prepare longer action sequences to reduce pauses during fights. I’ll check the saved state, remaining usage, and existing helpers first, then start recording before loading the game.
Usage is currently 7% used. Recording 147 is running, and the post-Mime save matches the backup. I’ll clear the story follow-up and use the tournament’s waiting-room PCs to prepare between rounds.
I found a routing-helper bug that was stopping walks at doors and corrected it. I’m also switching traversal to the existing faster key driver, while keeping capture checks and stops for unexpected dialogue or battles.
I’m at the Pokémon Center after the Mime fight. I’ll heal, bring Mienshao into the party, and use guarded action batches to keep the next fights moving.
The next fight uses an Inverse Field and an NPC partner. Mienshao’s Wide Guard can protect both allies from the opponents’ spread attacks, so I’ll batch those turns and stop the batch if HP drops too far or the active Pokémon changes.
The party exchange is done, and I’m restocking medicine before entering the tournament. I’ve also confirmed that its waiting rooms offer free recovery, which should help keep the rounds moving.
Medicine is stocked, and I’m heading into the tournament. I’ll make decisions from the visible battle state and use bounded batches for repeated turns, with a fresh check whenever the script stops.
The tournament opening is a long dialogue sequence; the scene script is advancing it now. The first battle plan is ready, so I can move straight into the fight when it ends.
I’ve sped up the dialogue helper by allowing short bursts through reviewed lines. It still uses single presses near music changes so the recording keeps the right soundtrack cues.
The opening scene is finished, and I’ve saved before the first tournament battle. I’ll now run the three-round sequence, using the available recovery and PC between rounds.
I found another delay: the dialogue reader was waiting on Terra’s large text because OCR couldn’t read it. I’ve added a check for the visible dialogue box so the script can advance it.
The first-round scene is still advancing automatically. Capture is healthy. I’ll start the guarded move batch as soon as the battle command menu appears.
The pairing scene has reached our match against Lumi and Eve. Once the command menu appears, I’ll enable battle speed-up and start the Wide Guard batch.
Cal has already knocked out Porygon2 and Metagross. Mienshao fell to a single-target attack, so Sylveon is now using Misty Terrain and a guarded Moonblast batch.
Mamoswine is down. The fight has cost us three Pokémon, but Cal still has reserves and our remaining three are healthy. Swampert is now running a guarded attack batch against Lapras.
This attempt is in a tight spot: Sylveon is our last Pokémon, and Cal’s Medicham is frozen. I’m using medicine to keep Sylveon alive while Cal continues attacking. If we lose, I’ll replace the weak Inverse Field matchups with Cryogonal for the next attempt.
Sylveon’s healing has kept the attempt going, and Lapras is down. I’ve also corrected the batch limit to count healing as a turn, so a short attack batch can’t turn into a long healing loop.
The first attempt lost. I’m restarting the whole sequence from the pre-tournament save and changing the roster: Cryogonal will lead against the Ice-heavy side, and I’ll keep Mienshao in reserve until Porygon2 is gone.
Cryogonal is in the lead, and the revised party is saved with the pre-attempt supplies restored. I’m refreshing the game and recorder at the hourly boundary, then I’ll resume play while processing the closed recording.
The revised team has reached the fight. I’m using bounded battle scripts to keep turns moving; the previous recording is rendered, and its cut and fainting checks are underway.
Light Screen is up. The battle script is attacking and checking HP between turns, with a stop for Mamoswine so I can respond to its physical attacks.
Ninetales is down, and Sylveon has changed the field to Misty Terrain. Porygon2 is low on HP. I’m targeting it while keeping Mienshao available for the later spread attacks.
Porygon2 and Mamoswine are down. Cofagrigus is still healthy, Trick Room is active, and Cal has Camerupt out. This attempt has reached the next phase with more of our team intact.
Goodra is down too. Lapras has entered, so Mienshao is using Wide Guard to protect both allies from Blizzard while Cal attacks.
Wide Guard blocked Blizzard, but Mienshao fell to a single-target attack, and Cal’s team is now out. I’m finishing this attempt and preserving it in the journey archive. Recording 147 has passed review and been appended.
This attempt ended in a loss in about 12 minutes. I’m changing the opening to Sylveon’s immediate Misty Terrain so Cal’s Fire attacks become more useful, and keeping Cryogonal for Lapras.
The next attempt is entering the arena cutscene. I’ve also fixed the helper’s detection of the partnered battle title card, so it can hand off to the battle script automatically.
The new opening is in place, with Sylveon nearly at full HP. I’m raising its Speed so it can act earlier when it needs to refresh Misty Terrain.
I made a tactical mistake: switching Sylveon out cleared its Speed boost. It couldn’t refresh Misty Terrain before being knocked out. I’m correcting that and continuing with the remaining team.
Metagross and Sigilyph are down, and Sylveon is healthy after being revived and healed on the bench. I’m targeting the remaining Pokémon on Eve’s side while watching for Goodra’s arrival.
I’m continuing the tournament with shorter scripted action batches. Espeon is nearly down and Sylveon has enough health to attack; I’m finishing that side before handling Lapras.
Espeon is down. I’ve brought in Cryogonal to use Ice Beam against Lapras on the Inverse Field, with a health check before each attack.
Lapras is down. Light Screen is up against Goodra, and I’m healing Sylveon on the bench so it can change the field and finish this matchup.
Goodra is the current opponent, and Misty Terrain is active again. Sylveon is being healed before attacking; the script stops at each replacement so I can check the next matchup immediately.
The health guards are working: the script stopped before attacking from low HP. Goodra has taken substantial damage and its Special Attack has fallen, so the remaining turns should be straightforward.
Glaceon is the last opponent and is nearly out of health. I’m finishing the round, then using the tournament’s recovery room before the next match.
Aurorus had survived earlier and returned with only a sliver of HP. I’m switching to the healthy Swampert to finish it; I’ll use the visible roster indicators to confirm the round is over.
The first tournament round is won on attempt 3. I’m advancing the aftermath, restoring the team, and preparing for Cal’s match without reloading between rounds.
The recovery room is next. I’m also using the existing stat calculator for the remaining matches so speed and damage checks are quick and consistent, and rotating the recording at this safe break.
Round 1 is complete and the recording has closed cleanly. I’m starting a fresh capture for the next round and checking the recovery room’s supplies while the closed recording is edited.
Cal’s opening Magmortar has several field boosts, so I’m adjusting the lead before entering. Boldore’s Sturdy gives a guaranteed chance to lower its Speed; that lets a faster teammate finish it without relying on Quick Claw.
The room transition triggered another story scene, so I’m clearing that before accessing the recovery terminal. The closed recording is now rendering, with faint and loss tails protected from idle cuts.
The story scene is still advancing through guarded dialogue bursts. The recording edit has finished, and I’ve checked both arena-entry music cues against the footage. I’m verifying the edited joins while the scene runs.
The scene is nearly finished. I’ve settled the next-round lead and am checking the archived footage in parallel; account usage is at 9% used, so there is plenty of room to continue.
The team is restored. I’m making the Boldore swap and teaching Bulldoze now, then moving directly to the next match.
I’m picking up the tournament run, using short, guarded action scripts to keep the game moving. I’ll finish the recording checks alongside the next round’s preparation.
The first tournament round is won. I’m preparing a Sturdy/Bulldoze lead for Cal and restocking healing items before continuing the same chain.
The battle plan is ready. I also found missing lobby and title music cues in the previous recording; I’m correcting those while the preparation scripts run.
Boldore is ready and the team is fully healed. The drink machine route hit a blocked passage, so I’m checking the reachable machine before entering Cal’s round.
The previous recording’s cuts and joins have passed visual review, including the loss and the winning round. The corrected music export is being appended while the new shopping script buys Lemonades.
The shopping helper caught a missed menu step. I’m adding a visible cursor check before each purchase so it can finish reliably and move straight into the fight.
Shopping is complete. I’m returning to the arena now; Cal’s opening will be handled with Sturdy, Bulldoze, then Mienshao’s Fake Out and High Jump Kick.
The team is at the next arena entrance. Cal and Florinia are the remaining tournament opponents, and I’ll keep the chain continuous through both rounds.
The arena script is advancing the story scenes before Cal’s match. The battle helpers are ready to stop at each new opponent and run repeated safe turns in batches.
High Jump Kick missed after the opening worked, so Mienshao went down. I’m adjusting from the current battle state and playing out the attempt.
This attempt ended at Cal after the missed High Jump Kick. I’ll change that opening to use Brick Break followed by Arcanine’s Crunch, then restart from the pre-tournament save.
The game has restarted normally, and the pre-tournament save is intact. I’m starting the next attempt while the recording from the lost chain is edited.
I’m continuing from the saved checkpoint. I’ve changed the next Cal opener to use the reliable Brick Break combination, and I’ll keep fights moving with short, guarded action batches while finishing the recording edits.
The last Cal fight took about five and a half minutes of actual battle time. The loss came from High Jump Kick missing; the replacement opener uses moves with 100% accuracy. I’m starting the next full tournament attempt now.
The new attempt is underway. I’m also checking the previous recording’s cuts and music transitions during the scripted introductions, so that work doesn’t hold up playable turns.
The previous recording now includes the full Cal loss and recovery, with the idle menu waits removed. The game is still advancing through the tournament dialogue; the next fight will use the prepared action batches.
The first battle has started. Sylveon is changing the Inverse Field immediately, then attacking while the script watches for new foes and low HP.
Porygon2 and Ninetales are down. I’m checking each replacement and the terrain timer between batches; this fight’s Inverse Field makes those changes matter.
The first battle is progressing, though the field reversal cost Arcanine. Cal has used most of his team, and our remaining five are still available. I’m using guarded healing turns to get through the physical attackers.
The terrain timing needs a better guard: Sylveon was knocked out when the field reverted. I’m using the Inverse matchups for the remaining team and will improve the field check before the next attempt.
I’ll finish this battle, save at the next normal saveable state, and quit the game. Then I’ll stop and finalize the recording before handing the session back for your settings changes.
The battle is down to Cofagrigus. I’m finishing the remaining turns, then I’ll save and close the game before editing the recording.
Lumi and Eve won this attempt. I’m at the recovery scene now; I’ll save the resulting state and keep the full attempt in the journey video.
The game is saved and closed, and recording 150 has stopped cleanly. I’m removing idle waits, checking the edit joins and music, and updating the handoff.
The edit removes about 15 minutes of confirmed idle waits while preserving the turns, fainting, loss and recovery. I’m checking the music transitions and final video before publication.
The footage and music checks have passed. I’m appending recording 150 to the Gym 18 journey and saving the updated resume notes; gameplay will remain stopped.
Recording 150 is finalized in the Gym 18 journey, including the loss and recovery. The save, video and handoff checks passed. I’m pushing the notes now, then ending the session.
Lumi and Eve won this attempt. The game is saved and quit, recording 150 is edited and verified, and the handoff is pushed.
Session stopped—you can change your computer settings now.