Adrian (2026-10-31): HMs abilities stay open; the ones that get around
zone hazards get soft gates (materials or a high-level Pokemon, never
flags; gifted Pokemon and materials count the same); party passives from
shoulder Pokemon; Cobblebase skills and the Power Block move to soft
gates too.
- Gates: a zone gate passes at the top of the zone's band or while the
Pokemon holds the zone's material (or a harder zone's). Cobblebase
skills check the pastured Pokemon and tell the owner once what it needs.
- Progress record, guardian unlock messages, the Power Block placement
gate and /cobblesurvival progress removed; the Power Block's recipe
already needs Jungle redstone.
- HmsGate: switches off gated HMs auras (Flash, Dive, Mist, Rock Climb,
Magnet Rise, Lucky Chant, Lava Plume) whose Pokemon doesn't pass.
- ShoulderPassives: type-based effects from shoulder Pokemon, hazard
ones (warmth, frigidness, water breathing, night vision) gated.
- Self-tests for all of it; docs, balance table, Phase 5 checklist.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Adrian (2026-10-30): Cobblebase's skills stay in but gated behind
progression, power from an existing mod (Poke Power) also gated,
evolution stones as ores fine for now, balance fine and configurable.
Progression is the zones whose Alpha guardian a player helped beat
(Progress saved data; a guardian win records it and lists the unlocks).
The gate table is data (progression_gates/base.json): each of
Cobblebase's 44 skills needs a zone (or none), the Power Block needs the
Verdant Jungle. The companion mod wraps every Cobblebase skill executor
in a gate by reflection; a skill missing from the table stays off.
Operator command /cobblesurvival progress. Cobblebase's and Poke Power's
configs ship in the pack. Self-tests: gate coverage, a locked skill only
runs after its guardian, the Power Block waits for the Jungle guardian,
a guardian win counts as progress.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>