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Old May 7th, 2013, 1:28:22 PM   #1
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Default Implementating all old gens in PS - Testers required!

Hello, dear RoA roamers!
We want all the old gens available in PS and working as perfectly as possible. Currently we have Gen 4 and Gen 1 beta ladders, as well as Gen 3 custom game available by challenge. My aim is to get all four past gens working properly on PS with an OU ladder asap, to have them before Gen 6 is released. I've started the Gen 2 development, and all gens can be played in my server. I need expert people like you to point out bug and wrong mechanics. So, well, I'd like to use this thread as some kind of old gens development hub.

Gen 1
Known bugs
  • When you use a partial trapping move at 0 PP on continued sequence, you are trapped in Struggle.
  • Partial trapping moves do not roll to max PP when used at 0 PP on a switch-in.
  • Transform moves should not cap at 5 PP, rather to have 5 PP and show real max PP.
  • When Rage misses, its accuracy becomes 1/256 for the rest of the match.
  • Bide only lasts for two turns instead of 2-3. durationCallback does not work properly.
  • Counter is not being carried through turns.
  • Substitute should take confusion self-hit damage.
  • Mirror move mechanics.
Not a bug
  • Almost all moves have a 1/256 chance to miss.
  • Exploding on a Substitute and making it faint does not faint user and removes the sprite.
  • Hyper Beam does not recharge upon faint.
Gen 2
Done
  • Basic learnsets.
  • No abilities.
  • No gen3+ items.
  • No gen3+ Pokémon.
  • Correct automatic IVs for Hidden Power, male and female, shiny Pokémon. If your Pokémon uses a Hidden Power, engine auto-sets IVs to best ones, that means only male unless it's female-only species and not shiny. Otherwise, it just limits IVs to 30 and chooses gender, shininess, and possible HP (mimic) upon the given IVs. Since DVs went from 0 to 15, IVs are only the even numbers from 0 to 30. This is also controlled, an IV of 29 will get changed to 28 and so on. If you wish for some reason for your Pokémon to be shiny or female (lol), you should set the correct IVs by yourself. Just check the correspondent DVs and multiply them by 2.
  • Event Snorlax with Lovely Kiss.
  • Explosion and Self-destruct end turn, same as gen 1 a faint ends the recurring damages including Curse.
  • Recurrent damage after the Pokémon moves, like in Gen 1.
  • Rest can be called by Sleep Talk.
  • Sleep mechanics.
  • Spikes only has one layer.
  • Explosion and Self-destruct halve defense (double power).
  • Belly Drum glitch.
  • Substitute doesn't block Mean Look/Spider Web.
  • Event Pokémon.
  • Toxic goes back to normal poison on switch out.
  • Encore lasts 2-5 turns.
  • Sleep Talk only using Sleep Talk PP.
  • Cap stats at 999 with exceptions. Marowak + Thick Club and Pikachu + Light Ball get their stats rolled over over 1024. Also metal powder Ditto rofl.
  • Spite reduces the foe's PP by 1-5 rather than 2-5.
To-do list
  • Gen 2 only items (like weird berries).
  • All negative priority is -1.
  • Roar and Whirlwind fail if they are not the last move.
  • Critical Hits weird working with stat boosts.
  • Make self confusing moves confuse but not give a message.
  • Powder Snow has a 9.8% chance of freezing the target rather than 10%.
Not a bug / not adding
  • Present weird mechanics, since that's fixed in Crystal.
Gen 3
Known bugs
Gen 4
Known bugs
  • When user switches out and is pursuited, game should report the switch-out try even if it faints. The switch will also stay, you shouldn't get another opportunity to choose.
  • When you are Choiced and Trick a Choice item, you must remain Choice-locked.
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Last edited by Joim; May 9th, 2013 at 3:31:19 PM.
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Old May 7th, 2013, 2:18:32 PM   #2
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wait, so gsc's basically done on your server (other than a few minor kinks)? that's really impressive. i think the only "big deal" left is sleep talk not only using its own pp, since that can be super annoying in pp stall scenarios, but it looks pretty good overall. if anyone would like to have a few games to test it out i'll be over on joim's server for the next half hour.
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Old May 7th, 2013, 3:14:50 PM   #3
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After a couple of battles, several Gen 2 small things fixed :) It still needs a lot of minor changes, I gotta review all mechanics to see that I've made them correct, hehe. Thanks for playing!
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Old May 7th, 2013, 4:55:25 PM   #4
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The GSC belly drum glitch comes to mind. If the user is at below 50%, belly drum works like swords dance.
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Old May 7th, 2013, 5:21:54 PM   #5
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The two weird ones about GSC just in case (didn't test to check sorry):

1) Critical hits: If your (S)Atk stat boost (+0, +1, +2 etc.) is equal or lower than the enemy (S)Def, both boosts are ignored on the damage calc, as well as screens and burn atk drop. If it's higher, none of those will be ignored.
Simple example: Cross Chop CH against a Reflect Starmie deals more damage if Machamp is at +0 than +1.

...


2) Substitute doesn't block Mean Look/Spider Web.
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Old May 8th, 2013, 2:33:42 AM   #6
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I added Belly Drum glitch and Substitute not blocking Mean Look and Spider Web, but I need a little of research on the stat boost thing :p
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Old May 8th, 2013, 3:00:41 AM   #7
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Quote:
Originally Posted by Fat Joim View Post
I added Belly Drum glitch and Substitute not blocking Mean Look and Spider Web, but I need a little of research on the stat boost thing :p
Pretty sure you won't find info for it anywhere near. I think it was Maguss who tested this on the actual cartridges when we were doing old gen research to implement on PO. I suppose the thread is still here if you search for Gen 2 tags.
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Old May 8th, 2013, 3:02:26 AM   #8
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I'd like to have the specifics since that's not a trivial change and rather important, thanks for sharing the information, though, let's see what I can find :) Also my gen 2 cartridge is 800km away from me so I should get a ROM or something to try to test it, heh
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Old May 8th, 2013, 7:48:48 AM   #9
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I did a fair bit of research into the NYPC moves for PO, it'd be at least worth stealing my sources

Edit: also collections of past gen info:
http://www.smogon.com/forums/showthread.php?t=65453
http://www.smogon.com/forums/showthread.php?t=85493
http://www.smogon.com/forums/showthread.php?t=85497

And is there much subgen support on PS? iirc the belly drum glitch only happened in Crystal not GS, and in GS it just KOs the user if at under 50%.

Also, where are you getting the base learnset data from? Veekun I hope?

Good to see someone's taking this on.
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Old May 8th, 2013, 8:07:06 AM   #10
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I used Veekun's DB to make the current learnset, I'm using the Bulbapedia NYPC event list to add all event Pokémon right now. I will probably dump the scripts I used in my GitHub, too.

I'm implementing basically Crystal mechanics, as in PS we prefer cartridges over Stadium and we don't have support for sub-gens (they could be added, but it's a lot of work for barely anyone to play them). iirc Gen 2 has been played with Crystal mechanics for long, just the decision.

Thanks for your research, it will be very helpful to finish gen 2 soon :)
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Old May 8th, 2013, 8:12:49 AM   #11
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http://www.upokecenter.com/games/gs/...p#criticalhits

Quote:
during a critical hit, if the attacker's Attack or Special Attack stat stage is equal to or less than the opposing Pokémon's Attack or Special Defense stat stage, changes to Attack, Defense, Special Attack, and Special Defense because of Reflect, Light Screen, badges, stat stages, and burns are ignored.
Quote:
Stat stage modifying attacks (see below) modify the appropriate stat (Attack or Defense).* (This calculation is done in advance rather than during damage calculation.)
If the attacker is burned, halve the Attack value.* (This calculation is done in advance rather than during damage calculation.)
If the attack is Selfdestruct or Explosion, divide the opposing Pokémon's Defense by 2.
If Reflect is in effect for the opposing Pokémon, double the Defense value.*
If Light Screen is in effect for the opposing Pokémon, double the Special Defense value.*
Quote:
* This effect is ignored if the attack does a critical hit and the attacker's Attack or Special Attack stat stage is less than or equal to the opposing Pokémon's Attack or Special Defense stat stage.
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Old May 8th, 2013, 8:15:03 AM   #12
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Good, Veekun is generally near-perfect for base learnset data (maybe perfect with the latest round of rips). I'd advise against entirely trusting bulba for NYPC, the open editing system is great for some things, but there are a number of hoax NYPC moves which may have been added to BP without adequate review.

Right about subgens. I'm fond of aiming for being able to simulate everything, but it's understandable that it'd be a low priority. Are there plans for gen 3/4 doubles?

And no problem, good luck with this project :)
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Old May 8th, 2013, 8:40:52 AM   #13
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Bulbapedia looks legit after a cross check, I will treat that information carefully, though.
I'd love to have Stadium gen 1 (but we all hate it! :P); GS, C, Stadium 2 Gen 2, etc., but it's low priority because it would appeal a very small number of players. I would like to do that in the future, though.

No idea on gen 3 / 4 doubles, but unless some mechanics need to change, creating such format is not difficult.

Thanks :>

Also, thanks Crystal_ for that information!
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Old May 8th, 2013, 12:02:58 PM   #14
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Needs moar auto-crit Persians!

Good work Joim! I'll be looking forward to testing some of this stuff soon! Or whenever OMPL is over, idk.
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Old May 8th, 2013, 3:59:08 PM   #15
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Here are all the gen 2 events :) My script added even the shiny mon events, but that's irrelevant. If you see something odd or lacking, post, please! Also the full learnsets here. If anyone wonders, the Dratini event with Extremespeed is that one you get in-game in Crystal if you answer all dragon den questions correctly.
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Old May 9th, 2013, 1:08:26 AM   #16
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Crystal_:

Both instances of "Attack or Special Defense" should read "Defense or Special Defense" instead.
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Old May 9th, 2013, 3:42:34 AM   #17
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In RBY, toxic poison should revert back to normal poison once the pokemon switches out. When I last played, it stayed as toxic poison. Not sure if this has been fixed or not.
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Old May 9th, 2013, 3:48:51 AM   #18
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Quote:
Originally Posted by Fat Dre89 View Post
In RBY, toxic poison should revert back to normal poison once the pokemon switches out. When I last played, it stayed as toxic poison. Not sure if this has been fixed or not.
Yes, that was fixed :)
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Old May 9th, 2013, 3:01:27 PM   #19
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Joim, this is a great idea. I'll help in anyway I can with the Gen 3 OU, if you need it. ^_^
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