Bug Reports v2.0 (READ OP BEFORE POSTING!!)

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Outraged missed twice in a row and it's a 100% move.

I'm an idiot, sorry, I thought this was a glitch and now I realise my pokemon had hustle.

I think though it would be better to include the change in hit % on the move menu, if I'm using outrage and my pokemon has hustle, it shouldn't be listed as 100% chance to hit, because that's simply wrong.
 

michael

m as in mancy
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Outraged missed twice in a row and it's a 100% move.

I'm an idiot, sorry, I thought this was a glitch and now I realise my pokemon had hustle.

I think though it would be better to include the change in hit % on the move menu, if I'm using outrage and my pokemon has hustle, it shouldn't be listed as 100% chance to hit, because that's simply wrong.
It won't be changed as the in-game move info on the carts gives the accuracy as 100%, even if you have Hustle or No Guard. PS! strives to be as sim accurate as possible (apart from Sleep Clause) and so it'll keep the accuracies as they are :/
 

Bughouse

Like ships in the night, you're passing me by
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http://pokemonshowdown.com/replay/randombattle7539078

Go to turn 12. Golduck gets sent in, and Cloud Nine goes into effect. Turn 14, Paras makes Golduck faint and then doesn't faint to sandstorm damage. I'm assuming this is correct and that the weather damage/Cloud Nine dynamic is set at the start of every turn. But confirmation that is accurate is good.
 
***** won the battle!
Ladder updating...
xxxxxxx rating: 1455 → 1466
(+11 for losing)
****** rating: 1514 → 1582
(+68 for winning)
You must win a rated battle to register.

is there any bug, registering names?
i cant register, even in the battlewindow right after the battle.
and i tried 4 times.
 
Right, here's a pretty big, annoying bug that I found.

CherubAgent joined.
iDutch joined.
Format:
OU (current)
Rated battle
Evasion Abilities Clause: Evasion abilities are banned
CherubAgent's team:
Politoed / Keldeo-Resolute / Tornadus-Therian / Breloom / Jirachi / Mamoswine
iDutch's team:
Terrakion / Zapdos / Roserade / Landorus-Therian / Thundurus-Therian / Jirachi
Battle between CherubAgent and iDutch started!
CherubAgent sent out ChloeSullivan (Politoed)!
iDutch sent out Thundurus-Therian!
ChloeSullivan's Drizzle made it rain!

Turn 1
The foe's Thundurus-Therian used Focus Blast!
The attack of the foe's Thundurus-Therian missed!
ChloeSullivan used Hydro Pump!
The foe's Thundurus-Therian lost 100% of its health!
The foe's Thundurus-Therian fainted!
iDutch sent out Zapdos!
The foe's Zapdos is exerting its pressure!

Turn 2
iDutch called Zapdos back!
iDutch sent out Terrakion!
ChloeSullivan used Hydro Pump!
It's super effective! The foe's Terrakion hung on using its Focus Sash!
The foe's Terrakion lost 100% of its health!

Turn 3
The foe's Terrakion used Stealth Rock!
Pointed stones float in the air around your team!
ChloeSullivan used Hydro Pump!
It's super effective! The foe's Terrakion lost 0% of its health!
The foe's Terrakion fainted!
iDutch sent out Roserade!

Turn 4
The foe's Roserade used Sleep Powder!
ChloeSullivan fell asleep!
ChloeSullivan is fast asleep.


Turn 5
Battle timer is now ON: inactive players will automatically lose when time's up. (requested by CherubAgent)
CherubAgent called ChloeSullivan back!
CherubAgent sent out OliverQueen (Tornadus-Therian)!
Pointed stones dug into OliverQueen!
The foe's Roserade used Toxic Spikes!
Poison spikes were scattered all around the feet of your team!

Turn 6
You have 120 seconds to make your decision.
iDutch called Roserade back!
iDutch sent out Zapdos!
The foe's Zapdos is exerting its pressure!
OliverQueen used Hurricane!
It's not very effective... The foe's Zapdos lost 32% of its health!
OliverQueen lost some of its HP!
The foe's Zapdos restored HP using its Leftovers!

Turn 7
You have 120 seconds to make your decision.
iDutch has 90 seconds left.
CherubAgent called OliverQueen back!
CherubAgent sent out LanaLang (Mamoswine)!
Pointed stones dug into LanaLang!
LanaLang was poisoned!
The foe's Zapdos used Heat Wave!
It's super effective! LanaLang lost 28% of its health!
The foe's Zapdos restored HP using its Leftovers!
LanaLang was hurt by poison!

Turn 8
You have 120 seconds to make your decision.
LanaLang used Icicle Spear!
It's super effective! The foe's Zapdos lost 39% of its health!
It's super effective! The foe's Zapdos lost 39% of its health!
Hit 2 time(s)!
LanaLang lost some of its HP!
The foe's Zapdos used Substitute!
It was too weak to make a substitute!
The foe's Zapdos restored HP using its Leftovers!
LanaLang was hurt by poison!

Turn 9
You have 120 seconds to make your decision.
iDutch called Zapdos back!
iDutch sent out Jirachi!
LanaLang used Icicle Spear!
It's not very effective... The foe's Jirachi lost 9% of its health!
It's not very effective... The foe's Jirachi lost 10% of its health!
It's not very effective... The foe's Jirachi lost 8% of its health!
Hit 3 time(s)!
LanaLang lost some of its HP!
LanaLang was hurt by poison!

Turn 10
You have 120 seconds to make your decision.
iDutch has 90 seconds left.
The foe's Jirachi used Zen Headbutt!
LanaLang lost 2% of its health!
LanaLang fainted!
You have 120 seconds to make your decision.
CherubAgent sent out ClarkKent (Jirachi)!
Pointed stones dug into ClarkKent!

Turn 11
You have 120 seconds to make your decision.
iDutch has 90 seconds left.
iDutch called Jirachi back!
iDutch sent out Zapdos!
The foe's Zapdos is exerting its pressure!
ClarkKent used Stealth Rock!
Pointed stones float in the air around the foe's team!
The foe's Zapdos restored HP using its Leftovers!
ClarkKent restored HP using its Leftovers!

Turn 12
You have 120 seconds to make your decision.
The foe's Zapdos used Roost!
The foe's Zapdos regained health!
ClarkKent used Thunder!
It's not very effective... The foe's Zapdos lost 14% of its health!
The foe's Zapdos was paralyzed! It may be unable to move!
The foe's Zapdos restored HP using its Leftovers!

Turn 13
You have 120 seconds to make your decision.
ClarkKent used Thunder!
The foe's Zapdos lost 26% of its health!
The foe's Zapdos is paralyzed! It can't move!
The foe's Zapdos restored HP using its Leftovers!

Turn 14
You have 120 seconds to make your decision.
iDutch has 60 seconds left.
ClarkKent used Iron Head!
It's not very effective... The foe's Zapdos lost 15% of its health!
The foe's Zapdos flinched!
The foe's Zapdos restored HP using its Leftovers!

Turn 15
You have 120 seconds to make your decision.
iDutch has 60 seconds left.
iDutch called Zapdos back!
iDutch sent out Landorus-Therian!
Pointed stones dug into the foe's Landorus-Therian!
The foe's Landorus-Therian intimidates ClarkKent!
ClarkKent's Attack fell!
ClarkKent used Iron Head!
The foe's Landorus-Therian lost 23% of its health!

Turn 16
You have 120 seconds to make your decision.
CherubAgent called ClarkKent back!
CherubAgent sent out LexLuthor (Breloom)!
Pointed stones dug into LexLuthor!
LexLuthor was poisoned!
The foe's Landorus-Therian used Earthquake!
It's not very effective... LexLuthor lost 47% of its health!
LexLuthor was hurt by poison!

Turn 17
You have 120 seconds to make your decision.
The foe's Landorus-Therian used Earthquake!
It's not very effective... LexLuthor lost 34% of its health!
LexLuthor fainted!
You have 120 seconds to make your decision.
CherubAgent sent out OliverQueen (Tornadus-Therian)!
Pointed stones dug into OliverQueen!

Turn 18
You have 120 seconds to make your decision.
iDutch called Landorus-Therian back!
iDutch sent out Zapdos!
Pointed stones dug into the foe's Zapdos!
The foe's Zapdos is exerting its pressure!
OliverQueen used Hurricane!
It's not very effective... The foe's Zapdos lost 2% of its health!
OliverQueen lost some of its HP!
The foe's Zapdos fainted!
iDutch sent out Jirachi!
Pointed stones dug into the foe's Jirachi!

Turn 19
You have 120 seconds to make your decision.
iDutch has 40 seconds left.
iDutch has 30 seconds left.
iDutch has 20 seconds left.
CherubAgent called OliverQueen back!
CherubAgent sent out ClarkKent (Jirachi)!
Pointed stones dug into ClarkKent!
The foe's Jirachi used Iron Head!
It's not very effective... ClarkKent lost 17% of its health!
ClarkKent restored HP using its Leftovers!

Turn 20
You have 120 seconds to make your decision.
iDutch called Jirachi back!
iDutch sent out Landorus-Therian!
Pointed stones dug into the foe's Landorus-Therian!
The foe's Landorus-Therian intimidates ClarkKent!
ClarkKent's Attack fell!
CherubAgent called ClarkKent back!
CherubAgent sent out LoisLane (Keldeo-Resolute)!
Pointed stones dug into LoisLane!
LoisLane was poisoned!
LoisLane was hurt by poison!

Turn 21
You have 120 seconds to make your decision.
LoisLane used Surf!
It's super effective! The foe's Landorus-Therian lost 52% of its health!
The foe's Landorus-Therian fainted!
LoisLane was hurt by poison!
iDutch sent out Roserade!
Pointed stones dug into the foe's Roserade!

Turn 22
You have 120 seconds to make your decision.
CherubAgent called LoisLane back!
CherubAgent sent out ClarkKent (Jirachi)!
Pointed stones dug into ClarkKent!
The foe's Roserade used Sleep Powder!
ClarkKent fell asleep!
ClarkKent restored HP using its Leftovers!


Turn 23
You have 120 seconds to make your decision.
CherubAgent: what the fuck
CherubAgent: you slept politoed too
CherubAgent: where's sleep clause
CherubAgent has 90 seconds left.
iDutch called Roserade back!
iDutch sent out Jirachi!
Pointed stones dug into the foe's Jirachi!
ClarkKent is fast asleep.
ClarkKent restored HP using its Leftovers!

Turn 24
You have 120 seconds to make your decision.
iDutch has 20 seconds left.
The foe's Jirachi used Trick!
The foe's Jirachi switched items with ClarkKent!
ClarkKent obtained one Choice Scarf!
The foe's Jirachi obtained one Leftovers!
ClarkKent woke up!
ClarkKent used Thunder!
The foe's Jirachi lost 26% of its health!
The foe's Jirachi restored HP using its Leftovers!

Turn 25
You have 120 seconds to make your decision.
ClarkKent used Thunder!
The foe's Jirachi lost 27% of its health!
The foe's Jirachi used Body Slam!
It's not very effective... ClarkKent lost 11% of its health!
ClarkKent was paralyzed! It may be unable to move!
The foe's Jirachi restored HP using its Leftovers!

Turn 26
You have 120 seconds to make your decision.
iDutch has 20 seconds left.
The foe's Jirachi used Iron Head!
It's not very effective... ClarkKent lost 17% of its health!
ClarkKent used Thunder!
The foe's Jirachi lost 20% of its health!
The foe's Jirachi fainted!
iDutch has 20 seconds left.
iDutch has 10 seconds left.
iDutch sent out Roserade!
Pointed stones dug into the foe's Roserade!

Turn 27
You have 120 seconds to make your decision.
The foe's Roserade used Hidden Power!
It's not very effective... ClarkKent lost 9% of its health!
The foe's Roserade lost some of its HP!
ClarkKent used Thunder!
It's not very effective... The foe's Roserade lost 18% of its health!
The foe's Roserade was paralyzed! It may be unable to move!

Turn 28
You have 120 seconds to make your decision.
iDutch has 10 seconds left.
iDutch lost because of their inactivity.
CherubAgent won the battle!
Ladder updating...
CherubAgent's rating: 1990 → 1992
(+2 for winning)
iDutch's rating: 1623 → 1621
(-2 for losing)
This guy slept both my Politoed and my Jirachi. Politoed was slept first, and never woke up since I didn't use him any more. But he also managed to sleep Jirachi while Politoed was also still asleep, thus violating Sleep Clause. As far as I'm aware this has only been tested in Ubers and not in OU. Can someone please explain this? As you can see, Politoed was sept on turn 4, and on turn 28 Jirachi was also slept.
 

Arcticblast

Trans rights are human rights
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Turn 34
weesnob called Keldeo-Resolute back!
weesnob sent out Skarmory!
Pointed stones dug into Skarmory!
Skarmory fainted!
The foe's Mienshao used Hi Jump Kick!
But there was no target...

The sandstorm rages.
The foe's Mienshao is buffeted by the sandstorm!
Arcticblast: ...huh
weesnob sent out Amoonguss!
Pointed stones dug into Amoonguss!

Turn 35
The foe's Mienshao used Hi Jump Kick!
The attack of the foe's Mienshao missed!
The foe's Mienshao lost 50% of its health!

Amoonguss used Spore!
The foe's Mienshao fell asleep!
The sandstorm rages.
The foe's Mienshao is buffeted by the sandstorm!
Amoonguss is buffeted by the sandstorm!
Amoonguss restored HP using its Black Sludge!

Hi Jump Kick did not do recoil when the opponent died from Stealth Rock. Forgive me if this is the way it works, but I really don't think it is...
 

Darkmalice

Level 3
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In doubles, as you know, spread attacks have their power reduced to 75%. However, if a spread attack is used against a single opponent, it should return to 100% damage. They deal 75% even if used against one opposing Pokemon if they would target your ally, as in the case of Earthquake. In this replay, turn 15, Earthquake deals the same amount of damage to Heracross as in subsequent turns, when in reality, the damage output should have been different. Moves like Earthquake and Surf need to be recoded so they deal 100% against a single opponent; you may also want to check if Icy Wind and Rock Slide have the same coding error.

Here are the relevant parts of the replay:
Turn 15
Pocket: fuck heracross
Pocket: you slow shit
[DEBUG] doubling secondary chance.
The foe's Shaymin-Sky used Air Slash!
The attack of the foe's Shaymin-Sky missed!
The foe's Landorus-Therian used Earthquake!
[DEBUG] natural immunity.
It doesn't affect the foe's Shaymin-Sky...
It's not very effective... Heracross lost 26% of its health!
Heracross used Megahorn!
The foe's Shaymin-Sky lost 23% of its health!
The foe's Shaymin-Sky fainted!
Turn 16
The foe's Landorus-Therian used Rock Slide!
Heracross lost 24% of its health!
Heracross flinched!
[DEBUG] p1: Heracross move interrupted; movedThisTurn: false.
Turn 17
The foe's Landorus-Therian used Earthquake!
It's not very effective... Heracross lost 25% of its health!
Heracross used Megahorn!
It's not very effective... The foe's Landorus-Therian lost 23% of its health!
Turn 18
The foe's Landorus-Therian used Earthquake!
It's not very effective... Heracross lost 24% of its health!
Heracross used Megahorn!
It's not very effective... The foe's Landorus-Therian lost 22% of its health!
Turn 19
The foe's Landorus-Therian used Earthquake!
It's not very effective... Heracross lost 1% of its health!
Heracross fainted!
hexasexual won the battle!
Pocket: gg ;-;
 
So, I used Hi Jump Kick on a Reuinclus, last turn of the battle, choice-locked, definitely (well, probably) would have lost. But, the weird think is: I took the damage. I didn't miss, no Protect, no nothing.

"RIHANNA used Hi Jump Kick!
It's not very effective... RIHANNA lost 32% of its health!"

(RIHANNA = my Medicham)



replay: http://pokemonshowdown.com/replay/oucurrent7638119
 
The current rating system either has a faulty equation or is bugged. I am currently a ~1100 player, I admit I'm not very good but I've played chess for years, I'm very familiar with how the ELO system works and even adaptations to the ELO system.

Upon beating a 1400 player, I was rewarded 12 points. I was honestly fine with this since flukes do happened, I was however dumbfounded by the +38 this 1400 received for losing to me, and by forfeit since the game was lost on their end.

This isn't the only discrepancy I've seen either. I am repeatedly matched up against 1400+ despite my very negative record against people at 1200 and less. Now I'm guessing it matches you with anybody within a few hundred range and maybe even just go to the quickest match rather than wait for someone at my level but you really should prioritize rating over time or at least give us the option to either get a quick match against anybody within a certain range or wait until we can play someone very close to our rating (give or take 100). Those I actually beat from time to time. This has been ridiculous enough that I've seen 800-900's vs 1400's, how is that fair? Sad part is these 1400's get huge plusses somtimes even when they defeat someone as low as 1000.

I'm obviously aware that balancing pokemon abilities and such is a much higher priority than the ranking system but what purpose is there to play when you only get to play people way above your level? We should play with people at and slightly above our level. At the most, I would say 250 away. If you win a few on people 250 way, then you can start diffing a few hundred up but if someone is constantly losing to people 200+ above them, their rating should drop (mine rarely does) and have them play people much closer to and even below their level. Thankfully, I play more for fun than a rating but seeing as how this must be a bug or logic error, I've reported it to this thread.

Thanks for reading and the project itself is incredible, I will follow it for a long time.
 

Joim

Pixels matter
is a Site Content Manager Alumnusis a Battle Simulator Admin Alumnusis a Programmer Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis an Administrator Alumnus
The current rating system either has a faulty equation or is bugged. I am currently a ~1100 player, I admit I'm not very good but I've played chess for years, I'm very familiar with how the ELO system works and even adaptations to the ELO system.

Upon beating a 1400 player, I was rewarded 12 points. I was honestly fine with this since flukes do happened, I was however dumbfounded by the +38 this 1400 received for losing to me, and by forfeit since the game was lost on their end.

This isn't the only discrepancy I've seen either. I am repeatedly matched up against 1400+ despite my very negative record against people at 1200 and less. Now I'm guessing it matches you with anybody within a few hundred range and maybe even just go to the quickest match rather than wait for someone at my level but you really should prioritize rating over time or at least give us the option to either get a quick match against anybody within a certain range or wait until we can play someone very close to our rating (give or take 100). Those I actually beat from time to time. This has been ridiculous enough that I've seen 800-900's vs 1400's, how is that fair? Sad part is these 1400's get huge plusses somtimes even when they defeat someone as low as 1000.

I'm obviously aware that balancing pokemon abilities and such is a much higher priority than the ranking system but what purpose is there to play when you only get to play people way above your level? We should play with people at and slightly above our level. At the most, I would say 250 away. If you win a few on people 250 way, then you can start diffing a few hundred up but if someone is constantly losing to people 200+ above them, their rating should drop (mine rarely does) and have them play people much closer to and even below their level. Thankfully, I play more for fun than a rating but seeing as how this must be a bug or logic error, I've reported it to this thread.

Thanks for reading and the project itself is incredible, I will follow it for a long time.
As you can read here, these users were probably affected by decay. There's few people in the lower 1000-1400 ranks, so the battle finder will match you up the closest rank possible as fast as possible rather than waiting for a closer match-up.
 

Zarel

Not a Yuyuko fan
is a Site Content Manageris a Battle Simulator Administratoris a Programmeris a Pokemon Researcheris an Administrator
Creator of PS
PS uses Glicko2, not Elo, for ranking, so that's what's causing your discrepancies. As for matchups, the reason the numbers are so different is because you have two ratings. Your official rating is called the ACRE, and it gives you bonuses if you play more and penalties if you play less. But matchmaking is done with the Glicko2 R rating, which is purely an estimate of how good you are.

So if you're in the 1100 range and you get matched up with someone in the 1400 range. That probably means you're around as good, but that person has a higher rating because he's played more games than you have.
 
Username Glitch

My username (Lestipal) was reset to a guest username after I force closed my browser. Now every time I visit Pokemon Showdown a message appears telling me the username "Lestipal" is already taken. Please help!
 
I've found a pretty abusable glitch in the Smogon Doubles format

When I use Shadow Tag Gothielle, it allows me to change my other pokemon which iirc I'm not supposed to be able to do. IE I have Volcarona and Gothielle out, it allows me to change VOlcarona enen though shadow tag should keep it in
 

Marty

Always more to find
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Research Leader
Turn 34
weesnob called Keldeo-Resolute back!
weesnob sent out Skarmory!
Pointed stones dug into Skarmory!
Skarmory fainted!
The foe's Mienshao used Hi Jump Kick!
But there was no target...

The sandstorm rages.
The foe's Mienshao is buffeted by the sandstorm!
Arcticblast: ...huh
weesnob sent out Amoonguss!
Pointed stones dug into Amoonguss!

Turn 35
The foe's Mienshao used Hi Jump Kick!
The attack of the foe's Mienshao missed!
The foe's Mienshao lost 50% of its health!

Amoonguss used Spore!
The foe's Mienshao fell asleep!
The sandstorm rages.
The foe's Mienshao is buffeted by the sandstorm!
Amoonguss is buffeted by the sandstorm!
Amoonguss restored HP using its Black Sludge!

Hi Jump Kick did not do recoil when the opponent died from Stealth Rock. Forgive me if this is the way it works, but I really don't think it is...
This isn't a bug, if (Hi) Jump Kick fails because it has no target to hit, it won't give any crash damage.

I've found a pretty abusable glitch in the Smogon Doubles format

When I use Shadow Tag Gothielle, it allows me to change my other pokemon which iirc I'm not supposed to be able to do. IE I have Volcarona and Gothielle out, it allows me to change VOlcarona enen though shadow tag should keep it in
Shadow Tag only affects foes adjacent to the user, not your allies.
 
Mold Breaker and its variants are supposed to ignore Unaware (according the B/W research thread), but it doesn't seem to. This is a log from a balanced hackmons match:

bobbyfshr joined.
Wulpp joined.
Format:
Balanced Hackmons
Rated battle
OHKO Clause: OHKO moves are banned
Battle between bobbyfshr and Wulpp started!
bobbyfshr sent out NOODLES :D (Deoxys-Speed)!
Wulpp sent out BEST (Chansey)!
The foe's BEST transformed into Deoxys-Speed!

*snip*

Turn 42

bobbyfshr: ow.
Wulpp: In a way I hope mewtwo does go down
Arceus used Baton Pass!
bobbyfshr called Arceus back!
bobbyfshr sent out Kyurem-White!
Kyurem-White is radiating a bursting aura!
The foe's NAME is loafing around!
Turn 43

Wulpp: '
bobbyfshr: teravolt on white
Wulpp: D
Kyurem-White used Dragon Pulse!
The foe's NAME lost 100% of its health!
The foe's NAME's Air Balloon popped!
The foe's NAME fainted!
bobbyfshr: ftw
Wulpp sent out NAME (Giratina)!
Turn 44

Kyurem-White used Dragon Pulse!
It's super effective! The foe's NAME lost 61% of its health!
The foe's NAME used Heart Swap!
The foe's NAME restored HP using its Leftovers!



+6 252+ SpA Kyurem-W Dragon Pulse vs. 252 HP / 252 SpD Giratina: 822-968 (163.09 - 192.06%) -- guaranteed OHKO

The Kyruem-W was at +6 SpA (passed from the Arceus), and using Dragon Pulse on a Giratina with no Defensive boosts. Calcs for unboosted Dragon Pulse match up with what happened though.

Link to the room is http://play.pokemonshowdown.com/battle-balancedhackmons7748870, but I suspect it won't last very long.
 

MJB

Sup Peeps
is a Battle Simulator Admin Alumnus
Mold Breaker and its variants are supposed to ignore Unaware (according the B/W research thread), but it doesn't seem to. This is a log from a balanced hackmons match:

bobbyfshr joined.
Wulpp joined.
Format:
Balanced Hackmons
Rated battle
OHKO Clause: OHKO moves are banned
Battle between bobbyfshr and Wulpp started!
bobbyfshr sent out NOODLES :D (Deoxys-Speed)!
Wulpp sent out BEST (Chansey)!
The foe's BEST transformed into Deoxys-Speed!

*snip*

Turn 42

bobbyfshr: ow.
Wulpp: In a way I hope mewtwo does go down
Arceus used Baton Pass!
bobbyfshr called Arceus back!
bobbyfshr sent out Kyurem-White!
Kyurem-White is radiating a bursting aura!
The foe's NAME is loafing around!
Turn 43

Wulpp: '
bobbyfshr: teravolt on white
Wulpp: D
Kyurem-White used Dragon Pulse!
The foe's NAME lost 100% of its health!
The foe's NAME's Air Balloon popped!
The foe's NAME fainted!
bobbyfshr: ftw
Wulpp sent out NAME (Giratina)!
Turn 44

Kyurem-White used Dragon Pulse!
It's super effective! The foe's NAME lost 61% of its health!
The foe's NAME used Heart Swap!
The foe's NAME restored HP using its Leftovers!



+6 252+ SpA Kyurem-W Dragon Pulse vs. 252 HP / 252 SpD Giratina: 822-968 (163.09 - 192.06%) -- guaranteed OHKO

The Kyruem-W was at +6 SpA (passed from the Arceus), and using Dragon Pulse on a Giratina with no Defensive boosts. Calcs for unboosted Dragon Pulse match up with what happened though.

Link to the room is http://play.pokemonshowdown.com/battle-balancedhackmons7748870, but I suspect it won't last very long.
Mold breaker has quite a few bugs attached to it. This is one of them, unfortunatly it seems to be pretty difficult to fix, but we are aware of the issua
 
I'm not sure if this has already been posted on this thread, but PS! seems to have 2 similar bugs which are not listed in the KNOWN BUGS section.

1. In the real games, the faster pokémon is always sent first, but, in PS!, the pokémon seem to be sent in random order.
trainer A sent Latios!
trainer B sent Tyranitar!

Start of turn 1!
Tyranitar used Crunch!
Latios Fainted!


2. Also in the real games, faster pokémon have effects such as Leftovers recovery, Poison Damage, Sandstorm damage, etc, affecting them first. And as well in PS!, they are being affected in random order.
 

Zarel

Not a Yuyuko fan
is a Site Content Manageris a Battle Simulator Administratoris a Programmeris a Pokemon Researcheris an Administrator
Creator of PS
I'm not sure if this has already been posted on this thread, but PS! seems to have 2 similar bugs which are not listed in the KNOWN BUGS section.

1. In the real games, the faster pokémon is always sent first, but, in PS!, the pokémon seem to be sent in random order.
trainer A sent Latios!
trainer B sent Tyranitar!

Start of turn 1!
Tyranitar used Crunch!
Latios Fainted!
No it's not.

For instance, everyone who's ever played the games even once knows that "A wild <enemy blah> appears!" happens before "Go! <my blah>!"

In other words, in singleplayer, you always go now. In link battles, I've heard that it's something like whoever selects team preview first, but the point is, it has nothing to do with Speed, either. On the other hand, abilities activate in order of Speed, and that is implemented correctly in PS.

2. Also in the real games, faster pokémon have effects such as Leftovers recovery, Poison Damage, Sandstorm damage, etc, affecting them first. And as well in PS!, they are being affected in random order.
Do you have a battle log that shows this? I'm pretty sure end-of-turn effects already happen in Speed order. This was a bug that was fixed around a month ago.
 
This is a bug with the "cancel" button in-battle. I unfortunately don't have a log, but I will explain what happened. (As you will see, a log would,'t be very helpful here anyway.)

My ferrothorn was up against the opponent's gengar. I selected leech seed. However, a few moments later, I changed my mind. I clicked the cancel button, and pressed the button to switch into my Jirachi. However, a split-second after I pressed the button to switch, the match proceeded with me using leech seed.

That's fine. It seems like it was a lag issue, which was not my complaint.

After that turn, the buttons reappeared and I used protect. However, several seconds later the game proceeded with a switch into Jirachi.

What I take from this is that my message to use leech seed was sent to the server, but the return message (i.e. the move's execution) had not arrived due to lag during one of the transfers, and therefore I was allowed to cancel my move and select a switch to Jirachi. By the time this message reached the server, however, the turn with Leech Seed had already been executed, and the switch to Jirachi was therefore interpreted as a selection for the next turn. The rest is history.

Now, I'm not all too familiar with the capabilities of JavaScript as compared to other languages, but might it be possible for the messages to the server to contain a turn number? If this was put in place, then upon receiving the late message to switch to Jirachi, the server could simply note that the corresponding turn had already passed, and discard the message. This would allow the user to select another move without being hindered by the glitch.
 
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