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Gen 2 Gen 2 PS Development - Post bugs here

Discussion in 'Ruins of Alph' started by Joim, Dec 22, 2014.

  1. Royal Flush

    Royal Flush in brazil rain
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    If you are just referring that the incoming pokemon should receive the sapped HP, then this is wrong, the residual damage happens before the phaze.
    EDIT: nevermind you are right, the sapped HP should be on the incoming mon (the poison damage is intended though). It's indeed a bug.
    Last edited: Sep 2, 2016
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  2. Jorgen

    Jorgen World's Strongest Fairy
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    idk if this is where to post this sort of thing but self-KO clause needs to be implemented for GSC. Last-Poke booms shouldn't be winning games.
  3. Crystal_

    Crystal_
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    Minor and irrelevant bug, but Iron Tail, Rock Smash and Acid can lower defense after breaking the target's sub. Sergi and I tested Rock Smash breaking sub a total of 12 times in PS and got 0 defense drops.
  4. Crestfall

    Crestfall levitate, levitate, levitate, levitate
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    https://replay.pokemonshowdown.com/gen2ou-462321590
    Crunch is Dark (thus special) and drops SpD. and not Def.; but on turn 4 you can see the opposite happening. Apologies if I'm unfamiliar with the correct mechanics but I'm pretty sure PS has this wrong atm.

    Also apparently it happens in ADV as well?
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  5. Bughouse

    Bughouse Like ships in the night, you're passing me by
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    yes you're right crunch should drop spdef in gsc and adv
  6. M Dragon

    M Dragon The north wind
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    That is a tie, not a win (self ko clause is not used)
  7. Zarel

    Zarel Not a Yuyuko fan
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    Fixed
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  8. Jorgen

    Jorgen World's Strongest Fairy
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    Just to be clear, Crunch doesn't lower SpDef because it's a special move per se. For example, Shadow Ball is physical but actually has a 20% chance to lower SpDef in GSC.
  9. Bedschibaer

    Bedschibaer
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  10. Marty

    Marty Always more to find
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    Oh man, after looking at the code I can see why. Currently there's a 1/256 chance to get a successful Protect on the second use in Gen 2. And it's been like that since the day Gen 2 was implemented... JOIM PLEASE.

    Thanks for the effort and thanks for reporting, will fix ASAP!

    Edit: Fixed!
    Last edited: Nov 1, 2016
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  11. Mr.378

    Mr.378 Glass Soldier
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  12. Marty

    Marty Always more to find
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    If you take a look at my "Fixed!" link in the post above yours, you'll see that stalling moves in Gen 2 suffer from the same 1/256 problem that most moves in Gen 1 suffer from. You just got very unlucky.
  13. Mr.378

    Mr.378 Glass Soldier
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    How did I miss that? Thanks for the response though.
  14. Isa

    Isa CHINGUYA
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    Is this true to cartridge mechanics? I haven't heard about this nor seen it documented.

    ping Crystal_
  15. Xeze

    Xeze

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    From Bulbapedia:

    "Each time any of Protect, Detect, or Endure is successfully used without other moves used in between, the success rate will halve. In this generation, the success rate is implemented as a single byte over 256 which starts at the maximum of 255 and is floor-divided by 2 each time, effectively causing an extra 1/256 chance of failing on any use. This causes the success rate to drop to 0 on a ninth consecutive successful use."

    Another source here.
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  16. Crystal_

    Crystal_
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    pong.

    Actually, it's not true in Crystal. The random number is decremented before comparing it to protect's base accuracy. The random number can only be 0-254. Also subsequent odds are 128/255, 64/255 and so on.
    Source: https://github.com/pret/pokecrystal/blob/51bad5a/battle/effects/protect.asm#L54-L61

    If this is a Crystal only thing then we have a nice desync glitch over here.

    Edit: Same in Gold/Silver (see 0D:7744)
    Last edited: Dec 23, 2016
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  17. Marty

    Marty Always more to find
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    Damn, I got taken in by UPC again. I figured there was no way he'd write all that or even tell PO the same thing unless he researched it himself. :(

    Thanks Crystal_, fix coming soon.

    Edit: Fixed!
    Last edited: Dec 23, 2016
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  18. froggy25

    froggy25 Bye RNGmon
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    127/255, 63/255, 31/255, 15/255, 7/255, 3/255, 1/255, 0.

    PRN range [0;254]
    carry isn't set if a == b
    if PRN == 127, cp 127 won't set the carry
    So on second use, PRN must land in [0;126] so that cp 127 sets the carry
    This gives 127 successful outputs out of 255
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  19. choolio

    choolio ÖPÖOLOL

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    Currently all Hidden Power Types don't change the HP DV Value, which is kind of huge as most of them should have a lowered one, except for Bug, Ice, Steel and Dark (obviously).
    Here a replay of it not being only a display bug: http://replay.pokemonshowdown.com/smogtours-gen2ou-229151

    Another thing: Female Pokemon (except for the ones that only can be female like miltank, blissey, jynx, etc) should not have max ATK DVs. That's something that should be fixed too.
  20. Ortheore

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    Hi, it's impossible to use shiny pokemon with Hidden Power- they get converted back to a non-shiny and all their stats get reset to the max values for that hidden power

    and yes, I was genuinely meaning to use shinies in gsc, potentially with HP, I'm not just dicking around trying to mess with PS or anything

    also it seems all pokemon get converted to male (where possible) upon battle? That's not right, since it's actually plausible that a player would use a female pokemon to make the most of Attract. Granted it's a shitty tactic, but with most pokemon being male it's not unviable, especially if you're looking to pull off some bs PerishTrap cheese
  21. froggy25

    froggy25 Bye RNGmon
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    Shininess should restrict the available Hidden Powers, and the Attack DV should be lower on females. Being able of manually setting the DVs in Gen 2 would be nice in the end.
  22. Mr.E

    Mr.E im the best
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    I mean, shinies have shitty DVs and Attract is still bad because legendaries are genderless (nevermind Starmie and the occasional always-female mon, even assuming other special attackers are left as Male), but ideally mechanics are implemented with maximum accuracy just in case. Females with lower Attack stats is relevant.
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  23. sulcata

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    Yeah Hidden Power being fucked up is a major deal. It's a huge weakness when Pokemon like Raikou run HP Water or Exeggutor run HP Fire. Gender matters too, but it's less game-breaking.

    Allowing users to manually tweak DVs and showing them how gender, stats, and HP type changes would probably be the best solution. Hidden Power DVs are actually pretty restrictive for 70 BP; shiny DVs in general are also super specific. Gender is only determined by the Atk DV so that should be easy to fix. Gender would need data gathering as different gender ratios will change how the Atk DV effects gender.
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  24. choolio

    choolio ÖPÖOLOL

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  25. sulcata

    sulcata

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    I reported that back in May, but it doesn't seem like there are a lot of devs with time to work on gsc or something :[

    It's not just +6, it'll also fail if you're at the 999 cap. In-game simply says that it missed, regardless of if Lock On was used to prevent misses.

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