Hello, RbyOU(beta) has several glitches with how wrap,clamp,fire spin, and bind are coded. Before anyone says wrap and its variants are "different" in gen1, I already know. What i'm referencing specifically are three different glitches about these moves, and i'll explain what's wrong about each of them. I'll use the term "wrap" below but it applies to all 4 of the trapping moves.
Glitch One: The First wrap in a sequence determines the damage of that sequence of wraps. This is despite if the opponent switches out It's quite difficult to explain but, and with wrap it isn't extremely noticeable, but let me show you what happens with this glitch.
Example: turn 1: Cloyster uses clamp on rhydon. Clamp has water typing so rhydon loses 55% of it's health let's just say that's 200 damage (idk the actual damage). Okay all is fine so far, but than (turn 2) he switches out to exeggutaur, egg gets clamped takes it's usual 8% damage(crit), but than the next turn (turn 3) THE CLAMP WILL DO THE 200 DAMAGE TO EGG A GRASS TYPE THAT IS SUPPOSE TO RESIST WATER MOVES. Now he could of switched to litterally any pokemon and it wouldn't matter because the clamp will keep doing 200 damage (except for the first turn on the switch).
Turns 1-3 show this enormous problem.
http://replay.pokemonshowdown.com/gen1oubeta-112846931
Note: at the end of turn 3 the clamp ended so the massive damage didn't continue, but it would have.
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Glitch Two: The last wrap in terms of PP is coded wrong if the opponent switches out. Now,
wrap has 32PP, and switching out is a viable way to deal with wrap abuse as each switch out will lower the wrappers PP by 1. However if you are not counting EXACTLY how many wraps they have left, than they will have an infinite number of wraps. If you make the mistake of
switching out when they have 1 PP left, it will "roll-over" and they will
reset to having 32pp again, even though they should of ran out of PP.
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Glitch Three: All of the trapping moves have an
equal chance of doing 2, 3, 4 and 5 turns of trapping. THIS IS WRONG, as in the game it is a 37.5% chance for 2 turns, 37.5% for 3 turns, and 12.5% for 4 and 5 turns. The way it is coded now gives a 25% chance for each of these options.
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Glitch Four: (unrelated to wrap) The move amnesia is supposed to work on Goldduck and Psyduck in gen1, yet i'm not allowed to give either of them this move on the simulator. (it's not the illegal move problem), it plain won't allow me to use it even if i add it on him.
*Will anything be done about any of this?
Also, i'm not sure if this belongs here, but gen1custom game is broken, as it allows abilities, and items ETC. That isn't gen1. (perhaps it's all custom games?)