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I have a question. I can have roar on my volcanion for my monotype team, but I can't use it in a battle. Anyone know why? Here's its stats:

Volcanion @ Assault Vest
Ability: Water Absorb
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Steam Eruption
- Flamethrower
- Sludge Bomb
- Roar

It's just confusing because I can put roar on it and it says its valid for monotype but when I want to use it in battle the button is disabled.
 
I have a question. I can have roar on my volcanion for my monotype team, but I can't use it in a battle. Anyone know why? Here's its stats:

Volcanion @ Assault Vest
Ability: Water Absorb
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Steam Eruption
- Flamethrower
- Sludge Bomb
- Roar

It's just confusing because I can put roar on it and it says its valid for monotype but when I want to use it in battle the button is disabled.
You have an Assault Vest as an item, which means you can't use moves that arent attacks (like roar).
What is the websocket url that is used to connect to the server? I try https://github.com/Zarel/Pokemon-Showdown/blob/167dce1ca67a1530449c0c777df8a5312f65fe26/PROTOCOL.md but it doesn't work.
ws://SERVER:PORT/showdown/websocket
for the main server, its
ws://sim.smogon.com:8000/showdown/websocket
Mafia room bot's connection code for reference: https://github.com/HoeenCoder/Universal-Backup/blob/master/client.js#L80
 
Possibly the just got AC status and need to refresh on the server that they don't have it on. Other than that, it could be that the side server in question modified the code that sets the autoconfirmed flag, if its not the former ask the server's admins.


Its not exactly a simple answer, but in brief:
All formats exist in config/formats.js, youll need to create an entry for your format in there. Look at the other formats for reference. More complex formats may require a mod to be programmed to work. Check data/mods for examples of those.

Thank you very much!
 
Just out of curiosity, how is the teambuilder-tables.js file built? I want to try to get older versions of the file, unless there's some archive of older versions already out there. How can I build it myself?
 
Just out of curiosity, how is the teambuilder-tables.js file built? I want to try to get older versions of the file, unless there's some archive of older versions already out there. How can I build it myself?
It's built in the client itself through the command node build indexes or node build full. (terminal command, not a PS command). You need nodejs 10 or later, and git installed.
 
Are pointless items/abilities in Random Battles intentional? I just got a team with a Stunfisk with Limber and Cheri Berry even though it's Electric Type and cannot be paralyzed. If it was something like Rotom-Fan with Air Balloon I'd assume it was just for the memes, but the set it had was RestTalk so I'm just thinking it's possible at least the item was erroneous, mistaking Cheri for Chesto.
 
Why hasn't a "Suggest Draw" option been implemented in any way, shape or form? We don't even have a resonable auto-draw limit, and even if it was, the option to draw at will should exist. Games sometimes DO stalemate, and asking both players to sit through six hours until the auto-draw kicks even tough both know perfectly neither will be able to win, in is extremely unreasonable.
 
Why hasn't a "Suggest Draw" option been implemented in any way, shape or form? We don't even have a resonable auto-draw limit, and even if it was, the option to draw at will should exist. Games sometimes DO stalemate, and asking both players to sit through six hours until the auto-draw kicks even tough both know perfectly neither will be able to win, in is extremely unreasonable.

Well, it's not mandatory for an opponent to accept it; they could just reject and continue the battle stalling. So it proves inefficient.

Also I have read that Zarel considers "Suggest Draw" a bad game design, because then you acknowledge that people do not want to play your game, or something like this.
 
Why hasn't a "Suggest Draw" option been implemented in any way, shape or form? We don't even have a resonable auto-draw limit, and even if it was, the option to draw at will should exist. Games sometimes DO stalemate, and asking both players to sit through six hours until the auto-draw kicks even tough both know perfectly neither will be able to win, in is extremely unreasonable.
Is 1000 turns not a reasonable auto-draw limit? Or is that not implemented in all Showdown! battles?
 
Is 1000 turns not a reasonable auto-draw limit? Or is that not implemented in all Showdown! battles?
Not by a long shot. It takes more than an hour to reach that limit under normal circumstances, and the game may have stalemated long before. If you want a textbook example, say both players have a pair of Regenerator pokemon and neither has any way to trap them in place or deal enough damage to overpower the automatic healing. It is ridiculous to expect either player to wait until the forced draw to kick in for 700 turns.

At least, give both players a command to enable a draw, say a checkbox near the timer button, that if both have it activated at the same time the game automatically draws. That way if both players get bored all they have to do is press the button, and if someone refuses to draw, all he has to do is not press it.
 
Last edited:
It's built in the client itself through the command node build indexes or node build full. (terminal command, not a PS command). You need nodejs 10 or later, and git installed

Thanks for the answer, but I forgot to clarify something. Say I have this version of the Showdown Client right here: https://github.com/Zarel/Pokemon-Showdown-Client/tree/08bd977363175cb8ae434e8b2f0b6d240f7b193d
How was the teambuilder-tables.js file built in this version? Asking because I want to play around with earlier versions of SM and the teambuilder-tables.js file is the only thing stopping me.
 
Thanks for the answer, but I forgot to clarify something. Say I have this version of the Showdown Client right here: https://github.com/Zarel/Pokemon-Showdown-Client/tree/08bd977363175cb8ae434e8b2f0b6d240f7b193d
How was the teambuilder-tables.js file built in this version? Asking because I want to play around with earlier versions of SM and the teambuilder-tables.js file is the only thing stopping me.
Run this https://github.com/Zarel/Pokemon-Sh...434e8b2f0b6d240f7b193d/githooks/build-indexes
You will need a Pokemon-Showdown (server) repo in the client's data/ folder, cloned from git it appears.
 
Hey, I'm having trouble coding in a Room Intro for PS! I have the code all set out and it looks great on the Room Intro tool but then when it's applied to the room by an RO we get the same error "All images must have a width and height attribute." Does anyone know how to fix this? I'll post the Code below in a Pastebin for you to look at. Apparently, according to Spacebass its a really easy fix as the message has come up before but we can't remember how to fix it.

Code: https://pastebin.com/xRBdQyqB
Room Intro Tool: http://xfix.github.io/roomintro/
 
Hey, I'm having trouble coding in a Room Intro for PS! I have the code all set out and it looks great on the Room Intro tool but then when it's applied to the room by an RO we get the same error "All images must have a width and height attribute." Does anyone know how to fix this? I'll post the Code below in a Pastebin for you to look at. Apparently, according to Spacebass its a really easy fix as the message has come up before but we can't remember how to fix it.

Code: https://pastebin.com/xRBdQyqB
Room Intro Tool: http://xfix.github.io/roomintro/
You have width and height setup in the style attributes, you need to make them their own attributes. ex: <img src="url" style="other stuff" width="num" height="num"/>. Also on your image tag, you have an extra >
 
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okay i know i said i was done but im getting an error running it and i want to know how to fix it:
internal/modules/cjs/loader.js:651
throw err;
^

Error: Cannot find module 'C:\Users\ignat\Desktop\tthing\Pokemon-Showdown-Client-EarlySM\Pokemon-Showdown-Client-08bd977363175cb8ae434e8b2f0b6d240f7b193d\data\Pokemon-Showdown-778c62dfeeb3dbea33e24fcfdad5ce00278ac79f\data\githooks'
at Function.Module._resolveFilename (internal/modules/cjs/loader.js:649:15)
at Function.Module._load (internal/modules/cjs/loader.js:575:25)
at Function.Module.runMain (internal/modules/cjs/loader.js:862:12)
at internal/main/run_main_module.js:21:11

how do i fix this?
 
In this file, the numbers in the brackets refer to generations, right? What do all the letters after the numbers mean?
L = Level, E = Egg Move, V = Virtual Console, T = Tutor, M = (Technical) Machine (TM)
okay i know i said i was done but im getting an error running it and i want to know how to fix it:
internal/modules/cjs/loader.js:651
throw err;
^

Error: Cannot find module 'C:\Users\ignat\Desktop\tthing\Pokemon-Showdown-Client-EarlySM\Pokemon-Showdown-Client-08bd977363175cb8ae434e8b2f0b6d240f7b193d\data\Pokemon-Showdown-778c62dfeeb3dbea33e24fcfdad5ce00278ac79f\data\githooks'
at Function.Module._resolveFilename (internal/modules/cjs/loader.js:649:15)
at Function.Module._load (internal/modules/cjs/loader.js:575:25)
at Function.Module.runMain (internal/modules/cjs/loader.js:862:12)
at internal/main/run_main_module.js:21:11

how do i fix this?
Sent you a message so we stop flooding the thread.
 
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