Bug Reports v3 [READ ORIGINAL POST before posting]

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https://replay.pokemonshowdown.com/gen8battlestadiumdoubles-1015326040

Dragon Darts isn't coded correctly in Showdown. In game, the text for the move reads,

The user attacks twice using Dreepy. If there are two targets, this move hits each target once.
However, in Showdown it reads, "Singles: Hits twice. Doubles: Hits each once."
In this replay, it is the end of a doubles battle and just my Dragapult and their Arcanine are left, but when I used dragon darts, it only hit one time. However, since there is only one Target, it should hit twice even though it is a double battle.
 
Hello, i've never done bug report so far so sorry if i'm doing it wrong.

I think life orb's interaction with dynamax on cartridge doesn't match showdown's mecanics. On showdown, you lose your usual 10% hp of the whole total of your new hp once dinymaxed ( do you need a replay of it ? ) , but on cartridge i've seen it being less, 5% or maybe 10% of the original hp of the poke.

i've seen it on a youtube video but i think it's pretty revelant

As you can see, the gengar lose 13 hp ( 112 to 99 ) while having a total of 270 hp after dynamax. 13 might be 13.5 so 10 % of the original 135 hp.

Also, i dunno if it's revelant, but he says in the video ( in french if you can understand it ) that he did max his dynamax level of his mon. ( maybe only revelant if the hp is calculated on the total hp after dynamax but i doubt it )

again sorry if this as already been discuted of if it's intented, i've searched about it but didnt find ^^
 
No reply or screenshot, but ran into an issue when Dynamaxing a choice-locked mon that had been disabled.

Was locked playing with Rotom-W, choice locked into hydro pump, which got disbaled by Corsola's ability. The only option left was struggle as it should be, but clicking Dynamaxing led to only the water type Dynamax move being displayed, there wasn't any other moves to click.
 
I don't have a screenshot, but clefable's ability unaware is marked as unreleased. It is possible to get unaware clefable through a raid battle in-game.
Actually for whatever reason, Clefable is among the few normal species in the game that don't appear in raid battles. (The other major offenders includes Seaking, Noctowl, and Liepard) So no it's not possible.
 
I don't have a screenshot, but clefable's ability unaware is marked as unreleased. It is possible to get unaware clefable through a raid battle in-game.
Actually for whatever reason, Clefable is among the few normal species in the game that don't appear in raid battles. (The other major offenders includes Seaking, Noctowl, and Liepard) So no it's not possible.
It isn't that there are no Clefable raids. Rather, there are no Clefable raids that give you its hidden ability.

You can find more information in this post, as well as some of the posts after it.
 
I was in a battle and it was seemingly going either way till the point where my opponents gyrados activated my coalossal’s ability. I was able to survive the hit since I dynamaxed that very turn, then proceeded to knock out the gyrados with a G-Max Volcalith that had stone edge as its base. The opponet sent out their bisharp to finish off the weakened pokemon with a sucker punch that was heavily suggested. I unsure of how much the sucker punch may do went for the other G-Max Volcalith instead. This gmax used stealth rocks as it’s base and I thought that wasn’t very strange since I wasn’t familiar with dynamaxing. So the opponent goes for sucker punch and I go for gmax stealth rocks in which I do a little over 3 damage and sucker punch fails. The next turn comes and the game shows that I’ve already chosen my moves even though i haven’t tapped anything, and once i look into the battle log it says that the battle has crashed.
 

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Bug with vgc 2017, says the pokemon arent available in gen 8 even though it is a gen 7 format. Makes us unable to play the old formats with old mons not in gen 8
 
Introduction
This thread is specifically for reporting Pokémon Showdown bugs with battle mechanics or chat commands.

If you have a different issue, there is probably another thread somewhere related to that topic:
Want to ask a question and not report a bug? Use the Simple Question Simple Answer thread.
Having trouble connecting to the main server? Use the Technical Support thread.
Want to request a feature? Use the Suggestions thread.
If your bug is about the Damage Calculator, it has its own dedicated thread.
If your issue is with the current-gen sprites, check the Model Fixing thread.
Got a really terrible Random Battle set? Report it in the Singles or Doubles thread.

In all cases, be sure to read the first post of the thread you're posting in!

Rules
Before reporting a bug,
  • Check the lists of Not Bugs and Known Bugs below.
  • Look up the relevant Pokemon/moves/Abilities/items on the PSdex and the first post of the Smogon Research thread. If neither source explains the behaviour you saw, consider asking about it in the Help room. If no one there can explain it, feel free to post the bug here.
  • Make sure your opponent's Pokemon isn't Zorua or Zoroark.
  • Depending on the situation, save a replay (the View attachment 115618button, or alternately the "/savereplay" command) or take a screenshot to include in your post.
  • Make sure no one has reported this bug on, say, the last page or two of the thread. No one expects you to go through the whole thread, but it's kind of ridiculous when three posts in a row report the same problem.
  • Make sure this bug exists on the official server, with no custom styles enabled.
If you are posting a large screenshot, please put HIDE tags around it. [HIDE]a screenshot[/HIDE]


Known Mechanics Bugs

NOT BUGS

- Air Lock and Cloud Nine do not actually end weather or prevent weather from beginning, just stop its effects while the Pokemon is active.
- Hypnosis, Sand Attack, Glare, Eerie Impulse, and Gastro Acid can hit Dark, Flying, Ghost, Ground, and Steel types, respectively. The only Status move that checks type immunity is Thunder Wave.
- Sheer Force prevents the user's Life Orb recoil and Shell Bell recovery, as well as the target's Color Change, Emergency Exit, Pickpocket, Wimp Out, Red Card, Eject Button, Kee Berry, and Maranga Berry from activating only when using moves that have a secondary effect removed by Sheer Force.
- Speed Boost does not activate on the turn you switch in: yes, this is different from most other abilities/items that activate at the end of a turn.
- If Fake Out didn't cause a flinch, your opponent probably had Shield Dust or Inner Focus, or your Pokemon had Sheer Force.
- Wish doesn't take effect if the Pokemon in its place faints the turn it would've healed it.
- Wonder Guard is not an immunity: Shedinja is not immune to Ground: it takes damage from Spikes. Shedinja is not immune to Poison: it is still affected by Toxic
- That Pokemon taking incorrect hazard damage is probably a Zoroark (which is a Dark, not a Bug, lolololol)
- Payback boosts damage for moving second, whether or not damage was taken. Also, since Gen 5, its power is not doubled if the opponent switches.
- Pursuit will deal double damage immediately before any switch-out, as long as Pursuit has not been used at regular priority yet. This includes U-turn and Volt Switch, but not Baton Pass.
- Sucker Punch fails if the target uses a faster priority move.
- Illusion, Air Balloon, Destiny Bond, Wonder Guard, etc only take effect if the damage was from a move, not an indirect effect such as entry hazards, Poison damage, etc.
- Destiny Bond lasts until the move user makes another move (or would've made another move, if not for confusion or Truant or a similar effect).
- Focus Sash and Sturdy affect all move damage (including static damage moves like Final Gambit, Seismic Toss, SonicBoom, and Counter).
- Outrage/Thrash/Petal Dance can be stopped during effect and not cause confusion if Protect/Detect is used on the second turn of a three-turn duration.
- If the user faints from Iron Barbs/Rough Skin/Rocky Helmet damage, Rapid Spin does not remove hazards, and Knock Off does not remove the target's item.
- Since Gen 5, a Flying-type Pokemon holding Iron Ball takes neutral damage from Ground-type moves regardless of its other type(s), unless another effect is also grounding it.
- Roost removes the user's Flying type for the rest of the turn only if the user was successfully healed.
- A status condition remains on a Pokemon even if it later gains a typing that makes it immune to that status condition.
- Doom Desire/Future Sight do not get boosts from the user's item or Ability if the user is not active when the move hits.

ALSO NOT BUGS (XY Mechanics)
- Arceus is affected by Trick or Treat and Forest's Curse.
- The turn a Pokemon Mega Evolves, its place in turn order is decided before Mega Evolution actually happens. Thus, Mega Banette's Prankster will only be effective after the first turn, while a Chlorophyll Venusaur will still be likely to move first under sun the turn it Mega Evolves. This idea also applies to previous gens: e.g. in Doubles, if a Pokemon is paralyzed by a foe, its turn order won't be affected that turn.
- Ghosts cannot be trapped by any means.
- When used by a Poison type, Toxic has a No Guard-like effect, never missing even during semi-invulnerable turns.
- Powder moves, as well as the Effect Spore Ability, don't affect Pokemon with the Grass type, the Overcoat Ability, or Safety Googles.
- Sound moves, as well as the Infiltrator Ability, bypass substitutes.

EVEN MORE NOT BUGS (SM Mechanics)
- Dark types are immune to Status moves used by opposing Pokemon with Prankster.
- Unlike Gen 6, turn order is now decided after Mega Evolution, so, for example, Mega Pinsir will act on its 105 base Speed the turn it Mega Evolves rather than the turns after.
- Terrains only benefit grounded Pokemon. For example, Celesteela would still be hit by priority moves under the effects of Psychic Terrain.

There are three types of damage: Move damage, residual damage, and direct damage.

Most abilities, moves, and items that affect damage will only affect one type of damage: either move damage or residual damage. There are zero effects that apply to direct damage. The only effect that applies to both move and residual damage is Heatproof.

Examples of move damage:
- damage dealt, during a move that hits, to the target(s) of a Physical or Special move
- includes static damage: Final Gambit, Seismic Toss, SonicBoom, and Counter
- does not include the secondary target of Flame Burst (which would be residual damage)

Examples of direct damage:
- hurting yourself in confusion
- damaging yourself during Substitute, Curse, Belly Drum, or Struggle (but not the damage to your opponent, if applicable)
- does NOT include other forms of recoil (which would be residual damage)

Examples of residual damage:
- all other damage
- includes recoil, poison/burn, Leech Seed, weather, hazards, damage from abilities, damage from items...

Things that affect move damage only:
- Wonder Guard
- Sturdy, Focus Sash, Focus Band, Endeavor
- Illusion, Balloon, Destiny Bond

Things that affect residual damage only:
- Magic Guard
- most other effects only affect specific types of residual damage, such as: Poison Heal (poison damage), Rock Head (recoil damage)
Tea time bug in double battles. Used tea time on a ripen appletun berries were not consumed but effect was given. Tea time should probably be coded as an aoe ability anyways

https://replay.pokemonshowdown.com/gen8doublesou-1015758826

Turn 1
 
Ditto used Max Wyrmwind!
But there was no PP left for the move!
(This is not a bug, this is really how it works on the 3DS; try it yourself if you don't believe us.)
3DS? xd
 
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