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Can either of you show me the code that proves your answer is correct?
https://github.com/smogon/pokemon-showdown/blob/master/data/random-teams.ts lines 1527 to 1545 state:
Code:
            // Limit one Pokemon per tier, two for Monotype
            if ((tierCount[tier] >= (isMonotype ? 2 : 1)) && !this.randomChance(1, Math.pow(5, tierCount[tier]))) {
                continue;
            }

            if (!isMonotype) {
                // Limit two of any type
                let skip = false;
                for (const typeName of types) {
                    if (typeCount[typeName] > 1) {
                        skip = true;
                        break;
                    }
                }
                if (skip) continue;
            }

            // Limit one of any type combination, two in Monotype
            if (typeComboCount[typeCombo] >= (isMonotype ? 2 : 1)) continue;
 
Unable to backup teams
 

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I imported an ADV Hariyama set to the damage calculator. The set has Hidden Power Bug, but the IVs are 30 SpDef and Speed instead of the default 30 Atk Def SpDef. The set clearly states "IVs: 30 SpD / 30 Spe" in the teambuilder import/export function but in the damage calculator the IVs revert to the default spread for Hidden Power Bug and the stats reflect that of the default IV spreads. Is this normal and is there a way to fix it?
 
Pressure was not working this game. Starting turn 11, dragapult and corviknight to at it for a long time, but dragapult's pp is completely unaffected by pressure. What gives?
Seems fine to me. Any multi-turn attack that Dragapult started after Corviknight had switched in had 2 PP deducted instead of 1. Additional turns of multi-turn attacks consume no PP at all. Self-targeting moves generally aren't affected by pressure at all of course.
 
Seems fine to me. Any multi-turn attack that Dragapult started after Corviknight had switched in had 2 PP deducted instead of 1. Additional turns of multi-turn attacks consume no PP at all. Self-targeting moves generally aren't affected by pressure at all of course.

I didn't know that only damaging moves affect Pressure. It's not in any smogon/showdown description and IIRC it affects stealth rock spikes too. Very confusing. Yet still, his phantom force only uses 1 pp instead of two. Something is wrong.
 
I didn't know that only damaging moves affect Pressure. It's not in any smogon/showdown description and IIRC it affects stealth rock spikes too. Very confusing.
Answering this part because I didnt check the game for the phantom force stuff.
IMG_20210220_231716.jpg

"target of an opposing Pokemon's move" is pretty clear about what kind of moves get affected by it in general.

Here you can check more thorougly its effects, but most attacks that affect the field get affected by it aswell, like hazards except sticky web https://m.bulbapedia.bulbagarden.net/wiki/Pressure_(Ability)
 
is it possible to upload and share a downloaded replay to the replay page? I accidentally downloaded a replay instead of uploading it and closed the tab
 
Last edited:
Replay: https://replay.pokemonshowdown.com/gen8ou-1287601952-9b1m4x2fyblp4ztuzeebdz9herqfwhipw

On the above replay, on turn 9, (a) why did my Urshifu's Aqua Jet (which has priority +1) go after the opponent Comfey's Draining Kiss (which has priority 0)? And (b) why did it miss when it has 100% accuracy and there are no effects in play that would affect accuracy or evasion?

Turn 9

The opposing Comfey used Draining Kiss!
It's super effective!
(Urshifu lost 99% of its health!)
Urshifu had its energy drained!

Urshifu used Aqua Jet!
The opposing Comfey avoided the attack!

The opposing Comfey was hurt by poison!
 
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Is there a tour rules command that would allow a specific Pokemon + Move combination, where the move is not something that it can learn normally?
As an example, say that I want to run a tour where Gyarados + Brave Bird is unbanned, but it is otherwise normal Gen 8 OU. However, doing /tour rules + Gyarados + Brave Bird does not work because Gyarados cannot learn Brave Bird normally, so the team will not validate properly. It seems like the only option is to do +Obtainable Moves, which removes restrictions on all moves and is too broad for what I am looking for.
 
Is it possible to use older cries for Gen 1-5 formats instead of the new ones?
No, but its been suggested.
Is there a tour rules command that would allow a specific Pokemon + Move combination, where the move is not something that it can learn normally?
As an example, say that I want to run a tour where Gyarados + Brave Bird is unbanned, but it is otherwise normal Gen 8 OU. However, doing /tour rules + Gyarados + Brave Bird does not work because Gyarados cannot learn Brave Bird normally, so the team will not validate properly. It seems like the only option is to do +Obtainable Moves, which removes restrictions on all moves and is too broad for what I am looking for.
Also suggested, but it may take a while if it would be implemented.
 
What does "proc" stand for, if anything? Like when people say "proc a berry". I know it means to activate or use the item, but where does it come from? I've used the word for years but can't figure this out.
 
Didn't the battle screen used to say "Pokemon "X" will use Move "Y". Waiting for Opponent..." when you chose a move or pokemon? Now it just says "Waiting for Opponent.." I'm almost positive it used to say that. It's annoying because now I keep having to double check that I clicked the right move, ie cancel and click it again... anyone else notice this lately?
 
Didn't the battle screen used to say "Pokemon "X" will use Move "Y". Waiting for Opponent..." when you chose a move or pokemon? Now it just says "Waiting for Opponent.." I'm almost positive it used to say that. It's annoying because now I keep having to double check that I clicked the right move, ie cancel and click it again... anyone else notice this lately?

It has been confirmed as a bug
 
Okay so this is a weird one but hear me out. I have a main account on PS on which I usually ladder and have registered. But when I use a new team I always just put in a random alt and test out my team laddering from bottom ladder to top ladder. If that alt get's high enough, I register it as well and when I open PS next time it is already automatically logged in. I sometimes get a weak net connection and that reconnect/work offline dialogue box appears. When I reconnect, the last registered alt is automatically logged in again and when I try to change name to the alt I was laddering with that particular day, firstly I get the message "somebody is already using this alt", which is again probably because of the weak net connection, the servers take time to register that the alt has been logged out off but what happens from that is that there is a feature on PS that prevents you from constantly changing names in names in succession. I naturally keep trying to change the name name to that alt until the servers get the info but sometimes this happens -


Disconnect.png


I lost due to timer while I was in the match but it wouldn't let me change the name again. Now, this is quite rare and it has happened to be only a couple of times but I still would like to prevent such loses if possible. Is there any way around this? Also on a related note, is there any way to prevent your last registered account from automatically being logged in when opening PS ?
 
Why doesn't !Dynamax Clause allow for dynamax in prior gens (More importantly: Is there a reason why "Allow Dynamax" isn't a clause)?
 
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