Client UI shouldn't commit to executing or canceling moves when the server sends an error

What type of bug are you reporting? Mechanics

What is the bug?
Imprison prevents canceling your move. That's reasonable, but there is an edge case where it causes the battle client to provide false information to the player.

Turn 1: Trainer A clicks any move. Trainer B clicks imprison.
Turn 2: Trainer A clicks a move, then tries to cancel. Trainer B switches.

The game doesn't allow for canceling a move while imprisoned. That's reasonable. The issue is that when Trainer A clicks the cancel button to cancel Move 1, they are still able to select other moves. Say they select Move 2. When they do so, Showdown will tell Trainer A that their Pokémon will execute Move 2 even though Move 1 will occur instead.

Are you able to replicate it? If so, how?
Replay
On Turn 2, I cancel Roost. I then click Calm Mind. Showdown then outputs the text "Flittle will use Calm Mind" but it still executes Roost. I get that canceling isn't an option, but an attempted cancel in this case still shouldn't feed the player erroneous information.
 
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I'm pretty sure you received a red error message in the chat when you canceled Roost AND when you clicked Calm Mind. However, as you said, this isn't being properly restricted by the UI. It's a client-side problem, the server is implemented correctly.
 
I'm pretty sure you received a red error message in the chat when you canceled Roost AND when you clicked Calm Mind. However, as you said, this isn't being properly restricted by the UI. It's a client-side problem, the server is implemented correctly.
Correct. I did receive the red error message in the chat. The guardrails are very much in place here. It's just odd to see the UI text display false info even on the client side. Maybe that isn't seen as a bug, because it's only client side.

Nevertheless, this problem definitely confused me during a battle as it made me doubt the red chat messages, because I got conflicting information. Granted, given the redundancy measures already in place to communicate to the player that canceling isn't possible while dealing with Imprison, this is a problem you only see if you ignore the existing warning signs. It's like having a typo on a sign you're not meant to see. Even so, the player *can* see it, which doesn't totally sit right from a UX perspective.
A low priority problem I'm sure, but I'm hoping non-zero.
 
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