Bug Reports v2.0 (READ OP BEFORE POSTING!!)

Status
Not open for further replies.

smellslikememe

formerly shrektacularshrek
we can infinitely add players
https://replay.pokemonshowdown.com/gen7inheritance-689847827
i'm not very sure why this battle bugged

edit: go to turn 65 and it gets wild
desc: as soon as player aDankMemeLord (Anaconja) added me (HighIord) as a player, shit got weird. I should've been able to play, but wasn't actually able to use a move. /forfeit yielded "forfeit failed." also, the name of the battle eventually changed from "aDankMemeLord vs brli" to "Wiikhulten vs brli". Not only that, I was able to repeated add new players.

edit #2: we could add players that didn't even exist or were offline at the time, and anyone who was a player could add more players.
 
Last edited:
Your implementation of Battle Spot Special 8 has exactly three clauses...
One mythical
Species clause
Item Clause


It has no actual legality clause. It's literally classic hackmons with restricted mythicals, species clause, and item clause.

https://replay.pokemonshowdown.com/gen7battlespotspecial8-690369256
Adding on to this:
There's no EV limit (so 252 in everything is legal), and CAP pokemon / abilities seem to not work. My team was rejected for the following reasons: - You must bring at least 3 Pokémon. - Colossoil does not exist. Team is in hide tag.
Colossoil
Ability: Huge Power
Level: 99
EVs: 244 HP / 252 Atk / 252 Def / 12 SpA / 252 SpD / 252 Spe
Lonely Nature
- Sheer Cold
- Extreme Evoboost
- Thousand Arrows
- Earthquake
 

Drew

formerly LitsYaBoi1337
is a Contributor to Smogon
I had a tour game that lasted a while so i wanted to go back and look through it again, but when I skipped back turns my avatar began to cycle between other avatars, but only those of the main characters of their respective game (i.e. Lyra, Hilda, Red, etc.) I have a series of screenshots of the same turn here: so you can see that it was randomly cycling every time I clicked the last turn.
 
Battle timer is turning on and claiming I requested it, despite me not doing anything of the sort. (Only happened once, can't seem to recreate the issue. Am 100% confident I didn't enable it however.)
 
I got in a battle and I couldn't see anything except the field and the trainer sprites.
I reloaded and chose a pokemon, but nothing seemed to happen.
I clicked cancel, but it said that the next turn had started.
In the end, I couldn't do anything
Was this a wifi problem or a problem with the website
Screenshot 2018-01-18 at 18.40.01.png

That's what happened a few seconds after I reloaded for the 7th time
 
As this replay shows, endless battle clause doesn't activate even after over a hundred turns of neither side using PP. I think that needs to be changed, since as it stands now, players could easily create a Shared Power team that abuses Unaware+Multiscale+Magic Guard+Regenerator and can beat many opponents by simply switching constantly until the opponent forfeits.
 
As this replay shows, endless battle clause doesn't activate even after over a hundred turns of neither side using PP. I think that needs to be changed, since as it stands now, players could easily create a Shared Power team that abuses Unaware+Multiscale+Magic Guard+Regenerator and can beat many opponents by simply switching constantly until the opponent forfeits.
I think the way endless battle clause works is that one person is deliberately forcing an endless battle for the opponent. For example, the infamous funbro (starts at around 8:30). If both players willingly allow an endless battle, the game doesn't take that into account. If such a situation does happen inside of a game (2 pokemon constantly switching, without hazards up or any other way of dealing damage to the opponent, or something else), it's very uncommon, but you can call a global admin to enforce a draw.
 
There seems to be a strange issue with the custap berry in gen 4. I don't know about the other gens but it seems leftovers disappears.
I observed this in a battle I was spectating.
Here are the logs
Battle timer is ON: inactive players will automatically lose when time's up.
Format:
[Gen 4] OU
Sleep Clause Mod: Limit one foe put to sleep
Species Clause: Limit one of each Pokémon
OHKO Clause: OHKO moves are banned
Moody Clause: Moody is banned
Evasion Moves Clause: Evasion moves are banned
Endless Battle Clause: Forcing endless battles is banned
HP Percentage Mod: HP is shown in percentages
Evasion Abilities Clause: Evasion abilities are banned
Battle between We Three Kings and Triangles started!
Go! Uxie!
Triangles sent out Registeel!
Turn 1
☆We Three Kings: ok stoss
Uxie used Stealth Rock!
Pointed stones float in the air around the opposing team!
The opposing Registeel used Seismic Toss!
Uxie lost 33% of its health!
Turn 2
☆We Three Kings: agian
Uxie used Stealth Rock!
But it failed!
The opposing Registeel used Seismic Toss!
Uxie lost 33% of its health!
Turn 3
☆We Three Kings: again
Uxie used Stealth Rock!
But it failed!
The opposing Registeel used Seismic Toss!
Uxie lost 33% of its health!
Turn 4
☆We Three Kings: ok lets see
☆Triangles: see what
Triangles has 285 seconds left.
☆Triangles: shd i toss again
☆We Three Kings: do u have a non dmging move
☆Triangles: yeah
Triangles has 270 seconds left.
☆We Three Kings: use that
Uxie ate its Custap Berry!
Custap Berry activated.
Uxie used Trick!
Uxie switched items with its target!
The opposing Registeel obtained one Custap Berry.
Uxie obtained one Leftovers.
The opposing Registeel used Curse!
The opposing Registeel's Speed fell!
The opposing Registeel's Attack rose!
The opposing Registeel's Defense rose!
Turn 5
☆We Three Kings: ok
☆We Three Kings: do u have
☆We Three Kings: the custap berry now
We Three Kings has 285 seconds left.
Triangles has 285 seconds left.
☆Triangles: yes
☆We Three Kings: ok thx
☆We Three Kings: lmao
☆We Three Kings: i wonder if thats correct
We Three Kings has 270 seconds left.
Triangles has 270 seconds left.
☆We Three Kings: seemed weird
☆Triangles: that seems weird intuitively
+Rebirth101: why didn't you get lefties recovery?
We Three Kings has 255 seconds left.
Triangles has 255 seconds left.
☆We Three Kings: yea i dont have the lefties
☆We Three Kings: i didnt even notice that
We Three Kings has 240 seconds left.
Triangles has 240 seconds left.
☆Triangles: man thats really weird lol
+Lavos: O__O
+Lavos: bug catcher Lasse
We Three Kings has 225 seconds left.
Triangles has 225 seconds left.
☆We Three Kings: give researcher badge
☆We Three Kings: >_>
☆We Three Kings: curse again
+Rebirth101: lol
Uxie used Trick!
Uxie switched items with its target!
Uxie obtained one Custap Berry.
The opposing Registeel used Curse!
The opposing Registeel's Speed fell!
The opposing Registeel's Attack rose!
The opposing Registeel's Defense rose!
Turn 6
Triangles has 225 seconds left.
☆We Three Kings: lefties gone yea
☆We Three Kings: lmao
We Three Kings has 255 seconds left.
☆We Three Kings: ok again
Uxie ate its Custap Berry!
Custap Berry activated.
Uxie used Trick!
Uxie switched items with its target!
The opposing Registeel obtained one Custap Berry.
The opposing Registeel used Curse!
The opposing Registeel's Speed fell!
The opposing Registeel's Attack rose!
The opposing Registeel's Defense rose!
 
I think the way endless battle clause works is that one person is deliberately forcing an endless battle for the opponent. For example, the infamous funbro (starts at around 8:30). If both players willingly allow an endless battle, the game doesn't take that into account. If such a situation does happen inside of a game (2 pokemon constantly switching, without hazards up or any other way of dealing damage to the opponent, or something else), it's very uncommon, but you can call a global admin to enforce a draw.
The situation I was referring to was one where the stall player has no intention of ever doing anything but switching (in other words, their only wincon is to force forfeits) while the offense player gains nothing from attacking because any damage they can do will be immediately undone by the opponent's Regenerator - essentially, the stall player is giving their opponent the choice to either forfeit, spend a few hundred turns using up all their PP then Struggling themselves to death, or constantly switch and thus make the battle endless. That situation isn't likely to happen in most metas, but in Shared Power it could, and it seems like something the Endless Battle Clause should prevent.
 

Merritt

"the other dude"
is a Community Contributor
The situation I was referring to was one where the stall player has no intention of ever doing anything but switching (in other words, their only wincon is to force forfeits) while the offense player gains nothing from attacking because any damage they can do will be immediately undone by the opponent's Regenerator - essentially, the stall player is giving their opponent the choice to either forfeit, spend a few hundred turns using up all their PP then Struggling themselves to death, or constantly switch and thus make the battle endless. That situation isn't likely to happen in most metas, but in Shared Power it could, and it seems like something the Endless Battle Clause should prevent.
The Endless Battle Clause was updated not all that long ago to include a provision that battles will auto-tie at 1000 turns. Reducing that number is definitely not something to discuss in this thread.

If the scenario you're talking about is a major issue, then perhaps the leader of Shared Power should address the broken element - I suggest bringing it up with them.
 
The situation I was referring to was one where the stall player has no intention of ever doing anything but switching (in other words, their only wincon is to force forfeits) while the offense player gains nothing from attacking because any damage they can do will be immediately undone by the opponent's Regenerator - essentially, the stall player is giving their opponent the choice to either forfeit, spend a few hundred turns using up all their PP then Struggling themselves to death, or constantly switch and thus make the battle endless. That situation isn't likely to happen in most metas, but in Shared Power it could, and it seems like something the Endless Battle Clause should prevent.
It does happen in OU too though. For example when both teams are full stall and use a Regenerator core then it is possible that the optimal strategy for both of them will be to just switch all the time and stall forever (I have been a participant in at least 1 such a battle).

Maybe it would be nice to detect this and force a random battle of some kind in order to determine the winner.
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 1, Guests: 1)