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

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https://replay.pokemonshowdown.com/gen7randombattle-744033836 I got a message saying "Gliscor is in an endless loop" even though its almost impossible to have an "endless loop" in pokemon since Struggle is a thing. The situation i was in was a Gliscor versus Glisor (which started turn 41) and it came to becoming a pp stall fight. By turn 117, the message appeared, it must've thought that Poison Heal would heal more than Struggle damage does, which is untrue since Poison Heal heals 1/8 and Struggle damages 1/4, that means that gliscor will die no matter what, hense it not being "endless". I think this is a bug in the programming of the game thinking that gliscor might outheal the Struggle.
 

Sondero

Don't you dare say you'd rather lose!
is a Smogon Social Media Contributor
https://replay.pokemonshowdown.com/gen7randombattle-744033836 I got a message saying "Gliscor is in an endless loop" even though its almost impossible to have an "endless loop" in pokemon since Struggle is a thing. The situation i was in was a Gliscor versus Glisor (which started turn 41) and it came to becoming a pp stall fight. By turn 117, the message appeared, it must've thought that Poison Heal would heal more than Struggle damage does, which is untrue since Poison Heal heals 1/8 and Struggle damages 1/4, that means that gliscor will die no matter what, hense it not being "endless". I think this is a bug in the programming of the game thinking that gliscor might outheal the Struggle.
There were turns where struggle didn't connect because of protect or such, meaning the Gliscor was able to heal up more damage than it took in recoil. The reason one Gliscor was checked for endless battle clause was in case its opponent was something that could somehow infinitely use protect or otherwise prevent Struggle from connecting.
 
There were turns where struggle didn't connect because of protect or such, meaning the Gliscor was able to heal up more damage than it took in recoil. The reason one Gliscor was checked for endless battle clause was in case its opponent was something that could somehow infinitely use protect or otherwise prevent Struggle from connecting.
But regardless of protect making it so he heals struggle damage back, whenever protect pp is out, the game is finished.
 
I was playing 1v1s and I found an highly situational oddity regarding z-moves, which I am fairly sure is a bug. I was using a smeargle with normalium-z, however I was opposing a transformed smeargle which had used imprisonment, therefore disabling all of my moves. When I attacked I should have struggled. However, this was not the case when I used a z-move. Instead, the z-move did not occur, but rather than struggling, nothing happened, and the normalium-z was not consumed. This can create an endless battle, if not an endless supply of PP, in many cases leaving the opposing Pokémon to struggle to death. http://replay.pokemonshowdown.com/gen71v1-744397984 This was the battle.
 

Valzy

Destroyer of Worlds
is a Contributor Alumnus
Team Builder says that Weather Ball + Spikes is illegal in BW OU, however it can be bred from a Roserade, who learns Spikes via breeding and Weather Ball from level up
 
Mac OS desktop user, Operating on High Sierra 10.13.4, When I load the game I close the chat. It crashes instantly. EVERY TIME. (sorry but the chat takes up a ton of space, and I don't use it unless I battle some else, and my main use for this is stat calculation and move listings on team building...)
 

sed

Shawty you can get blazed
is a Pre-Contributor
But regardless of protect making it so he heals struggle damage back, whenever protect pp is out, the game is finished.
That's why only one of the Gliscor were in an endless loop. The game never said the one that was using Protect is in an Endless Loop. Endless Battle Clause only activates when both Pokemon are in endless loops.
 
A 2 turn move called by metronome usually won't be listed in the movelist for the opponent, but it did when this guy's Fly got blocked by Gravity.

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EDIT:

Also a Leppa Berry got Flung at me Turn 1 before I used a move and it restored PP to my Metronome. Don't know if it's the right behaviour or not, but there's something I'm more sure of here. I used Metronome on the same turn after he Flung the Leppa, so 1 PP was used. The opponent still sees this as full PP by the end of the turn, and there is an inconsistency in PP view for the rest of the match. He sees me as having 1 more Metronome PP than I really do.

https://replay.pokemonshowdown.com/gen7metronomebattle-746113695 (asked the guy - he confirmed)

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This is the correct implementation. In Doubles, if you attempt to switch out your left slot Pokemon and Shadow Tag / Arena Trap is active, the game won't let you do it. However, if you were able to successfully switch, you know that the opposing team does not have Shadow Tag / Arena Trap; you can also now cancel your first Pokemon's move selection and make a more informed decision.
To follow up on this, I believe that trying to do this switch test with only 2 Pokemon wouldn't actually work because both Pokemon are already in battle, so the game will tell you that the other Pokemon is already active when trying to switch and you won't see the trapped text. So when I only had 2 Pokemon I shouldn't have been able to do the test and tell that the other mon had a trapping ability. Just saw the same scenario in general today and was reminded of this.

EDIT: If it did work the other way and prioritized the trap text over the active text, then Shaymin-Sky would also be able to test if it was trapped or not with no risk of actually switching and it wouldn't have the "might be trapped" message. So something should be changed in this 2 mon situation at least.
 
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Using Shell Bell with a recoil attack appears to recover a percentage of the recoil damage rather than the initial hit. Looks like it could be due to using "lastDamage / 8" in Shell Bell's item data. https://replay.pokemonshowdown.com/gen7uu-746868093 Here, Superpower regains way more Shell Bell health for Emboar than Flare Blitz does. Not very meta relevant in vanilla, but it was very noticeable in my mod where it's lastDamage / 4 instead.
 
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I used Mega-Rayquaza on Pokemon Showdown in the Ubers format, and I couldn't mega evolve Rayquaza. It works fine on the Anything Goes format, but not on Ubers. What is the reason for this?
 
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