Bug Reports v3 [READ ORIGINAL POST before posting]

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n10siT

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got an animation bug playing mnm

Error parsing: |-formechange|p2a: Blacephalon|Blacephalon| (TypeError: Cannot read property 'animate' of null)
TypeError: Cannot read property 'animate' of null
at Sprite.animTransform (https://play.pokemonshowdown.com/js/battle.js?e5762850:947:15)
at Battle.runMinor (https://play.pokemonshowdown.com/js/battle.js?e5762850:5077:28)

The opposing Stakataka fainted!
Error parsing: |-formechange|p1a: Stakataka|Stakataka| (TypeError: Cannot read property 'animate' of null)
TypeError: Cannot read property 'animate' of null
at Sprite.animTransform (https://play.pokemonshowdown.com/js/battle.js?e5762850:947:15)
at Battle.runMinor (https://play.pokemonshowdown.com/js/battle.js?e5762850:5077:28)


http://replay.pokemonshowdown.com/gen7mixandmega-754951916
 
1527715185406.png

Relatively minor bug since Smeargle exists but Showdown seems to think that Pikachu is a valid father for Heart Stamp Miltank in Gen 5 even though it only got the move through a Gen 6 event.

EDIT: Speaking of minor bugs, on Turn 5 Shaymin got fatally hit by Future Sight, but Houndoom took poison damage before they both fainted. Not sure if this is the intended turn order, I expected the faints to be immediately after they "die". https://replay.pokemonshowdown.com/gen7metronomebattle-755261995
 
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Shaymin got fatally hit by Future Sight, but Houndoom took poison damage before they both fainted. Not sure if this is the intended turn order, I expected the faints to be immediately after they "die".
Move faints happen at the end of the move, after everything has taken damage. Similarly, Future Sight activates during residual damage processing, and the faints don't happen until all residual damage has been processed.
 
Move faints happen at the end of the move, after everything has taken damage. Similarly, Future Sight activates during residual damage processing, and the faints don't happen until all residual damage has been processed.
I just tested this ingame to confirm my memory. Conditions were 2 wild Magikarp (so battle wouldn't end when one died) and animations off. I used Future Sight on one of them, waited a turn, and sent out a poisoned mon that was set to die on the same turn. The Magikarp got hit by Future Sight first and fainted immediately after getting hit, I gained exp, and then my mon took poison damage and died. Doesn't seem like they stay at 0 HP and wait to die like in PS.
 
his illusion never broke ?
Illusion is weird in that if a Pokemon with Illusion mega evolves before the Illusion is broken, it never breaks. Presumably, this was tested by hacking mega-evolvable Pokemon to have Illusion, as the situation is usually impossible, which is why Game Freak seemingly never accounted for it.
 
There is a bug there, because a L100 Illusion Diancie with a L1 Sandshrew in the back is supposed to show in-game as a "L100 Sandshrew", not level 1. That's already been accounted for in the topic, and everything else is correctly functioning as described.
 

Marty

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Research Leader
https://replay.pokemonshowdown.com/gen7randombattle-756155523

Hi There, In the battle linked above, it seems as though unaware does not activate with Swoobat vs Quagsire on turns 11, 14, and 15. Quagsire/s damage seems to be half what would be expected via calculator, while taking what seems to be boosted Sp. Att. damage? I may be wrong but just seemed off to me.

Thank you!
node pokemon-showdown generate-team gen7randombattle 43003,65264,35076,24108
Victini||assaultvest||vcreate,grassknot,zenheadbutt,boltstrike||85,85,85,85,85,85||||75|]Dedenne||petayaberry||nuzzle,recycle,thunderbolt,substitute||85,85,85,85,85,85||||83|]Wishiwashi||expertbelt||icebeam,earthquake,scald,hiddenpowergrass||85,85,85,85,85,85||||83|]Meloetta||assaultvest||knockoff,return,closecombat,relicsong||85,85,85,85,85,85||||79|]Quagsire||leftovers|1|toxic,earthquake,recover,scald||85,85,85,85,85,85||||79|]Serperior||lifeorb|H|hiddenpowerfire,leafstorm,glare,dragonpulse||85,,85,85,85,85||,0,,,,||77|


Your Quagsire had Water Absorb.
 
No bugs happened in the game, but some weird error messages on the animations after Blacephalon faints from mind blown:
https://replay.pokemonshowdown.com/gen7ou-756499111 (skip to turn 10)

Error message:
Code:
The opposing Blacephalon fainted!
Error parsing: |-formechange|p2a: Blacephalon|Blacephalon| (TypeError: Cannot read property 'animate' of null)
TypeError: Cannot read property 'animate' of null
at Sprite.animTransform (https://play.pokemonshowdown.com/js/battle.js?d9644c22:947:15)
at Battle.runMinor (https://play.pokemonshowdown.com/js/battle.js?d9644c22:5077:28)
Volcarona fainted!
Error parsing: |-formechange|p1a: Volcarona|Volcarona| (TypeError: Cannot read property 'animate' of null)
TypeError: Cannot read property 'animate' of null
at Sprite.animTransform (https://play.pokemonshowdown.com/js/battle.js?d9644c22:947:15)
at Battle.runMinor (https://play.pokemonshowdown.com/js/battle.js?d9644c22:5077:28)
 

GMars

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misi

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I found out what I think to be a bug (since it is not intended to work like that in Pokémon games) where PS! won't let a Rayquaza with the move Dragon Ascent mega evolve if it does not hold an item.
Here's the bug being recorded : https://puu.sh/AxW2l/57cbd0d803.mp4
It has a reproduction rate of 100% :
Step 1) Start a match in a tier where Mega Rayquaza is not banned (AG) with an itemless Rayquaza with Dragon Ascent, then click Mega-Evolve and select a move
Step 2) Notice that it doesn't work as intended since it's not mega-evolving.

here's a replay but I don't think a replay would be relevant for that case http://replay.pokemonshowdown.com/gen7anythinggoes-756715860
 
Speaking of minor bugs, on Turn 5 Shaymin got fatally hit by Future Sight, but Houndoom took poison damage before they both fainted. Not sure if this is the intended turn order, I expected the faints to be immediately after they "die". https://replay.pokemonshowdown.com/gen7metronomebattle-755261995
Move faints happen at the end of the move, after everything has taken damage. Similarly, Future Sight activates during residual damage processing, and the faints don't happen until all residual damage has been processed.
I just tested this ingame to confirm my memory. Conditions were 2 wild Magikarp (so battle wouldn't end when one died) and animations off. I used Future Sight on one of them, waited a turn, and sent out a poisoned mon that was set to die on the same turn. The Magikarp got hit by Future Sight first and fainted immediately after getting hit, I gained exp, and then my mon took poison damage and died. Doesn't seem like they stay at 0 HP and wait to die like in PS.
This bug is still present as seen in this replay:
https://replay.pokemonshowdown.com/gen7customgame-756729461

You can see that on Turn 9, one Shaymin gets hit by Future Sight. Then immediately after, the other Shaymin takes poison damage. Then they faint in that same order. Then I forfeited, but that was when the replacement switchin was supposed to happen.

This is wrong and I tested it out ingame earlier, but didn't actually have any proof to show for it. So today I went into the Battle Tree with a Decidueye, a Flame Orb Ampharos, and a fresh Future Sight Mesprit with the goal of throwing matches just to get hard Battle Video evidence of this being wrong in the actual game. It's easier said than done.

Anyway, here's the battle video code evidence in all its glory:

HH3W-WWWW-WWWZ-2583 (USUM)

If you skip to Turn 25 you can clearly see Exeggutor and Ampharos reenacting this interaction and showing us the right way this is supposed to go. Exeggutor gets hit by Future Sight, faints, then Ampharos takes burn damage and faints, unlike the current PS mechanic. This is true whether animations are on or off.

I imagine that this residual damage order is false for more than just Future Sight/Poison, but I was just aiming to test this one.
 
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On behalf of stall2win (no Smogon account):
Toxic induced by Toxic Orb counts the turn it gets poisoned for the 'toxic timer' (for lack of better words), i.e., on the next turn it will take 2/16 damage rather than 1/16. Not sure if this is how it works in SM/USM, but here is a video of it in XY, where the turn after it is poisoned it takes 1/16 damage (the first turn, 10 HP, the second, 20, the third, 30, etc.). If there was a video for SM/USM then I didn't see it.
 
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