Bug Reports v3 [READ ORIGINAL POST before posting]

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Merritt

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Head TD
https://replay.pokemonshowdown.com/gen7randombattle-886965884As you can see on turn 3, in his team overview I see two Scrafty, hinting me he had a zoroark before illusion was dropped.
Which is something you should have been able to figure out yourself since the turn 1 Scrafty was level 86 and the next time you saw a Scrafty it was level 81, meaning they were clearly not the same Pokemon.

I don’t see an information leak here, besides it bailing out unobservant players.
 
Whenever I open the downloaded version of Showdown (Windows 10), I try to close the tab regarding the chat rooms and it crashes the entire application. Sometimes it even happens when I try to open teambuilder. I do not know why, and I have tried redownloading the software, but it still does not fix.
 
In my game, z-parting shot didn't work to regen the health of the pokemon switching in. Clear body should not prevent that from happening.
https://replay.pokemonshowdown.com/gen7pu-887953578It says on bulbapedia:
If powered up by a Darkinium Z into Z-Parting Shot, if a Pokémon is switched in to replace the user the same turn, that Pokémon has its HP fully restored (even if Z-Parting Shot was not used successfully after gaining its Z-Power effect).
 
Parting Shot (Z-powered or otherwise) is not supposed to cause a switch at all in that scenario. In gen 6, you still switch even if the move wasn't successful at changing either stat, but that's not the case in any game where Z-crystals are items that exist.

That Bulbapedia description covers the case where even if your Z-Parting Shot fails on grounds like that, if you get KO'd or Roared out in that same turn anyway, the health refill is supposed to apply.
 
Parting Shot (Z-powered or otherwise) is not supposed to cause a switch at all in that scenario. In gen 6, you still switch even if the move wasn't successful at changing either stat, but that's not the case in any game where Z-crystals are items that exist.

That Bulbapedia description covers the case where even if your Z-Parting Shot fails on grounds like that, if you get KO'd or Roared out in that same turn anyway, the health refill is supposed to apply.
I have certainly had a case where the z-parting shot has worked before though, even with clear body. I'm surprised why this was changed. Was it a bug before then? I still don't really understand what you mean sorry
 
Parting Shot (Z-powered or otherwise) is not supposed to cause a switch at all in that scenario. In gen 6, you still switch even if the move wasn't successful at changing either stat, but that's not the case in any game where Z-crystals are items that exist.

That Bulbapedia description covers the case where even if your Z-Parting Shot fails on grounds like that, if you get KO'd or Roared out in that same turn anyway, the health refill is supposed to apply.
Hey by the way, I found a replay of z-parting shot not lowering the stats due to clear body, however the HP was still restored:
https://replay.pokemonshowdown.com/gen7pu-820517083turn 61
 

lost heros

Meme Master
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So I don't know exactly what's happening here, but there's something really buggy with crit chances and multi-hit moves (at least with skill link)
https://replay.pokemonshowdown.com/gen71v1-888074110
https://replay.pokemonshowdown.com/gen71v1-888078798
https://replay.pokemonshowdown.com/gen71v1-888080412

These three replays happened with in minutes of each other. Successfully hitting off 5 crits in one skill linked turn is a 1 in 8 million chance, which happening thrice in such close time periods is frankly absurd.

The 1v1 room started testing to see if they could keep replicating this, and well
https://replay.pokemonshowdown.com/gen71v1-888078384
This isn't a 5 crit, but rather a 4 crit, which is still, absurd, but our running theory, is that as soon as you get the first crit the subsequent hits are all crits.

EDIT: Not just a gen 7 thing
https://replay.pokemonshowdown.com/gen61v1-888086383
 
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So I don't know exactly what's happening here, but there's something really buggy with crit chances and multi-hit moves (at least with skill link)
https://replay.pokemonshowdown.com/gen71v1-888074110
https://replay.pokemonshowdown.com/gen71v1-888078798
https://replay.pokemonshowdown.com/gen71v1-888080412

These three replays happened with in minutes of each other. Successfully hitting off 5 crits in one skill linked turn is a 1 in 8 million chance, which happening thrice in such close time periods is frankly absurd.

The 1v1 room started testing to see if they could keep replicating this, and well
https://replay.pokemonshowdown.com/gen71v1-888078384
This isn't a 5 crit, but rather a 4 crit, which is still, absurd, but our running theory, is that as soon as you get the first crit the subsequent hits are all crits.

EDIT: Not just a gen 7 thing
https://replay.pokemonshowdown.com/gen61v1-888086383
yep same thing here
http://replay.pokemonshowdown.com/gen7ubers-888568266
 

Zarel

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Creator of PS
You used Superpower against your allied Sandslash, but your allied Sandslash was already fainted.

Attacks against allied Pokémon don't auto-retarget.

So I don't know exactly what's happening here, but there's something really buggy with crit chances and multi-hit moves (at least with skill link)
https://replay.pokemonshowdown.com/gen71v1-888074110
https://replay.pokemonshowdown.com/gen71v1-888078798
https://replay.pokemonshowdown.com/gen71v1-888080412

These three replays happened with in minutes of each other. Successfully hitting off 5 crits in one skill linked turn is a 1 in 8 million chance, which happening thrice in such close time periods is frankly absurd.

The 1v1 room started testing to see if they could keep replicating this, and well
https://replay.pokemonshowdown.com/gen71v1-888078384
This isn't a 5 crit, but rather a 4 crit, which is still, absurd, but our running theory, is that as soon as you get the first crit the subsequent hits are all crits.

EDIT: Not just a gen 7 thing
https://replay.pokemonshowdown.com/gen61v1-888086383
Fixed.
 

pulsar512b

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Introduction
This thread is specifically for reporting Pokémon Showdown bugs with battle mechanics or chat commands.

If you have a different issue, there is probably another thread somewhere related to that topic:
Want to ask a question and not report a bug? Use the Simple Question Simple Answer thread.
Having trouble connecting to the main server? Use the Technical Support thread.
Want to request a feature? Use the Suggestions thread.
If your bug is about the Damage Calculator, it has its own dedicated thread.
If your issue is with the current-gen sprites, check the Model Fixing thread.
Got a really terrible Random Battle set? Report it in the Singles or Doubles thread.

In all cases, be sure to read the first post of the thread you're posting in!

Rules
Before reporting a bug,
  • Check the lists of Not Bugs and Known Bugs below.
  • Look up the relevant Pokemon/moves/Abilities/items on the PSdex and the first post of the Smogon Research thread. If neither source explains the behaviour you saw, consider asking about it in the Help room. If no one there can explain it, feel free to post the bug here.
  • Make sure your opponent's Pokemon isn't Zorua or Zoroark.
  • Depending on the situation, save a replay (the View attachment 115618button, or alternately the "/savereplay" command) or take a screenshot to include in your post.
  • Make sure no one has reported this bug on, say, the last page or two of the thread. No one expects you to go through the whole thread, but it's kind of ridiculous when three posts in a row report the same problem.
  • Make sure this bug exists on the official server, with no custom styles enabled.
If you are posting a large screenshot, please put HIDE tags around it. [HIDE]a screenshot[/HIDE]


Known Mechanics Bugs

NOT BUGS

- Air Lock and Cloud Nine do not actually end weather or prevent weather from beginning, just stop its effects while the Pokemon is active.
- Hypnosis, Sand Attack, Glare, Eerie Impulse, and Gastro Acid can hit Dark, Flying, Ghost, Ground, and Steel types, respectively. The only Status move that checks type immunity is Thunder Wave.
- Sheer Force prevents the user's Life Orb recoil and Shell Bell recovery, as well as the target's Color Change, Emergency Exit, Pickpocket, Wimp Out, Red Card, Eject Button, Kee Berry, and Maranga Berry from activating only when using moves that have a secondary effect removed by Sheer Force.
- Speed Boost does not activate on the turn you switch in: yes, this is different from most other abilities/items that activate at the end of a turn.
- If Fake Out didn't cause a flinch, your opponent probably had Shield Dust or Inner Focus, or your Pokemon had Sheer Force.
- Wish doesn't take effect if the Pokemon in its place faints the turn it would've healed it.
- Wonder Guard is not an immunity: Shedinja is not immune to Ground: it takes damage from Spikes. Shedinja is not immune to Poison: it is still affected by Toxic
- That Pokemon taking incorrect hazard damage is probably a Zoroark (which is a Dark, not a Bug, lolololol)
- Payback boosts damage for moving second, whether or not damage was taken. Also, since Gen 5, its power is not doubled if the opponent switches.
- Pursuit will deal double damage immediately before any switch-out, as long as Pursuit has not been used at regular priority yet. This includes U-turn and Volt Switch, but not Baton Pass.
- Sucker Punch fails if the target uses a faster priority move.
- Illusion, Air Balloon, Destiny Bond, Wonder Guard, etc only take effect if the damage was from a move, not an indirect effect such as entry hazards, Poison damage, etc.
- Destiny Bond lasts until the move user makes another move (or would've made another move, if not for confusion or Truant or a similar effect).
- Focus Sash and Sturdy affect all move damage (including static damage moves like Final Gambit, Seismic Toss, SonicBoom, and Counter).
- Outrage/Thrash/Petal Dance can be stopped during effect and not cause confusion if Protect/Detect is used on the second turn of a three-turn duration.
- If the user faints from Iron Barbs/Rough Skin/Rocky Helmet damage, Rapid Spin does not remove hazards, and Knock Off does not remove the target's item.
- Since Gen 5, a Flying-type Pokemon holding Iron Ball takes neutral damage from Ground-type moves regardless of its other type(s), unless another effect is also grounding it.
- Roost removes the user's Flying type for the rest of the turn only if the user was successfully healed.
- A status condition remains on a Pokemon even if it later gains a typing that makes it immune to that status condition.
- Doom Desire/Future Sight do not get boosts from the user's item or Ability if the user is not active when the move hits.

ALSO NOT BUGS (XY Mechanics)
- Arceus is affected by Trick or Treat and Forest's Curse.
- The turn a Pokemon Mega Evolves, its place in turn order is decided before Mega Evolution actually happens. Thus, Mega Banette's Prankster will only be effective after the first turn, while a Chlorophyll Venusaur will still be likely to move first under sun the turn it Mega Evolves. This idea also applies to previous gens: e.g. in Doubles, if a Pokemon is paralyzed by a foe, its turn order won't be affected that turn.
- Ghosts cannot be trapped by any means.
- When used by a Poison type, Toxic has a No Guard-like effect, never missing even during semi-invulnerable turns.
- Powder moves, as well as the Effect Spore Ability, don't affect Pokemon with the Grass type, the Overcoat Ability, or Safety Googles.
- Sound moves, as well as the Infiltrator Ability, bypass substitutes.

EVEN MORE NOT BUGS (SM Mechanics)
- Dark types are immune to Status moves used by opposing Pokemon with Prankster.
- Unlike Gen 6, turn order is now decided after Mega Evolution, so, for example, Mega Pinsir will act on its 105 base Speed the turn it Mega Evolves rather than the turns after.
- Terrains only benefit grounded Pokemon. For example, Celesteela would still be hit by priority moves under the effects of Psychic Terrain.

There are three types of damage: Move damage, residual damage, and direct damage.

Most abilities, moves, and items that affect damage will only affect one type of damage: either move damage or residual damage. There are zero effects that apply to direct damage. The only effect that applies to both move and residual damage is Heatproof.

Examples of move damage:
- damage dealt, during a move that hits, to the target(s) of a Physical or Special move
- includes static damage: Final Gambit, Seismic Toss, SonicBoom, and Counter
- does not include the secondary target of Flame Burst (which would be residual damage)

Examples of direct damage:
- hurting yourself in confusion
- damaging yourself during Substitute, Curse, Belly Drum, or Struggle (but not the damage to your opponent, if applicable)
- does NOT include other forms of recoil (which would be residual damage)

Examples of residual damage:
- all other damage
- includes recoil, poison/burn, Leech Seed, weather, hazards, damage from abilities, damage from items...

Things that affect move damage only:
- Wonder Guard
- Sturdy, Focus Sash, Focus Band, Endeavor
- Illusion, Balloon, Destiny Bond

Things that affect residual damage only:
- Magic Guard
- most other effects only affect specific types of residual damage, such as: Poison Heal (poison damage), Rock Head (recoil damage)
Bug here: https://replay.pokemonshowdown.com/gen7anythinggoes-888608076
Turn 7.
 
Max speed Ninjask has 460 speed, which becomes 1840 at +6.

Trick Room's implementation is a bit odd, but after applying all the speed multipliers, the game-accurate procedure closes out with these steps:
1. If anyone's speed is greater than 10000, set it to 10000, and the speed at this point is locked in for the purposes of Gyro Ball and Electro Ball
2. If Trick Room is in effect, replace speed with (10000-speed)
3. If anyone's speed is greater than 8191, subtract 8192 from their speed, and the speed at this point is used for determining turn order

Normally it's pretty tough to get speeds fast enough to notice the effect of step 3; you need a lot more than just a +6 Ninjask to get that high. But when Trick Room is in effect, more often than not all Pokemon will run into the wraparound from 3, without even trying. "Typical" speeds in the 100-400 range will get replaced with 9600-9900, and then wrap around to about 1400-1700, with the 100 end corresponding to the revised 1700 end. However, in this case Stakataka probably has a raw 31 speed, which becomes 9969 and then wraps around to 1777 under TR, but Ninjask's 1840 becomes 8160 and does not wrap around at all, making it very close to the fastest possible Pokemon by turn order standards. 8160 outspeeds 1777 in both the game's and the simulator's eyes.

It's a very oblique mechanic, but not really a bug unless you consider it a bug at Game Freak's end for failing to anticipate that speeds could plausibly get high enough for the 8192-wraparound to matter, or even just above 1808 in combination with Trick Room.
 
Hey, not really sure what the response was from the last post. Basically in one replay z-parting shot worked despite clear body. In the sense that the stats weren't reduced but the HP was still restored. Turn 61 here: https://replay.pokemonshowdown.com/gen7pu-820517083

However recently the HP did not regenerate, as shown by turn 3 here: https://replay.pokemonshowdown.com/gen7pu-887953578

So these are conflicting replays. Which one of these is a glitch? I'm fairly sure the effect of the z-crystal still comes into effect despite clear body.
 
Both of those battles are bugged. You are not supposed to be prompted to switch at all if Parting Shot was unsuccessful at causing any stat changes, and in the case of Z-Parting Shot, no switch means no one will get a health refill. If you do end up making a "switch" within the same turn after a blocked Z-Parting Shot, the replacement should receive a health refill for that, but that should only happen if the Parting Shot user gets hit by a move like Roar, or if it gets hit hard enough to be KO'd later in the turn and you have to choose a replacement to switch in at that point.
 
Both of those battles are bugged. You are not supposed to be prompted to switch at all if Parting Shot was unsuccessful at causing any stat changes, and in the case of Z-Parting Shot, no switch means no one will get a health refill. If you do end up making a "switch" within the same turn after a blocked Z-Parting Shot, the replacement should receive a health refill for that, but that should only happen if the Parting Shot user gets hit by a move like Roar, or if it gets hit hard enough to be KO'd later in the turn and you have to choose a replacement to switch in at that point.
Has this been tested on console?
 

Felucia

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http://replay.pokemonshowdown.com/gen7vgc2019ultraseries-886484322
WP appears to be still broken, here Solgaleo was holding one but it didn't activated on the Bulldoze
Replying to this because nobody else has, I assume the WP activation gets suppressed along with the secondary effect of Bulldoze (Similarly to Sheer Force Life Orb except this one doesn't seem intended), will do some testing on this when I wake up and edit this post.

Edit: tested on cartridge and on PS, in both cases WP activated. Are you sure your set had weakness policy?
 
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Zarel

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is a Site Content Manageris a Battle Simulator Administratoris a Programmeris a Pokemon Researcheris an Administrator
Creator of PS
Replying to this because nobody else has, I assume the WP activation gets suppressed along with the secondary effect of Bulldoze (Similarly to Sheer Force Life Orb except this one doesn't seem intended), will do some testing on this when I wake up and edit this post.

Edit: tested on cartridge and on PS, in both cases WP activated. Are you sure your set had weakness policy?
This was fixed some time after duckpond's post.
 
BW sprites are being used despite having them off. Also animations are playing immediately, which also shouldn't happen. I even tried to fix it by going into the teambuilder, reloading the page, and even restarting the computer
169618
 
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GMars

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Anticipation doesn't trigger on Showdown for super effective Hidden Powers: https://replay.pokemonshowdown.com/gen7ou-756638227

According to the Battle Mechanics Research Thread, Hidden Power in Gen 6-7 should use its effective type for triggering Anticipation.
https://www.smogon.com/forums/threa...chanics-research.3586701/page-63#post-7232249
https://www.smogon.com/forums/threa...chanics-research.3586701/page-71#post-7478179
This is still broken:
Replay showing Anticipation triggering properly for Focus Blast - https://replay.pokemonshowdown.com/gen7ou-890209755
Replay showing Anticipation not triggering for Hidden Power Fire - https://replay.pokemonshowdown.com/gen7ou-890208784

Been looking to test anticipation out against mons that can choose to carry HP Fire like Koko, currently stopped by this implementation
 
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