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Bug Reports v3 [READ ORIGINAL POST before posting]

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Not entirely sure if this has been reported
It has already been reported. I had this issue as well:
Some time during a short battle my opponent's Toxapex had 1 Toxic PP left according to the mouse-over window even though in reality he had 0 Toxic PP left. At turn 97 Spite hit Toxapex and only took 3 PP from Toxapex. Here a link to the battle replay: https://replay.pokemonshowdown.com/gen8nationaldex-1061104365

On the following image of the linked battle Toxapex is shown using Struggle despite the mouse-over window saying he still has 1 Toxic PP left.
ps-bug.png
 
When using both the /ms and /nms commands, using !recoil as an argument will do the opposite of its intended use. It will only show moves that have recoil, rather than the opposite.
 
It's nowhere near that interesting. PS's Gen 3 implementation of Quick Claw adds a roll without a message, but doesn't remove the roll with a message from Gen 8.
Oops, that's my fault when I renamed the roll for Gen 8 (PR #6224). Looks like I missed a couple of other places too... sorry about that.
 
It has already been reported. I had this issue as well:
Not entirely sure if this has been reported but, the hover section shows incorrect pp and still shows pp remaining when hippo starts struggling. Manual counting tells that pp ran out.

https://replay.pokemonshowdown.com/gen8ou-1068980335-7el71s7z2u2e2foykfdpib9h29xgg5cpw (fast forward to around 100 turns)
not my replay , credit to Blimax

Seems like the issue is when an attack "fails" vs Pressure, it doesn't deduct additional PP on the hover display. First replay's turn 82 (Toxic on statused Dusknoir) and second replay at whenever Hippowdon whirlwinds solo Corviknight. I guess you might not be able to tell for sure in doubles.

https://replay.pokemonshowdown.com/gen8metronomebattle-1069327071
After using Charge (turn 11), the label stays on your pokemon forever. Old but still around.
 
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Hey, I just wanted to report that it appears that the /tour autodq off code isn't working. For me, it came up with a "That isn't a valid timeout value." error message in bold. Fart I believe is looking into this currently, but I thought I would report. Thanks!
 
https://replay.pokemonshowdown.com/gen8ou-1070641236

Might be missing something, but EQ didn't affect Aegislash on turn 7 and turn 8 despite no Air Balloon showing.
On switch-in, the Air Balloon message gets suppressed by Gravity, Magic Room, a Baton Passed Embargo, etc. If those effects end while the holder is still active, the game still won't inform you about Air Balloon, you're just forced to figure it out via immunity.
 
This one was brought to my attention by nvakna, but the Metronome item is bugged. It should only increase damage when the move is used successfully, but as it's currently implemented it appears to count successes as long as the user manages to use the move, regardless of outcome. However, the Metronome boost is supposed to reset if the move fails to do anything, i.e. attacking into Protect or an immunity.

According to SadisticMystic, the Metronome boost is supposed to reset if the move fails, i.e. attacking into Protect or an immunity, as far back as Gen 4 before the item was buffed. I trust his judgment since I'm no mechanics expert but I did quick tests for this in Gen 7 myself, I can't easily test in Gen 8 myself but I assume this item hasn't changed at all besides the buff in Gen 5. I tested both the Protect interaction and the immunity interaction with my Gen 7 carts, and in both cases the damage boost was lost after attacking into Protect, and in this case Thunderbolt into a Ground-type.


https://replay.pokemonshowdown.com/gen8customgame-1071315416-igjl4223n47oypqanw99vecmqqsg2i6pw
https://replay.pokemonshowdown.com/gen8customgame-1071317346-elekoep22zulk05wkgpgwn71rur0q89pw

For reference, these are some quick tests on PS showcasing the issues. In both cases, the damage boost continues to increase after attacking into Protect or an immunity for several turns, but the Metronome boost should reset in both cases. Like I said I'm no expert so someone can probably test this more extensively, but it seems to be incorrect on PS.
 
Following up on my first two posts about Emergency Exit not working correctly, I figured out that getting put under 50% from non-direct damage such as Life Orb, Status damage, and Weather damage doesn't activate the ability anymore when it should. Getting hit by an attack to put it to under 50% still activates it as intended.

https://replay.pokemonshowdown.com/gen8ou-1071497552
https://replay.pokemonshowdown.com/gen8ou-1067294574

Turn 16 of the first replay, Life Orb doesn't activate Emergency Exit like it's supposed to.
Turn 17 of the second replay, Poison damage doesn't activate it.
(Don't have a replay of weather damage not activating it.)
 
In the Inheritance OM, I attempted to run Dracovish's ability and moveset on Barraskewda, but the game saw it as Gmax Dreadnaw's ability and moveset. I suppose they have access to the same moves and abilities?
20200301_092428.jpg
Ignore the Aegislash, I threw in a blank mon to make the window fit better for the screenshot.
 
Not sure if bug or not, But the "NFEs not in higher tier" category for showdown teambuilder lists NFEs that are in higher tiers, ie Gurdurr, Haunter and Piloswine. This is also a thing for lc mons, ie Corsola-galar, Sneasel and Ferroseed.
 
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