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There is a minor inconsistency between Pokemon Showdown's Database and the game code for Pokemon SV.
In the code of SV the Vivillon-Icy-Snow pattern has an ID # of 0, meaning Icy-Snow is considered the default form.
However, on Showdown, just having "Vivillon" makes it default to the Meadow pattern. (Which I assume is because the Meadow Pattern was the first to be revealed.)
In this case, the default result for doing things such as "/dt Vivillon" or having it as just "Vivillon" in Teambuilder exports makes it come up as Meadow pattern.
To be consistent with the game code, and other databases, the default pattern that should show up for Vivillon should be changed to Icy-Snow, and Meadow should only come up when entering "Vivillon-Meadow"

BUG STATUS: NOT A BUG / WONT FIX This isn't worth fixing as it adds no value and impact's users teams.
 
Had a problem seeing the correct amount of left PPs of an enemy Garganacl's move Salt Cure. The opponent also had an Hisui Zoroark and i guess the interaction comes from there. Turn 5 he used salt cure, on turn 27 i realised the PP that was shown to me is wrong. It showed 23/24 to me, my opponent said he sees 20/24. finally at the end of the battle, salt cure was used 6 times, but it said 21/24PP left.

https://replay.pokemonshowdown.com/gen9ou-1814120099
 
Hi all, there seems to be possible problem with the interaction between Lumina Crash and Tera'd pokes where the Special Defence drops are not coming. At turn 7, my Espathra uses Lumina Crash on the steel Tera'd Garchomp for a SpDef drop which never materialises and then again on turn 8.

https://replay.pokemonshowdown.com/gen9doublesou-1814544005

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Indeedee (M)'s gender can be changed using the import option, and changing to Female still say it as Legal
Also It also can be brought into a battle but its gender would become male in battle, while the teambuilder one remains Female
0B09F7D7-91AB-4D2B-9F2D-A71226190FD3.jpeg
EB69BF8D-A732-4E9B-B290-3503D42E44C0.jpeg
 
Hi, I found a bug involving the Custap Berry in Gen 9 National Dex. If you try to put it on a Pokemon, it is illegal, which it should be, but if you just ignore that and equip it, it still lets you get into games. My example game: https://replay.pokemonshowdown.com/gen9nationaldex-1804098370-id52qsg0xanrefevj2t4ptq2bzfjy81pw
I want to tag you as well, cuz this bug is alrea happened for a loooooong time into gen 9 and ended up still not fixed, and your message dying in the storm
 
Not sure if this is a bug or if it was meant to happen, but it just feels weird. When you have primal Groudon on the field with the desolate land ability, the intense sun beings. The opponent then sends out primal Kyogre with primordial sea ending the intense sun and starting the heavy rain. The Kyogre then gets KO by Groudon, and then both the intense sun and heavy rail will be gone. The opponent then sent out primal Groudon against my primal Groudon then the intense sun begins again because of the opponent's primal Groudon ability, but if I knock out this Groudon, the intense sun still stays. This is weird to me because my intense sun already ended because of kyogre, and the other Groudon was ko'ed so the intense should not have stayed.

https://replay.pokemonshowdown.com/gen9nationaldexubers-1816390225
 
Not sure if this is a bug or if it was meant to happen, but it just feels weird. When you have primal Groudon on the field with the desolate land ability, the intense sun beings. The opponent then sends out primal Kyogre with primordial sea ending the intense sun and starting the heavy rain. The Kyogre then gets KO by Groudon, and then both the intense sun and heavy rail will be gone. The opponent then sent out primal Groudon against my primal Groudon then the intense sun begins again because of the opponent's primal Groudon ability, but if I knock out this Groudon, the intense sun still stays. This is weird to me because my intense sun already ended because of kyogre, and the other Groudon was ko'ed so the intense should not have stayed.

https://replay.pokemonshowdown.com/gen9nationaldexubers-1816390225
Meant to happen (very likely in my memories)
The primal abilities activates WHEN ENTRY, not when on field
 
Not sure if this is a bug or if it was meant to happen, but it just feels weird. When you have primal Groudon on the field with the desolate land ability, the intense sun beings. The opponent then sends out primal Kyogre with primordial sea ending the intense sun and starting the heavy rain. The Kyogre then gets KO by Groudon, and then both the intense sun and heavy rail will be gone. The opponent then sent out primal Groudon against my primal Groudon then the intense sun begins again because of the opponent's primal Groudon ability, but if I knock out this Groudon, the intense sun still stays. This is weird to me because my intense sun already ended because of kyogre, and the other Groudon was ko'ed so the intense should not have stayed.

https://replay.pokemonshowdown.com/gen9nationaldexubers-1816390225
It works the way Start Intense Sun en switch-in, and end it when no Pokémon with that ability is on the field anymore so that’s why
 
https://replay.pokemonshowdown.com/smogtours-gen9uu-678705

beat up on the last turn worked even though the beat up user had only 1 mon with status - is that a bug? it's not supposed to have hits for statused mons
Only allies need to not have a non-volatile status condition. See the PS! dex description of Beat Up:
Hits one time for the user and one time for each unfainted Pokemon without a non-volatile status condition in the user's party.
 
there were no items or evs besides the necessary 1 to push the match through

https://pokepast.es/1683a81793ca5368

https://pokepast.es/c16a2b15b2d1bd88

here are the pastes
the kingler user probably misclicked on the stats bar in the builder. in BH clicking one of the bars auto-sets all stats to as if they had 252 EVs but it doesn't actually display the EVs in builder. cryogonal freeze-dry also corresponds with this (0 SpA Cryogonal Freeze-Dry vs. 252 HP / 252 SpD Kingler: 170-204 (54.1 - 64.9%) -- guaranteed 2HKO)
1678471027339.png
 
there were no items or evs besides the necessary 1 to push the match through

https://pokepast.es/1683a81793ca5368

https://pokepast.es/c16a2b15b2d1bd88

here are the pastes

Looked a bit deeper into it, Typhlosion-H, Torterra and Kingler had 252 in all stats, they were all dealing too much damage and receiving not enough damage for them to be running 0 in all stats.

Not a bug, just your opponent either making a mistake, or deliberately trying to cheat in your battle. Anyways it looks like you guys shouldve just played in NatDex Draft like your paste says you shouldve :puff:
 
If a Zorua/Zoroark gets hit while disguised as Annihilape, the real Annihilape's Rage Fist power will go up, even though it wasn't actually hit. https://play.pokemonshowdown.com/battle-gen9nationaldexubers-1819014203 You can't see it really in the replay, but basically, on Turn 9, before the real Annihilape was hit, Rage Fist was already boosted by 50 power, even though it was not hit yet. After being hit by Triple Axel, it retained this, having 4 boosts despite only being hit 3 times total. The 1 hit being registered I believe is from the Hisuian Zoroark being hit by Lucario's Bullet Punch as Annihilape.
 
https://replay.pokemonshowdown.com/gen9brokencup-1818989512

Turn 3, Sableye with Parental Bond uses Dynamax cannon, but it only hits once, with no multi-hit message attached. I couldn't find any indication in the move descriptions or on Bulbapedia that it works like that.
There are several moves that can't become multi-hit:
Code:
Self-Destruct
Explosion
Rollout
Endeavor
Ice Ball
Fling
Final Gambit
Dynamax Cannon
Dragon Darts
Dragon Darts doesn't actually need to be flagged because it has a non-zero hit count, and 11 other moves also have the flag but I didn't list them because they're Status moves so it's equally redundant for Parental Bond's mechanics.
 
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