Gen 2 PS Development - Post bugs here

:gs/farfetch'd:
I seem to have an issue in the teambuilder paste section of showdown.
The sprite of Farfetch'd doesn't load/show up in paste form (perhaps it's just me but I thought I'd report it here)!
 
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GSC Cartridge has Present Glitch, but in Pokémon Showdown!, I discovered that the damage against Tyranitar(Type1:Rock, Type2:Dark) is about twice the damage done by Cartridge.
I would like to request to correct this as this could affect the results of games such as GSC OU games.
  1. Knowledge of Present damage against Rock
    The damage of Present is determined by the opponent mon's Type2, but if the opponent mon's Type1 is Rock or Steel, the damage will be about 1/4. It is important to note that it is not about 1/2.
    (In Pokemon Showdown, it seems to be calculated at about 1/2 as explained later)

    The damage list is below. This is a Japanese text, but I have translated it into English with some supplement.
    https://gold.hatenadiary.jp/entry/2017/06/20/014615
    1708812486769.png


    As shown on the following page, damage calculation is performed using six main procedures.
    https://pokemon.s20.xrea.com/2nd/moves.html#03
    Procedure1 : calculate damege body
    Procedure2 : calculate critical damege
    Procedure3 : add constant(+2)
    Procedure4 : multiply STAB
    Procedure5 : multiply type-effectiveness
    Procedure6 : randomization

    The 1/2 calculation for Rock or Steel is done in Procedure5, but only in the case of Present, it is also done in Procedure1, so the damage is approximately 1/4.

    The damage calculation in Procedure1 is as follows.
    power * (level * 2 / 5 + 2) * attack / defense / 50

    In the case of Present, the following values are assigned.
    It should be noted that type compatibility is calculated as a constant of "attack".
    level = opponent's type2 number
    attack = 10 * type-effectiveness (if opponent's mon have Rock or Steel type, this is 1/2)
    defense = ally's type2 number

    All of the information up to this point has been based on Japanese literature, but English literature also states that it is 1/4.
    https://bulbapedia.bulbagarden.net/wiki/List_of_battle_glitches_(Generation_II)#Present_damage
    Present calculates type-effectiveness twice, which causes Present to only inflict a quarter of the normal damage against Rock-type and Steel-type Pokémon.

  2. Confirmed results at Pokémon Showdown!
    As shown below, it seems to be calculated at 1/2.
    https://replay.pokemonshowdown.com/gen2ou-2066862013-ufb3dqyqwxpvxvnsjh788vbl79vcr2upw
 
:gs/farfetch
I seem to have an issue in the teambuilder paste section of showdown.
The sprite of Farfetch'd doesn't load/show up in paste form (perhaps it's just me but I thought I'd report it here)!


That's probably because you typed "Farfetch'd". "Farfetch'd" is correct in Pokémon Showdown!.

It's a bit technical, the characters U+2019 are used instead of the characters U+0027.
This is probably because U+0027 is a character that has a special meaning in the program.
 
That's probably because you typed "Farfetch'd". "Farfetch'd" is correct in Pokémon Showdown!.

It's a bit technical, the characters U+2019 are used instead of the characters U+0027.
This is probably because U+0027 is a character that has a special meaning in the program.
Nah, the issue is really when you press the "Upload to Poképaste" button where the image of Farfetch'd doesn't show up as it should (only get an empty square) in the actual paste... :wo:
 
Nah, the issue is really when you press the "Upload to Poképaste" button where the image of Farfetch'd doesn't show up as it should (only get an empty square) in the actual paste... :wo:

That's because Pokepaste uses U+0027.
You can display the image in Pokepaste by manually rewriting U+2019 to U+0027.
https://pokepast.es/6c25c05a1f74c4d8

In addition, pokepaste which uses U+0027 can be loaded into Pokemon Showdown!.
In Pokemon Showdown!, when it read U+0027, it seems to be converted to U+2019.
 
So, I was scrolling down in the "Useless items" section of the GSC teambuilder on pokemon showdown ( because why not, I guess? xD ) and I accidently realized something funny. There's an item called the "Safari Ball" in there that doesn't actually exist in the original Gold, Silver and Crystal games. The Safari Zone in the actual games was closed off when you got to the Kanto part in the postgame, which means the Safari Ball can't be a thing. The description also doesn't match as it mentions a "great marsh" that wouldn't exist until the remakes of HeartGold and SoulSilver. Kinda random, I know, but also lolzy... On a side note, the "sport ball" should actually be called a "park ball" to be more accurate to the games and description.
1722630943316.png
 
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Just found out this thread existed, didn't see any posts about this, tl:dr, rage should only boost rage damage, not all damage. Made a post about it 2 years ago, tested it today, still isn't correct.

https://replay.pokemonshowdown.com/gen21v1-2202972284-4dsyfwnklak7qs2yg2nezmlsgc4xc9mpw

 
Just made another random discovery (and this one a bit more impactful than the Safari Ball thing) while looking through the Damage Calculator the other day. For whatever reason, there seems to be a sort of "distortion field" on the calculator when it comes to showing spikes damage from hidden power (of any type) on Steelix specifically. Don't know why or how but it just won't display it... Anyone else seeing this too?

:gs/Steelix: :gs/Zapdos: :gs/Gengar:
Zapdos Hidden Power Ice vs. Steelix: 77-91 (21.8 - 25.7%) -- possible 5HKO
Gengar Ice Punch vs. Steelix: 85-100 (24 - 28.3%) -- 24.9% chance to 4HKO after Spikes and Leftovers recovery
 
Just made another random discovery (and this one a bit more impactful than the Safari Ball thing) while looking through the Damage Calculator the other day. For whatever reason, there seems to be a sort of "distortion field" on the calculator when it comes to showing spikes damage from hidden power (of any type) on Steelix specifically. Don't know why or how but it just won't display it... Anyone else seeing this too?

:gs/Steelix: :gs/Zapdos: :gs/Gengar:
Zapdos Hidden Power Ice vs. Steelix: 77-91 (21.8 - 25.7%) -- possible 5HKO
Gengar Ice Punch vs. Steelix: 85-100 (24 - 28.3%) -- 24.9% chance to 4HKO after Spikes and Leftovers recovery
i see it too - i checked on sulcalc and it goes from a .5% chance to 5hko to 99% chance to 5hko, though still does not have the with spikes damage

this would appear to be intended if the spikes damage is negligle, the same effect is there for gar vs lax (tbolt is an 8hko and effected by spikes, hp is the worst move ever)
 
i see it too - i checked on sulcalc and it goes from a .5% chance to 5hko to 99% chance to 5hko, though still does not have the with spikes damage

this would appear to be intended if the spikes damage is negligle, the same effect is there for gar vs lax (tbolt is an 8hko and effected by spikes, hp is the worst move ever)
I see. Well, it would be useful for it to still mention that spikes are active if for no other reason than to not question your own sanity, lol :extremecheems:
 
Just made another random discovery (and this one a bit more impactful than the Safari Ball thing) while looking through the Damage Calculator the other day. For whatever reason, there seems to be a sort of "distortion field" on the calculator when it comes to showing spikes damage from hidden power (of any type) on Steelix specifically. Don't know why or how but it just won't display it... Anyone else seeing this too?

:gs/Steelix: :gs/Zapdos: :gs/Gengar:
Zapdos Hidden Power Ice vs. Steelix: 77-91 (21.8 - 25.7%) -- possible 5HKO
Gengar Ice Punch vs. Steelix: 85-100 (24 - 28.3%) -- 24.9% chance to 4HKO after Spikes and Leftovers recovery
if you manually change the bp of gengar's ice punch to 70bp, it will display the same thing, "possible 5hko." theres not anything unique to hidden power here.

as far as i can tell, once it gets to 5hkos, the damage calculator doesnt bother to figure out the specific %hko odds. (ofc, it requires exponentially more computing power every time u increase the #hko that u are trying to calculate bc the number of combinations of damage rolls is increasing exponentially. i have no knowledge as to if that is the reason behind it and/or if its j considered unimportant to worry about the % once u get past 5hko.)
for numbers five and above, all that it displays is "possible xhko". i have checked this in a few different gens with or without hazards and they all follow this. in the tbolt vs lax after spikes example above it also simply displays "possible 8hko" (but it is still factoring spikes, it just doesnt display that visually. same goes for hp ice possible 5hko vs lix after spikes etc)

i believe from 9hko to 10hko is the threshhold after which it will just display "possibly the worst move ever".
 
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