Bug Reports v2.0 (READ OP BEFORE POSTING!!)

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I changed my name on Pokémon Showdown, but for some reason my old name shows up on the ladder, and nowhere else. At first I thought it was just lag, but after three months, I think it may be a glitch.
 
I accidentally clicked STOP TIMER after starting the timer when my opponent left. Got this message.

Battle timer is ON: inactive players will automatically lose when time's up. (requested by DroppingLoads)
qwefedq has 120 seconds left.
Battle timer is now OFF.
The timer can't be re-enabled so soon after disabling it (20 seconds remaining).
The timer is already off
The timer is already off
The timer is already off
The timer is already off
Your message was not sent because you've been typing too quickly.
The timer is already off
Your message was not sent because you've been typing too quickly.
Your message was not sent because you've been typing too quickly.

The timer is already off
Your message was not sent because you've been typing too quickly.
Your message was not sent because you've been typing too quickly.
Your message was not sent because you've been typing too quickly.

The timer is already off
Your message was not sent because you've been typing too quickly.
Your message was not sent because you've been typing too quickly.

The timer is already off
The timer is already off
The timer is already off
The timer is already off
The timer is already off
The timer is already off
Basically I'm going to be forced to concede to a low rated battler because it is impossible for me to claim a victory. Not a big deal because I'm very casual these days and only use 1 team, so I'm not successful, but I bet it would piss off someone who is actually trying hard.
 
So, Veekun says this:
White Herb (Veekun)
Veekun said:
Fling: Immediately activates the herb's effect on the target.
In the OP says Veekun is reliable
OP said:
...look up the relevant moves/abilities/items on Veekun and the first post of the Smogon Research thread. Don't look on Serebii, Bulbapedia, or Smogon's own dex, they are too unreliable.
So I was testing and I realized it's not working, check this battle:
http://replay.pokemonshowdown.com/gen7ou-586018982
I tested some items with effect triggered by Fling, the other items tested (Flame Orb,King's Rock,Light Ball,Poison Barb,Razor Fang,Toxic Orb and Mental Herb) worked normally with Fling, but White Herb (check turn 15), didn't work how it should. This would be a bug, correct? Well, thanks.
Shoutouts to Randomnick for testing this with me.
 

Sondero

Don't you dare say you'd rather lose!
is a Top Social Media Contributor Alumnus
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In Hackmons Cup, generic Z moves with variable power have 1 BP. Can you either give those a static, high BP or remove them from the pool outright?
 

Sondero

Don't you dare say you'd rather lose!
is a Top Social Media Contributor Alumnus
In Hackmons Cup, generic Z moves with variable power have 1 BP. Can you either give those a static, high BP or remove them from the pool outright?
In the data of Sun and Moon, variable Z-Moves are stored as regular moves with 1 BP and 1 PP and can't miss. If you're suggesting that they'd change how variable Z-moves are handled in Hackmons cup, then I doubt any of the PS devs would be for that. Because a huge point of Showdown is to have as accurate mechanics to the main games as possible.
Besides, if you want a more balanced randomized format, you can just play Randbats or Battle Factory. Hackmons cup will need a lot bigger changes than removing crystal-less variable Z-Moves, considering you can still get moves like Splash, Helping Hand, etc.
 

peach

just know that if you hide it doesn't go away
is a Programmer Alumnusis a Battle Simulator Moderator Alumnus
https://replay.pokemonshowdown.com/gen7monotype-586367196

turn 6 of this replay,
Code:
Error parsing: |-curestatus|p1: Zoroark|tox|[msg] (TypeError: Cannot read property 'top' of undefined)
TypeError: Cannot read property 'top' of undefined
at Battle.resultAnim (https://play.pokemonshowdown.com/js/battle.js?v0.11.0b036:3150:23)
at Battle.runMinor (https://play.pokemonshowdown.com/js/battle.js?v0.11.0b036:4323:11)
 
The effect of Core Enforcer was passed on to Sylveon from Scolipede through Baton Pass
Then there should be some indicator that the Pokemon's ability was nullified, though right now I can't remember if such a thing happens in Sun/Moon.

(Mostly because I've never used Zygarde there)
 
I tested some items with effect triggered by Fling, the other items tested (Flame Orb,King's Rock,Light Ball,Poison Barb,Razor Fang,Toxic Orb and Mental Herb) worked normally with Fling, but White Herb (check turn 15), didn't work how it should.
It turns out that this was a display issue - the server correctly removed the negative boosts, but failed to tell the client. If you had actually compared an attack you would have seen the difference before and after the negative boosts were removed. Anyway, this will be fixed in the next update.
 
Gen 5 randbat on Smogtours my Magnezone HP Ice was 68 base power instead of 70. One of my opp's Pokemon apparently had a Hidden Power with 68 base power as well.
upload_2017-6-6_2-35-53.png
 
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Not exactly a bug, but something the simulator lacks that must be implemented:

On 3DS, looking up the stats of a transformed Ditto allows you to see the copied Ability. Also, attacking lets you see all four moves. It should be implemented that when Ditto transforms into something, all enemy moves AND ability get instantly revealed.

Also, PLEASE consider disabling the interface that keeps track of the entire enemy team (those six miniatures saying the health %, status, etc.) when there is a Zoroark around. With that interface present, it's almost like Zoroark has no Illusion, as it always gives away when you send him.


Oh, and also, allow the option to carry less than 6 pokemon in a battle and reorder the entire team. When facing enemies with Dragon Tail, the order of the team can become important, and while INCREDIBLY rare, it might be possible that one pokemon in the team is a complete waste of space against a certain team, and you might be better off not carrying him.

For example, a team that from first view you see has a phazing moves (Skarmory, Garchomp), and a pokemon of yours (let's say M Swampert after getting rain support) that can sweep your team if it gets the chance, however, if of your pokemon (let's say Salamence Z Fly) could boost right from the start and sweep the entire team IF the opponent could not Roar him out again and again.

Or, in Monotype, let's say you have a MonoDragon, and you have a stallbreaker Mono-Attacker Dragon Pokemon, and you face a Mono-Fairy, and getting Roared means free Hyper Voice/Fleur Cannon/Moonblast in the face.

And, consider giving bonus points for winning bringing less than 6 pokemon, and by getting a win with no casualties. That could be an interesting thing to implement.
 
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Though this is not a gameplay bug, this is a visual bug which has been annoying me and I see frequently on Random Battle Doubles. Look at my opponents pokemon. There are two of the same pokemon appearing on the screen and has happened atleast 4 or 5 other times that I decided to notify and let you guys know. I don't know why this keeps happening and I know for sure these pokemon are not zorua or zoruark.
bug2poke.PNG
bug1poke.PNG


http://replay.pokemonshowdown.com/gen7randomdoublesbattle-587783239
http://replay.pokemonshowdown.com/gen7randomdoublesbattle-587778895
 
Though this is not a gameplay bug, this is a visual bug which has been annoying me and I see frequently on Random Battle Doubles. Look at my opponents pokemon. There are two of the same pokemon appearing on the screen and has happened atleast 4 or 5 other times that I decided to notify and let you guys know. I don't know why this keeps happening and I know for sure these pokemon are not zorua or zoruark.
View attachment 83310View attachment 83311

http://replay.pokemonshowdown.com/gen7randomdoublesbattle-587783239
http://replay.pokemonshowdown.com/gen7randomdoublesbattle-587778895
Additionally, those images SHOULD be disabled when Zoroark is on the team. They easily give away when you send Zoroark and ruin every strategic use of Illusion.
 

DaWoblefet

Demonstrably so
is a Battle Simulator Administratoris a Community Leaderis a Programmeris a Community Contributoris a Top Researcheris a Top Tiering Contributoris a Social Media Contributor Alumnus
PS Admin
Super Sitrus berries (Figy, Iapapa, Wiki, Aguav, and Mago) fail to trigger appropriately during end-of-turn chip scenarios; it appears the "isSuperSitrus" isn't checked until all end-of-turn damage is calculated. For example, consider an Arcanine that has taken multiple rounds of Toxic damage, but Sand / Hail is also present. If Sand / Hail chips Arcanine into the super Sitrus activation range, then it should activate, allowing Arcanine to survive the following Toxic damage. Currently, Showdown does not do this.

PS Replay: http://replay.pokemonshowdown.com/gen7vgc2017-588056066
Battle Video code: KJMW-WWWW-WWW7-AWCB

I have not tested the interactions for regular Sitrus Berry, but I assume it behaves the same way.
 
During a regular UU game, my opponent sends out his Zoroark which is disguised as his Infernape. My Volcanion OHKO's it with Fire Blast (side note why the flip is Volcanion in UU), and it displays the Zoroark Illusion fading and Zoroark fainting properly. However, on the little display where it shows my opponents team, it says that Infernape has fainted, even though this is immediately contradicted by the fact that he sends out said Infernape the next turn. Bug? I think so. Replay: http://play.pokemonshowdown.com/battle-gen7uu-588111145. Imgur picture of me scrolling over the 'fainted' Infernape picture to be sure it thought it was fainted: http://imgur.com/JKYAMmH. As you can see in the replay, the sprites for both Zoroark and Infernape go away at the same time. It's just visual, but I can see the repercussions if someone mistakenly thought that said pokemon WAS really fainted and it affects the battle negatively.
 

DaWoblefet

Demonstrably so
is a Battle Simulator Administratoris a Community Leaderis a Programmeris a Community Contributoris a Top Researcheris a Top Tiering Contributoris a Social Media Contributor Alumnus
PS Admin
A bug in doubles: if two Pokemon faint while only one Pokemon remains, the remaining Pokemon should always be forced into the player's left slot. Normally, you are allowed to select which slot you want your Pokemon sent in, but that's only when you have 2 or more Pokemon remaining. This is mostly relevant for lategame Leech Seed scenarios, where a player on cart would not have the choice to recover HP from a Leech Seed planted in the right slot, for example.

Showdown replay (incorrect): http://replay.pokemonshowdown.com/gen7vgc2017-588909783
YouTube vid showing the forced left slot mechanic:

It's possible that the final slot sent out is RNG-based; I only did about 15 tests, but all sent the final Pokemon out on the left slot. It's definitely not based on speed.
 
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I was testing something with Metronome when I realized Dancer didn't activate with Metronome, then I tested again and I realized how it didn't work with Assist as well, it work perfectly WITHOUT Metronome or Assist.
In this battle, Dancer failed to copy Metronome (Unown got Dancer in turn 7, Dancer failed in turn 38)
In this battle, it show how Dancer fail with Assist.
I'm pretty sure this isn't supposed to be happening, Metronome and Assist shouldn't affect how (or if) Dancer works as far as I know.
Thanks to Randomnick for testing this with me
 
I was testing stuff again when this happened: http://replay.pokemonshowdown.com/gen7ou-589051599 First: is Copycat activating Imprison a glitch((I don't think so, but just to be sure)? Second: Is Z-Parting Shot being unable to be used when under the effect of Imprison and the turns keep passing without any Pokémon make anything, is that a bug? Third:This should trigger endless battle clause, in Turn 11 the battle say "If this format had Endless Battle Clause, it would have activated." but the battle is in Gen7OU, a tier with this Clause.
Thanks to Randomnick for testing this with me.
 
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