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

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internet

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getting killed by your berry shows this:

Error parsing: callback|decision
<anonymous function: callback>([arguments not available])@http://play.pokemonshowdown.com/js/sim.js?a5dced5f:57
<anonymous function: runMajor>([arguments not available])@http://play.pokemonshowdown.com/js/battle.js?c8fdd165:280

and prevents you from selecting who to send out.

no error reports are shown in the command prompt that shows the server stuff

i got this to happen by modding PS

"ghostpepper": {
id: "ghostpepper",
name: "Ghost Pepper",
spritenum: 5,
isBerry: true,
naturalGift: {
basePower: 80,
type: "fire"
},
onUpdate: function(pokemon) {
if (pokemon.hp <= pokemon.maxhp/2) {
pokemon.eatItem();
}
},
onEat: function(pokemon) {
this.damage(pokemon.maxhp/4);
},
desc: "Eating it deals 25% of health. Be careful if you give this item to your pokemon."
}

code of the item that caused it
 
Hey. So turns 8-11 on this battle sums up the bug .
http://www.pokemonshowdown.com/replay/gen1oubeta-18291429
It's a 1gen "mechanic" (or bug):
If Explosion breaks a target's substitute, the user will not faint, though its image will be replaced by a blank image. Additionally, if the user of Explosion had a substitute at the time of such a situation, uses Substitute later, or switches out, its regular image will once again become visible. (taken from Bulbapedia)
 

tehy

Banned deucer.
I believe I've found a legitimate bug.

The B/w Research thread has confirmed that an opponent's item, such as Choice Band, doesn't affect Foul Play. If the user's holding an item, it does affect it, but not if the Target is.

I tested this specifically in a PS battle. I used Foul Play on two Scizor, which were both purposely ev'd the same. Except one had a Choice Band, and one didn't. Unless I was lied to by the person testing it with me (unlikely, since that person is a good friend) this is a bug. I also have a lot of circumstantial evidence that I've accumulated, just from using Foul Play a lot.
 
I'm going to assume that this is a bug:

Earlier playing hackmons a player had used trick to give my Ferrothorn a choice band. My Ferrothorn carries magic bounce, and, naturally, later in the game I switched it in to reflect Spore and roar out my opponent's Giratina. However, due to reflecting Spore, Choice Band proceeded to lock me into Spore. I can only assume that this is a bug.

I saved a replay of the battle here: http://www.pokemonshowdown.com/replay/hackmons-16712561
I had this same glitch in a regular uu match.
K so I used choice scarf trick xatu in this game that has toxic as well. I switched my xatu into a bronzong which used toxic and was bounced back by magic guard. I was going to trick my scarf onto the bronzong, but I noticed that the only move I could use was toxic. Thus I was locked into toxic without actually having used a move. I'm pretty sure what happened was that showdown mistook me bouncing back the toxic for me actually clicking toxic. I've been in the same situation before but with xatus that didn't have toxic and I was able to select a move normally in those scenarios.

Shown here: http://www.pokemonshowdown.com/replay/uu-18347556
 
I had Petaya Berry on my Rotom-W and it got down to some hp. Rotom-W ate the berry and got only 1.5 Spa instead of 2. I double checked with my opponents. It seems to be a bug.

Edit: Sorry, I realize my mistake. I misread the information about Petaya's effect a few times. I double cheked now and the boost is correct.
 
On Ampharos moveset:
PS actually allow for ampharos to run Reflect alongside Static ability, but Reflect is DW exclusive move which mean that Reflect is only legal with Plus (it DW ability).
 
Hydration Fix Please

Hey, so Hydration is suppose to fix any status ailment, as it does on the DS, but on showdown it fails to cure confusion. I've checked http://veekun.com/dex/abilities/hydration but it fails to specify what it considers a status ailment. Also, the smogon research team has no info on hydration. Bulbapedia, which you say is unreliable defines confusion as a status ailment and says the same definition as veekun.
If you could fix this error, it'd be great.
 

Iminyourcloset

OBJECTION! What do you mean I have a weakness now?!
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Hey, so Hydration is suppose to fix any status ailment, as it does on the DS, but on showdown it fails to cure confusion. I've checked http://veekun.com/dex/abilities/hydration but it fails to specify what it considers a status ailment. Also, the smogon research team has no info on hydration. Bulbapedia, which you say is unreliable defines confusion as a status ailment and says the same definition as veekun.

If you could fix this error, it'd be great.
As you can see on the veekun link you posted, it says "This Pokémon is cured of any major status ailment after each turn during rain." I bolded major status ailment because it means the big 5 (sleep/para/freeze/burn/poison). Confusion is considered secondary or minor, since you can have Confusion + a major status ailment. A major status ailment you can only have one of at a time on a pokemon. So, as far as I understand, Confusion is not healed by Hydration. Now, if you've gotten the results of confusion being healed on a DS game, take a picture of it and post it so we can see, because I'm not entirely sure.
 
This isn't really a bug as much as it is an omission, but in Gen 5, moves that alter abilities, like Skill Swap and Worry Seed, show what the ability was before and after the change to both players. I noticed this in a CC match earlier today where I attempted to determine a Bronzong's ability using Skill Swap. Unless I'm misremembering, the tooltip which displays the active Pokemon's ability also did not reflect this change. I don't have a log or screenshot, but this can be easily demonstrated by using the moves in question.

The Smeargle in this video uses Skill Swap around 0:45 and clearly displays the new and old abilities of both it and its target: http://www.youtube.com/watch?v=hPUCKMJd1-Q

I don't know if Worry Seed (and maybe Role Play?) share this issue on PS, but since they use similar mechanics ingame, it might be worth looking at them too.
 
In Gen 1 some moves have a wrong amount of PP. For example Splash has 64 PP in Showdown, although it has 61 PP after 3 PP-Ups in the cartridges. This has been fixed in Gen 3.
 

iss

let's play bw lc!
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Brave Bird (and possibly other recoil moves) are rounding down to 0 on recoil, while they should be dealing at least 1 recoil damage. Visible Turn 4 here.
 

Zarel

Not a Yuyuko fan
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Creator of PS
Unless I missed something somewhere does Multiscale not activate for Focus Punch if you Roost before it hits?

http://www.pokemonshowdown.com/replay/ou-18976122

Skip ahead to turn 7 and you will see Multiscale seems to activate the first time my opponent uses Focus Punch but not on the next three uses.
Multiscale worked fine. Here's what happened:

Turn 7: 1/4 damage because of Multiscale + Flying
Turn 8: 1/2 damage because of Multiscale
Turn 9: 1/2 damage because of Multiscale
Turn 10: 1/2 damage because of Flying

Turns 8-9 you weren't Flying because of Roost.
 
Multiscale worked fine. Here's what happened:

Turn 7: 1/4 damage because of Multiscale + Flying
Turn 8: 1/2 damage because of Multiscale
Turn 9: 1/2 damage because of Multiscale
Turn 10: 1/2 damage because of Flying

Turns 8-9 you weren't Flying because of Roost.
Makes complete sense do not know how I missed that. Thank you.
 
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