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Programming Showdex - An Auto-Updating Damage Calculator Built into Showdown!

Maxouille

Gastrodon east sea <3
is a Tiering Contributor
When I mean lag I mean that when you click buttons you have to wait like 1 or 2 sec before the action happen like skip turn or switch room ect
 
camboi said:
Fixed stage hazards always being present in damage calculations even after the Pokémon is active on the field.
This is still not working, stage hazards are still present after the initial switch in.
This game showcases how it's still not working (skip to turn 8).

Here's is the calc that the damage calculator produced:
+1 252 SpA Kommo-o Boomburst vs. 0 HP / 4 SpD Victini: 190-224 (55.7 - 65.6%) -- guaranteed OHKO after Stealth Rock

This is despite the fact that Victini was already in the game and thus doesn't need to account for rock damage.

This should've been the actual calc:
+1 252 SpA Kommo-o Clanging Scales vs. 0 HP / 4 SpD Victini: 223-264 (65.3 - 77.4%) -- 12.5% chance to OHKO

When I mean lag I mean that when you click buttons you have to wait like 1 or 2 sec before the action happen like skip turn or switch room ect
I'm also having this issue.
 
This is still not working, stage hazards are still present after the initial switch in.
This game showcases how it's still not working (skip to turn 8).

Here's is the calc that the damage calculator produced:
+1 252 SpA Kommo-o Boomburst vs. 0 HP / 4 SpD Victini: 190-224 (55.7 - 65.6%) -- guaranteed OHKO after Stealth Rock

This is despite the fact that Victini was already in the game and thus doesn't need to account for rock damage.

This should've been the actual calc:
+1 252 SpA Kommo-o Clanging Scales vs. 0 HP / 4 SpD Victini: 223-264 (65.3 - 77.4%) -- 12.5% chance to OHKO


I'm also having this issue.
Sorry for the late response, we wanted to make sure we figured the problem out and tested it before saying anything premature this time haha. This bug was weird because it only happened occasionally, but we're pretty sure it's been fixed now. I won't bore you with the specifics unless you're interested, but essentially we always needed to provide the calc with a value even if there were no hazards on the field.

In terms of the lag, we've added a lot of optimization fixes and settings that you can change if it starts lagging, such as clearing the game from memory after you close the Calcdex tab. So far it hasn't been lagging for us in our testing, but we'll wait to hear back on whether it's fixed the problem for you guys as well. The patch should be approved by Chrome in a few days (but it's already live on Firefox!)
 
When I mean lag I mean that when you click buttons you have to wait like 1 or 2 sec before the action happen like skip turn or switch room ect
Yup I started to notice this as well after you mentioned it! As far as we could tell, the lag is mostly gone in the newest patch, especially if you turn on some of the performance settings we added like clearing the game from memory after you close the tab! Hopefully that fixes the issue for you!
 
Patch 1.0.3 is now live!
This was a HUGE patch with many new features and a ton of bug fixes & optimizations (full patch notes here).
Here’s a brief-ish summary of the important changes:
  • We now have a Settings page which you can access from the HelloDex tab!
    Some useful settings include:
    • Show the normal chatrooms panel instead of the Hellodex when Showdown starts
    • Choose when a Calcdex tab should open i.e. only when battling
    • Auto-close Calcdex tabs when the battle is over (so it doesn’t clutter your tabs)
    • Set Showdown Usage set as default set, which displays the usage stats (%) for moves, abilities, and items for each Pokemon in the format in their dropdown. You can always select the Showdown Usage set from the Set dropdown as well (this also fixed the problem where some Pokemon were blank bc they didn’t have a Smogon set)
    • Hide you or your opponent’s EV/IV values by default (helpful for fitting everything without needing to scroll). You can always edit/show them at any time by clicking the “Edit” button
  • If you’re in Single Panel mode or you don’t want the Calcdex to open as a tab, you can now use Battle Overlay mode (it’s auto-enabled in Single Panel). This adds a “Open Calcdex” button next to the Battle Timer so you can toggle the Calcdex as an overlay over the battle chat instead of as a tab [thanks pokeaim for the suggestion]
  • Many performance optimizations to hopefully get rid of the micro-stutters/lag! If you’re still experiencing lag, consider turning on “Close Tab When Battle Ends” and “Clear Memory after Tab Closes”. If it’s still lagging, try turning off some of the set downloading such as the Smogon sets
  • You can now copy the Pokemon’s set to your clipboard and import it right into Teambuilder or the Pkmn Damage Calc
  • We fixed a ton of bugs that were preventing Calcdex from working properly in different formats such as 1v1, Anything Goes, etc.
Honestly this just barely scratches the surface of all the changes/fixes, so definitely read the patch notes for a more comprehensive list.
Huge shoutout to Keith (the dev) for all his incredible work.

There are a few known issues that we’ll be deploying a small patch for soon, notably Psyshock (sigh), Zoroark (bigger sigh), and G-Max Pokemon in Random battles. If you’re playing Random battles and a Pokemon doesn’t have a set loaded, click on their name to change their forme, as they probably only have a G-Max set for Randoms and that’s why it’s not showing up (i.e. G-Max Coalossal).

Thank you to everyone for all your feedback and help, we really appreciate it, so please let us know if there’s anything that we can improve.
Hope ya’ll enjoy!
 

Maxouille

Gastrodon east sea <3
is a Tiering Contributor
1665760465441.png

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Bobsican

Powerscaler at heart
is a Tiering Contributor
I've been playing NDBH for a while, and I've noticed that Showdex may be leaking "illegal" information.

Say, Core Enforcer suppresses abilities, if a Imposter mon switches into the suppressed mon afterwards, hovering on it will just say that its ability is "(suppressed)", however, while it effectively has no ability, the ability the user would have appears in Showdex, which is relevant as one of the main appeals of Imposter is scouting the opponent's set, and being able to see more than in normal circumstances with Showdex can easily raise red flags, unless the capability to see the ability the user would have in such cases is just a feature yet to be added to Pokémon Showdown.
 
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I've been playing NDBH for a while, and I've noticed that Showdex may be leaking "illegal" information.

Say, Core Enforcer suppresses abilities, if a Imposter mon switches into the suppressed mon afterwards, hovering on it will just say that its ability is "(suppressed)", however, while it effectively has no ability, the ability the user would have appears in Showdex, which is relevant as one of the main appeals of Imposter is scouting the opponent's set, and being able to see more than in normal circumstances with Showdex can easily raise red flags, unless the capability to say the ability the user would have in such cases is just a feature yet to be added to Pokémon Showdown.
I mean if Showdex is getting its information from what it's detecting, it sounds like something the Showdown devs needs to fix to prevent leaks. (Not that Showdex shouldn't be showing this info also).
 
Is there a plan to make the sets it shows auto-update based on what the mons used in the battle? For example, I was in a battle and while calcdex said a mon had leftovers the mon clearly did not due to it not getting the tick healing. I do wonder if this is an issue for random battle as well.
 
View attachment 458684
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Glad to know our new error handler is working :totodiLUL: Do you happen to remember what the error message was btw? We're gonna take a look at the data and see if we can figure out what went wrong, thanks for letting us know!
Also how is the performance now after the patch, are you noticing any lag anymore?
 
Is there a plan to make the sets it shows auto-update based on what the mons used in the battle? For example, I was in a battle and while calcdex said a mon had leftovers the mon clearly did not due to it not getting the tick healing. I do wonder if this is an issue for random battle as well.
Currently we have it change your item automatically if it's revealed in battle, but we don't have it work the opposite way, which is a good idea actually. We'll probably add that in with the next patch, as we'll also be adding the feature to auto-replace one of the moves with a revealed move when it's detected, so it would be fitting to add this in as well. I think it probably would only work for Life Orb, Leftovers, Assault Vest (if they use a status move), not sure if there's anything else that we could deduce, I'll have to take a look.
 
I've been playing NDBH for a while, and I've noticed that Showdex may be leaking "illegal" information.

Say, Core Enforcer suppresses abilities, if a Imposter mon switches into the suppressed mon afterwards, hovering on it will just say that its ability is "(suppressed)", however, while it effectively has no ability, the ability the user would have appears in Showdex, which is relevant as one of the main appeals of Imposter is scouting the opponent's set, and being able to see more than in normal circumstances with Showdex can easily raise red flags, unless the capability to see the ability the user would have in such cases is just a feature yet to be added to Pokémon Showdown.
Wow this was a really good catch, we never would have thought of this edge case (a pleasant surprise that "(suppressed)" as an ability didn't break the Calcdex). We tested it out for ourselves, and you're right, it does reveal the ability even though the tooltip doesn't show it. However, we only read the data that's publicly available in the battle state, and when we inspected the console we saw that it does tell you the ability. So if you wanted to, you could inspect the page and see what the ability was if you knew where to look.
I mean if Showdex is getting its information from what it's detecting, it sounds like something the Showdown devs needs to fix to prevent leaks. (Not that Showdex shouldn't be showing this info also).
This is correct! I'm thinking this was probably an oversight by Showdown that needs to be fixed. I'm not sure where we should report it, do you know? Unfortunately we just tried fixing it and it would be pretty hard on our end as it would break syncing for everything else, as we have to trust the data that Showdown provides us. We'll keep it in mind though and see if there's a better resolution, as we definitely don't want to provide any unfair competitive advantages like this.
 
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Wow this was a really good catch, we never would have thought of this edge case (a pleasant surprise that "(suppressed)" as an ability didn't break the Calcdex). We tested it out for ourselves, and you're right, it does reveal the ability even though the tooltip doesn't show it. However, we only read the data that's publicly available in the battle state, and when we inspected the console we saw that it does tell you the ability. So if you wanted to, you could inspect the page and see what the ability was if you knew where to look.

This is correct! I'm thinking this was probably an oversight by Showdown that needs to be fixed. I'm not sure where we should report it, do you know? Unfortunately we just tried fixing it and it would be pretty hard on our end as it would break syncing for everything else, as we have to trust the data that Showdown provides us. We'll keep it in mind though and see if there's a better resolution, as we definitely don't want to provide any unfair competitive advantages like this.
Looks like this is the best place to post it: https://www.smogon.com/forums/threads/bug-reports-v4-read-original-post-before-posting.3663703/
 

Maxouille

Gastrodon east sea <3
is a Tiering Contributor
Glad to know our new error handler is working :totodiLUL: Do you happen to remember what the error message was btw? We're gonna take a look at the data and see if we can figure out what went wrong, thanks for letting us know!
Also how is the performance now after the patch, are you noticing any lag anymore?
you can reproduce the error easily just play some gen4ou I will send you full logs if it happens again for me.

As for the lags, the "lag time" is shorter yeah, anyway that wasnt really an issue for me since I mostly want to use that for tournament games were you play slowly (i just wanted to tell you about this). It might still be an issue during long ladder session for some people maybe but with the the memory clearing improvement it shouldn't.
 
Hey, this has been a GODSEND on the suspect ladder, fantastic project, thank you so much for making it. I just have a quick question, is it possible to use this with the desktop version of Showdown, or is there only support for the in browser version?
 
you can reproduce the error easily just play some gen4ou I will send you full logs if it happens again for me.

As for the lags, the "lag time" is shorter yeah, anyway that wasnt really an issue for me since I mostly want to use that for tournament games were you play slowly (i just wanted to tell you about this). It might still be an issue during long ladder session for some people maybe but with the the memory clearing improvement it shouldn't.
Ok I'll try it out. And glad at least the lag is getting better LOL I guess a little lag is a bit inevitable, but hopefully it's better than having to input everything manually into the damage calc. I'm sure we'll find some further optimizations as well down the line.

Also your Team Randomizer extension is really cool, I play a ton of randoms cause I get lazy to make a team. I just played a game with it and I dominated lol.
 
Hey, this has been a GODSEND on the suspect ladder, fantastic project, thank you so much for making it. I just have a quick question, is it possible to use this with the desktop version of Showdown, or is there only support for the in browser version?
Super happy to hear that, glad you've found it helpful! Unfortunately I don't think we'll be able to support the desktop version as it would require a new project entirely. Sorry about that. The project is open source tho, so if someone wants to port it, they totally can :)

Edit: Btw love your profile pic, "You're becoming Will" lmao
 
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Ducky

Aw Phooey
is a Contributor to Smogon
Currently we have it change your item automatically if it's revealed in battle, but we don't have it work the opposite way, which is a good idea actually. We'll probably add that in with the next patch, as we'll also be adding the feature to auto-replace one of the moves with a revealed move when it's detected, so it would be fitting to add this in as well. I think it probably would only work for Life Orb, Leftovers, Assault Vest (if they use a status move), not sure if there's anything else that we could deduce, I'll have to take a look.
some more I thought of quickly, no clue how easy they are to implement
Choice items (if they switch moves)
black sludge
berry that reduce damage
lum / chesto berry etc
heavy-duty boots
seeds
flame / toxic orb
heat / smooth / damp / icy rock
light clay
gems
protective pads
eject button / pack
rocky helmet
sitcky barb
terrain extended
weakness policy
blunder policy
 

Red100

formerly ThrohKing
Not sure if this is the right place to post this but I got
error.png
while playing gen 4 ou and trying to select my jirachi in the calc. Refreshing the page and selecting the jirachi again caused another crash.
 
Is there a way to get this working on mobile devices, such as Android?
Chrome currently doesn't support extensions on mobile, but we can try to make it work for Firefox mobile (android only though unfortunately). It will take us some time to test it out and make sure it's working, but I definitely think it'll be possible for Firefox and other Chromium based browsers could be supported potentially as well. I'll respond back after we've given it a try!
 
some more I thought of quickly, no clue how easy they are to implement
Choice items (if they switch moves)
black sludge
berry that reduce damage
lum / chesto berry etc
heavy-duty boots
seeds
flame / toxic orb
heat / smooth / damp / icy rock
light clay
gems
protective pads
eject button / pack
rocky helmet
sitcky barb
terrain extended
weakness policy
blunder policy
Thank you for the list, this will actually be super helpful! We realized this will be a pretty big feature that could get pretty complicated, so we're going to leave it out of this patch since we want to push it out soon.
I realized we'll also need to account for abilities like Magic Guard and Sheer Force as that could mess things up. Otherwise I think it's definitely doable!
 
Not sure if this is the right place to post this but I got while playing gen 4 ou and trying to select my jirachi in the calc. Refreshing the page and selecting the jirachi again caused another crash.
View attachment 458684
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These two bugs are the same, we figured out the problem and fixed it in the coming patch (1.0.4). Thank you for the bug reports, it was an odd one for sure as it only appeared sometimes :) we're going to do a little more testing on it today to make sure it's fixed and then we'll release it!
 
I've noticed an issue that's caused me to remove it from my browser. I use Chrome if that matters. When I am spectating multiple games, the showdex automatically opens a calc for each game. If I have more than 4ish calcs open, PS begins to lag, and eventually my browser crashes. Could there be some way to implement an option where spectating games doesn't open a calc?
its a 10yo laptop so that might be why lol, although i never lagged ever before this (also its more like after game 10)
Have ya'll tried it out with the new update? I'm curious to hear if it fixed the lag problem for you :) Also dex we now have an option in the settings to choose when a Calcdex tab opens, so you can have it not open when you're spectating (only when you're in a battle)
 

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