Bug Reports v4 -- POST BUGS HERE https://www.smogon.com/forums/ps-bug-report-form/

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Original game where the "possible bug" was spotted : https://replay.pokemonshowdown.com/gen9customgame-1983526809-cqcxscdeyx45y11ihn8d3drllsdb3clpw
Custom test for Mold Breaker : https://replay.pokemonshowdown.com/smogtours-gen9customgame-729382
Ndex : https://replay.pokemonshowdown.com/smogtours-gen9natdexdraft-729383
CustomG : https://replay.pokemonshowdown.com/smogtours-gen9customgame-729384
Regular Draft : https://replay.pokemonshowdown.com/smogtours-gen9paldeadexdraft-729385


Globally, Battle Bond doesnt work on non greninja-bond in custom game, even regular greninja, while it works on others tiers. We were thinking it might be a bug occured due to the fact that it was a custom game and there was a Mold Breaker mon on the field, but it looks confirmed it isn't due to Mold Breaker with those tests so it might be only on custom.
 
I mostly play NDOU, and when testing Power Trick Aegislash with a player called Toxic Ariados, we found a visual glitch where it told me Power Trick was active when it wasn't and vice versa.
 
Globally, Battle Bond doesnt work on non greninja-bond in custom game, even regular greninja, while it works on others tiers. We were thinking it might be a bug occured due to the fact that it was a custom game and there was a Mold Breaker mon on the field, but it looks confirmed it isn't due to Mold Breaker with those tests so it might be only on custom.
Custom games don't validate formes. Regular battles do, so regular Greninja with Battle Bond is silently corrected to Greninja-Bond.
 
Custom games don't validate formes. Regular battles do, so regular Greninja with Battle Bond is silently corrected to Greninja-Bond.
I'm having difficulties to understand that, isn't it easier to just make something like "any greninja with the battle bond ability can proc it" instead of forms being taken into account ? ( in custom obv )
 
Bug with Zoroark + Whirlwind interaction.
The opponent whirlwinded my pokemon into my dead mon that Zoro had illusioned into previously. It whirlwinded in my Braviary despite it fainting earlier and I could no longer swap my Zoroark which had not been knocked out in.

https://play.pokemonshowdown.com/battle-gen9ru-1986136032

BUG STATUS: NOT A BUG
:furret: Your Braviary never fainted, rather it was switched out with Red Card. Your Zoroark did faint on turn 13.
 
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Bug with Zoroark + Whirlwind interaction.
The opponent whirlwinded my pokemon into my dead mon that Zoro had illusioned into previously. It whirlwinded in my Braviary despite it fainting earlier and I could no longer swap my Zoroark which had not been knocked out in.

https://play.pokemonshowdown.com/battle-gen9ru-1986136032
When sharing a battle to report a bug (or whatever other reason) you need to click the "upload and share replay" button and then share the link that comes up. If you share the link to the battle itself, it will go away as soon as the battle expires, which is not very long after it ends.

Luckily I got to it fast enough that the battle was still active.

https://replay.pokemonshowdown.com/gen9ru-1986136032
 
Bug with Zoroark + Whirlwind interaction.
The opponent whirlwinded my pokemon into my dead mon that Zoro had illusioned into previously. It whirlwinded in my Braviary despite it fainting earlier and I could no longer swap my Zoroark which had not been knocked out in.

https://play.pokemonshowdown.com/battle-gen9ru-1986136032
Zoroark fainted on turn 13 from Magnezone's Volt Switch, and Braviary had not fainted when Whirlwind was used.
 

Mathy

I swear I have good sitting posture
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Currently, typing /randpoke or /randmove can roll things that don't exist in the gen of the battle you use it in, resulting in it saying that the Pokemon/move was not found in the gen. It should instead check the room's format in the same way that /ds and /ms already do (that is, room?.settings.defaultFormat || room?.battle?.format).

BUG STATUS: CONFIRMED - Chat (Server)
 
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On turns 11 and 12 of this replay, Ditto does much less damage to Shaymin and Koraidon than expected. According to the replay, Shaymin took 104 damage and Koraidon took 108 damage. The calculator, using a level 91 Ditto with its stats and type adjusted to match Koraidon, says it should do much more damage:
  • Lvl 91 84 Atk Orichalcum Pulse Ditto Collision Course vs. Lvl 83 84 HP / 84 Def Shaymin: 135-159 (44.7 - 52.6%) -- guaranteed 3HKO after Leftovers recovery
    • Possible damage amounts: (166, 168, 169, 172, 174, 175, 178, 180, 181, 184, 186, 187, 190, 192, 193, 196)
  • Lvl 91 84 Atk Orichalcum Pulse Ditto Collision Course vs. Lvl 67 84 HP / 84 Def Koraidon: 148-175 (60.4 - 71.4%) -- guaranteed 2HKO
    • Possible damage amounts: (148, 150, 151, 153, 156, 157, 159, 160, 162, 163, 166, 168, 169, 171, 172, 175)

The actual damage numbers are so low that it can't have been ignoring Ditto's Orichalcum Pulse or treating Ditto as if it were Koraidon's level, but would be consistent with Ditto not having Fighting STAB. However, I can't seem to recreate the issue, and I couldn't find the source of the bug myself.
 
I have found a bug within the Buildformat command where whenever i select crazyhouse it either says (If i put in a username at the beginning) you must have your own team to play this mode, (If i dont put a username to challenge) it gives the string just fine but the string doesnt work. any fixes would be much appreciated
 

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Charlotte

giraffe
is a Top Tiering Contributor
I think I've encountered a bug with Matcha Gotcha in doubles
https://replay.pokemonshowdown.com/gen9doublesou-1986694442-6jatnqgxazh9keyiw8tc1u0jlhcr8sapw
on turn4
Sinistcha used Matcha Gotcha!
A critical hit on the opposing Landorus!
(The opposing Pelipper lost 1% of its health!)
(The opposing Landorus lost 58% of its health!)
The opposing Pelipper fainted!


The 58% in particular is what's suspicious
Spread damage calc: 4 SpA Sinistcha Matcha Gotcha vs. 0 HP / 0 SpD Landorus on a critical hit: 138-163 (43.2 - 51%) -- 4.7% chance to 2HKO
Single target calc: 4 SpA Sinistcha Matcha Gotcha vs. 0 HP / 0 SpD Landorus on a critical hit: 184-217 (57.6 - 68%) -- guaranteed 2HKO

The only way 58% can occur on a crit is if the Landorus-I is both -SpDef natured and has reduced IVs, which I can't confirm they don't but seems particularly unlikely. So it would seem that since the Pelipper died to the first hit, it became single target for the second
 
A bug I have noticed, and I'm certain many other have and may have reported it is the issue with Urshifu. When we see the opponents before the game starts, I am never able to tell if the pokemon is urshifu dark or water. This normally isn't an issue since most people only use water urshifu, but it always ruins my game plan when it's actually dark urshifu. Is there any plans on this getting fixed?
 

Tea Guzzler

forever searching for a 10p freddo
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A bug I have noticed, and I'm certain many other have and may have reported it is the issue with Urshifu. When we see the opponents before the game starts, I am never able to tell if the pokemon is urshifu dark or water. This normally isn't an issue since most people only use water urshifu, but it always ruins my game plan when it's actually dark urshifu. Is there any plans on this getting fixed?
This isn't a bug. On cartridge, Urshifu in preview shows up as this sort of neutral Urshifu forme that visually doesn't look like either Single or Rapid; it has no in-battle animation and exists solely as said preview sprite, meaning it's not visually possible to determine the Urshifu forme at preview. Since it has no battle animation, it would be a notable visual discrepancy compared to anything else when implemented on sim, so Urshifu-S is instead treated as this neutral (ie; the mon is treated visually as Urshifu-S until proven otherwise).
 
This isn't a bug. On cartridge, Urshifu in preview shows up as this sort of neutral Urshifu forme that visually doesn't look like either Single or Rapid; it has no in-battle animation and exists solely as said preview sprite, meaning it's not visually possible to determine the Urshifu forme at preview. Since it has no battle animation, it would be a notable visual discrepancy compared to anything else when implemented on sim, so Urshifu-S is instead treated as this neutral (ie; the mon is treated visually as Urshifu-S until proven otherwise).
It's especially weird given that Arceus now does show what form it is in team preview.
 

When Glowking tries to Chilly Reception out, the "Slowking is preparing to tell a chillingly bad joke!" message pops up even if it gets paralyzed and is actually unable to switch out. I checked it out on Showdown and the message doesn't show up.

https://replay.pokemonshowdown.com/gen9ou-1989475656
(I did click Chilly Reception but I guess one can't tell from the replay)
 
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when i try playing with a team i uploaded to tha showdown database on one of my alts i get this message:
1699997279543.png

for the record this happened on the main client when i tried playing ou with my team... its not really a problem cause i can just copypaste the team to that alt and use it there, bug also doesnt happen if i use the team on the account i uploaded it on
 
Visual Bug in RBY. Low Kick in battle displays the wrong gen text for Gen I, displaying the weight factor in its BP. Weirdly the accuracy matches gen I. After testing and looking at the damage calculator, it appears to be a simple visual bug and not a major mechanic error. Screenshots here:
I have found the same graphical glitch while using the desktop showdown app. The damage matched up with the expected base power of gen 1 low kick.
 

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Hello I have a bug I'd like to report regarding hazards for GEN 9 Custom Game.

Gliscor is unable to use or select any hazard moves it naturally learns. Meanwhile on my friends team for a test TTar was able to use sticky web which it does not learn at all. Further testing and other mons unable to learn hazards were still able to use it. This just seems to be an issue with Gliscor.

Thank you
 

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Ehmcee

A Spoopy Ghost
is a Tiering Contributor
Hello I have a bug I'd like to report regarding hazards for GEN 9 Custom Game.

Gliscor is unable to use or select any hazard moves it naturally learns. Meanwhile on my friends team for a test TTar was able to use sticky web which it does not learn at all. Further testing and other mons unable to learn hazards were still able to use it. This just seems to be an issue with Gliscor.

Thank you
Custom game bypasses any restrictions, meaning any pokemon is able to run any move, ability or max stats as well. This means ttar is able to run sticky webs.

I'm 99% sure you were running an Assault Vest on your Gliscor, explaining not being able to select your hazard moves. I was able to replicate it and use hazard moves well on my end:

1700087183388.png
 
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