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Falirion

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Falirion last won the day on September 2 2020

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About Falirion

  • Birthday 11/19/1994

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    Fali
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  1. And today we are doing an installment of "fun with transformations": In canon games most Form changing abilities do not work if obtained with transform/imposter (so stance change, power construct etc.) now this is a little sad but i think i realize now why. In this game stance change etc. do "work" after gaining them with transform/imposter, in a certain definition of "work", the ditto (or other transform user, say eevee) will turn into the mon, and when it triggers an ability, using stance change as an example, it will transform, but it will basically revert to being ditto (or whatever mon it was before using transform) but with the moves of the transformed mon, so transform into aegislash shield, click an attack, transforms into ditto (presumably form 1) with "stance change" and the aegislash's moves. TLDR: Transform janks up completely when it transforms into a mon with a form changing ability
  2. - Z moves seem to bypass sashes and similar items (say rampardos crest) - Endure's priority bracket isn't up to date with current mechanics, it should be +4 (as of gen V) it currently is +3 (essentials default i am guessing?) - Zoom lens has no script at all, it doesn't do anything - Silvally doesn't turn Dark type on blessed field or ???-type on glitch field, there is no scriptline that even attempts to do so
  3. Okay i am here with some fun ones this time: 1. Status applications caused by T-spikes, yawn or synchronize cause an error message due to an undefined value. when they are blocked by abilities or field interactions (basically anything that causes a message). this seems to be because these messages have an "if showMessage" attached, which in the status application functions for synchronize, yawn and t-spikes isn't an argument given to the function (for most cases in yawn "if showMessage" is already commented out, so ig this issue came up before, but wasn't fully fixed for every case it can happen in) 2. Normal moves converted by aerilate can't hit through shedninja's wonder guard, it seems to consider them still normal typed for that purpose 3. For the Incinerate TM there is no learn list no mon actually learns the move via TM as far as i can tell ( the move doesn't seem to be in the TM PBS at all) 4. this one is about AI behaviour, unlike for other screens, user of arenite wall will happily use arenite wall repeatedly when faced with brick break/Psychic fangs, if the brick breaker is slower than the arenite wall setter this can get the AI stuck in an endless loop of setting wall and getting hit by brick break (disregard this one, i accidentally had the game on 12.1 for that, on 12.2 this doesn't happen)
  4. so funny thing: i reported a while ago that desert's mark's chip damage bypasses magic guard, well this is true, but apparently this issue affects all trapping moves (fire spin, whirlpool ect) magic guard doesn't protect against the field damage from volcanic field (and dragon's den with volcanic as base field) Edit: Secret Power on Bewitched woods causes an error message if the additional effect selected is poison because the poison function is missing an argument.
  5. Julia managed to make this into a big ol camping trip and i love it. also julia is all like "BE FRIENDS!! smushes archer and vanilla together" as for the D&D alignement, Lawful vs chaotic is always a little bit tricky to explain. the way i understand it is that (seeing as alignements are personal in nature) is that whats important is to what the character holds themselves more than anything. breaking Laws doesn't automatically make you chaotic, (otherwise some poor paladin could walk into some distopia, where you get publically executed for wishing someone a nice day, or something and lose their fancy powers for not staying lawful). a character that breaks laws because they oppose the very system that made these laws (like vanilla) wouldn't really be indicative either way, if she were to break these laws just because she can, that would be chaotic. but as corso noted her own "code" matters aswell, lawful character would be someone who when the make a promise they will absolutely keep it, no matter what. while a chaotic person could go "you know, i just said that, i didn't really mean it". Lawful characters are ones that stick strongly to their word and oftentimes have their own personal "code of conduct" that they stick to, who would only go against a standing law if they have a reason for it. While chaotics are more freespirited, laws are kinda there and might sometimes be broken for the hell of it, but don't influence them either way, and they just kinda act according to what the feel is right in the moment, if asked about their beliefs/their moral code they probably wouldn't have a set view on complex topics but would have a view if certain things are right or wrong in their eyes that kinda got rambly.... sorry
  6. - Dazzling and Queenly Majesty don't protect their double Battle allies from priority, as they should - Strength Sap on bewitched woods (field number 42) doesn't lower special attack as noted, the effect is attached to corrupted cave (field number 41) EDIT: because imagine double posting - Rage Powder is +3 priority when as of gen 6 it should be +2, and more importantly currently ghost type pokemon are wrongfully immune to rage powder, and grass types are not (when they should be)
  7. - all mons on snowy mountain do x1.5 more damage due to the long reach field interactions conditions not being put into parenthesis properly (currently it reads long reach and mountain or snowy mountain) - same applies to fairy tale field due to the queenly majesty interaction not having parenthesis - refering to a previous report about partner AI in multibattles not having their items, same applies to opponents in multibattles, most notable in the valor mountain battle against geara & Zetta, zetta's silvally does not have the silvally crests effects - mist & misty terrain do not change the dragon's den field to fairy tale, like the field manual claims, they actually just do their normal effects of creating misty terrain
  8. All right this one is juicy, since it relates to Silvally crest and (more importantly) the AI just fucking kill me already Okay first off: AI partner trainers don't have their usable items (potions, silvally crest etc.) at all seems like their "inventory" (aka the @item array) isn't getting initialized, so for example the several instances where ren is a partner and has silvally that silvally isn't crested despite the PBS having a silvcrest as an item for him. then we have the Silvally crest itself and how AI interacts with it: 1. the AI seems to apply the silvally crests Stab boost to itself for selecting the moves (causing wildly different behaviour between the player having a silvally crest and them not having one) if the player has a silvally crest in their bag, no matter if the mon is silvally or not. example of this would be for instance this: The 2nd battle of the bladestar grunt gauntlet in the pyramid has reina as the players partner, she leads her ribombee, this ribombee usually always clicks sticky web. turn1 (i have literally never seen it use something else) now if they player has a silvally crest in their bag ribombee suddenly decides that it should bugbuzz the meowstic turn 1, every time, which doesn't kill (it does about 80%) without fail and this continues and affects opponents aswell, if the player has a silvally crest the AI heavily favors hitting things with their stab this is a message i hooked into the AIs stab check, it played about 20ish times per turn, even without a player on the field (the sableye is ren) it just to confirm that the AI just assumes silvally crest stab if the player has silvally crest in their bag, on any mon, no matter what 2. and on the reverse the AI does not seem to know it's stab is boosted if it uses silvally crest itself (without the player having a silvally crest anyway) now this i am less sure of but i am still think to this be the case, in the process of testing point 1 i hooked a message to the AIs stab modifier check, now battling zetta (Zetta,208: the valor mountain team) this message never came up, not even with silvally on the field, which makes me think that the AI if it has a silvally crest does not in fact know about the STAB boost, (pretty confident it knows about the abilities, normal vally definetly decided clicking return on ghosts was a worthwhile thing before, which with the crest it is) also: gogoat's sprite has an empty pixel in it's eye, the screenshot above should kinda show it, the dark green pixel in gogoat's eye
  9. this is not a bug for the main game, this is a bug with a mod, specifically the stat and type icons from the modpack (the modpack has this bug noted btw) just don't have these 2 mods active when you need to do something in the safari zone. anyway while i am here: -shedninja is still avoiding normal type moves on blessed field via wonder guard (normal moves are super effective against ghost on blessed and should hit) -also if a multihit moves triggers a focus sash, the sash will work against every hit of the multihit move (so for example sashed shedninja will live all 5 hits of a rockblast) -this is a little bit of a strange one, while battling the police gauntlet i noticed 2 things: 1. on the turn a pokemon wakes up from sleep it cannot be flinched, as a my pokemon (who came in with a sleep on the verge of waking) was getting fake'd out and still used it's move 2. and this is the tricky one, substitute seems to prevent stat lowering even after it gets broken, but not always, i used substitute against gumshoe and miles (aka intimidate spam: the battle) and even after breaking the substitute their intimidates would not lower my attack, until one of my mons used a buffing move (dragon dance) then this mon was affected by intimidate, the other one still wasn't. edit: and now for something really minor in hiyoshi city ren's silvally (formerly zetta's silvally) zepto, is not nicknamed, it is also not shiny, which it should be (all of ren's mons use the player's trainer ID aswell but that is really going to deep into the details) similar applies to nightmare city zetta's silvally melia's mimikyu and snorlax are also not nicknamed while playing as her in the scholar district library
  10. Huey,1 & 201 in addition to kecleon, gogoat and palossand have ability flag 2 set, but only abilities for 0 & 1 defined, causing a random ability For some reason a few moves show up twice in the PBS (ignoring moves like future sight, that have to be present twice) namely: Diamond Storm, Dragon Ascent, Origin Pulse, Precipice Blades, Steam Eruption, Thousand Arrows, Thousand Waves Note that an earlier report of thousand arrows not hitting levitate users is caused by this apparently Rift hippos use thousand arrows with the move ID 674, which isn't checked for when deciding if levitate negates the move Thousand arrows with the move ID 664 hits levitate mons as it should (it should still be changed to spread)
  11. - Will-o-Wisp bypasses substitute, pretty sure it's specifically wisp, as other status moves do get blocked by sub, - Shadow Blast is classified as special, it should be physical - Metronome can call animation placeholders and some other moves it should not be able to (for example protect and similar moves, apparently several legendary signature moves are blacklisted in canon games aswell, although i don't really see a reason to for those)
  12. Movebug: Ice Fang has a 10% effectchance in the PBS, but the function itself already has a 10% chance for both effects, which effectively makes ice fang only have 1% chance to freeze and a 1% chance to flinch
  13. Well Well a game of mafia is it? i really love how this story always manages to put it's own spin on things, it's really great. although i wouldn't exactly blame vanilla here on not seeing who else's behaviour was suspicious of the bunch, sometimes people can't see whats in front of them, especially when it's something one doesn't want to see. can't wait for the next chapter
  14. back again. as a continuation of the bug i reported a while ago about pikachu evolving into the wrong raichu form under certain circumstances, (see earlier post) another problem with pikachu line evolutions. if one breeds an alolan raichu the pichu that hatches from that egg is form 1 which causes the pichu to be unable to evolve for some reason, and even if it were able to, the resulting form 1 pikachu would always evolve into alola raichu, seems like it inherits raichu's form. this bug may extend to other similar situations aswell (for example cubone) i have not tested other cases besides raichu -> pichu additionally while i may have talked about these cases on the discord i don't think i ever officialy reported them so: Venam's Kiss has a staggering 95 PP but a 0% chance to poison, also it is not a contact move (while this was never claimed to be the case, it seems odd for a kiss move to not make contact) Spectral Scream: is classified as a contact move which seems odd (a scream/sound making contact?) Multipulse: is also classified as a contact move which again, seens strange considering the animation and discription of the move (also despite the name not classified as a "Pulse" move, (to work with mega launcher for example), but given it's nature as a gym leader sig this part is probably unnecessary) Thunder Pulse: as above not classified as a "pulse" move but again, may be unneccessary anyway Heavenly Wing: does not make contact, though this one may be meant to not make contact, but thought i'd mention it anyway Desert's Mark: the sandtomb damage from this seems to bypass magic guard (this is a 3rd hand report so not entirely sure) Shift/Temporal shift, these abilities are traceable, overwriteable and supressable, while similar abilities (power construct), are canonically not, in fact if i remember right power construct is currently also supressable in rejuvenation sky field: the field notes note the flying boost as x1.3 but it's actually a x1.5 boost, also cloud nine despite the field notes claiming it being able to remove strong winds, can in fact not remove strong winds Shadow Beldum can be purified like a normal shadow pokemon (even though it is supposed to be harder to purifiy for being an ace shadow) damn me for not reporting this stuff when i found it, completly slipped my mind, and now i am unsure if i forgot something, well will post more if i remember more
  15. Soooo some more funny move bugs: -Arenite wall isn't ignored by crits unlike light screen or reflect, and i think infiltrator might not apply either -Spectral thief doesn't remove the opponents stat stages so it basically just copies them -Hyperspace Fury: OH BOI, it's currently classified as a Psychic move when it's supposed to be a Dark move, it currently drops the targets defense after the attack, when it canonically is supposed to drop the Users defense, also as a side note the second battle against rift gardevoir on all difficulties (Gardevoir, 103, 3 & 203 respectively) was given this move, which causes 2 issues: 1. rift gardevoir can't use the move as it's currently implemented that only hoopa unbound can use it 2. due to it being classified as a psychic move, the intense and normal versions cannot use their darkinium Z (as they don't have a dark move to use it with)
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