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Wasteland field overkill a mon with hazards


Nails

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If you use spikes and stealth rock when an enemy mon will die to the first tick of damage their sprite will stay up on the field. Might have only happened because I killed aya's dragalge like that and she didn't have any more pokemon to send out (2nd to last pokemon). The 0 hp dragalge wasn't targetable.

What should've happened

Stealth Rock end of turn damage hits Venusaur + Dragalge

Dragalge faints

Spikes end of turn damage hits Venusaur

What actually happened

Stealth Rock end of turn damage hits Venusaur + Dragalge

Spikes end of turn damage hits Venusaur

Dragalge remains just sitting there with 0 hp

I accidentily hit reset instead of screenshot after this, but I did confirm that it wasn't targetable before i reset.

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Idk, I won the battle vs aya and I don't think there's another wasteland field double battle. My team wasn't strong enough to put her in a position where i could spend a few turns testing stuff without losing, though I tried to get to a point where I could but I couldn't. I can't see why it couldn't be replicated though, it seems like the battle code jumps over the check for if a pkmn dies if there is another round of "hazards rise out of the wasteland" damage to proc. And since the last round of hazards didn't get the kill the mon stayed out. But maybe it was because it was aya's second-to-last pokemon.

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It actually tends to happen that when you're in a double battle, whenever 1 Pokémon is left, the last Pokémon that fainted on the opposing team will actually stay on screen (under your own HP bar)

For instance, it's a fairly known thing that when you battle the 3 Scraggy and 1 Scrafty in the Obsidia Slums, whenever the first 2 Scraggy faint, the third one is sent out, alongside the Scrafty. If either the last Scraggy or the Scrafty faints, its sprite will sink (as if fainted), but remain hanging under your HP bar. It can't be targeted and is essentially a non-existing sprite, no harm there.

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Basically it looks like koing pokemon with entry hazards was miscoded in the battle script (maybe just for fringe cases like the ones I mentioned?). I haven't seen anything that really effects gameplay much other than being kinda funny, but maybe there's some OP strategy (read: glitch abuse) I haven't discovered yet.

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