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Miscellaneous Bugs & Feature Requests #348

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12 of 36 tasks
scheibo opened this issue Sep 4, 2019 · 18 comments
Open
12 of 36 tasks

Miscellaneous Bugs & Feature Requests #348

scheibo opened this issue Sep 4, 2019 · 18 comments

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@scheibo
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scheibo commented Sep 4, 2019

Past reported bugs and feature requests from the Smogon thread. I'm unsure if the 'Potential' bugs are still relevant, they should be moved under 'Verified' once confirmed (or removed).

Bugs can still be addressed as they are reported on the thread and is still the correct venue for reporting bugs, but this issue just exists to make track things which may have fallen through the cracks and been forgotten about.

Bugs

Verified

Potential

  • Recoil damage: "There seems to be a problem with recoil calculation when the damage done by a recoil move exceeds the targets maximum HP, causing it to become something close to 0. Please either fix or implement this on PS."
  • Stamina does not work with Multi-Hits moves: "I know only mudsdale has it, but as a PU player, it would help me a lot since I always have to calc in my head how low will mudsdale be after two hits, the second hit being physical: first calc the first hit, then put +1 in defense and calc a second hit."
  • KO chance broken for repeated use of moves which drop stats
    • "there seems to be a bug in how the calculator works out the % chance to kill of repeated use of moves that weaken offensive stats (like Superpower and Draco Meteor for example). It seems to show the reverse percentage of what it should, as in, say if a move has a 75% chance to 2HKO, it will say it has a 25% chance to 2HKO."
    • "When Arcanine uses Overheat multiple times, the calc inverts the % chance to KO with respect to additional EVs."
  • Imports broken: "I pasted an importable of a 1v1 team on the Import/Export text box, clicked the "Import" button, clicked on "Only show imported sets", and then tried to select a set from the newly imported Pokemon. It showed the Pokemon and the spread all right, but it doesn't seem to display the moves"
  • Export stops working after loading custom sets: "The export button stops working after I load a custom set "
  • KO chance + exact KOs:
    +2 252 SpA Life Orb Thundurus Thunderbolt vs. 212 HP / 0 SpD Tyranitar in Sand: 250-294 (63.4 - 74.6%) -- guaranteed 2HKO after Stealth Rock and 1 layer of Spikes
    +2 252 SpA Life Orb Thundurus Thunderbolt vs. 208 HP / 0 SpD Tyranitar in Sand: 250-294 (63.6 - 74.8%) -- guaranteed 2HKO after Stealth Rock and 1 layer of Spikes
    +2 252 SpA Life Orb Thundurus Thunderbolt vs. 204 HP / 0 SpD Tyranitar in Sand: 250-294 (63.7 - 75%) -- 6.3% chance to OHKO after Stealth Rock and 1 layer of Spikes
    +2 252 SpA Life Orb Thundurus Thunderbolt vs. 200 HP / 0 SpD Tyranitar in Sand: 250-294 (63.9 - 75.1%) -- guaranteed 2HKO after Stealth Rock and 1 layer of Spikes
    +2 252 SpA Life Orb Thundurus Thunderbolt vs. 196 HP / 0 SpD Tyranitar in Sand: 250-294 (64.1 - 75.3%) -- 6.3% chance to OHKO after Stealth Rock and 1 layer of Spikes
    +2 252 SpA Life Orb Thundurus Thunderbolt vs. 192 HP / 0 SpD Tyranitar in Sand: 250-294 (64.2 - 75.5%) -- 6.3% chance to OHKO after Stealth Rock and 1 layer of Spikes
    
  • HP getting mixed up for Blank Sets:
    • "Certain Blank Sets take over the HP from the Pokemon you looked up earlier. Example: If I open the calc, it
      shows me Abomasnow with 321 HP. Now I search for Muk (Blank Set) and Muk
      appears with 321 HP (at full HP). This is also true for Altaria (and I assume
      other Pokemon too)"
    • "the calculator will sometimes carry over HP stats to other mons without indicating with the Base Hp Stat. This can be remedied if you add HP evs to the Pokemon, but it can still lead to miscalcs if the player isn't expecting the bug. I notice this usually happens if I switch to calcing a specific custom set I have imported to the calc, which leads me to believe it is an issue with the cookie"
    • "Noticed a bug where switching from the
      default Abomasnow set to a blank Gyarados set didn't change the displayed max
      hp, so it still showed 321 instead of 331. "
  • Weather Ball Z-Move: "When used as a Z-Move, Weather Ball will be turned into Breakneck Blitz, but then Breakneck Blitz will turn into the Z-Move of the type corresponding to the type Weather Ball would be in that weather. The calculator doesn't update the type of Z-Weather Ball during the weathers"
  • Aerilate in "All vs One": "Noticed that Aerilate doesn't seem to be
    calculating correctly on "All vs One". Mega Blaziken getting hit with Mega
    Salamence's Double-Edge only does 73% damage apparently..."
  • Normalize on moves already Normal type: "Normalize doesn't add the 20% bonus damage on moves that are already normal type"
  • Metronome (item): "The damage calculator is implementing Metronome as no boost for the first use, then x1.1, then x1.32 (applying both a 1.1 and a 1.2 boost), then x1.716 (all of 1.1, 1.2, and 1.3), then x2.4024 (tacking on a 1.4 as well). Battle source, on the other hand, simply adds a flat 1.2 to the multiplier each time...with the implication that the move wouldn't max out until the 6th use, rather than the 5th?"
  • Fire Spin Physical: "0- Atk Blaze Mewtwo-Mega-Y Fire Spin vs. 0 HP / 4 Def Kartana: 68-84 (26.2 - 32.4%) -- guaranteed 3HKO after trapping damage"
  • GSC Struggle damage: "Seems to only be an issue with the type "None" option in the damage calculator. Haven't tested it for other gens"

Features

Approved

  • Random Battle sets: "Would it be possible to have Random Battle sets
    in here, or otherwise make it easy to calc things that have 84/84/84/84/84/84
    investment with a neutral nature? It gets a bit tedious to have to redo that
    every time I want to make a calc in randbats."
    Add support for the Random Battle format #333
  • Allow for 'pinning' weather: "When I change the weather and then change something else (such as a Pokemon's move or ability), the weather automatically reverts to none. This makes doing calculations in a certain weather condition annoying. Can it please not happen anymore?"
  • Persist the format options: For example, level to 50. "One major thing that bothers me it's definitely having to adjust level from 100 to 50 ALL THE TIME. even if a lot of players might use Lv 100 more, to the rest of us it's quite a major annoyance - I would love if there was an a button/slider which would let you set Lv 100/50 once without the need of repeating the process."
  • Add support for missing moves/abilities/items
    • Add support for Rocky Helmet: "I noticed that Rocky Helmet wasn't
      available as an item and it seems like it should be given that it affects
      damage output and ranges"
  • Add a 'click to copy' feature for damage description Add click-to-copy feature #441
  • Add support for Accuracy/Evasion boosts
  • "+1 All" should update the boost selectors: And should be located
    there instead of under Field
  • Add support for Auras (Aura Break/Fairy Aura/Dark Aura)
  • Persistence between modes: "And also a way to switch between "One vs
    All" and "All vs One" without having to retype the info all over again."

Requested

  • Forest Curse/Halloween type changes: "It would be too far-fetched to ask for an option to add the effects of Forest's Curse and Halloween on the enemy pokemon? I know they are situational, but, especially for Halloween that can be used as a Z-move, they might be important."
  • Show Pokemon's type if they change type: "Can you make it so when a Pokemon changes type, the calculation shows it? An example would be: 252+ SpA Aegislash-Blade Flash Cannon vs. 0 HP / 0 SpD Dark Type Greninja: 211-250 (74 - 87.7%)"
  • Specify base move for ZMove: "When calculating a type Z-move, like hydro vortex, can the text specify the base move?"
  • Dark theme: "is it possible to make a dark theme/mode and be turn by
    default if you select it?"
  • Wonder Room: "Wonder Room should be an option under terrain and other
    battel effects."
  • Charge: "I know I can just put the Pokémon on +2 Atk or SpA but that
    messes with non-electric moves as well, making it a hassle sometimes."
@Ntonio36
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Ntonio36 commented Mar 6, 2020

Foul play message fixed in #373

@AustinXII
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Foul play message fixed in #373

Updated

@ghost
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ghost commented Apr 21, 2020

Some moves in 'moves.ts' are missing the quotes (' ') and are as such unavailable in the showdown selector. This includes moves such as absorb and barrage.

Edit: Looking further into it moves that are still missing the quotes (such as thunderbolt) are still available in the selector. I have no clue what's happening.

@AustinXII
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Some moves in 'moves.ts' are missing the quotes (' ') and are as such unavailable in the showdown selector. This includes moves such as absorb and barrage.

Edit: Looking further into it moves that are still missing the quotes (such as thunderbolt) are still available in the selector. I have no clue what's happening.

Our live version If the calc is not up to date with the github version. Currently we are reworking moves so it looks all kinds of messed up right now, don’t worry about it too much :)

@scheibo
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scheibo commented Apr 21, 2020

Our master branch is not guaranteed to be safe. There are two ways to get to a 'good' version - using a tagged version from when we released the @smogon/calc package (or better, depending on @smogon/calc directly via NPM instead of depending on the source), and eventually, by looking at where the gh-pages branch is at (as we plan to use this in the near future for all deploys going forward)

@penpexgit
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I feel like I had seen this asked somewhere but I surprisingly cannot find it (so sorry in advance if it is, and it is in that eventuality that I am posting here instead of opening a new issue):
Would it be possible, like it is done for Z-Moves, to have the base power of the Max Move displayed in the result text? At the moment it is not, so there is a loss of information on that matter.

Note that this is different from what is already requested but not approved, knowingly that the base name of the move be displayed for a ZMove - which could also be extended for a Max Move I guess).
I have no strong feelings about that one, but I hope that the BP for Max Move displayed is approved because it is directly similar to what is already done for Z-Moves.

@scheibo
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scheibo commented Apr 26, 2020

Would it be possible, like it is done for Z-Moves, to have the base power of the Max Move displayed in the result text? At the moment it is not, so there is a loss of information on that matter.

Yes, this should be displayed. Feel free to open up a PR

knowingly that the base name of the move be displayed for a ZMove

This is still TBD, but if we display it for ZMove we should display it for Max Move

@yghdj
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yghdj commented May 9, 2020

KO chance + exact KOs:

What exactly is the problem here?

@scheibo
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scheibo commented May 10, 2020

KO chance + exact KOs:

What exactly is the problem here?

There's at least something fishy going on with KO chance: https://www.smogon.com/forums/threads/pok%C3%A9mon-showdown-damage-calculator.3593546/post-8460619

As for the quoted calcs in questions: https://www.smogon.com/forums/threads/pok%C3%A9mon-showdown-damage-calculator.3593546/post-7798375 is the original report, I haven't tried to grok exactly what is fishy with it yet which is why its a 'Potential' and not 'Verified' bug

:)

EDIT: see my reply, I think both the recent report and the original report are the same bug?

@yghdj
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yghdj commented May 10, 2020

Ok I was just wondering if I understood the problem correctly. I think the calcs are actually correct, and that is because of the rounding down. If Ttar has 204 HP EVs, its total HP are 392, so the Spikes + SR damage is 2 * floor(0.125*392) = 98 which brings its HP down to 294, so the max roll OHKOes. If it has 200 HP EVs, though, its total HP are 391, so the damage upon entry is 2*floor(0.125*391) = 96, which results in a HP amount of 295, so even max roll can't OHKO. If I'm not mistaken with how entry hazards damage works it seems those results are normal.

@tjjerome
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tjjerome commented Feb 9, 2021

Is there a preferred way to run the damage calculation from a python script? I've already got an application going in python and would prefer not to start over in js, but I haven't found any python implementations of this.

@BenjaminShinar
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BenjaminShinar commented Jun 11, 2021

I think that the calculator for gen I doesn't always crit for Karate-Chop.
the damage calculation seems more similar to 'cut' (also base 50 power) than to slash(which seems to work properly), this is visible in the code itself.
I will try to make a pull request with a fix later today, once I figure out how to.

edit: I run the fix locally, run npm tests locally and opened a PR #449

@AustinXII
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Click to copy text done in #441 and #512

@shrianshChari
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shrianshChari commented Apr 13, 2023

Dark theme done in #525, #540, #543, and #545

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