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Haneroze

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Everything posted by Haneroze

  1. Hello~ When using Outrage, Thrash or Petal Dance, the user is locked into the move for 2-3 turns. If any of the hits fail, the move should end and allow the use of any different move. However, against most interractions, the Pokemon will still be locked into Outrage, and the number of turns locked into it may also increase. Prerequisites (for testing): - Two players - Player A has any Pokemon with Outrage - Player B has a weak Pokemon and a fast Pokemon with Disable. Steps to Reproduce: 1. Both players fight each other. 2. Player B starts with the weak pokemon. 3. Player A KOs the weak Pokemon with Outrage. 4. Player B sends his or her Disable Pokemon. 5. Player B uses Disable. Current Result: Player A is locked into Outrage and is unable to attack or switch until Player B KOs the Outrage pokemon or stops using Disable. Expected Result: Player A is no longer locked into Outrage and can use a different move. Notes: - This issue has been tested for both Outrage and Thrash. It is assumed to also occur for Petal Dance. - The number of turns for Thrash has been found to increase for Disable or missing against the semi-invulnerable turn of moves like Fly and Dig. Disable, in particular, is able to infinitely lock a player into an unsuccessful Outrage. - The pokemon is still locked if it fails because of the opponent being immune or using Protect/Detect. However, the number of turns do not increase. - Even if the initial hit misses due to the two cases above, the Pokemon still becomes locked into Outrage. - The moves correctly end when interrupted by falling asleep or when the move misses due to accuracy/evasion changes.
  2. Additional information: I thought that it was only Stomp that interracted like that against Minimize, but looking into Bulbapedia, it seems there's quite the number of moves that should also ignore accuracy and deal double damage, and that list has been changing a lot through the generations. For Generation 7: Body Slam, Dragon Rush, Flying Press, Heat Crash, Steamroller, Heavy Slam, Malicious Moonsault. This issue has been confirmed to also occur with Body Slam, and is assumed to also occur for all other moves.
  3. Hello~ When using Sand Attack against any Pokémon with the Levitate ability, the move fails without any message saying anything. Steps to Reproduce: 1. Capture any Pokemon with Sand Attack. 2. Find a wild Gastly. 3. Use Sand Attack against the Gastly. Current Result: No result message appears and Gastly's accuracy is not dropped. Expected Result: Gastly's accuracy is dropped and a message appears to tell that result. Notes: - This issue has been tested against Haunter and Baltoy. - This issue does not occur against Flying type Pokemons.
  4. Hello~ When using Jump Kick or High Jump Kick during the opponent's semi-invulnerable turn of moves like Fly, the user takes no crash damage. Prerequisites: - Two players. - Player A has any Pokémon with High Jump Kick. - Player B has any Pokémon with Fly. Steps to Reproduce: 1. Both players fight each other. 2. Player B uses Fly. 3. Player A uses High Jump Kick before Player B's Fly lands. Current Result: Player A's Pokémon takes no crash damage. Expected Result: Player A's Pokémon loses 50% of its health as crash damage. Notes: - This issue was tested with both Jump Kick and High Jump Kick, but only against Dig and Dive. It is assumed to occur for all other two-turn semi-invulnerable moves. - This issue does not occur against moves like Protect
  5. Hello~ In the original games, if the target has used Minimize, Stomp will bypass the accuracy to always hit as well as dealing double damage. That special interraction is not working in PRO. Prerequisites (For testing): - Two Players - Player A has a Rapidash with Stomp. - Player B has a Muk of the same level with Minimize. Steps to Reproduce: - Both players fight each other. - Player A uses Stomp on Player B's Muk. - Player B uses Minimize a few times. - Player A uses Stomp on Player B's Muk again. Current Result: Stomp is able to miss. Furthermore, when it hits, it deals the same damage as before Muk used Minimize. Expected Result: Stomp is unable to miss and deals double damage after Muk uses Minimize.
  6. Hello~ When using any Binding move against a Ghost type, the message "Ghost-type Pokï¿ ½ mon cannot be trapped by this move." appears, and the Ghost Pokemon is not binded. However, they should still take binding damage without being restrained from switching. Steps to Reproduce: 1. Capture any Clamperl. 2. Find a Gastly. 3. Use Whirlpool. Current Result: A message with a corrupted character appears, and the Ghost Pokemon is not trapped. Expected Result: The ghost Pokemon should take binding damage without being restrained from switching. Notes: - Please see the attached screenshot for reference. - This issue has been tested with Clamp and Whirlpool. It is assumed to also occur with other non-normal Binding moves. - The opposite of this issue occurs when successfully hitting a Ghost type with the normal-type Binding moves Bind and Wrap. The Ghost Pokemon will be binded and won't be able to switch out. This is however an edge case scenario, as it is currently only possible by transferring Scrappy onto a Pokemon with Bind/Wrap using Skill Swap.
  7. Hello~ When using moves such as Wrap and Bind, the amount of turns the binding lasts is one less turn than in the original games. Namely, they last 3-4 turns in PRO instead of 4-5, and if the Pokemon is holding a Grip Claw, it lasts 6 turns instead of 7 turns. Prerequisites (for testing): - The user has a Pokemon that knows Bind. - The Pokemon is equipped a Grip Claw (for turn stability). Steps to Reproduce: 1. Fight any Pokemon that will not take more than 20% damage from Bind. 2. Use Bind on the Pokemon. 3. Survive for 7 turns without attacking the other pokemon. Current Result: The opposing Pokemon takes Bind damage 6 times, then is released on the 7th turn. Expected Result: The opposing Pokemon takes Bind damage 7 times, then is released on the 8th turn. Notes: - This issue was tested for Bind, Whirlpool and Clamp. It is assumed to be the same for all other Binding moves. - The exact number of turns Bind lasts was tested on Showdown, and has been confirmed that by "lasting 4-5 turns", it means it should take 4-5 Binding damage before being released.
  8. Hello~ Amongst other moves, if the user uses Solar Beam while the opponent is in the semi-invulnerable turn of Fly, Solar Beam will not begin charging. The player will be able to choose a different option on the next turn. Prerequisites (for testing): - Two players. - Player A has a Pokemon with Solar Beam. - Player B has a faster Pokemon with Fly. Steps to Reproduce: 1. Both players fight each other. 2. Player B uses Fly. 3. Player A uses Solar Beam on the same turn. Current Result: Player A's Pokémon does not begin charging, and any other option can be chosen on the next turn. Expected Result: Player A's Pokémon begins charging and attacks after Player B's Fly attack. Notes: - For Player A, the issue will occur when using Solar Beam, Skull Bash or Sky Attack. It won't occur with Fly, Dive, Bounce and Dig. Other moves, such as Freeze Shock, are untested. - In particular, Skull Bash will also not raise the Pokemon's Defense. - For Player B, the issue will occur when using Fly, Dive, Bounce or Dig. Shadow Force and Phantom Force are untested. - The issue occurs regardless of if player A's Pokemon moves before or after Player B's Pokemon, as long as it's used during the semi-invulnerable turn.
  9. Hello~ When using Roar or Whirlwind on a trainer with 3 Pokemons, the odds of forcing a switch to the opponent's last Pokemons are significantly lower than the odds of switching to the first two Pokemons. Prerequisites (for testing): -Two players. -Player A has a level 100 Pokemon with Whirlwind. -Player B has 5 low levels Pokemon and one high level Pokemon (for easy distinction, levels do not influence the issue) Steps to reproduce: 1. Player B sets his high level Pokemon to the last slot of his or her party. 2. Both players start a fight together. 3. Player A KOs any three of Player B's low level Pokemons. 4. Player A repeatedly uses Whirlwind. Current Result: The odds of the high level Pokemon to be switched to are close to 1/6 or 1/5. Expected Result: The odds of the high level Pokemon to be switched to should be close to 1/2, as there are only two possible outcomes. Notes: - This issue occurs both against players and trainers. - With 4 or more Pokemons, it has been noticed that the odds remain high for the leading two remaining pokemons. It is thought that a number between 1 and 6 is randomly generated, and if it falls on an empty slot, it simply selects the first available Pokemon instead of rerolling. -Although it hasn't been tested, it is assumed that this issue also applies to Dragon Tail and Circle Throw. -The testing was done with the following results, where O = low level pokemon, X = fainted pokemon, C = High level pokemon (Crobat). Odds are the amount of times Whirlwind/Roar caused to switch from a low level Pokemon to the high level pokemon. ** 4/20 XXXOOC ** 3/20 OXXXOC ** 3/20 XOXOXC ** 4/20 OOXXXC ** 4/20 XOOXXC ** 7/40 OOCXXX ** 8/40 OOC
  10. Hello~ Two of the OHKO moves, Horn Drill and Guillotine, make contact in the original games, and thus trigger abilities such as Rough Skin and Static. However, those two moves do not make contact in PRO. Prerequisites (for testing): - Two players. - Player A has any Pokemon with Guillotine. - Player B has any Pokemon with Rough Skin and lower level than Player A's Guillotine Pokemon. Steps to Reproduce: 1. Player A fights Player B. 2. Player A sends his Guillotine Pokemon and Player B sends his Rough Skin Pokemon. 3. Player A uses Guillotine until it hits. Current Result: Player A's Pokemon takes no recoil damage from Rough Skin. Expected Result: Player A's Pokemon should take damage from Rough Skin. Note: - The two other OHKO moves, Fissure and Sheer Cold, do not make contact, and thus are working as intended.
  11. Hello~ When viewing the move Vice Grip through various interfaces, the move is shown to have no description. Furthermore, in the Move Relearner and Learn Move windows, Vice Grip is also missing Type, Accuracy and Power information. Steps to Reproduce: 1. Catch a level 19 or higher Krabby. 2. Go to any Move Relearner. 3. Teach Krabby the move Vice Grip. 4. View the Vice Grip tooltip on Krabby's page. Current Result: Vice Grip is missing a description in the Move Relearner window, the Learn Move window and the Move tooltip, and is also missing its move properties in the first two windows. Notes: - Please see the attached screenshots for more information. - The missing move properties is thought to happen because Vice Grip is called "ViceGrip", unlike after it has been learned, where it is called "Vice Grip". This difference in name does not appear to cause any issue learning the move.
  12. Not working on updating bosses on the wiki was not a lazy decision. It was a wise decision. (っ'ヮ'c) Here I would hope that eggs are syncable. Or maybe, like Fossils, a special NPCs would allow to sync eggs at an extra cost? But I do like the idea of receiving the rewards as egg instead of directly being added to your PC. Otherwise, everything's looking good to me. Really eager to see how held items are going to turn out. Although I'm still worried that they may end up too easy because of their AI.
  13. Hello~ Normally, multi-hit moves have a separate chance of doing a critical hit on each successful attack. However in PRO, it's either all hits are critical hits, or none of them are critical hits. Prerequisites (for testing): - Two players. - Player A has a Fearow with Focus Energy and Fury Attack. - Player B has a Pokémon twice the level of Player A's Fearow and with a defense boosting move. Steps to reproduce: 1. Player A fights Player B. 2. Player B fully boosts his Pokemon's Defense. 3. Player A uses Focus Energy to obtain 50% critical chance. 4. Player A repeatedly uses Fury Attack. Current Result: When the move does a critical hit, all hits deal large damage. When the move does not, all hits deal little damage. Expected Result: Each hit of the multi-hit move should have a separate chance of doing a critical hit. Notes: - This bug was tested with Double Slap, Fury Attack and Double Kick. All displayed the same behavior. - The current behavior was the same in original Generation 1 games only.
  14. Ideally, every feature spread to multiple areas should have its own page, with related areas having a link to it. I haven't done that yet, but there's Xylos that started doing that for legendaries (or at least, only Celebi quest for now). However, area pages still don't even have a mention of Honey Trees, which is what I've referring to. It's definitely going to be a goal to work on that someday.
  15. I've personally never went to Pinkan Island, and I don't intend on working to get pink pokemons, so that's something I'll never get to. However, if you can manage to find any of the missing pink pokemon, even if just linked in trade channel or on the forum, you can take a screenshot and send it to me, I'll add it to the list.
  16. Hello folks! I'm Haneroze, currently the main PRO Wiki editor. When I started editing, there was only Kanto that was "complete" (yet still outdated), and the areas of all other regions were all in placeholder phase or even just plain missing. I'm happy as of now to announce that the wiki is now up-to-date for all of the main regions! However, having worked all alone, there's bound to be errors here and there. A feature I missed, an incorrect spawn info, etc. Normally in wikis, reporting those in Talk pages is easy, but PRO's wiki account creation isn't automatic and requires approval. So I'm opening this thread to allow you to communicate easily with me. As of now, the focus was mainly on areas, so pages for Pokemons, bosses, moves, etc. are not up-to-date. Furthermore, there are still a few Area features that are not updated, notably: -World map and Area maps (Sinnoh however has a custom World Map made before it was added to the in-game map) -Pokemon Sprites (for bosses and gym leaders) -Headbutt spawns -Honey Trees -October 28th 2018 update: All side islands (except Sevii Islands due to its impending rehaul) have been completed. I've also started updating and creating Move pages, and right now, about 10% of all moves are done. Finally, Wiki editors that have recently joined me have also worked on pages related to Legendary Pokemons. You can use this thread to report incorrect or missing information on area pages, to give suggestions on how the information could be better presented, or simply to talk about the wiki in general!
  17. Wondrous Site requires 3000 Discoveries to enter. There's also Brinous Site on Route 124, which requires 6000 Discoveries. Those two sites are recent additions.
  18. I'd also like to know the conditions for Ruins Keeper to deem the player "worthy" of entering the Underground Ruins, so that I can write it on the wiki. I don't have any of the keys, yet I can enter, so that's definitely not part of the requirements. I'm thinking it may be where the playtime requirement and Regi seen data requirement are checked, which are both already completed on my main.
  19. On top of adding a "Back" option, I'd also display how many of that item the player has at this point, since we can't open the bag and verify by ourselves.
  20. - Boss requirements: I think it's rather fun to bring different Pokemons to each team, so I enjoy the rules like "Don't bring any Dark type". Time requirements are a little high on some bosses, but I'd say it's fine to have any. In fact, I'd say to always have time requirements, which serves as the same time to tell the boss' difficulty. However, I'm not fond of the requirements that pretty much forces you to bring a useless Pokemon in the party. - Difficulty: Right now, I would say the main problem of bosses is how they play. All they do is brute force through your team, and as the player, the only strategy is to cheese the fight with walls like Snorlax, or by abusing the AI with stuff like luring Earthquakes on a Levitate pokemon. This isn't really fun, and with their increased levels, that makes the vast majority of Pokemons actually unable to do anything significant against any boss. There's two things we need. Better AI, and being able to control and reach the full potential of NPC Pokemons. We need the Boss AI to actually be able to make smart choices. Stuff like, making good use of Status moves, using the offensive move that will actually deal the best damage, switching when in trouble, and choosing the best Pokemon against the user's Pokemon after one of their pokemon fainted. And then, each Pokemon should actually have fully set EVs (I've heard that's working now), fixed abilities, and held items too. Once all of that it's done, it will be safe to lower their level back closer to 100, and still keep the bosses a challenge. And it will really be fun, as you'll need different strategies for each bosses, many more Pokemons will be able to be useful in Boss battles, and especially, it will be possible to still do something even after a critical hit at the worst timing. Boss battles should really be a test of skills, and not a test of cheesing, after all! - Cooldown: I'm unsure about that. On one side, a 12 days cooldown is a rather long cooldown, making bosses less interesting. On the other hand, if they had a 4-5 days cooldown, fighting the bosses would feel even more like a chore, and we definitely don't want that I'm thinking that we might actually need a different system. Something that makes you actually fight bosses at different times, rather than all in one go. For example, a daily limit on how many bosses you can challenge. Say, we reduce their cooldown to 5 days, however everyday, you can only challenge 5 bosses. This would allow to actually target boss rewards, rather than blindly getting every single reward. At the same time, it offers a rotation where every day, you fight different bosses. And that could be used as an opportunity to create another item to temporarily increase the daily limit, if you really wanted.
  21. IGN: Haneroze Playtime: Over 1000 hours combined with my alt PVP rating: Highest of ~230 (currently at 1) Vote for Nature Reroll Ticket: Yes Reason: I will always prefer fixed results over random results. So I'm not really daring to use any Nature Reroll Ticket. Vote for Birth Island: No Reason: I prefer far more the idea of capturing the legendaries as a result of a quest specific to them. I'd actually be sad if I miss the quest because of Birth Island. Edit: If anything, I'd prefer it to be the opposite: You can only encounter legendaries which you've already completed their quest.
  22. Hello, After starting the Heatran quest and entering Stark Mountain Main Cavern Pt for the first time, an event with Commander Mars, Charon and Buck is triggered at the entrance. If the player disconnects in the middle of that event, Commander Mars and Charon will continue standing there forever. Talking to them displays the placeholder message "NPC Message". Prerequisite: - The player has not started the Heatran quest - All prerequisites of the Heatran quest (150 hours played, only one level 60- Pokémon on hand) Steps to reproduce: 1. Proceed to Stark Mountain Entrance Pt. 2. Talk to Buck and enter Stark Mountain Main Cavern Pt. 3. Step forward to trigger the event with Commander Mars, Charon and Buck. 4. Log out during the event. 5. Relog into the game. Current result: Commander Mars and Charon are still there, while the event can no longer be triggered. Speaking to them displays the placeholder message "NPC Message". Additional information: - Please see the attached screenshot for more information. - In my particular reproduction, logging out was done by being kicked from being AFK. - This does not appear to affect the rest Heatran quest, and can be completed as normal. - Even after completing all of the Heatran quest, Commander Mars and Charon remain there. - Buck replies as normal when talked to, that is, he will allow to heal the player's Pokémon or teleport out of the cave without displaying any placeholder text.
  23. Just discovered this music. Much wow.
  24. Hello, When fighting Commander Saturn in the Lake Trio Room (furthest room in Team Galactic HQ of Veilstone City), 3 of his Pokémons use moves that are illegal to their Pokemon. They are copy-pastes of his movesets back in his battle in Lake Valor, but with different Pokemons in their slots. Prerequisite: Have not defeated Commander Saturn in Lake Trio Room. Steps to reproduce: 1. Proceed to the Team Galactic HQ quest (after talking to Barry in Lake Acuity). 2. Reach the furthest room, Lake Trio Room. 3. Fight Commander Saturn. 4. Let his first three Pokemons attack. 5. Crobat, Bronzong and Toxicroak all use moves they are unable to learn. Notes: - Please see the attached screenshots. - The complete movesets are as follow: **Crobat: Focus Blast, Psychic, Shadow Ball, Hidden Power (Alakazam moveset in Lake Valor) **Bronzong: Drain Punch, Gunk Shot, Ice Punch, Sucker Punch (Toxicroak moveset in Lake Valor) **Toxicroak: Ancient Power, Earthquake, Gyro Ball, Explosion (Bronzong moveset in Lake Valor) **Tyranitar: Stone Edge, Crunch, Ice Beam, Flamethrower (Valid moveset) - After fixing the issue, please tell me the new movesets so that I can update the wiki accordingly; Being a one-time battle, I will be unable to scout their new moveset.
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  25. Hello. When talking to Calahan in Floaroma Town, he brags about his daughter. If you reply that you don't know her name or make a mistake while spelling her name, his dialog end with the following message: "[ERROR: Map "FloaromaTown does not exist!]". Requirement: The reward for spelling his daughter's name correctly has never been received. Steps to Reproduce: 1. Proceed to Floaroma Town. 2. Talk to Calahan in the center north of the town. 3. Choose "No" on his first question. 4. An error is displayed at the end of the dialog. Notes: - Please see the attached screenshot for more information.
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