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pokerogue's Issues

Minor text corrections for item descriptions.

Most of the items that are unique to PokeRogue or have had their descriptions altered in some way are missing periods at the end of said descriptions.

Additionally, in Healing Charm's description, "Revives" should be capitalized since it's referencing an actual item name.

I understand this is extremely nit-picky and not exactly a priority, but I always felt spotless text presentation to be a good marker of polish in a game and IMO it's sort of "in the spirit of Pokemon" to be relatively clean on this front. I've updated the descriptions on the wiki for how they would look if it makes my point more clear.

On the off chance you choose to entertain me, thank you. Your game is wonderful.

Electro Shot in rain

Electro Shot in rain should raise SpAtk and then use the move, but currently, it's rising after the move hits.

Failed to Load Save Error

image
this randomly appeared mid run and now I cannot access the game. tried clearing cache, restarting etc

Pokemon sprites failing to load after fainting in Gym Leader battle

When you KO the last Pokemon of a Gym Leader at the end of a biome and your Pokemon then faints due to a status effect (Toxic), your are prompted to select a new Pokemon from your party to switch in. After the subsequent heal and transition to a new biome, Pokemon battle sprites and move animations fail to render.

No sprites will render until the page is refreshed and the game is reloaded. Transitioning to a new biome after beating the next area boss does not fix.

Example:
sprite_fail

Move effectiveness text displays after fainting, etc.

Text describing the effectiveness of a move ("Critical hit!", "It's super effective!", etc.) shows up after "<Pokemon> fainted." and all of the xp-gaining and related processing has completed. It's particularly amusing when you gain a lot of xp, level up several pokemon, maybe learn a new move or evolve, and then finally see that you landed a critical hit.

This feels like a fairly easy bug to spot (I noticed it within just a few minutes of playing the game), and I'm sure I'm not the only user who finds the incorrect order of the text to be somewhat annoying, so I did try to see if there was an existing issue or pull request to address it but didn't see any. I don't mean to duplicate issues or try to fix something that's already being worked on, though, so feel free to indicate if this is a duplicate or isn't going to be fixed right now for some reason.

I did track down the code responsible for this misordering in pokemon.ts and am happy to try my hand at resolving it if that wouldn't get in anyone's way.

Issues I noticed since starting to play the game

Mega blastoise survives with 0 hp
I was able to get Mega Blastoise. In a fight it should have died to Beheeyem when psybeam brought me down to zero hp but nothing happened

I have also noticed follow me does not work as intended, despite the move being used I can attack other pokemon

Rest failing when used while paralyzed

Move Rest does not work while paralyzed

Steps to replicate:

  1. Pokemon who knows rest is paralyzed and is not at 100% health
  2. Attempt to use rest

Expected result:
Health is set to 100% and Status condition is changed from PAR to SLP
^This is how the move works in the traditional games

Actual result:
No heal or status change and "But it failed!" dialogue appears

Reproducibility:
100%

Severity:
Minor/Edge Case (Possibly slightly more severe if this behavior occurs with other statuses, but can only confirm for Paralysis at this time)


Information on Game State Below at the time of report


Progress:
Wave 80, Classic Mode, Lake Biome (Noticed the same behavior in another biome too but I can't recall which)

Items owned during battle:
Map, 4x Super EXP Charm, 3x EXP All, 8x EXP Charm, Golden Pokeball, Mega Bracelet, Lock Capsule, 3x Super Lure

Mon used:
Snorlax, Lvl 64, Impish Nature, Thick Fat, female

Moveset:
Body Slam, Covet, Sleep Talk, Rest

Held Items:
Reviver Seed, Soul Dew, Silk Scarf, Apicot Berry, Leppa Berry, 2x Sitrus Berry

Same item proposed multiple times in item roll

It happened several times to me that the same item was offered multiple times in the same item roll. Not sure if this is intentional, but it is a poor experience. I believed it happened after the first roll (it should be possible to confirm using the wave number and reroll cost).

image
image

[Suggestion] [QOL] Show stats augmentation

Hello,

I think it would be very interesting to be able to see at what point you are in term of stats augmentation, aka the +6/-6 for each stats when you use capacities like "Sword dance" or when you are tagged with "Growl" or the like.
I would suggest either a menu on the left side that you could open with a keybind, or to show it on the left between the opponant HP bar and the text box.

Thanks for the time you took reading this, and have a nice day !

Rare Candy allows for exceeding level cap

Rare Candy use allows for Mon to be raised to a level that shouldn't be allowed

Steps to replicate:
Mon at the current level cap exists in party
Use a Rare Candy (Normal or Golden)

Expected Result:
Item fails or is not used ("This will have no effect")

Actual result:
Rare Candy use and Candy Jars allow for breaking level cap

Reproducibility:
100%

Severity:
Minor (Possibly intended behavior? Seems like an exploit to me though. With many Candy Jars it seems too exploitable, I currently have a Regigigas pushing level 1000 in endless while the cap should be below 970)

[Suggestion] Seeded runs

Hello,

I would very much like the ability to play seeded runs in classic, where we give a predetermined seed which will determinate the random values in the classic gameplay of 200 floors like which gym leaders are there or who will compose the council 4.
It would make it easier to be able to compete with friends on runs, or to make multiple times the same run.

Thanks in advance !

Proctect not refreshing odds on failure.

Supposed to work like this:
Protect (Failed) -> Protect (100%)
But works like this:
Protect (Fail chance) -> Protect (Fail chance)

It probably only looks at how many times it was used regardless of it it failed or not.

I am unsure if this applies to other moves with similar effects: Endure, Detect, Spiky shield, Baneful bunker, etc.

Rare candy don't heal our dead pokemon.

Idk if it's a feature or something missing from the games, but in the normal pokémon game when a mon is dead and then we use a rare candy on it. The HP that the pokemon gains from the level up is added to the current hp of the pokemon to revive it. I guess it might be a feature but I want to be sure so I'm doing this issue.

Steps for reproducing the issue:

  • Play the game
  • Having a dead pokemon
  • Use a rare candy on it

French translation error in the description of the Healing Wish skill

Currently, the description of the ability indicates in french that the pokémon heals itself, whereas this ability knocks it out to heal another pokémon.
Voeu Soin

The real translation is "Le lanceur tombe K.O. pour soigner les altérations de statut et les PV du Pokémon qui viendra le remplacer sur le terrain."

U-turn causes game freeze repeatedly (cannot read properties of undefined (reading scene)

pr
Browser : Brave (chromium)

Situation :

  • Battle start
  • Meowscarada uses U-turn against Skuntank
  • Switching from Meowscarada to any other pokemon
  • Skuntank uses explosion
  • Either my pokemon dies or not, game freeze + scene is undefined in console

Tried +10 times, happenned everytime.
Tried with default configuration (normal speed, english language, ...) : it happenned aswell

Lingering Effects

After around a thousand floors total I have noticed that some effects seem to linger match to match that shouldn't. If you get sand-attacked by your opp, then the accuracy drop seems to stay until a switch out. Fog accuracy drops continue map to map regardless if the weather is sunny/clear/rain. Floor hazards like spikes, toxic spikes, etc continue floor to floor.
If is intentional I apologize, but the accuracy drops seemingly moving with you after your first fog encounter is a miserable experience.

Spread moves hit user if ally is KO'd and there is no replacement.

Specific situation : Machamp uses Earthquake while Qwilfish is on the field.
Opponent KO's Qwilfish before Earthquake goes off.
Because every other Pokemon was KO'd, Machamp moves to a new position.
Machamp then uses Earthquake, and promptly hits itself with it.

Bug pokemon battles

Hi, when i was playing suddenly all the in-battle pokemon sprites dissapeared and also the moves effects. All the other UI elements were the same.

The issue didn't fix with the time nor beating battles, i had to reload the browser tab

I can't show it because i forget to take a screenshoot.
If you need some help to resolve it i can try to do it.

confused

I am quite confused by the description of the game. AFAIU the term "roguelite" originated as a way to refer to games such as Pokémon Mystery Dungeon, which were more forgiving than typical roguelikes ("Mystery Dungeon" is essentially the Japanese term for roguelike). But not many people used it that way, later it got popular when it was used by Rogue Legacy, and then it started being used to refer to games with roguelike elements (which were not literally like Rogue); and then the roguelike community stopped fighting about games with roguelike elements being called roguelikes, which caused some people to refer to games with metaprogression as roguelites. So what is meant by "heavily inspired by the roguelite genre"? People are using this word in many ways. Anyway, it seems much less similar to Rogue than PMD, so the name PokéRogue looks confusing...

Lightning rod not working as standard.

Had a cubone with the lightning rod ability against a pikachu. Pikachu used thundershock and it got absorbed by lightning rod but then cubone got paralyzed, when its secondary effects should not occur as the move got absorbed by lightning rod

Shellder changed abilities on evo

Don't have a picture of the before/after, but I simply used a water stone on my shellder that had skill link, and the cloyster it evolved into had shell armor instead.

Repeated dive action when opponent dived pokemon gets paralysis stunned

After I paralysed the opponent Dondozo, it used dive.
while under water, it was unable to move due to paralysis.

  • It spent the next few moves repeatedly using dive and entering the "going under water" stage of the move, without attacking.
  • It was treated as though it was still under water (attacks did not hit)
  • it fixed itself after ~5 turns (I didn't count and it was a very fast play speed, so don't trust the estimate too much)

this bug triggered twice in that fight.

Abilities like Blaze don't trigger at exactly 1/3 health

Normally, you need to be at 1/3 health or less to trigger Blaze, Torrent, or Overgrow. However, the way we're checking, it only triggers at 0.33 times max HP, so a Blaziken at 17/51 (33.3%) won't trigger Blaze.

Should be a simple one line fix in ability.ts:932

export class LowHpMoveTypePowerBoostAbAttr extends MoveTypePowerBoostAbAttr {
  constructor(boostedType: Type) {
    super(boostedType);
  }

  getCondition(): AbAttrCondition {
    return (pokemon) => pokemon.getHpRatio() <= 0.33;
  }
}

Maybe use <= 0.3334, since doing something like pokemon.getHpRatio() * 3 <= 1 might still trigger floating point number rounding errors.

Sap Sipper does not block Spore

Confirmed this behaviour shouldn't occur, Sap sipper should activate on grass type status moves.
Unconfirmed if this occurs with other status moves.

Circle Throw fainting a pokemon causes phantom active pokemon

When player's active pokemon is fainted by Circle Throw (and presumably other "damage, then switch target" moves) the user will be prompted to send out a replacement pokemon, then Circle Throw continues resolving and prompts the player to send out another pokemon. Another stats bar slides in under the first pokemon's stats bar, and the second pokemon chosen is the one that the user is selecting moves for and is hit by attacks. The first pokemon chosen is not considered to have participated in the battle, but their exp received message is put in the info box as if it were the active participant. This effect persists through starting new battles. Switching to the incorrectly appearing pokemon seems to fix this.
doublemon
doublemon2

Update learnsets for Indigo Disk

Although a lot are accurate since they are updated for SV and BDSP (I notice changes so it has the removed moves as well), there are a few that aren't.
One I notice is the Snivy line, the levels are all off.

Transferring Max Mushroom keeps the original Pokemon G-Maxed

After a Pokemon has evolved with the Max Mushroom you can transfer it with out reverting back to normal. The new pokemon holding the item will not evolved until the game is reloaded. This seems like unintended behaviour. Seems like it would also work with mega stones but I have not been able to test this.
G-max
image

Weird end-of-wave knockout damage interactions

If a Pokemon is let's say, poisoned, it can get knocked out at the end of a wave. This creates some... interesting quirks.

If Pokemon in slot 1 gets knocked out like that in a double battle, the next wave softlocks until you restart the page, because Pokemon in slot 2 does not get properly removed and the game throws back the dead mon in, so the game becomes just enemy spamming their moves to no avail (hey, this sounds like that one glitch from Generation V games!).

obraz0

If this happens during an area boss fight, it will cause certain graphics to not load, likely because the game forces you to switch out the dead mon in middle of everything.

obraz

Update FAQ

There are too many things that I don't know and it also helps others to understand those features.

Suggestion: Downloadable version

Hey, I was wondering if in the future there could be a consideration for a downloadable version of the game? Web browsers sometimes have some added performance issues when running games through them, which wouldn't occur if it was a standalone program.

Just to be clear this isn't suggesting to replace the web browser version entirely, just to have a secondary version that could be done offline. Kind of like how Super Smash Flash 2 and Minecraft both used to have web and downloadable versions.

Thanks!

Double-battle intimidate appears to trigger twice

In a double battle, if the intimidate pokemon is the second one (on the right, second party slot), then it will trigger intimidate and lower both opposing mon's attacks, then it will trigger intimidate again, and do the same.

Hustle Affecting Special Moves

The ability Hustle is only supposed to reduce accuracy of physical moves, but it seems to be affecting special moves as well. When using Fairy Wind with a Hustle Togekiss, a special move with 100 accuracy, it keeps missing occasionally, despite not being in fog or having accuracy lowered by a move.

UI Controls are Inconsistent

Some menus (i.e. "Game Settings" and "Achievements") can be exited with either the escape or backspace keys, but others (i.e. "Stats") must be exited with the backspace key.

Additionally, it seems as though the UI doesn't accept new inputs until the sound effect from the previous input has finished playing.

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