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View Code? Open in Web Editor NEWA browser based Pokémon fangame heavily inspired by the roguelite genre.
Home Page: https://pokerogue.net
License: GNU Affero General Public License v3.0
A browser based Pokémon fangame heavily inspired by the roguelite genre.
Home Page: https://pokerogue.net
License: GNU Affero General Public License v3.0
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 should raise SpAtk and then use the move, but currently, it's rising after the move hits.
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.
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.
Move Rest does not work while paralyzed
Steps to replicate:
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
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 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)
As the title says, the game skips rendering the " used Solar Beam!" text if the weather is Sunny.
Granted, I'm not sure if this is a "first turn of battle only" issue, or if this is always the case, but it legitimately caught me off guard >.>
Video of it in action, which was too beefy for Github: https://youtu.be/0H_Xj6r2wvg
This is a bit specific and doesn't affect the playability, but when a pokemon die from poison at the end of a fight and is revive with an item, if the next fight is a trainer fight, you need to summon a new pokemon that will live on top of the trainer. The trainer will now live on the field for all the fight.
Breeder Bethany is given the male sprite & male symbol despite the female name. If this is intentional, disregard.
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 !
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.
Discovered while implementing the ability changing abilities. Rough Skin, Iron Barbs, Mummy, and so on don't appear to actually trigger when the pokemon with the ability is KO'd, even though they should.
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:
Currently, the description of the ability indicates in french that the pokémon heals itself, whereas this ability knocks it out to heal another pokémon.
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."
Situation :
Tried +10 times, happenned everytime.
Tried with default configuration (normal speed, english language, ...) : it happenned aswell
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.
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.
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.
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...
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
Curse is supposed to have a different effect when ghost-type pokemon use it; currently, they get the same -speed, +atk, +def that non-ghosts get.
The top bits of hair on Combuskens head are cut off in the front sprite.
What the title says. I haven't used Jaw Lock again to further investigate because it's too expensive to watch Dreadnaw be chipped away to death lol. I figure this only occurs during waves of wild Pokémon and should be working properly during trainer battles.
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.
Instead of hitting the exiting pokemon, empowered Pursuit hits the incoming pokemon
After I paralysed the opponent Dondozo, it used dive.
while under water, it was unable to move due to paralysis.
this bug triggered twice in that fight.
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.
Confirmed this behaviour shouldn't occur, Sap sipper should activate on grass type status moves.
Unconfirmed if this occurs with other status moves.
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.
Using a move like U-Turn on a Pokémon with the ability poison point will poison the Pokémon you switch into.
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.
For example in French, Primal Kyogre is Primo-Kyogre but rn it shows Primal Kyogre
"If Smack Down or Thousand Arrows hits, the user of Fly will be knocked down, cancelling the move."
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.
Hello! The game won't render on my display due to a recent update. The game was working just fine a few days ago, but the game now only displays a black screen. I've tried forcing a browser cache reset, and disabling my ad blocker. I don't believe I have any other extensions that would interfere with the game launching.
I am using Firefox 124.0.2 on Windows 11
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!).
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.
There are too many things that I don't know and it also helps others to understand those features.
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!
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.
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.
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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