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Fixed List of wrong moves [0.27.1] Post the move bugs here!

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Zaph

Trainer
Update on Sand-Attack: A wild Pidgey did super-effective damage to my Geodude with it and when used on Ledyba it says "It has no effect...", so I'm lead to believe that it's doing Ground-type damage now. o_O
 

Darkfire

Administrator
Administrator
P3D Developer
if someone has tried a move alot and it hasn't worked then i will include it until some one sees it work(at which point I will assume the other person just had bad luck :/ )
if you see a move on the list work properly post it here
 

Zaph

Trainer
A couple more moves:
  1. Fury Attack, like the other multiple hit moves, only hits once.
  2. Roar has no effect whatsoever.
  3. Rage doesn't display the rage building message or get stronger after taking damage.
Edit: Two more moves:
  1. Foresight has no effect
  2. Spite does damage instead of lowering PP.
 

K0rkki

Trainer
Not sure if it worked before or if it is supposed to work like I think but Transform doesn't copy the size of an enemy. I just fought a pocket sized Onix :3
 

DracoHouston

Kolben Developer
Contributor
So far I've found that Headbutt now does 0 damage in battle, Stun Spore has no effect and says "not very effective" or "critical hit" as if it were a damage-dealing attack, and Supersonic now seems to have a random effect... so far I've gotten a tiny amount of damage, and another use paralyzed the target.
errr i'm looking at it right now and it does 70 damage?
Code:
SetAttackBaseDamage(29,70)
SetAttackMaxPP(29,15)
SetAttackCategory(29,0)
SetAttackAttackCategory(29,1)
SetAttackContestCategory(29,0)
SetAttackType(29,0)
SetAttackPriority(29,0)
SetAttackAccuracy(29,255)
SetAttackSpecialAttackDelegate(29, "ATTACKS_NORMAL_HEADBUTT_SPECIAL")
 
function ATTACKS_NORMAL_HEADBUTT_SPECIAL()
    Attacks_TryToFlinch(30, "target")
end
oh ffs attackcategory is set to 1, thats why its not doing damage.
 

DracoHouston

Kolben Developer
Contributor
A couple more moves:
  1. Fury Attack, like the other multiple hit moves, only hits once.
  2. Roar has no effect whatsoever.
  3. Rage doesn't display the rage building message or get stronger after taking damage.
Edit: Two more moves:
  1. Foresight has no effect
  2. Spite does damage instead of lowering PP.
spites not in. i already told everyone its only the 170 moves we had that will have effects. i wasn't going to script up 560 attacks in a week, come on D:

also a lot of these bugs were not bugs on my build. nilllzz!!!!!
 

DracoHouston

Kolben Developer
Contributor
Harden also just does damage instead of raising defense as intended.
it should be doing the effect too, if it isn't something got messed up. however, i seem to have not set the attack category to no damage special/status or w/e its called.

can you guys stop talking about attacks that were not in before 0.27? i dont care if some attack i auto generated a placeholder for isn't working 100%, this wasn't literally every move all working perfect >.<
 

DracoHouston

Kolben Developer
Contributor
Quote from the update:
"All attacks implemented. Most are placeholders though and don’t work properly. We will implement them step by step."

We merged all attacks to a new system and some aren't finished now, others are completely crazy!
Please, use this thread to list all the moves with problems, don't create a new thread.

Moves with problems:
  • Minimize (does damage, no effect)
clarify what you mean by no effect for me, that move and half the moves you mentioned HAVE EFFECTS i'm looking at them right now and they worked in my build
 

Darkfire

Administrator
Administrator
P3D Developer
It means someone stated that an effect(not including damage) that a move should do is not working properly
issues with damage is stated other wise
I havent had time to check all of these myself but if someone sees it work in game then i will remove it
 

DracoHouston

Kolben Developer
Contributor
It means someone stated that an effect(not including damage) that a move should do is not working properly
issues with damage is stated other wise
I havent had time to check all of these myself but if someone sees it work in game then i will remove it
well, someone find out for me, it's 5 am and i'm not testing it myself, i need to go to bed. they SHOULD be doing their special effect if a delegate was set up for it.
 

DracoHouston

Kolben Developer
Contributor
Whirlwind doesnt switch a pokemon or blow away wild ones
we havent made that work yet, but it should work on wild pokemon

is it displaying a message at all and not ending the battle? because it checks if its a trainer battle, if not it sees who used it (you or the opponent) and after the move is done it will display a message either saying it failed or you/they fled.
 

DracoHouston

Kolben Developer
Contributor
ok i got her to try it with attack category set to special. its not doing the effect because its not calling special attack because some if stops it if you don't set an AI flag the engine wants

i didn't set that in some moves because it had no apparent purpose, and i had removed being a special or specialdamage move as a condition for calling the attack's specialattack, and told nilllzz to remove it too, but he didn't for some reason and it broke half the attacks, Lol

note for attack modders: apart from special not working when the attack category (set itt with SetAttackAttackCategory function) is not 1 or 2, that flag is for the AI. helps it distinguish between damage moves and specials and status moves. yes, this means that even a move that uses a specil attack call to do damage like horn drill is Special Damage. this flag doesnt correspond to any pokemon mechanic, specialdamage doesnt mean it uses your special attack

note to nils: in case you didn't get the drift of this i want you to replace the if with a check for if there is a special delegate to call. i very specifically told you to do this!
 
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