sync: merge smogon/pokemon-showdown through 2026-09-10 #15
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pokebedrock/pokebedrock-showdown!15
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Summary
524413e84, Champions OU: Ban Mega Salamence).@pokebedrockbehavior:-healDETAILS, bag-item / used-ball, UUID, evo schema, cosmetic formes (including Greninja-Ash as a skin), Mega Rayquaza in gen9, static dex registry (base + pokebedrock only), PlayerAI.sim/index.tsno longer re-exports Nodelib/(FS/Net/SQL). Server/mocha still get those fromlib/index.ts.0.2.0(CI publishes on merge to master).Bedrock follow-up (merge after this publishes)
pokebedrock-showdown@0.2.0missing_info.mdOfficial 0.2 inventory (not CAP): 49 megas, 45 stones, Pretty Feather, 7 Future abilities (sim-only), Nihil Light (Future, no learnset — no TM).
Test plan
npm run build+npm run test-npm(embed API typecheck)test/sim/tools/strategic-ai, mega evolution)// @pokebedrockhunks still present (rg @pokebedrock)pokebedrock-showdown@0.2.0publishesNotes
data/mods/gen7pokebilitieswas deleted upstream. Heal DETAILS and megadetailschangestay insim/pokemon.ts,sim/battle.ts, and surviving gen scripts.wow we're actually using counter.get('physicalsetup') for the first time!Battle#debugmore flexible (#11685) 1a18b3dd55* Implement Mega Stones as pairs {key: value} * Fix Mega Evolution check * Add constructor guards to Dex getters * Update config/formats.ts --------- Co-authored-by: Kris Johnson <11083252+KrisXV@users.noreply.github.com>!Obtainable Abilitieswithout+Future7d769eaaf7gen3rsandgen3frlg: Implement the multihit contact glitch (#11836) dd3e9bf64b!obtainableabilitiesproperly 9ca5a16af2/details: Display Champions move PP correctly ea4ae024dcrunImmunity(#12127) 07d1669294/exportinputlog: Fix help text 286dfb5c3f/exportinputlog's help text (#12167) 3597493f51These are all API bugs, but I also caught some sim bugs: - Bio Mech Mons (the mod) was using `Dex` when it should have been using `this.dex` - Data Preview (the rule) was using `Dex` when it should have been using `this.dex` - Gen 9 SSB was using `Dex.mod('base')` when it should have been using `.mod('gen9')` This will be enforced via ESLint going forward./addhtmlfaq71d77d3d47-failmessages bb179fbf84This is a somewhat significant revision of how translated data is stored, to better match what we need. In particular: - curly brackets: `The opposing {NICKNAME}` instead of `The opposing [NICKNAME]` - this is how basically all translation systems work, so it should be more familiar to translators - it also makes ability activation less ambiguous: `[{NICKNAME}'s {ABILITY}]` - `null` and `undefined` now mean "fall back to English" - `""` is currently invalid but kept in case of a future where we want a translation to be empty in a language. - `data/text/pokedex` now has official forme data, as well as an unofficial composed name that may differ from ID even in English. - there's a new `data/text/names` for all the other server-relevant words we might want translations for. the line between what belongs in `data/text/` and what belongs in `translations/` is a little blurry now, but oh well. - `data/text/default` and `data/text/names` now have a bunch of text intended to be useful for simulators. the cutoff for what goes in them and what goes in client translations is a little arbitrary, but also oh well - `this.tr` is now `this.TL`, matching client - language dirs in `translations/` are now language codes, matching `data/text/` and client `translations/`. Actual translations coming in a separate PR (for ease of reviewing). Server-side counterpart to https://github.com/smogon/pokemon-showdown-client/pull/2742View command line instructions
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