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Turn Order needs to be handled how it is in-game #1157
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Putting this here so I do not forget to work on it later. |
@V4Victini question, was something changed about this? |
It's partially done. I just need to handle residuals. |
bump |
What was the Trick Room Glitch? |
I noticed recently in |
https://github.com/DanUgore/Pokemon-Showdown/blob/turn-order/battle-engine.js#L3181 Here's an example @ascriptmaster Just have Trick Room modify decision.speed and not decision.pokemon.speed |
That works too. |
Sure. |
Speed is compared...
Determining who wins a speed tie
|
Wait, that's known? Do you have a link? |
Also, what happens in the case of multiple speed ties? |
I don't have a link. I was talking with Kaphotics about the behavior back when I was working in the issue and needed to know how it worked. Also what do you mean by multiple speed ties? I don't see how that would cause different behavior. |
Depending on how Game Freak implements multiple speed ties, this could work completely differently in that case. |
Mostly relevant to VGC and Triples. At the moment it is done using a sorting function which compares two pokemon at a time while ordering based on speed.
Properly handling this issue will involve:
speed & 8191
overspeed
for comparisons.this.random()
-- to determine speed-tiesThis will also allow us to not require
getStatCallback()
for the "Trick Room Glitch"The text was updated successfully, but these errors were encountered: