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While fixing mechanics and unskipping tests, I noticed a clear trend: the Update event was responsible for many bugs and could often be replaced with the AnySwitchIn, AnyAfterMove, and Residual events (and sometimes the Start event as well). Some examples include the White Herb, Eject Pack, and Leppa Berry. Additionally, many healing berry-related bugs were resolved by introducing a TakeDamage event, which activates after the user takes damage.
I would like to either completely remove the Update event or refactor it so that it is only triggered in the three cases mentioned above (AnySwitchIn, AnyAfterMove, and Residual). I believe this would improve event management overall.
The text was updated successfully, but these errors were encountered:
That's already implemented here #10902. TakeDamage is used for any kind of damage (except self-confusion). Also, TakeDamage runs after AfterHit, unlike DamagingHit, so a Berry can be knocked off before healing.
While fixing mechanics and unskipping tests, I noticed a clear trend: the
Update
event was responsible for many bugs and could often be replaced with theAnySwitchIn
,AnyAfterMove
, andResidual
events (and sometimes theStart
event as well). Some examples include the White Herb, Eject Pack, and Leppa Berry. Additionally, many healing berry-related bugs were resolved by introducing aTakeDamage
event, which activates after the user takes damage.I would like to either completely remove the
Update
event or refactor it so that it is only triggered in the three cases mentioned above (AnySwitchIn
,AnyAfterMove
, andResidual
). I believe this would improve event management overall.The text was updated successfully, but these errors were encountered: