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Some move end effects should happen before the battler(s) faint #1617

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BuffelSaft opened this issue Sep 1, 2021 · 2 comments
Open

Some move end effects should happen before the battler(s) faint #1617

BuffelSaft opened this issue Sep 1, 2021 · 2 comments
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category: battle-mechanic Pertains to battle mechanics

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@BuffelSaft
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Effects like Rough Skin, Liquid Ooze, Static, Rocky Helmet and others should activate before fainting, as in the modern games.

E.g. If a Sharpedo is KO'ed by Brick Break, Rough Skin should activate and then Sharpedo should do the fainting animation. Currently, Sharpedo faints and then the ability pop up activates, which doesn't look very good.

While this is probably a lot of work for little reward it'd be nice to get it done eventually.

@DizzyEggg
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It would help to have a list with all the ability / move / item effects / end turn effects / etc in a specific order.

@BuffelSaft
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Found a list here for gen 5. Will see if I can find something newer but I don't think much has changed since then:

After an attack is successful, the following happens:

  • Most "attack is successful" effects
  • Additional effects
  • Items that trigger on low HP, being poisoned or confused, and so on can trigger here
  • Grudge/Rage
  • Most Ability effects
  • Items that trigger on low HP, being poisoned or confused, and so on can trigger here
  • Item effects that trigger if the target is hit by the attack (including Air Balloon and Sticky Barb)
  • Items that trigger on low HP, being poisoned or confused, and so on can trigger here
  • The target faints if it has 0 HP
  • Destiny Bond if the target fainted
  • Recoil/Struggle
  • Items that trigger on low HP, being poisoned or confused, and so on can trigger here
  • Attacker’s Shell Bell
  • The target thaws out if attack is a Fire-type attack
  • Rapid Spin/Circle Throw/Dragon Tail/Pluck/Bug Bite/SmellingSalt/Wake-Up Slap/Thief/Covet (only if attacker hasn’t fainted)
  • After all hits of a successful attack have resolved (Ability and item effects mentioned below don’t occur if the attacker has Sheer Force and the attack has an additional effect):
    • Color Change
    • Red Card (only if attacker and item’s holder haven’t fainted)
    • Eject Button message (only if item’s holder hasn’t fainted; if more than one target’s Eject Button could trigger, only the first such target in turn order triggers).
    • Shell Bell/Life Orb (only if attacker hasn’t fainted)
    • Eject Button effect (only if item’s holder hasn’t fainted). If effect happens, the U-turn message/effect doesn’t happen.
    • U-turn message (only if attacker hasn’t fainted)
    • Pickpocket (only if the target hasn’t fainted)
    • U-turn effect (only if attacker hasn’t fainted)
    • If a Pokémon that gained an Ability through an effect faints, its Ability doesn’t revert to its original until the above effects finish resolving.

@ghoulslash ghoulslash added the category: battle-mechanic Pertains to battle mechanics label Nov 22, 2021
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