DustinLin
DustinLin
also seems like when a pokemon dies to a supereffective move, it doesn't trigger the supereffective dialogue (only show the fainted dialogue) additionally, when dying to a multi-hit move early,...
I think i have the supereffective and crit messages moved and working properly, but getting the multi-hit moves to render properly is a bit more tricky, haven't made any pull...
I found another bug that's very similar, for a move like absorb, the subsequent dialogue also gets cuts upon fainting, I'm sure this has something to do with the `FaintPhase`...
hey all, yeah i've been working on it for the past couple days, as mentioned above I think iv'e fixed the critical and super effective hits dialogue but i sort...
if you all can take a look at this solution I came up with and try it out, there is still some bugs that need to be fixed that I...
thanks for the help!
Believe I have found the fixes to my "more Bugs to do", will update the PR shortly
Found a cleaner solution to the multi-hit dialogue, as well as resolving the problems referenced above in `---- some more bugs to do?` new current display: https://github.com/pagefaultgames/pokerogue/assets/39450497/e039d054-395a-41bc-80ac-ea9efb7a7dce https://github.com/pagefaultgames/pokerogue/assets/39450497/ac513dc7-121f-4d12-ac95-cc2002ea1723
seems like the conflicts are easy to resolve: simply take the incoming change, notice that the if/switch statement has already been defined above by me for future reference, who deals...