jimga150

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I found the issue. This snippet adding individual damage events to existing damage batches should be happening only if that damage event hasn't already been added to the current `event`...

Should be ready to merge now. Let me know if i should move any tests to a different path

> Possible ideas (from bad to good): > > * use number of triggers event to change it; > > * use two triggers, one for paired, one for damage;...

> So this is clever, but it's still a workaround. Here you have two effects in a single trigger to emulate two separate triggers. > > I think what is...

I'm not sure what that would look like specifically. this would be a batch event for damaging a single permanent, how would this function differently than `DAMAGED_PERMANENT`?

> Yes, one event - one trigger check - one triggered ability. Number of triggers can be changed by special event only (it’s not that use case). > > Example...

> @xenohedron > > Nope, its bad idea to split batch events. Thats split returns to current buggy group event logic with duplicated events. Use single batch, just process it...

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