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Fix GSC Toxic interaction with Baton Pass/Heal Bell #5226
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Does the residual damage counter reset on switch-out? I don't remember the report touching on that. |
Gotcha. So the toxic counter kind of 'ruins' the original status's damage and forces it to behave like toxic would.
I've taken the liberty of deleting it from the Gen 1 code then given we don't think its going to actually occur (no point in retaining dead code).
Oh, you're right, that wasn't covered. I'm going to take a guess and assume it goes away completely through a normal switch, just like how Toxic reverts to regular poison (I've modified the code to behave that way). @Marty-D, is that correct? |
Oh, really sorry for the confusion but I was answering your question about whether or not the Toxic counter increases there, not switches in general.
Yep, normal switching removes the counter. |
Reverted back. |
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Looks good to me.
The counter should be paused while the Pokemon doesn't have a damaging status condition. If something is badly poisoned, takes 3 turns of Toxic damage, then uses Baton Pass into something that isn't statused, then 5 more turns pass, then this new Pokemon gets burned, its next residual damage will be 1/16 * 4. Likewise, in the same situation except the Baton Pass is into a Pokemon that is already burned or poisoned, it immediately takes the 1/16 * 4. |
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sim/battle.ts
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@@ -2987,6 +2989,24 @@ export class Battle extends Dex.ModdedDex { | |||
return false; | |||
} | |||
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hint(hint: string, once?: boolean, sideid?: 'p1'|'p2') { |
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Out of interest, why are you using a sideid here? I would have thought a Side would make more sense (and also simplify the code slightly, see Pokemon.getHeathInner).
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I agree, it would be simpler. I'll update it in a future commit.
Fixes #3357