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Megancharlotte

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  1. Got it! So every Pokémon in your auction has its own special timer that starts when the first bid is made. This makes the auction more exciting and introduces a new level of strategy since bidders must react fast to get the Pokémon before the timer expires. It's a nice system that could certainly bring a much-needed injection of energy, with every bid creating a sense of urgency. Are you going to have various lengths of timers for various Pokémon, or is it solely dependent upon the specific auction?
  2. There appears to be a problem with the length of the **Tailwind** move effect in your existing configuration. According to the description, the effect now lasts for 3 turns rather than the desired 4 turns. Here's how it should function: 1. Tailwind usage – The effect takes effect. 2. The effect persists before the Pokémon moves on the first turn. 3. The effect persists before the Pokémon moves on the second turn. 4. The effect persists before the Pokémon moves during the third turn. 5. The effect persists before the Pokémon moves during the fourth and last turn, and then the effect ceases. This guarantees that the Tailwind effect lasts for the entire 4 turns, as desired. The present workflow appears to be cutting off one turn too soon, so it would be beneficial to take a look at how the duration of the effect is being tracked and make sure that the final turn of Tailwind is indeed counted as an active turn. This might be done by tweaking the timing or turn order logic within the system to account for the proper number of turns of the Tailwind effect.
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