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Since generation V duration of Tailwind move effect should remain for 4 turns. Currenlty the workflow is as follows:

1. Tailwind usage

2. The effect remains before pokemons moves

3. The effect remains before pokemons moves

4. The effect remains before pokemons moves and ends up afterwards

 

which means that the Tailwind effects lasts for 3 turns, but is should stay for one turn longer.

Hey @Demenelizator!

The "workflow" you described is correct, as the turn in which Tailwind is used, already counts as one of the 4 turns.
The same applies to Weather effects, etc.
 

Feel free to reach out if you have any further concerns or questions.
 

Greetings, ~Crimsonhound

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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