Doom Desire & Future Sight Timers UI#2574
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Zarel merged 6 commits intosmogon:masterfrom Mar 15, 2026
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Zarel
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Mar 15, 2026
Zarel
reviewed
Mar 15, 2026
Zarel
reviewed
Mar 15, 2026
Zarel
reviewed
Mar 15, 2026
Member
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Thanks! |
Contributor
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Won’t this break in doubles if there are future moves active against each slot on one side? It will also be weird in FFA, since it will always show the opposite side as being the target no matter who it actually targeted, which will also have issues if one Pokemon sets up multiple future attacks at once. In the current gen, I think starting in gen 7 with the advent of the info screen, the target of future moves is revealed via the info menu available at move selection, so a proper implementation of this should include extra data sent from the server. |
Member
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It looked like the old one was implemented as a volatile, which was also wrong. Future Sight is properly a slot condition but I think this is probably better than no change. |
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Future Sight and Doom Desire Timer UI
Added Future Sight and Doom Desire UI timers so that both users can easily see when damage will actually be dealt. Currently spawns in with 3 turns remaining when used, then ticks down to 2, then 1, then attacks.
Link to issue
Changes
battle.tsAdded Future Sight and Doom Desire as sideConditions on client side. Not affected by Court Change because courtchange in moves file on server side manually selects the sideConditions it affects. Also added them as -sidestart cases.
battle.cssAdded an optional animation implementation for Future Sight and Doom Desire. The animation is currently unused, as it did not feel fully faithful to in-game behavior, but the underlying implementation is preserved for potential future use.
Example: