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Msg shows for multi turn moves, cannot switch on first wave of daily
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@ -364,7 +364,8 @@ export class TitlePhase extends Phase {
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this.scene.pushPhase(new SummonPhase(this.scene, 0, true, true));
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if (this.scene.currentBattle.double && availablePartyMembers > 1)
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this.scene.pushPhase(new SummonPhase(this.scene, 1, true, true));
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if (this.scene.currentBattle.battleType !== BattleType.TRAINER) {
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if (this.scene.currentBattle.battleType !== BattleType.TRAINER && (this.scene.currentBattle.waveIndex > 1 || !this.scene.gameMode.isDaily)) {
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const minPartySize = this.scene.currentBattle.double ? 2 : 1;
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if (availablePartyMembers > minPartySize) {
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this.scene.pushPhase(new CheckSwitchPhase(this.scene, 0, this.scene.currentBattle.double));
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@ -956,7 +957,7 @@ export class EncounterPhase extends BattlePhase {
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this.scene.pushPhase(new ToggleDoublePositionPhase(this.scene, false));
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}
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if (this.scene.currentBattle.battleType !== BattleType.TRAINER) {
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if (this.scene.currentBattle.battleType !== BattleType.TRAINER && (this.scene.currentBattle.waveIndex > 1 || !this.scene.gameMode.isDaily)) {
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const minPartySize = this.scene.currentBattle.double ? 2 : 1;
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if (availablePartyMembers.length > minPartySize) {
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this.scene.pushPhase(new CheckSwitchPhase(this.scene, 0, this.scene.currentBattle.double));
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@ -2325,20 +2326,21 @@ export class MovePhase extends BattlePhase {
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// This should only happen when there are no valid targets left on the field
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if ((moveQueue.length && moveQueue[0].move === Moves.NONE) || !targets.length) {
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this.cancel();
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// Record a failed move so Abilities like Truant don't trigger next turn and soft-lock
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this.pokemon.pushMoveHistory({ move: Moves.NONE, result: MoveResult.FAIL });
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this.pokemon.lapseTags(BattlerTagLapseType.MOVE_EFFECT); // Remove any tags from moves like Fly/Dive/etc.
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moveQueue.shift();
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return this.end();
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}
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if (this.move.moveId && !this.cancelled)
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// Display move text
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if (this.move.moveId && (!this.cancelled || this.ignorePp)) {
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this.showMoveText();
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if (this.failed)
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if (this.cancelled)
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this.showFailedText();
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}
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if (this.cancelled)
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return this.end();
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if (!moveQueue.length || !moveQueue.shift().ignorePP) // using .shift here clears out two turn moves once they've been used
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this.move.usePp(ppUsed);
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@ -2346,6 +2348,7 @@ export class MovePhase extends BattlePhase {
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if (!allMoves[this.move.moveId].getAttrs(CopyMoveAttr).length)
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this.scene.currentBattle.lastMove = this.move.moveId;
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// Assume conditions affecting targets only apply to moves with a single target
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let success = this.move.getMove().applyConditions(this.pokemon, targets[0], this.move.getMove());
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let cancelled = new Utils.BooleanHolder(false);
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