additional comments for multi-hit problem

This commit is contained in:
DustinLin 2024-05-20 20:29:07 -04:00
parent 0fa4ae607b
commit 55ad9c4428

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@ -1709,13 +1709,18 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
this.scene.applyModifiers(DamageMoneyRewardModifier, true, source, damage)
// don't want to add another fainted phase, perhaps calculate for multi hit moves if someone fainted
// problem is applyAbAttrsInternal() in ability.ts is resetting the phaseQueueSpliceIndex before the moveaffectphase
// end() to add the message, don't want to remove it since I have no idea what it's doing
if (this.isFainted()) {
/**
* don't want to add another fainted phase
* option could be calculate for multi hit moves if fainted
* problem with hit move message display is applyAbAttrsInternal() in ability.ts is
* resetting the phaseQueueSpliceIndex before the moveaffectphase
* end() to add the message
*
if (this.isFainted()) { }
// option 1: try to add multi move message here, and add a conidtion in end() to not add it a second time
// option 2: figure out what applyAbAttrsInternal() is doing and if there is a way to still add the message from end() properly
}
*/
/**
* since damage is an object, I don't see how this would ever by false?