Facade should ignore burn damage reduction

This commit is contained in:
Matthew Ross 2024-05-05 19:50:17 -07:00
parent c41546b680
commit 6ba8892d0a

View File

@ -1366,7 +1366,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
if (!isTypeImmune) {
damage.value = Math.ceil(((((2 * source.level / 5 + 2) * power.value * sourceAtk.value / targetDef.value) / 50) + 2) * stabMultiplier.value * typeMultiplier.value * arenaAttackTypeMultiplier * screenMultiplier.value * ((this.scene.randBattleSeedInt(15) + 85) / 100) * criticalMultiplier.value);
if (isPhysical && source.status && source.status.effect === StatusEffect.BURN) {
if (isPhysical && source.status && source.status.effect === StatusEffect.BURN && move.id !== Moves.FACADE) {
const burnDamageReductionCancelled = new Utils.BooleanHolder(false);
applyAbAttrs(BypassBurnDamageReductionAbAttr, source, burnDamageReductionCancelled);
if (!burnDamageReductionCancelled.value)