From 6ba8892d0a211b4c06a84a70a34439627e521a47 Mon Sep 17 00:00:00 2001 From: Matthew Ross Date: Sun, 5 May 2024 19:50:17 -0700 Subject: [PATCH] Facade should ignore burn damage reduction --- src/field/pokemon.ts | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/field/pokemon.ts b/src/field/pokemon.ts index b20096513ef..8bf72ca279b 100644 --- a/src/field/pokemon.ts +++ b/src/field/pokemon.ts @@ -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)