Updated check logic, should account for both ability and passive

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EmoUsedHM01 2024-04-22 13:37:09 +01:00 committed by GitHub
parent a6277f9d48
commit 99a26e366b
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@ -2761,7 +2761,7 @@ export class PostTurnStatusEffectPhase extends PokemonPhase {
this.scene.queueMessage(getPokemonMessage(pokemon, getStatusEffectActivationText(pokemon.status.effect))); this.scene.queueMessage(getPokemonMessage(pokemon, getStatusEffectActivationText(pokemon.status.effect)));
let netEffect = 0; // This variable now handles both healing and damage let netEffect = 0; // This variable now handles both healing and damage
const isHealing = pokemon.getAbility().id === Abilities.POISON_HEAL || pokemon.hasPassive().id === Abilities.POISON_HEAL; // Added check for both Ability and the new Passives const isHealing = pokemon.hasAbility(Abilities.POISON_HEAL); // Added check for both Ability and the new Passives
switch (pokemon.status.effect) { switch (pokemon.status.effect) {
case StatusEffect.POISON: case StatusEffect.POISON: