diff --git a/src/phases.ts b/src/phases.ts index 63a68f763b7..61f230cf012 100644 --- a/src/phases.ts +++ b/src/phases.ts @@ -2341,7 +2341,7 @@ export class TurnStartPhase extends FieldPhase { // The game now considers priority and applies the relevant move and ability attributes const aPriority = new Utils.IntegerHolder(aMove.priority); const bPriority = new Utils.IntegerHolder(bMove.priority); - const isSameBracket = Math.abs(aPriority.value - bPriority.value) === 0.5; + applyMoveAttrs(IncrementMovePriorityAttr, this.scene.getField().find(p => p?.isActive() && p.getBattlerIndex() === a)!, null, aMove, aPriority); //TODO: is the bang correct here? applyMoveAttrs(IncrementMovePriorityAttr, this.scene.getField().find(p => p?.isActive() && p.getBattlerIndex() === b)!, null, bMove, bPriority); //TODO: is the bang correct here? @@ -2353,6 +2353,7 @@ export class TurnStartPhase extends FieldPhase { // If the moves share the same original priority bracket, it can check for differences in battlerBypassSpeed and return the result. // This conditional is used to ensure that Quick Claw can still activate with abilities like Stall and Mycelium Might (attack moves only) // Otherwise, the game returns the user of the move with the highest priority. + const isSameBracket = Math.abs(aPriority.value - bPriority.value) === 0.5; if (aPriority.value !== bPriority.value) { if (isSameBracket && battlerBypassSpeed[a].value !== battlerBypassSpeed[b].value) { return battlerBypassSpeed[a].value ? -1 : 1;