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Jonathan Bankston 2025-06-20 05:12:43 +00:00 committed by GitHub
commit a43dcd1b12
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@ -18,16 +18,18 @@ export class AttemptRunPhase extends PokemonPhase {
const playerField = globalScene.getPlayerField();
const enemyField = globalScene.getEnemyField();
const playerPokemon = this.getPokemon();
const escapeChance = new NumberHolder(0);
this.attemptRunAway(playerField, enemyField, escapeChance);
applyAbAttrs("RunSuccessAbAttr", playerPokemon, null, false, escapeChance);
applyAbAttrs("RunSuccessAbAttr", playerField[0], null, false, escapeChance);
if (playerPokemon.randBattleSeedInt(100) < escapeChance.value && !this.forceFailEscape) {
//TODO: needed?
if (globalScene.currentBattle.double) {
applyAbAttrs("RunSuccessAbAttr", playerField[1], null, false, escapeChance);
}
if (playerField[0].randBattleSeedInt(100) < escapeChance.value && !this.forceFailEscape) {
enemyField.forEach(enemyPokemon => applyPreLeaveFieldAbAttrs("PreLeaveFieldAbAttr", enemyPokemon));
globalScene.playSound("se/flee");
@ -60,7 +62,12 @@ export class AttemptRunPhase extends PokemonPhase {
globalScene.phaseManager.pushNew("NewBattlePhase");
} else {
playerPokemon.turnData.failedRunAway = true;
playerField[0].turnData.failedRunAway = true;
if (globalScene.currentBattle.double) {
playerField[1].turnData.failedRunAway = true;
}
globalScene.phaseManager.queueMessage(i18next.t("battle:runAwayCannotEscape"), null, true, 500);
}