diff --git a/src/phases.ts b/src/phases.ts index 00538bef0cf..63a68f763b7 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 = aPriority.value === bPriority.value; + 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?