changed isSameBracket check p2

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Frutescens 2024-08-14 12:53:48 -07:00 committed by frutescens
parent b52063e4c5
commit ac3fda92dc

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@ -2341,7 +2341,7 @@ export class TurnStartPhase extends FieldPhase {
// The game now considers priority and applies the relevant move and ability attributes // The game now considers priority and applies the relevant move and ability attributes
const aPriority = new Utils.IntegerHolder(aMove.priority); const aPriority = new Utils.IntegerHolder(aMove.priority);
const bPriority = new Utils.IntegerHolder(bMove.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() === 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? applyMoveAttrs(IncrementMovePriorityAttr, this.scene.getField().find(p => p?.isActive() && p.getBattlerIndex() === b)!, null, bMove, bPriority); //TODO: is the bang correct here?