From c3a918f6b969e3b280771c502ecc3ec3c4330e77 Mon Sep 17 00:00:00 2001 From: Christopher Schmidt Date: Sun, 26 Jan 2025 20:36:55 -0500 Subject: [PATCH] Adjust OHKO moves to not bypass endure or RSeed --- src/field/pokemon.ts | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/field/pokemon.ts b/src/field/pokemon.ts index 08c699c1fbd..90e2a1eaa17 100644 --- a/src/field/pokemon.ts +++ b/src/field/pokemon.ts @@ -2945,7 +2945,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container { * We explicitly require to ignore the faint phase here, as we want to show the messages * about the critical hit and the super effective/not very effective messages before the faint phase. */ - const damage = this.damageAndUpdate(isBlockedBySubstitute ? 0 : dmg, result as DamageResult, isCritical, isOneHitKo, isOneHitKo, true, source); + const damage = this.damageAndUpdate(isBlockedBySubstitute ? 0 : dmg, result as DamageResult, isCritical, isOneHitKo, false, true, source); if (damage > 0) { if (source.isPlayer()) { @@ -2989,7 +2989,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container { if (this.isFainted()) { // set splice index here, so future scene queues happen before FaintedPhase globalScene.setPhaseQueueSplice(); - globalScene.unshiftPhase(new FaintPhase(this.getBattlerIndex(), isOneHitKo, destinyTag, grudgeTag, source)); + globalScene.unshiftPhase(new FaintPhase(this.getBattlerIndex(), false, destinyTag, grudgeTag, source)); this.destroySubstitute(); this.lapseTag(BattlerTagType.COMMANDED);