Prevent crash if enemy Future Sight user is caught

This commit is contained in:
NightKev 2024-11-17 17:39:37 -08:00
parent 89a3edba1c
commit cb2ae7ec33
2 changed files with 12 additions and 5 deletions

View File

@ -3243,11 +3243,14 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
return null; return null;
} }
getMoveHistory(): TurnMove[] { public getMoveHistory(): TurnMove[] {
return this.battleSummonData.moveHistory; return this.battleSummonData.moveHistory;
} }
pushMoveHistory(turnMove: TurnMove) { public pushMoveHistory(turnMove: TurnMove): void {
if (!this.isOnField()) {
return;
}
turnMove.turn = this.scene.currentBattle?.turn; turnMove.turn = this.scene.currentBattle?.turn;
this.getMoveHistory().push(turnMove); this.getMoveHistory().push(turnMove);
} }

View File

@ -92,8 +92,12 @@ export class MoveEffectPhase extends PokemonPhase {
const isDelayedAttack = this.move.getMove().hasAttr(DelayedAttackAttr); const isDelayedAttack = this.move.getMove().hasAttr(DelayedAttackAttr);
/** If the user was somehow removed from the field and it's not a delayed attack, end this phase */ /** If the user was somehow removed from the field and it's not a delayed attack, end this phase */
if (!user.isOnField() && !isDelayedAttack) { if (!user.isOnField()) {
return super.end(); if (!isDelayedAttack) {
return super.end();
} else {
user.resetTurnData();
}
} }
/** /**
@ -174,7 +178,7 @@ export class MoveEffectPhase extends PokemonPhase {
const playOnEmptyField = this.scene.currentBattle?.mysteryEncounter?.hasBattleAnimationsWithoutTargets ?? false; const playOnEmptyField = this.scene.currentBattle?.mysteryEncounter?.hasBattleAnimationsWithoutTargets ?? false;
// Move animation only needs one target // Move animation only needs one target
new MoveAnim(move.id as Moves, user, this.getFirstTarget()!.getBattlerIndex()!, playOnEmptyField).play(this.scene, move.hitsSubstitute(user, this.getFirstTarget()!), () => { new MoveAnim(move.id as Moves, user, this.getFirstTarget()!.getBattlerIndex(), playOnEmptyField).play(this.scene, move.hitsSubstitute(user, this.getFirstTarget()!), () => {
/** Has the move successfully hit a target (for damage) yet? */ /** Has the move successfully hit a target (for damage) yet? */
let hasHit: boolean = false; let hasHit: boolean = false;
for (const target of targets) { for (const target of targets) {