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changed isSameBracket check p3
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@ -2341,7 +2341,7 @@ export class TurnStartPhase extends FieldPhase {
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// The game now considers priority and applies the relevant move and ability attributes
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const aPriority = new Utils.IntegerHolder(aMove.priority);
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const bPriority = new Utils.IntegerHolder(bMove.priority);
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const isSameBracket = Math.abs(aPriority.value - bPriority.value) === 0.5;
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applyMoveAttrs(IncrementMovePriorityAttr, this.scene.getField().find(p => p?.isActive() && p.getBattlerIndex() === a)!, null, aMove, aPriority); //TODO: is the bang correct here?
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applyMoveAttrs(IncrementMovePriorityAttr, this.scene.getField().find(p => p?.isActive() && p.getBattlerIndex() === b)!, null, bMove, bPriority); //TODO: is the bang correct here?
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@ -2353,6 +2353,7 @@ export class TurnStartPhase extends FieldPhase {
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// If the moves share the same original priority bracket, it can check for differences in battlerBypassSpeed and return the result.
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// This conditional is used to ensure that Quick Claw can still activate with abilities like Stall and Mycelium Might (attack moves only)
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// Otherwise, the game returns the user of the move with the highest priority.
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const isSameBracket = Math.abs(aPriority.value - bPriority.value) === 0.5;
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if (aPriority.value !== bPriority.value) {
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if (isSameBracket && battlerBypassSpeed[a].value !== battlerBypassSpeed[b].value) {
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return battlerBypassSpeed[a].value ? -1 : 1;
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