Fix round queuing last instead of next

This commit is contained in:
Dean 2025-06-15 13:39:01 -07:00
parent b7200f9ecf
commit d8fb44240f

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@ -4542,7 +4542,7 @@ export class CueNextRoundAttr extends MoveEffectAttr {
return false; return false;
} }
globalScene.phaseManager.forceMoveLast((phase: MovePhase) => phase.is("MovePhase") && phase.move.moveId === MoveId.ROUND); globalScene.phaseManager.forceMoveNext((phase: MovePhase) => phase.is("MovePhase") && phase.move.moveId === MoveId.ROUND);
// Mark the corresponding Pokemon as having "joined the Round" (for doubling power later) // Mark the corresponding Pokemon as having "joined the Round" (for doubling power later)
nextRoundPhase.pokemon.turnData.joinedRound = true; nextRoundPhase.pokemon.turnData.joinedRound = true;