From e149bb8b7bd54beeb4b720d6bc6a975cfa15bd72 Mon Sep 17 00:00:00 2001 From: Frutescens Date: Wed, 14 Aug 2024 12:47:24 -0700 Subject: [PATCH] changed isSameBracket check --- src/phases.ts | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/phases.ts b/src/phases.ts index 705d6e4790e..00538bef0cf 100644 --- a/src/phases.ts +++ b/src/phases.ts @@ -2341,7 +2341,7 @@ export class TurnStartPhase extends FieldPhase { // The game now considers priority and applies the relevant move and ability attributes const aPriority = new Utils.IntegerHolder(aMove.priority); const bPriority = new Utils.IntegerHolder(bMove.priority); - const isSameBracket = aPriority === bPriority; + const isSameBracket = aPriority.value === bPriority.value; 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?