[Hotfix] Fix ME lapsing non flinch or endure battler tags (#4479)

* Fix tag lapsing on battle start in MEs with free enemy moves

* lapse endure tag as well

---------

Co-authored-by: ImperialSympathizer <imperialsympathizer@gmail.com>
This commit is contained in:
ImperialSympathizer 2024-09-27 21:38:15 -04:00 committed by GitHub
parent c9664b66d3
commit 1b6593d242
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
1 changed files with 10 additions and 1 deletions

View File

@ -25,6 +25,7 @@ import { GameOverPhase } from "#app/phases/game-over-phase";
import { SwitchPhase } from "#app/phases/switch-phase";
import { SeenEncounterData } from "#app/data/mystery-encounters/mystery-encounter-save-data";
import { SwitchType } from "#enums/switch-type";
import { BattlerTagType } from "#enums/battler-tag-type";
/**
* Will handle (in order):
@ -218,9 +219,17 @@ export class MysteryEncounterBattleStartCleanupPhase extends Phase {
start() {
super.start();
// Lapse any residual flinches/endures but ignore all other turn-end battle tags
const includedLapseTags = [BattlerTagType.FLINCHED, BattlerTagType.ENDURING];
const field = this.scene.getField(true).filter(p => p.summonData);
field.forEach(pokemon => {
pokemon.lapseTags(BattlerTagLapseType.TURN_END);
const tags = pokemon.summonData.tags;
tags.filter(t => includedLapseTags.includes(t.tagType)
&& t.lapseTypes.includes(BattlerTagLapseType.TURN_END)
&& !(t.lapse(pokemon, BattlerTagLapseType.TURN_END))).forEach(t => {
t.onRemove(pokemon);
tags.splice(tags.indexOf(t), 1);
});
});
// Remove any status tick phases