diff --git a/src/data/move.ts b/src/data/move.ts index ed44515994c..2dfc798b197 100644 --- a/src/data/move.ts +++ b/src/data/move.ts @@ -2015,15 +2015,12 @@ export class ForceSwitchOutAttr extends MoveEffectAttr { (switchOutTarget as PlayerPokemon).switchOut(this.batonPass).then(() => resolve(true)); return; } else if (user.scene.currentBattle.battleType) { - if ((switchOutTarget instanceof PlayerPokemon ? user.scene.getParty() : user.scene.getEnemyParty()).filter(p => !p.isFainted()).length > 1) { - switchOutTarget.resetTurnData(); - switchOutTarget.resetSummonData(); - switchOutTarget.hideInfo(); - switchOutTarget.setVisible(false); + switchOutTarget.resetTurnData(); + switchOutTarget.resetSummonData(); + switchOutTarget.hideInfo(); + switchOutTarget.setVisible(false); - user.scene.unshiftPhase(new SwitchSummonPhase(user.scene, switchOutTarget.getFieldIndex(), user.scene.currentBattle.trainer.getNextSummonIndex(), false, this.batonPass, false)); - } else - return resolve(false); + user.scene.unshiftPhase(new SwitchSummonPhase(user.scene, switchOutTarget.getFieldIndex(), user.scene.currentBattle.trainer.getNextSummonIndex(), false, this.batonPass, false)); } else { switchOutTarget.hideInfo().then(() => switchOutTarget.destroy()); switchOutTarget.hp = 0; @@ -2044,7 +2041,21 @@ export class ForceSwitchOutAttr extends MoveEffectAttr { } getCondition(): MoveCondition { - return (user: Pokemon, target: Pokemon, move: Move) => !user.scene.currentBattle.battleType || ((this.user ? user : target) instanceof PlayerPokemon ? user.scene.getParty() : user.scene.getEnemyParty()).filter(p => !p.isFainted()).length === 1; + return (user: Pokemon, target: Pokemon, move: Move) => { + const switchOutTarget = (this.user ? user : target); + const player = switchOutTarget instanceof PlayerPokemon; + + if (!player && !user.scene.currentBattle.battleType) { + if (this.batonPass) + return false; + // Don't allow wild opponents to flee on the boss stage since it can ruin a run early on + if (!(user.scene.currentBattle.waveIndex % 10)) + return false; + } + + const party = player ? user.scene.getParty() : user.scene.getEnemyParty(); + return (!player && !user.scene.currentBattle.battleType) || party.filter(p => !p.isFainted()).length > user.scene.currentBattle.getBattlerCount(); + }; } }