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Update running away in Double Battles (#1336)
* Add check for active pokemon and double battle with 1 active * remove unecessary case
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@ -2156,13 +2156,21 @@ export class TurnStartPhase extends FieldPhase {
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this.scene.unshiftPhase(new AttemptCapturePhase(this.scene, turnCommand.targets[0] % 2, turnCommand.cursor));
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break;
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case Command.POKEMON:
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this.scene.unshiftPhase(new SwitchSummonPhase(this.scene, pokemon.getFieldIndex(), turnCommand.cursor, true, turnCommand.args[0] as boolean, pokemon.isPlayer()));
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case Command.RUN:
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const isSwitch = turnCommand.command === Command.POKEMON;
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if (isSwitch) {
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this.scene.unshiftPhase(new SwitchSummonPhase(this.scene, pokemon.getFieldIndex(), turnCommand.cursor, true, turnCommand.args[0] as boolean, pokemon.isPlayer()));
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} else {
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this.scene.unshiftPhase(new AttemptRunPhase(this.scene, pokemon.getFieldIndex()));
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let runningPokemon = pokemon;
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if (this.scene.currentBattle.double) {
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const playerActivePokemon = field.filter(pokemon => pokemon.isPlayer() && pokemon.isActive());
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// if only one pokemon is alive, use that one
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if (playerActivePokemon.length > 1) {
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// find which active pokemon has faster speed
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const fasterPokemon = playerActivePokemon[0].getStat(Stat.SPD) > playerActivePokemon[1].getStat(Stat.SPD) ? playerActivePokemon[0] : playerActivePokemon[1];
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// check if either active pokemon has the ability "Run Away"
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const hasRunAway = playerActivePokemon.find(p => p.hasAbility(Abilities.RUN_AWAY));
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runningPokemon = hasRunAway !== undefined ? hasRunAway : fasterPokemon;
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}
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}
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this.scene.unshiftPhase(new AttemptRunPhase(this.scene, runningPokemon.getFieldIndex()));
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break;
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}
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}
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