From 79fa80cfd8a20a45308311c478a2be7b48c71246 Mon Sep 17 00:00:00 2001 From: innerthunder <168692175+innerthunder@users.noreply.github.com> Date: Sat, 14 Sep 2024 16:14:37 -0700 Subject: [PATCH] [Bug][Beta] Fix error in message sequencing on critical hits (#4259) --- src/field/pokemon.ts | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/src/field/pokemon.ts b/src/field/pokemon.ts index 088d11abf90..453bce71503 100644 --- a/src/field/pokemon.ts +++ b/src/field/pokemon.ts @@ -2620,10 +2620,6 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container { return result; } - if (isCritical) { - this.scene.queueMessage(i18next.t("battle:hitResultCriticalHit")); - } - // In case of fatal damage, this tag would have gotten cleared before we could lapse it. const destinyTag = this.getTag(BattlerTagType.DESTINY_BOND); @@ -2666,6 +2662,10 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container { } } + if (isCritical) { + this.scene.queueMessage(i18next.t("battle:hitResultCriticalHit")); + } + // want to include is.Fainted() in case multi hit move ends early, still want to render message if (source.turnData.hitsLeft === 1 || this.isFainted()) { switch (result) {