From a8cabd50d9e5dbe90c008684bd115a50862f431c Mon Sep 17 00:00:00 2001 From: Flashfyre Date: Mon, 25 Mar 2024 14:27:04 -0400 Subject: [PATCH] Fix random moveset generation logic not working properly with evolutions --- src/field/pokemon.ts | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/field/pokemon.ts b/src/field/pokemon.ts index e3dc77dfb70..0a99f947dee 100644 --- a/src/field/pokemon.ts +++ b/src/field/pokemon.ts @@ -779,7 +779,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container { const evolutionChain = this.species.getSimulatedEvolutionChain(this.level, this.hasTrainer(), this.isBoss(), this.isPlayer()); for (let e = 0; e < evolutionChain.length; e++) { const speciesLevelMoves = getPokemonSpecies(evolutionChain[e][0] as Species).getLevelMoves(); - levelMoves.push(...speciesLevelMoves.filter(lm => (includeEvolutionMoves && !lm[0]) || (!e && (e === evolutionChain.length - 1 || lm[0] < evolutionChain[e + 1][0])))); + levelMoves.push(...speciesLevelMoves.filter(lm => (includeEvolutionMoves && !lm[0]) || (lm[0] >= evolutionChain[e][0] && (e === evolutionChain.length - 1 || lm[0] <= evolutionChain[e + 1][0])))); } const uniqueMoves: Moves[] = []; levelMoves = levelMoves.filter(lm => {