Add fix for double battle double KO edge case
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@ -2575,12 +2575,13 @@ export class FaintPhase extends PokemonPhase {
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this.scene.queueMessage(getPokemonMessage(pokemon, ' fainted!'), null, true);
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if (this.player) {
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const nonFaintedPartyMemberCount = this.scene.getParty().filter(p => !p.isFainted()).length;
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const nonFaintedPartyMembers = this.scene.getParty().filter(p => !p.isFainted());
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const nonFaintedPartyMemberCount = nonFaintedPartyMembers.length;
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if (!nonFaintedPartyMemberCount)
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this.scene.unshiftPhase(new GameOverPhase(this.scene));
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else if (nonFaintedPartyMemberCount >= this.scene.currentBattle.getBattlerCount())
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else if (nonFaintedPartyMemberCount >= this.scene.currentBattle.getBattlerCount() || (this.scene.currentBattle.double && !nonFaintedPartyMembers[0].isActive(true)))
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this.scene.pushPhase(new SwitchPhase(this.scene, this.fieldIndex, true, false));
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else if (nonFaintedPartyMemberCount === 1 && this.scene.currentBattle.double)
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if (nonFaintedPartyMemberCount === 1 && this.scene.currentBattle.double)
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this.scene.unshiftPhase(new ToggleDoublePositionPhase(this.scene, true));
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} else {
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this.scene.unshiftPhase(new VictoryPhase(this.scene, this.battlerIndex));
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@ -2926,6 +2927,10 @@ export class SwitchPhase extends BattlePhase {
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start() {
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super.start();
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// Skip modal switch if impossible
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if (this.isModal && !this.scene.getParty().filter(p => !p.isFainted() && !p.isActive(true)).length)
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return super.end();
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// Override field index to 0 in case of double battle where 2/3 remaining party members fainted at once
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const fieldIndex = this.scene.currentBattle.getBattlerCount() === 1 || this.scene.getParty().filter(p => !p.isFainted()).length > 1 ? this.fieldIndex : 0;
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