Add fix for double battle double KO edge case

This commit is contained in:
Flashfyre 2024-02-20 14:39:25 -05:00
parent 5f9636e2d7
commit b6da66e91f

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