Beat Up checks the user's party instead of always checking player's party (#1268)

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td76099 2024-05-25 07:31:04 -04:00 committed by GitHub
parent 4ffff8e1ee
commit c4c4774528
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5
src/data/move.ts Normal file → Executable file
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@ -1320,8 +1320,9 @@ export class MultiHitAttr extends MoveAttr {
} }
break; break;
case MultiHitType.BEAT_UP: case MultiHitType.BEAT_UP:
const party = user.isPlayer() ? user.scene.getParty() : user.scene.getEnemyParty();
// No status means the ally pokemon can contribute to Beat Up // No status means the ally pokemon can contribute to Beat Up
hitTimes = user.scene.getParty().reduce((total, pokemon) => { hitTimes = party.reduce((total, pokemon) => {
return total + (pokemon.id === user.id ? 1 : pokemon?.status && pokemon.status.effect !== StatusEffect.NONE ? 0 : 1); return total + (pokemon.id === user.id ? 1 : pokemon?.status && pokemon.status.effect !== StatusEffect.NONE ? 0 : 1);
}, 0); }, 0);
} }
@ -2323,7 +2324,7 @@ export class MovePowerMultiplierAttr extends VariablePowerAttr {
* @returns The base power of the Beat Up hit. * @returns The base power of the Beat Up hit.
*/ */
const beatUpFunc = (user: Pokemon, allyIndex: number): number => { const beatUpFunc = (user: Pokemon, allyIndex: number): number => {
const party = user.scene.getParty(); const party = user.isPlayer() ? user.scene.getParty() : user.scene.getEnemyParty();
for (let i = allyIndex; i < party.length; i++) { for (let i = allyIndex; i < party.length; i++) {
const pokemon = party[i]; const pokemon = party[i];