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Fix broken call in force switch out
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@ -2511,10 +2511,8 @@ export class ForceSwitchOutAttr extends MoveEffectAttr {
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return new Promise(resolve => {
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// Check if the move category is not STATUS or if the switch out condition is not met
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if (move.category !== MoveCategory.STATUS && !this.getSwitchOutCondition()(user, target, move)) {
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//Apply effects that need to be executed before switch out
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//For example, applying poison or any other status condition
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applyPostDefendAbAttrs(PostDefendContactApplyStatusEffectAbAttr, target, user, move);
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//Resolve the Promise after the switch out is complete
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//Apply effects before switch out i.e. poison point, flame body, etc
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applyPostDefendAbAttrs(PostDefendContactApplyStatusEffectAbAttr, target, user, new PokemonMove(move.id), null);
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return resolve(false);
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}
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@ -2522,8 +2520,6 @@ export class ForceSwitchOutAttr extends MoveEffectAttr {
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// This ensures that the switch out only happens when the conditions are met
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const switchOutTarget = this.user ? user : target;
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if (switchOutTarget instanceof PlayerPokemon) {
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// Switch out logic for PlayerPokemon
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// This includes applying any necessary effects before switching out
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if (switchOutTarget.hp) {
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applyPreSwitchOutAbAttrs(PreSwitchOutAbAttr, switchOutTarget);
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(switchOutTarget as PlayerPokemon).switchOut(this.batonPass, true).then(() => resolve(true));
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@ -2546,7 +2542,7 @@ export class ForceSwitchOutAttr extends MoveEffectAttr {
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user.scene.unshiftPhase(new SwitchSummonPhase(user.scene, switchOutTarget.getFieldIndex(), user.scene.currentBattle.trainer.getNextSummonIndex((switchOutTarget as EnemyPokemon).trainerSlot), false, this.batonPass, false));
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}
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else {
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// Switch out logic for everything else
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// Switch out logic for everything else
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switchOutTarget.setVisible(false);
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if (switchOutTarget.hp) {
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