Fix boss catch logic not taking cleared segments into account

This commit is contained in:
Flashfyre 2024-02-20 10:32:21 -05:00
parent 5f19fbbb51
commit fcb21f8b61

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@ -1372,7 +1372,7 @@ export class CommandPhase extends FieldPhase {
}, null, true); }, null, true);
} else if (cursor < 4) { } else if (cursor < 4) {
const targetPokemon = this.scene.getEnemyField().find(p => p.isActive(true)); const targetPokemon = this.scene.getEnemyField().find(p => p.isActive(true));
if (targetPokemon.isBoss() && targetPokemon.getBossSegmentIndex()) { if (targetPokemon.isBoss() && targetPokemon.bossSegmentIndex) {
this.scene.ui.setMode(Mode.COMMAND, this.fieldIndex); this.scene.ui.setMode(Mode.COMMAND, this.fieldIndex);
this.scene.ui.setMode(Mode.MESSAGE); this.scene.ui.setMode(Mode.MESSAGE);
this.scene.ui.showText(`The target Pokémon is too strong to be caught!\nYou need to weaken it first!`, null, () => { this.scene.ui.showText(`The target Pokémon is too strong to be caught!\nYou need to weaken it first!`, null, () => {