Rework logic for defeat ability trigger
parent
53c0d501cc
commit
d9ebf99cdd
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@ -2979,12 +2979,17 @@ export class VictoryPhase extends PokemonPhase {
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if (exp) {
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if (exp) {
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const partyMemberIndex = party.indexOf(expPartyMembers[pm]);
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const partyMemberIndex = party.indexOf(expPartyMembers[pm]);
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this.scene.unshiftPhase(expPartyMembers[pm].isOnField() ? new ExpPhase(this.scene, partyMemberIndex, exp) : new ShowPartyExpBarPhase(this.scene, partyMemberIndex, exp));
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this.scene.unshiftPhase(expPartyMembers[pm].isOnField() ? new ExpPhase(this.scene, partyMemberIndex, exp) : new ShowPartyExpBarPhase(this.scene, partyMemberIndex, exp));
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if (expPartyMembers[pm].isOnField())
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applyPostVictoryAbAttrs(PostVictoryAbAttr, expPartyMembers[pm]);
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}
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}
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}
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}
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}
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}
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const defeatedPokemon = this.getPokemon();
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if (defeatedPokemon.turnData?.attacksReceived?.length) {
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const defeatSource = this.scene.getPokemonById(defeatedPokemon.turnData.attacksReceived[0].sourceId);
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if (defeatSource?.isOnField())
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applyPostVictoryAbAttrs(PostVictoryAbAttr, defeatSource);
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}
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if (!this.scene.getEnemyParty().find(p => this.scene.currentBattle.battleType ? !p?.isFainted(true) : p.isOnField())) {
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if (!this.scene.getEnemyParty().find(p => this.scene.currentBattle.battleType ? !p?.isFainted(true) : p.isOnField())) {
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this.scene.pushPhase(new BattleEndPhase(this.scene));
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this.scene.pushPhase(new BattleEndPhase(this.scene));
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if (this.scene.currentBattle.battleType === BattleType.TRAINER)
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if (this.scene.currentBattle.battleType === BattleType.TRAINER)
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