updated multi-hit condition)
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65c59102a7
commit
1782a18459
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@ -1648,7 +1648,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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// case when multi hit move killed early, then queue how many hits were made before
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// case when multi hit move killed early, then queue how many hits were made before
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// eg: bullet seed 1 shots, double-slap 1 shots,
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// eg: bullet seed 1 shots, double-slap 1 shots,
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// note that simply looking at this.turnData.attacksReceived doesn't work for double battles
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// note that simply looking at this.turnData.attacksReceived doesn't work for double battles
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if (this.isFainted() && source.turnData.hitsLeft > 0){
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if (this.isFainted() && source.turnData.hitsLeft > 1){
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console.log(`${this.name} fainted: they received this many hits: ${this.turnData.attacksReceived.length}`);
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console.log(`${this.name} fainted: they received this many hits: ${this.turnData.attacksReceived.length}`);
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// off by one from decrement, test more
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// off by one from decrement, test more
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const hitsTotal = source.turnData.hitCount - Math.max(source.turnData.hitsLeft, 0) + 1;
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const hitsTotal = source.turnData.hitCount - Math.max(source.turnData.hitsLeft, 0) + 1;
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