Fix cry when pokemon is fused with its own species (#615)

If the pokemon species and form is the same as the second fusion component, then skip the logic to make a fused cry and just use the cry of the primary component.
pull/610/merge
Landon Lee 2024-05-12 03:01:59 -05:00 committed by GitHub
parent d5f82611f5
commit a27822b624
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1 changed files with 2 additions and 2 deletions

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@ -1865,7 +1865,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
const scene = sceneOverride || this.scene;
const cry = this.getSpeciesForm().cry(scene, soundConfig);
let duration = cry.totalDuration * 1000;
if (this.fusionSpecies) {
if (this.fusionSpecies && this.getSpeciesForm() != this.getFusionSpeciesForm()) {
let fusionCry = this.getFusionSpeciesForm().cry(scene, soundConfig, true);
duration = Math.min(duration, fusionCry.totalDuration * 1000);
fusionCry.destroy();
@ -1884,7 +1884,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
}
faintCry(callback: Function): void {
if (this.fusionSpecies)
if (this.fusionSpecies && this.getSpeciesForm() != this.getFusionSpeciesForm())
return this.fusionFaintCry(callback);
const key = this.getSpeciesForm().getCryKey(this.formIndex);