Fix random moveset generation logic not working properly with evolutions
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4bf83645b5
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a8cabd50d9
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@ -779,7 +779,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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const evolutionChain = this.species.getSimulatedEvolutionChain(this.level, this.hasTrainer(), this.isBoss(), this.isPlayer());
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for (let e = 0; e < evolutionChain.length; e++) {
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const speciesLevelMoves = getPokemonSpecies(evolutionChain[e][0] as Species).getLevelMoves();
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levelMoves.push(...speciesLevelMoves.filter(lm => (includeEvolutionMoves && !lm[0]) || (!e && (e === evolutionChain.length - 1 || lm[0] < evolutionChain[e + 1][0]))));
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levelMoves.push(...speciesLevelMoves.filter(lm => (includeEvolutionMoves && !lm[0]) || (lm[0] >= evolutionChain[e][0] && (e === evolutionChain.length - 1 || lm[0] <= evolutionChain[e + 1][0]))));
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}
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const uniqueMoves: Moves[] = [];
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levelMoves = levelMoves.filter(lm => {
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