Fix Charge Move Infinites (#741)
Fixed an issue where two turn charge moves could be paused by status or Truant causing some infinite sequences if not careful.pull/723/head^2
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28c75e4377
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ae7c1ef4f0
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@ -731,7 +731,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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const overrideArray: Array<Moves> = this.isPlayer() ? Overrides.MOVESET_OVERRIDE : Overrides.OPP_MOVESET_OVERRIDE;
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const overrideArray: Array<Moves> = this.isPlayer() ? Overrides.MOVESET_OVERRIDE : Overrides.OPP_MOVESET_OVERRIDE;
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if (overrideArray.length > 0) {
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if (overrideArray.length > 0) {
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overrideArray.forEach((move: Moves, index: number) => {
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overrideArray.forEach((move: Moves, index: number) => {
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const ppUsed = this.moveset[index]?.ppUp || 0;
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const ppUsed = this.moveset[index]?.ppUsed || 0;
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this.moveset[index] = new PokemonMove(move, Math.min(ppUsed, allMoves[move].pp))
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this.moveset[index] = new PokemonMove(move, Math.min(ppUsed, allMoves[move].pp))
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});
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});
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}
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}
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@ -2211,7 +2211,7 @@ export class MovePhase extends BattlePhase {
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}
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}
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// Move redirection abilities (ie. Storm Drain) only support single target moves
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// Move redirection abilities (ie. Storm Drain) only support single target moves
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const moveTarget = this.targets.length === 1
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const moveTarget = this.targets.length === 1
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? new Utils.IntegerHolder(this.targets[0])
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? new Utils.IntegerHolder(this.targets[0])
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: null;
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: null;
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if (moveTarget) {
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if (moveTarget) {
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@ -2226,7 +2226,7 @@ const moveTarget = this.targets.length === 1
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moveTarget.value = oldTarget;
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moveTarget.value = oldTarget;
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}
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}
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this.targets[0] = moveTarget.value;
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this.targets[0] = moveTarget.value;
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}
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}
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if (this.targets.length === 1 && this.targets[0] === BattlerIndex.ATTACKER) {
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if (this.targets.length === 1 && this.targets[0] === BattlerIndex.ATTACKER) {
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if (this.pokemon.turnData.attacksReceived.length) {
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if (this.pokemon.turnData.attacksReceived.length) {
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@ -2269,16 +2269,20 @@ const moveTarget = this.targets.length === 1
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if (!this.followUp && this.canMove() && !this.cancelled) {
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if (!this.followUp && this.canMove() && !this.cancelled) {
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this.pokemon.lapseTags(BattlerTagLapseType.MOVE);
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this.pokemon.lapseTags(BattlerTagLapseType.MOVE);
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}
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}
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const moveQueue = this.pokemon.getMoveQueue();
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if (this.cancelled || this.failed) {
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if (this.cancelled || this.failed) {
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if (this.failed)
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if (this.failed)
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this.move.usePp(ppUsed); // Only use PP if the move failed
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this.move.usePp(ppUsed); // Only use PP if the move failed
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// Record a failed move so Abilities like Truant don't trigger next turn and soft-lock
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this.pokemon.pushMoveHistory({ move: Moves.NONE, result: MoveResult.FAIL });
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this.pokemon.pushMoveHistory({ move: Moves.NONE, result: MoveResult.FAIL });
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this.pokemon.lapseTags(BattlerTagLapseType.MOVE_EFFECT); // Remove any tags from moves like Fly/Dive/etc.
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moveQueue.shift(); // Remove the second turn of charge moves
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return this.end();
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return this.end();
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}
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}
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const moveQueue = this.pokemon.getMoveQueue();
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this.scene.triggerPokemonFormChange(this.pokemon, SpeciesFormChangePreMoveTrigger);
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this.scene.triggerPokemonFormChange(this.pokemon, SpeciesFormChangePreMoveTrigger);
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if (this.move.moveId)
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if (this.move.moveId)
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