Fix multi target attacks missing when a target is fainted
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@ -145,6 +145,22 @@ export default class Move {
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return !!(this.flags & flag);
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return !!(this.flags & flag);
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}
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}
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isMultiTarget(): boolean {
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switch (this.moveTarget) {
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case MoveTarget.ALL_OTHERS:
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case MoveTarget.ALL_NEAR_OTHERS:
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case MoveTarget.ALL_NEAR_ENEMIES:
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case MoveTarget.ALL_ENEMIES:
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case MoveTarget.USER_AND_ALLIES:
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case MoveTarget.ALL:
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case MoveTarget.USER_SIDE:
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case MoveTarget.ENEMY_SIDE:
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case MoveTarget.BOTH_SIDES:
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return true;
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}
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return false;
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}
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condition(condition: MoveCondition | MoveConditionFunc): this {
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condition(condition: MoveCondition | MoveConditionFunc): this {
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if (typeof condition === 'function')
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if (typeof condition === 'function')
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condition = new MoveCondition(condition as MoveConditionFunc);
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condition = new MoveCondition(condition as MoveConditionFunc);
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@ -2202,7 +2202,7 @@ export class MoveEffectPhase extends PokemonPhase {
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const targetHitChecks = Object.fromEntries(targets.map(p => [ p.getBattlerIndex(), this.hitCheck(p) ]));
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const targetHitChecks = Object.fromEntries(targets.map(p => [ p.getBattlerIndex(), this.hitCheck(p) ]));
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const activeTargets = targets.map(t => t.isActive(true));
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const activeTargets = targets.map(t => t.isActive(true));
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if (targets.length === 1 && !targetHitChecks[this.targets[0]] || !activeTargets.length) {
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if (!activeTargets.length || (!this.move.getMove().isMultiTarget() && !targetHitChecks[this.targets[0]])) {
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user.turnData.hitCount = 1;
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user.turnData.hitCount = 1;
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user.turnData.hitsLeft = 1;
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user.turnData.hitsLeft = 1;
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if (activeTargets.length) {
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if (activeTargets.length) {
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