diff --git a/src/battle-phases.ts b/src/battle-phases.ts index f2eaed03f12..a7c4df61f66 100644 --- a/src/battle-phases.ts +++ b/src/battle-phases.ts @@ -284,11 +284,12 @@ export class SelectStarterPhase extends BattlePhase { const loadPokemonAssets: Promise[] = []; for (let starter of starters) { const starterProps = this.scene.gameData.getSpeciesDexAttrProps(starter.species, starter.dexAttr); + const starterFormIndex = Math.min(starterProps.formIndex, starter.species.forms.length - 1); const starterGender = starter.species.malePercent !== null ? !starterProps.female ? Gender.MALE : Gender.FEMALE : Gender.GENDERLESS; const starterIvs = this.scene.gameData.dexData[starter.species.speciesId].ivs.slice(0); - const starterPokemon = this.scene.addPlayerPokemon(starter.species, startingLevel, starterProps.abilityIndex, starterProps.formIndex, starterGender, starterProps.shiny, starterIvs, starter.nature); + const starterPokemon = this.scene.addPlayerPokemon(starter.species, startingLevel, starterProps.abilityIndex, starterFormIndex, starterGender, starterProps.shiny, starterIvs, starter.nature); if (starter.pokerus) starterPokemon.pokerus = true; if (this.scene.gameMode === GameMode.SPLICED_ENDLESS) diff --git a/src/data/move.ts b/src/data/move.ts index 1605bb7d93b..0812ed2c57d 100644 --- a/src/data/move.ts +++ b/src/data/move.ts @@ -2944,7 +2944,7 @@ export function initMoves() { new AttackMove(Moves.NEEDLE_ARM, "Needle Arm", Type.GRASS, MoveCategory.PHYSICAL, 60, 100, 15, -1, "The user attacks by wildly swinging its thorny arms. This may also make the target flinch.", 30, 0, 3) .attr(FlinchAttr), new SelfStatusMove(Moves.SLACK_OFF, "Slack Off", Type.NORMAL, -1, 10, -1, "The user slacks off, restoring its own HP by up to half of its max HP.", -1, 0, 3) - .attr(HealAttr), + .attr(HealAttr, 0.5), new AttackMove(Moves.HYPER_VOICE, "Hyper Voice", Type.NORMAL, MoveCategory.SPECIAL, 90, 100, 10, 117, "The user lets loose a horribly echoing shout with the power to inflict damage.", -1, 0, 3) .soundBased() .target(MoveTarget.ALL_NEAR_ENEMIES),