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