Use globalScene

This commit is contained in:
Dean 2025-01-16 11:26:43 -08:00
parent 59d1dcedd6
commit a27ccbf9c0
2 changed files with 9 additions and 9 deletions

View File

@ -7938,21 +7938,21 @@ export class ForceLastAttr extends MoveEffectAttr {
* @returns true * @returns true
*/ */
override apply(user: Pokemon, target: Pokemon, _move: Move, _args: any[]): boolean { override apply(user: Pokemon, target: Pokemon, _move: Move, _args: any[]): boolean {
user.scene.queueMessage(i18next.t("moveTriggers:forceLast", { targetPokemonName: getPokemonNameWithAffix(target) })); globalScene.queueMessage(i18next.t("moveTriggers:forceLast", { targetPokemonName: getPokemonNameWithAffix(target) }));
const targetMovePhase = target.scene.findPhase<MovePhase>((phase) => phase.pokemon === target); const targetMovePhase = globalScene.findPhase<MovePhase>((phase) => phase.pokemon === target);
if (targetMovePhase && !targetMovePhase.isForcedLast() && target.scene.tryRemovePhase((phase: MovePhase) => phase.pokemon === target)) { if (targetMovePhase && !targetMovePhase.isForcedLast() && globalScene.tryRemovePhase((phase: MovePhase) => phase.pokemon === target)) {
// Finding the phase to insert the move in front of - // Finding the phase to insert the move in front of -
// Either the end of the turn or in front of another, slower move which has also been forced last // Either the end of the turn or in front of another, slower move which has also been forced last
const prependPhase = target.scene.findPhase((phase) => const prependPhase = globalScene.findPhase((phase) =>
[ MovePhase, MoveEndPhase ].every(cls => !(phase instanceof cls)) [ MovePhase, MoveEndPhase ].every(cls => !(phase instanceof cls))
|| (phase instanceof MovePhase) && phaseForcedSlower(phase, target, !!target.scene.arena.getTag(ArenaTagType.TRICK_ROOM)) || (phase instanceof MovePhase) && phaseForcedSlower(phase, target, !!globalScene.arena.getTag(ArenaTagType.TRICK_ROOM))
); );
if (prependPhase) { if (prependPhase) {
target.scene.phaseQueue.splice( globalScene.phaseQueue.splice(
target.scene.phaseQueue.indexOf(prependPhase), globalScene.phaseQueue.indexOf(prependPhase),
0, 0,
new MovePhase(target.scene, target, [ ...targetMovePhase.targets ], targetMovePhase.move, false, false, true) new MovePhase(target, [ ...targetMovePhase.targets ], targetMovePhase.move, false, false, true)
); );
} }
} }

View File

@ -89,7 +89,7 @@ export class MovePhase extends BattlePhase {
* Follow-ups bypass a few failure conditions, including flinches, sleep/paralysis/freeze and volatile status checks, etc. * Follow-ups bypass a few failure conditions, including flinches, sleep/paralysis/freeze and volatile status checks, etc.
*/ */
constructor(pokemon: Pokemon, targets: BattlerIndex[], move: PokemonMove, followUp: boolean = false, ignorePp: boolean = false) { constructor(pokemon: Pokemon, targets: BattlerIndex[], move: PokemonMove, followUp: boolean = false, ignorePp: boolean = false, forcedLast: boolean = false) {
super(); super();
this.pokemon = pokemon; this.pokemon = pokemon;