Freeze Hotfix Pt2
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@ -1225,7 +1225,7 @@ export class SelectBiomePhase extends BattlePhase {
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setNextBiome(Biome.END);
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} else if (this.scene.gameMode.hasRandomBiomes) {
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setNextBiome(this.generateNextBiome());
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} else if (biomeLinks[currentBiome].length > 1) {
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} else if (Array.isArray(biomeLinks[currentBiome])) {
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let biomes: Biome[];
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this.scene.executeWithSeedOffset(() => {
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biomes = (biomeLinks[currentBiome] as (Biome | [Biome, integer])[])
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@ -1235,8 +1235,8 @@ export class SelectBiomePhase extends BattlePhase {
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if (biomes.length > 1 && this.scene.findModifier(m => m instanceof MapModifier)) {
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let biomeChoices: Biome[];
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this.scene.executeWithSeedOffset(() => {
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biomeChoices = (biomeLinks[currentBiome].length === 1
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? biomeLinks[currentBiome]
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biomeChoices = (!Array.isArray(biomeLinks[currentBiome])
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? [ biomeLinks[currentBiome] as Biome ]
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: biomeLinks[currentBiome] as (Biome | [Biome, integer])[])
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.filter((b, i) => !Array.isArray(b) || !Utils.randSeedInt(b[1]))
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.map(b => Array.isArray(b) ? b[0] : b);
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@ -1260,7 +1260,7 @@ export class SelectBiomePhase extends BattlePhase {
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setNextBiome(biomes[Utils.randSeedInt(biomes.length)]);
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}
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} else if (biomeLinks.hasOwnProperty(currentBiome)) {
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setNextBiome(biomeLinks[currentBiome][0] as Biome);
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setNextBiome(biomeLinks[currentBiome] as Biome);
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} else {
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setNextBiome(this.generateNextBiome());
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}
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