diff --git a/data/mods/gen2/scripts.ts b/data/mods/gen2/scripts.ts index 18086baeb5d2..e81fd4e7e413 100644 --- a/data/mods/gen2/scripts.ts +++ b/data/mods/gen2/scripts.ts @@ -427,19 +427,20 @@ export const BattleScripts: ModdedBattleScriptsData = { if (!isSecondary && moveData.self.boosts) this.random(100); this.moveHit(pokemon, pokemon, move, moveData.self, isSecondary, true); } - if (moveData.secondaries && this.runEvent('TrySecondaryHit', target, pokemon, moveData)) { + // Secondary effects don't happen if the target faints from the attack + if (target?.hp && moveData.secondaries && this.runEvent('TrySecondaryHit', target, pokemon, moveData)) { for (const secondary of moveData.secondaries) { // We check here whether to negate the probable secondary status if it's burn or freeze. // In the game, this is checked and if true, the random number generator is not called. // That means that a move that does not share the type of the target can status it. // This means tri-attack can burn fire-types and freeze ice-types. // Unlike gen 1, though, paralysis works for all unless the target is immune to direct move (ie. ground-types and t-wave). - if (secondary.status && ['brn', 'frz'].includes(secondary.status) && target && target.hasType(move.type)) { + if (secondary.status && ['brn', 'frz'].includes(secondary.status) && target.hasType(move.type)) { this.debug('Target immune to [' + secondary.status + ']'); continue; } // A sleeping or frozen target cannot be flinched in Gen 2; King's Rock is exempt - if (secondary.volatileStatus === 'flinch' && target && ['slp', 'frz'].includes(target.status) && !secondary.kingsrock) { + if (secondary.volatileStatus === 'flinch' && ['slp', 'frz'].includes(target.status) && !secondary.kingsrock) { this.debug('Cannot flinch a sleeping or frozen target'); continue; }