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Remove protect chance reset on wave change
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8d66eeb701
commit
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@ -5913,7 +5913,7 @@ export class ProtectAttr extends AddBattlerTagAttr {
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return ((user, target, move): boolean => {
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return ((user, target, move): boolean => {
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let timesUsed = 0;
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let timesUsed = 0;
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for (const turnMove of user.tempSummonData.waveMoveHistory.slice().reverse()) {
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for (const turnMove of user.getLastXMoves(-1).slice()) {
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if (
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if (
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// Quick & Wide guard increment the Protect counter without using it for fail chance
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// Quick & Wide guard increment the Protect counter without using it for fail chance
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!(allMoves[turnMove.move].hasAttr("ProtectAttr") ||
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!(allMoves[turnMove.move].hasAttr("ProtectAttr") ||
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@ -262,12 +262,6 @@ export class PokemonTempSummonData {
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* {@linkcode MoveId.FAKE_OUT | Fake Out} and {@linkcode MoveId.FIRST_IMPRESSION | First Impression}).
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* {@linkcode MoveId.FAKE_OUT | Fake Out} and {@linkcode MoveId.FIRST_IMPRESSION | First Impression}).
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*/
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*/
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waveTurnCount = 1;
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waveTurnCount = 1;
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/**
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* An array containing all moves this Pokemon has used since the start of the wave without switching out.
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* Reset on switch and new wave.
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* Used to calculate {@link https://bulbapedia.bulbagarden.net/wiki/Protection | Protecting moves}' fail chances.
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*/
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waveMoveHistory: TurnMove[] = [];
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}
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}
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/**
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/**
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@ -4443,7 +4443,6 @@ export abstract class Pokemon extends Phaser.GameObjects.Container {
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}
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}
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turnMove.turn = globalScene.currentBattle?.turn;
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turnMove.turn = globalScene.currentBattle?.turn;
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this.getMoveHistory().push(turnMove);
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this.getMoveHistory().push(turnMove);
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this.tempSummonData.waveMoveHistory.push(turnMove);
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}
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}
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/**
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/**
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@ -5096,7 +5095,6 @@ export abstract class Pokemon extends Phaser.GameObjects.Container {
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resetWaveData(): void {
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resetWaveData(): void {
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this.waveData = new PokemonWaveData();
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this.waveData = new PokemonWaveData();
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this.tempSummonData.waveTurnCount = 1;
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this.tempSummonData.waveTurnCount = 1;
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this.tempSummonData.waveMoveHistory = [];
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}
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}
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resetTera(): void {
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resetTera(): void {
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@ -85,7 +85,7 @@ describe("Moves - Protect", () => {
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await game.classicMode.startBattle([SpeciesId.CHARIZARD]);
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await game.classicMode.startBattle([SpeciesId.CHARIZARD]);
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const charizard = game.scene.getPlayerPokemon()!;
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const charizard = game.scene.getPlayerPokemon()!;
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charizard.tempSummonData.waveMoveHistory = [
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charizard.summonData.moveHistory = [
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{ move: MoveId.ENDURE, result: MoveResult.SUCCESS, targets: [BattlerIndex.PLAYER], useMode: MoveUseMode.NORMAL },
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{ move: MoveId.ENDURE, result: MoveResult.SUCCESS, targets: [BattlerIndex.PLAYER], useMode: MoveUseMode.NORMAL },
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{
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{
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move: MoveId.SPIKY_SHIELD,
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move: MoveId.SPIKY_SHIELD,
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