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Replace reference to Mode with UiMode and battleType with BattleStyle
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@ -92,7 +92,7 @@ describe("UI - Type Hints", () => {
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.enemySpecies(Species.ABRA)
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.enemySpecies(Species.ABRA)
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.moveset([Moves.SPLASH, Moves.SHADOW_BALL, Moves.SOAK])
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.moveset([Moves.SPLASH, Moves.SHADOW_BALL, Moves.SOAK])
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.enemyMoveset([Moves.SPLASH, Moves.TELEPORT])
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.enemyMoveset([Moves.SPLASH, Moves.TELEPORT])
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.battleType("double");
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.battleStyle("double");
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await game.classicMode.startBattle([Species.MAGIKARP, Species.MAGIKARP]);
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await game.classicMode.startBattle([Species.MAGIKARP, Species.MAGIKARP]);
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game.move.select(Moves.SPLASH);
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game.move.select(Moves.SPLASH);
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@ -103,14 +103,14 @@ describe("UI - Type Hints", () => {
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await game.forceEnemyMove(Moves.TELEPORT);
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await game.forceEnemyMove(Moves.TELEPORT);
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await game.toNextTurn();
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await game.toNextTurn();
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game.onNextPrompt("CommandPhase", Mode.COMMAND, () => {
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game.onNextPrompt("CommandPhase", UiMode.COMMAND, () => {
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const { ui } = game.scene;
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const { ui } = game.scene;
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const handler = ui.getHandler<FightUiHandler>();
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const handler = ui.getHandler<FightUiHandler>();
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handler.processInput(Button.ACTION); // select "Fight"
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handler.processInput(Button.ACTION); // select "Fight"
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game.phaseInterceptor.unlock();
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game.phaseInterceptor.unlock();
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});
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});
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game.onNextPrompt("CommandPhase", Mode.FIGHT, () => {
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game.onNextPrompt("CommandPhase", UiMode.FIGHT, () => {
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const { ui } = game.scene;
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const { ui } = game.scene;
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const movesContainer = ui.getByName<Phaser.GameObjects.Container>(FightUiHandler.MOVES_CONTAINER_NAME);
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const movesContainer = ui.getByName<Phaser.GameObjects.Container>(FightUiHandler.MOVES_CONTAINER_NAME);
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const shadowBallText = movesContainer
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const shadowBallText = movesContainer
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