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https://github.com/pagefaultgames/pokerogue.git
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Make ball sprites hide if sprites are off
Status ball is tinted if there's a status condition
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@ -549,7 +549,7 @@ export default class BattleInfo extends Phaser.GameObjects.Container {
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if (!party[i].hp) {
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if (!party[i].hp) {
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states[i] = "faint"
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states[i] = "faint"
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} else if (party[i].status) {
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} else if (party[i].status) {
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states[i] = "ball"
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states[i] = (this.scene as BattleScene).showTeamSprites ? "ball" : "status"
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}
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}
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if (P[i].isOnField()) {
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if (P[i].isOnField()) {
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//console.log(P[i].name + " is in battle; set it as seen")
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//console.log(P[i].name + " is in battle; set it as seen")
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@ -568,7 +568,7 @@ export default class BattleInfo extends Phaser.GameObjects.Container {
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this.teamCount = P.length
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this.teamCount = P.length
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for (var ballindex = 0; ballindex < 6; ballindex++) {
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for (var ballindex = 0; ballindex < 6; ballindex++) {
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//console.log(ballindex + ": setting icon " + states[ballindex])
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//console.log(ballindex + ": setting icon " + states[ballindex])
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if (states[ballindex] == "ball" && P[ballindex].usedInBattle) {
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if (states[ballindex] == "ball" && P[ballindex].usedInBattle && (this.scene as BattleScene).showTeamSprites) {
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this.teamIcons[ballindex].setTexture(P[ballindex].getIconAtlasKey(true))
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this.teamIcons[ballindex].setTexture(P[ballindex].getIconAtlasKey(true))
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this.teamIcons[ballindex].setFrame(P[ballindex].getIconId(true))
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this.teamIcons[ballindex].setFrame(P[ballindex].getIconId(true))
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this.teamIcons[ballindex].setPositionRelative(this.nameText, Spacing * ballindex - 3, 11.75 - 4);
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this.teamIcons[ballindex].setPositionRelative(this.nameText, Spacing * ballindex - 3, 11.75 - 4);
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@ -620,6 +620,41 @@ export default class BattleInfo extends Phaser.GameObjects.Container {
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this.teamIconOver[ballindex].clearTint()
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this.teamIconOver[ballindex].clearTint()
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this.teamIconOver[ballindex].setVisible(false)
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this.teamIconOver[ballindex].setVisible(false)
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this.teamIconsShow[ballindex] = false
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this.teamIconsShow[ballindex] = false
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this.teamIcons[ballindex].clearTint()
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if (states[ballindex] == "status" && P[ballindex].usedInBattle) {
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if (P[ballindex].status && P[ballindex].hp) {
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switch (P[ballindex].status.effect) {
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case StatusEffect.NONE:
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// Uncallable; replaced by "ball"
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break;
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case StatusEffect.POISON:
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this.teamIcons[ballindex].setTintFill(0xe40dfc)
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break;
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case StatusEffect.TOXIC:
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this.teamIcons[ballindex].setTintFill(0xfa2590)
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break;
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case StatusEffect.PARALYSIS:
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this.teamIcons[ballindex].setTintFill(0xf7ec1e)
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break;
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case StatusEffect.SLEEP:
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this.teamIcons[ballindex].setTintFill(0x54bfaa)
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break;
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case StatusEffect.FREEZE:
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this.teamIcons[ballindex].setTintFill(0xcbf0f2)
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break;
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case StatusEffect.BURN:
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this.teamIcons[ballindex].setTintFill(0xf51905)
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break;
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case StatusEffect.FAINT:
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// Uncallable; replaced by "faint"
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break;
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}
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} else if (this.teamIcons[ballindex].tint) {
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this.teamIcons[ballindex].clearTint()
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}
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} else if (this.teamIcons[ballindex].tint) {
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this.teamIcons[ballindex].clearTint()
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}
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}
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}
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}
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}
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}
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}
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