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Finish organizing
Finished documenting logger.ts Numbered the sections in case I wanted to make a list of functions later Corrected wording of "Send in" to "Send out"
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@ -1,4 +1,4 @@
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//#region Imports
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//#region 00 Imports
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import i18next from "i18next";
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import i18next from "i18next";
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import * as Utils from "./utils";
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import * as Utils from "./utils";
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import Pokemon from "./field/pokemon";
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import Pokemon from "./field/pokemon";
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@ -20,7 +20,7 @@ import { randomUUID, UUID } from "node:crypto";
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// #region Variables
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// #region 01 Variables
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// Value holders
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// Value holders
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export const rarities = []
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export const rarities = []
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@ -53,7 +53,7 @@ export const acceptedVersions = [
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//#region Downloading
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//#region 02 Downloading
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/**
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/**
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* Saves a log to your device.
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* Saves a log to your device.
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* @param i The index of the log you want to save.
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* @param i The index of the log you want to save.
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@ -94,7 +94,7 @@ export function downloadLogByIDToSheet(i: integer) {
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// #region Log Handler
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// #region 03 Log Handler
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/**
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/**
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* Stores logs.
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* Stores logs.
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* Generate a new list with `getLogs()`.
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* Generate a new list with `getLogs()`.
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@ -171,7 +171,7 @@ export function getMode(scene: BattleScene) {
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// #region Utilities
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// #region 04 Utilities
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/**
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/**
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* Pulls the current run's DRPD from LocalStorage using the run's RNG seed.
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* Pulls the current run's DRPD from LocalStorage using the run's RNG seed.
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@ -294,7 +294,7 @@ export function enemyPokeName(scene: BattleScene, index: integer | Pokemon | Ene
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// #region DRPD
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// #region 05 DRPD
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/**
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/**
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* Updates a DRPD, checkings its version and making any necessary changes to it in order to keep it up to date.
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* Updates a DRPD, checkings its version and making any necessary changes to it in order to keep it up to date.
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*
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*
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@ -442,14 +442,15 @@ export function printDRPD(inData: string, indent: string, drpd: DRPD): string {
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// #region Wave
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// #region 06 Wave
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/**
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/**
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* A Wave is one individual battle in the run. Each group of ten waves has the same biome.
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* A Wave is one individual battle in the run.
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* Each group of ten waves has the same biome.
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*/
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*/
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export interface Wave {
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export interface Wave {
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/** The wave number. Used to label the wave, detect and delete duplicates, and automatically sort `DRPD.waves[]`. */
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/** The wave number. Used to label the wave, detect and delete duplicates, and automatically sort `DRPD.waves[]`. */
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id: integer,
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id: integer,
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/** Set to `true` if a reload is required to play this wave properly. Setting this value is the PITA I have ever dealt with. */
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/** Set to `true` if a reload is required to play this wave properly.Setting this value is the PITA I have ever dealt with. */
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reload: boolean,
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reload: boolean,
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/**
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/**
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* The specific type of wave.
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* The specific type of wave.
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@ -758,9 +759,9 @@ export function getWave(drpd: DRPD, floor: integer, scene: BattleScene): Wave {
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// #region Pokémon
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// #region 07 Pokémon
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/**
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/**
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* A Pokémon.
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* Stores information about a Pokémon.
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*
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*
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* This data type is used in `DRPD.starters` to list the player's starting Pokémon, or in `Wave.pokemon` to list the opponent(s) in a wild encounter.
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* This data type is used in `DRPD.starters` to list the player's starting Pokémon, or in `Wave.pokemon` to list the opponent(s) in a wild encounter.
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*/
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*/
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@ -919,7 +920,10 @@ export function logTeam(scene: BattleScene, floor: integer = undefined) {
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// #region Nature
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// #region 08 Nature
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/**
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* Information about a Pokémon's nature.
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*/
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export interface NatureData {
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export interface NatureData {
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/** The display name of this nature. */
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/** The display name of this nature. */
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name: string,
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name: string,
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@ -963,7 +967,10 @@ function printNature(inData: string, indent: string, nature: NatureData) {
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// #region IVs
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// #region 09 IVs
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/**
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* Information about a Pokémon's Individual Values (IVs).
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*/
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export interface IVData {
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export interface IVData {
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/** Influences a Pokémon's maximum health. */
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/** Influences a Pokémon's maximum health. */
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hp: integer,
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hp: integer,
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@ -1019,7 +1026,13 @@ function printIV(inData: string, indent: string, iv: IVData) {
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// #region Trainer
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// #region 10 Trainer
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/**
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* A Trainer that the player has to battle against.
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* A Trainer will have 1-6 Pokémon in their party, depending on their difficulty.
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*
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* If the wave has a Trainer, their party is not logged, and `Wave.pokemon` is left empty.
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*/
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export interface TrainerData {
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export interface TrainerData {
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/** The trainer type's position in the Trainers enum.
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/** The trainer type's position in the Trainers enum.
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* @see Trainer
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* @see Trainer
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@ -1079,7 +1092,7 @@ function printTrainer(inData: string, indent: string, trainer: TrainerData) {
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// #region Item
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// #region 11 Item
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/** An item held by a Pokémon. Quantities and ownership are recorded at the start of the battle, and do not reflect items being used up or stolen. */
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/** An item held by a Pokémon. Quantities and ownership are recorded at the start of the battle, and do not reflect items being used up or stolen. */
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export interface ItemData {
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export interface ItemData {
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/** A type:key pair identifying the specific item.
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/** A type:key pair identifying the specific item.
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@ -1140,7 +1153,7 @@ function printItemNoNewline(inData: string, indent: string, item: ItemData) {
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//#region Manage Logs menu
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//#region 12 Manage Logs
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/**
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/**
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* Sets the name, author, and [todo] label for a file.
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* Sets the name, author, and [todo] label for a file.
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@ -1264,7 +1277,10 @@ export function generateEditOption(scene: BattleScene, i: integer, saves: any, p
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//#region Logging Events
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//#region 13 Logging Events
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// * The functions in this section are sorted in alphabetical order.
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/**
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/**
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* Logs the actions that the player took.
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* Logs the actions that the player took.
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*
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*
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@ -1291,6 +1307,12 @@ export function logActions(scene: BattleScene, floor: integer, action: string) {
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console.log(drpd)
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console.log(drpd)
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localStorage.setItem(getLogID(scene), JSON.stringify(drpd))
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localStorage.setItem(getLogID(scene), JSON.stringify(drpd))
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}
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}
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/**
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* Logs that a Pokémon was captured.
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* @param scene The BattleScene. Used to get the log ID.
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* @param floor The wave index to write to.
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* @param target The Pokémon that you captured.
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*/
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export function logCapture(scene: BattleScene, floor: integer, target: EnemyPokemon) {
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export function logCapture(scene: BattleScene, floor: integer, target: EnemyPokemon) {
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//if (localStorage.getItem(getLogID(scene)) == null) localStorage.setItem(getLogID(scene), JSON.stringify(newDocument(getMode(scene) + " Run")))
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//if (localStorage.getItem(getLogID(scene)) == null) localStorage.setItem(getLogID(scene), JSON.stringify(newDocument(getMode(scene) + " Run")))
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var drpd = getDRPD(scene)
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var drpd = getDRPD(scene)
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localStorage.setItem(getLogID(scene), JSON.stringify(drpd))
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localStorage.setItem(getLogID(scene), JSON.stringify(drpd))
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}
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}
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/**
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/**
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* Logs a wild Pokemon to a wave's data.
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* Logs a wild Pokémon to a wave's data.
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* @param scene The BattleScene. Used to retrieve the log ID.
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* @param scene The BattleScene. Used to retrieve the log ID.
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* @param floor The wave index to write to. Defaults to the current floor.
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* @param floor The wave index to write to. Defaults to the current floor.
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* @param slot The slot to write to. In a single battle, 0 = the Pokemon that is out first. In a double battle, 0 = Left and 1 = Right.
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* @param slot The slot to write to. In a single battle, 0 = the Pokémon that is out first. In a double battle, 0 = Left and 1 = Right.
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* @param pokemon The `EnemyPokemon` to store the data of. (Automatically converted via `exportPokemon`)
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* @param pokemon The `EnemyPokemon` to store the data of. (Automatically converted via `exportPokemon`)
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* @param encounterRarity The rarity tier of this Pokemon. If not specified, it calculates this automatically by searching the current biome's species pool.
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* @param encounterRarity The rarity tier of this Pokémon. If not specified, it calculates this automatically by searching the current biome's species pool.
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*/
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*/
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export function logPokemon(scene: BattleScene, floor: integer = undefined, slot: integer, pokemon: EnemyPokemon, encounterRarity?: string) {
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export function logPokemon(scene: BattleScene, floor: integer = undefined, slot: integer, pokemon: EnemyPokemon, encounterRarity?: string) {
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if (floor == undefined) floor = scene.currentBattle.waveIndex
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if (floor == undefined) floor = scene.currentBattle.waveIndex
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/**
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* Flags a wave as a reset.
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* @param scene The BattleScene. Used to get the log ID.
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* @param floor The wave index to write to.
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*/
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export function flagReset(scene: BattleScene, floor: integer = undefined) {
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export function flagReset(scene: BattleScene, floor: integer = undefined) {
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if (floor == undefined)
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if (floor == undefined)
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floor = scene.currentBattle.waveIndex;
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floor = scene.currentBattle.waveIndex;
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console.log(drpd)
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console.log(drpd)
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localStorage.setItem(getLogID(scene), JSON.stringify(drpd))
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localStorage.setItem(getLogID(scene), JSON.stringify(drpd))
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}
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}
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/**
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* Flags a wave as a reset, unless this is your first time playing the wave.
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* @param scene The BattleScene. Used to get the log ID.
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* @param floor The wave index to write to.
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*/
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export function flagResetIfExists(scene: BattleScene, floor: integer = undefined) {
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export function flagResetIfExists(scene: BattleScene, floor: integer = undefined) {
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if (floor == undefined)
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if (floor == undefined)
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floor = scene.currentBattle.waveIndex;
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floor = scene.currentBattle.waveIndex;
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* Clears the action list for a wave.
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* Clears the action list for a wave.
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* @param scene The BattleScene. Used to get the log ID and trainer data.
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* @param scene The BattleScene. Used to get the log ID and trainer data.
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* @param floor The wave index to write to. Defaults to the current floor.
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* @param floor The wave index to write to. Defaults to the current floor.
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* @param softflag Rather than deleting everything right away, the actions will be cleared the next time we attempt to log an action.
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*
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*
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* @see logActions
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* @see logActions
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*/
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*/
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//#region Deprecated
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//#region 14 Deprecated
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/**
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/**
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* Writes data to a new line.
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* Writes data to a new line.
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@ -5143,7 +5143,7 @@ export class SwitchPhase extends BattlePhase {
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LoggerTools.logActions(this.scene, this.scene.currentBattle.waveIndex, "Pre-switch " + (option == PartyOption.PASS_BATON ? "+ Baton" : "") + " " + LoggerTools.playerPokeName(this.scene, fieldIndex) + " to " + LoggerTools.playerPokeName(this.scene, slotIndex))
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LoggerTools.logActions(this.scene, this.scene.currentBattle.waveIndex, "Pre-switch " + (option == PartyOption.PASS_BATON ? "+ Baton" : "") + " " + LoggerTools.playerPokeName(this.scene, fieldIndex) + " to " + LoggerTools.playerPokeName(this.scene, slotIndex))
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}
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}
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if (LoggerTools.isFaintSwitch.value) {
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if (LoggerTools.isFaintSwitch.value) {
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LoggerTools.logActions(this.scene, this.scene.currentBattle.waveIndex, (option == PartyOption.PASS_BATON ? "Baton" : "Send") + " in " + LoggerTools.playerPokeName(this.scene, slotIndex))
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LoggerTools.logActions(this.scene, this.scene.currentBattle.waveIndex, (option == PartyOption.PASS_BATON ? "Baton" : "Send") + " out " + LoggerTools.playerPokeName(this.scene, slotIndex))
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}
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}
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this.scene.unshiftPhase(new SwitchSummonPhase(this.scene, fieldIndex, slotIndex, this.doReturn, option === PartyOption.PASS_BATON));
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this.scene.unshiftPhase(new SwitchSummonPhase(this.scene, fieldIndex, slotIndex, this.doReturn, option === PartyOption.PASS_BATON));
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}
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}
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