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Fixed Baton Pass; logging for testing
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5f64eec5ec
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@ -714,6 +714,10 @@ export default class PartyUiHandler extends MessageUiHandler {
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return true;
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}
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console.log(PartyUiMode[this.partyUiMode]);
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console.log(PartyOption[option]);
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console.log(this.selectCallback);
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// TODO: Careful about using success for the return values here. Find a better way
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// PartyOption.ALL, and options specific to the mode (held items)
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if (this.partyUiMode === PartyUiMode.MODIFIER_TRANSFER) {
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@ -803,7 +807,8 @@ export default class PartyUiHandler extends MessageUiHandler {
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return true;
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}
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if (option === PartyOption.PASS_BATON) {
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// TODO: This case is probably for when a baton is on
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if (option === PartyOption.PASS_BATON && !this.selectCallback) {
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(globalScene.getCurrentPhase() as CommandPhase).handleCommand(
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Command.POKEMON,
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this.cursor,
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@ -814,7 +819,7 @@ export default class PartyUiHandler extends MessageUiHandler {
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if (
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[
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PartyOption.SEND_OUT,
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// PartyOption.PASS_BATON, TODO: figure out if this is processed differently
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PartyOption.PASS_BATON,
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PartyOption.REVIVE,
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PartyOption.APPLY,
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PartyOption.TEACH,
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