Fixed Baton Pass; logging for testing

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Wlowscha 2025-05-14 23:57:34 +02:00
parent 5f64eec5ec
commit 5ad2bd237d
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@ -714,6 +714,10 @@ export default class PartyUiHandler extends MessageUiHandler {
return true;
}
console.log(PartyUiMode[this.partyUiMode]);
console.log(PartyOption[option]);
console.log(this.selectCallback);
// TODO: Careful about using success for the return values here. Find a better way
// PartyOption.ALL, and options specific to the mode (held items)
if (this.partyUiMode === PartyUiMode.MODIFIER_TRANSFER) {
@ -803,7 +807,8 @@ export default class PartyUiHandler extends MessageUiHandler {
return true;
}
if (option === PartyOption.PASS_BATON) {
// TODO: This case is probably for when a baton is on
if (option === PartyOption.PASS_BATON && !this.selectCallback) {
(globalScene.getCurrentPhase() as CommandPhase).handleCommand(
Command.POKEMON,
this.cursor,
@ -814,7 +819,7 @@ export default class PartyUiHandler extends MessageUiHandler {
if (
[
PartyOption.SEND_OUT,
// PartyOption.PASS_BATON, TODO: figure out if this is processed differently
PartyOption.PASS_BATON,
PartyOption.REVIVE,
PartyOption.APPLY,
PartyOption.TEACH,