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Refresh detection
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@ -241,6 +241,9 @@ export default class BattleScene extends SceneBase {
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private enemyModifierBar: ModifierBar;
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public arenaFlyout: ArenaFlyout;
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public battleRNGState: string;
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public battleBaseRNGState: string;
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private fieldOverlay: Phaser.GameObjects.Rectangle;
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private shopOverlay: Phaser.GameObjects.Rectangle;
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private shopOverlayShown: boolean = false;
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@ -1444,6 +1447,10 @@ export default class BattleScene extends SceneBase {
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}
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}
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this.battleRNGState = Phaser.Math.RND.state()
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console.log(this.battleBaseRNGState, this.battleRNGState)
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return this.currentBattle;
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}
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@ -1659,6 +1666,8 @@ export default class BattleScene extends SceneBase {
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Phaser.Math.RND.sow([ this.waveSeed ]);
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console.log("Wave Seed:", this.waveSeed, wave);
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this.rngCounter = 0;
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this.battleRNGState = Phaser.Math.RND.state()
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this.battleBaseRNGState = Phaser.Math.RND.state()
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//this.setScoreText("RNG: 0")
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}
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@ -28,6 +28,7 @@ import { BattlerTagType } from "#enums/battler-tag-type";
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import { Biome } from "#enums/biome";
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import { Moves } from "#enums/moves";
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import { Species } from "#enums/species";
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import * as LoggerTools from "../logger"
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export enum MoveCategory {
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PHYSICAL,
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@ -1941,7 +1942,21 @@ export class StealHeldItemChanceAttr extends MoveEffectAttr {
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): Promise<boolean> {
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return new Promise<boolean>(resolve => {
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const rand = Phaser.Math.RND.realInRange(0, 1);
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// Swap to RNG state for a reload
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const tempState = Phaser.Math.RND.state()
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Phaser.Math.RND.state(user.scene.battleRNGState)
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const rand_reload = Phaser.Math.RND.realInRange(0, 1);
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user.scene.battleRNGState = Phaser.Math.RND.state()
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Phaser.Math.RND.state(tempState)
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console.log("Phaser.Math.RND.realInRange(0, 1)", rand)
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if (rand >= this.chance && rand_reload < this.chance) {
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console.error("Reload discrepancy: Fails now, but succeeds after reload")
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LoggerTools.flagReset(user.scene, user.scene.currentBattle.waveIndex)
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}
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if (rand_reload >= this.chance && rand < this.chance) {
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console.error("Reload discrepancy: Succeeds now, but fails after reload")
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LoggerTools.flagReset(user.scene, user.scene.currentBattle.waveIndex)
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}
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if (rand >= this.chance) {
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return resolve(false);
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}
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@ -184,6 +184,45 @@ export function getLogs() {
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}
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}
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}
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/*
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logs.forEach((log, idx) => {
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var dat = JSON.parse(localStorage.getItem(logs[idx][1])) as DRPD;
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logs[idx][4] = dat.version + "-" + dat.date
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})
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logs.sort((a, b) => {
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var data1 = a[4].split("-")
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var data2 = b[4].split("-")
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var S = 0
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// Sort by game version
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if (S == 0) {
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S = acceptedVersions.indexOf(data1[0]) - acceptedVersions.indexOf(b[0])
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if (acceptedVersions.indexOf(data1[0]) == -1) {
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S = -1
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if (acceptedVersions.indexOf(data2[0]) == -1) {
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S = 0
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}
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} else if (acceptedVersions.indexOf(data2[0]) == -1) {
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S = 1
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}
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}
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// Sort by year
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if (S == 0) {
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S = (Number(data1[1]) - Number(data2[1]))
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}
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// Sort by month
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if (S == 0) {
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S = (Number(data1[2]) - Number(data2[2]))
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}
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// Sort by day
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if (S == 0) {
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S = (Number(data1[3]) - Number(data2[3]))
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}
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return S;
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})
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logs.forEach((log, idx) => {
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logs[idx][4] = ""
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})
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*/
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}
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/**
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* Returns a string for the name of the current game mode.
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