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Change approach to respect Parting Shot's targeting
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@ -5457,7 +5457,7 @@ export class ForceSwitchOutAttr extends MoveEffectAttr {
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private selfSwitch: boolean = false,
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private switchType: SwitchType = SwitchType.SWITCH
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) {
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super(selfSwitch, MoveEffectTrigger.POST_APPLY, false, true);
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super(false, MoveEffectTrigger.POST_APPLY, false, true);
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}
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isBatonPass() {
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@ -5465,10 +5465,6 @@ export class ForceSwitchOutAttr extends MoveEffectAttr {
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}
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
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if (!super.apply(user, target, move, args)) {
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return false;
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}
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// Check if the move category is not STATUS or if the switch out condition is not met
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if (!this.getSwitchOutCondition()(user, target, move)) {
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return false;
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@ -5480,37 +5476,38 @@ export class ForceSwitchOutAttr extends MoveEffectAttr {
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*/
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const switchOutTarget = this.selfSwitch ? user : target;
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if (switchOutTarget instanceof PlayerPokemon) {
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// Switch out logic for the player's Pokemon
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if (switchOutTarget.scene.getParty().filter((p) => p.isAllowedInBattle() && !p.isOnField()).length < 1) {
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return false;
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}
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switchOutTarget.leaveField(this.switchType === SwitchType.SWITCH);
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if (switchOutTarget.hp > 0) {
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switchOutTarget.leaveField(this.switchType === SwitchType.SWITCH);
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user.scene.prependToPhase(new SwitchPhase(user.scene, this.switchType, switchOutTarget.getFieldIndex(), true, true), MoveEndPhase);
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return true;
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}
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return false;
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} else if (user.scene.currentBattle.battleType !== BattleType.WILD) {
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// Switch out logic for trainer battles
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if (switchOutTarget.scene.getEnemyParty().filter((p) => p.isAllowedInBattle() && !p.isOnField()).length < 1) {
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return false;
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}
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// Switch out logic for trainer battles
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switchOutTarget.leaveField(this.switchType === SwitchType.SWITCH);
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if (switchOutTarget.hp > 0) {
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// for opponent switching out
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switchOutTarget.leaveField(this.switchType === SwitchType.SWITCH);
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user.scene.prependToPhase(new SwitchSummonPhase(user.scene, this.switchType, switchOutTarget.getFieldIndex(),
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(user.scene.currentBattle.trainer ? user.scene.currentBattle.trainer.getNextSummonIndex((switchOutTarget as EnemyPokemon).trainerSlot) : 0),
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false, false), MoveEndPhase);
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}
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} else {
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// Switch out logic for everything else (eg: WILD battles)
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if (user.scene.currentBattle.waveIndex % 10 === 0) {
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return false;
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}
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// Switch out logic for everything else (eg: WILD battles)
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switchOutTarget.leaveField(false);
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if (switchOutTarget.hp) {
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if (switchOutTarget.hp > 0) {
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switchOutTarget.leaveField(false);
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user.scene.queueMessage(i18next.t("moveTriggers:fled", { pokemonName: getPokemonNameWithAffix(switchOutTarget) }), null, true, 500);
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// in double battles redirect potential moves off fled pokemon
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@ -147,7 +147,7 @@ describe("Moves - Dragon Tail", () => {
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game.move.select(Moves.DRAGON_TAIL);
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await game.toNextWave();
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await game.toNextTurn();
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// Make sure the enemy switched to a healthy Pokemon
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const enemy = game.scene.getEnemyPokemon()!;
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@ -167,7 +167,7 @@ describe("Moves - Dragon Tail", () => {
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game.move.select(Moves.DRAGON_TAIL);
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await game.toNextWave();
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await game.toNextTurn();
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// Make sure the enemy field is not empty and has a revived Pokemon
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const enemy = game.scene.getEnemyPokemon()!;
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@ -183,7 +183,7 @@ describe("Moves - Dragon Tail", () => {
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game.move.select(Moves.SPLASH);
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await game.toNextWave();
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await game.toNextTurn();
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// Make sure the player's field is not empty and has a revived Pokemon
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const dratini = game.scene.getPlayerPokemon()!;
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