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https://github.com/pagefaultgames/pokerogue.git
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Merge 49b30f58ce
into 7131e1fb01
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commit
7a86b1acef
@ -4952,31 +4952,48 @@ export abstract class Pokemon extends Phaser.GameObjects.Container {
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return true;
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return true;
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}
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}
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let sleepTurnsRemaining: NumberHolder;
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const sleepTurnsRemaining: NumberHolder = new NumberHolder(1);
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if (effect === StatusEffect.SLEEP) {
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switch (effect) {
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sleepTurnsRemaining = new NumberHolder(this.randBattleSeedIntRange(2, 4));
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case StatusEffect.POISON:
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case StatusEffect.TOXIC:
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this.setFrameRate(8);
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break;
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case StatusEffect.PARALYSIS:
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this.setFrameRate(5);
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break;
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case StatusEffect.SLEEP: {
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sleepTurnsRemaining.value = this.randBattleSeedIntRange(2, 4);
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this.setFrameRate(4);
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this.setFrameRate(3);
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// If the user is invulnerable, lets remove their invulnerability when they fall asleep
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// If the user is invulnerable, lets remove their invulnerability when they fall asleep
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const invulnerableTags = [
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const invulnerableTags = [
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BattlerTagType.UNDERGROUND,
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BattlerTagType.UNDERGROUND,
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BattlerTagType.UNDERWATER,
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BattlerTagType.UNDERWATER,
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BattlerTagType.HIDDEN,
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BattlerTagType.HIDDEN,
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BattlerTagType.FLYING,
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BattlerTagType.FLYING,
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];
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];
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const tag = invulnerableTags.find(t => this.getTag(t));
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const tag = invulnerableTags.find(t => this.getTag(t));
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if (tag) {
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if (tag) {
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this.removeTag(tag);
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this.removeTag(tag);
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this.getMoveQueue().pop();
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this.getMoveQueue().pop();
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}
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break;
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}
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}
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case StatusEffect.FREEZE:
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this.setFrameRate(0);
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break;
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case StatusEffect.BURN:
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this.setFrameRate(14);
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break;
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case StatusEffect.FAINT:
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break;
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}
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}
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sleepTurnsRemaining = sleepTurnsRemaining!; // tell TS compiler it's defined
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this.status = new Status(effect, 0, sleepTurnsRemaining.value);
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this.status = new Status(effect, 0, sleepTurnsRemaining?.value);
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return true;
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return true;
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}
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}
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@ -5009,8 +5026,8 @@ export abstract class Pokemon extends Phaser.GameObjects.Container {
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public clearStatus(confusion: boolean, reloadAssets: boolean) {
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public clearStatus(confusion: boolean, reloadAssets: boolean) {
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const lastStatus = this.status?.effect;
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const lastStatus = this.status?.effect;
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this.status = null;
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this.status = null;
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this.setFrameRate(10);
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if (lastStatus === StatusEffect.SLEEP) {
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if (lastStatus === StatusEffect.SLEEP) {
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this.setFrameRate(10);
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if (this.getTag(BattlerTagType.NIGHTMARE)) {
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if (this.getTag(BattlerTagType.NIGHTMARE)) {
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this.lapseTag(BattlerTagType.NIGHTMARE);
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this.lapseTag(BattlerTagType.NIGHTMARE);
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}
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}
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