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Integer to number in bounceanim signature
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@ -106,7 +106,7 @@ export function getCriticalCaptureChance(scene: BattleScene, modifiedCatchRate:
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return Math.floor(catchingCharmMultiplier.value * dexMultiplier * Math.min(255, modifiedCatchRate) / 6);
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}
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export function doPokeballBounceAnim(scene: BattleScene, pokeball: Phaser.GameObjects.Sprite, y1: number, y2: number, baseBounceDuration: integer, callback: Function, isCritical: boolean = false) {
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export function doPokeballBounceAnim(scene: BattleScene, pokeball: Phaser.GameObjects.Sprite, y1: number, y2: number, baseBounceDuration: number, callback: Function, isCritical: boolean = false) {
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let bouncePower = 1;
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let bounceYOffset = y1;
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let bounceY = y2;
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@ -98,13 +98,13 @@ export class AttemptCapturePhase extends PokemonPhase {
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this.scene.time.delayedCall(17, () => this.pokeball.setTexture("pb", `${pokeballAtlasKey}`));
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const doShake = () => {
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// After the overall catch rate check, the game does 4 shake checks before confirming the catch.
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// After the overall catch rate check, the game does 3 shake checks before confirming the catch.
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let shakeCount = 0;
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const pbX = this.pokeball.x;
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const shakeCounter = this.scene.tweens.addCounter({
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from: 0,
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to: 1,
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repeat: isCritical ? 2 : 4, // Critical captures only perform 2 shake checks
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repeat: isCritical ? 2 : 4, // Critical captures only perform 1 shake check
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yoyo: true,
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ease: "Cubic.easeOut",
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duration: 250,
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