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fixing spacing
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7a28b2d801
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@ -1998,60 +1998,63 @@ export default class BattleScene extends SceneBase {
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}
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updateGameInfo(): void {
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const gameInfo = {
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playTime: this.sessionPlayTime ? this.sessionPlayTime : 0,
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gameMode: this.currentBattle ? this.gameMode.getName() : 'Title',
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currentPhase: (this.getCurrentPhase())?.constructor.name || "Unknown",
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biome: this.currentBattle ? getBiomeName(this.arena.biomeType) : '',
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weather: this.arena?.weather || {},
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wave: this.currentBattle?.waveIndex || 0,
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party: this.party ? this.party.map(p => {
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return {
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name: p.name,
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level: p.level,
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speciesId: p.species.speciesId,
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fusionId: p.fusionSpecies?.speciesId || -1,
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active: p.active,
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gender: p.gender,
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fieldPosition: p.fieldPosition,
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speciesVariant: p.variant,
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fusionVariant: p.fusionVariant,
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ability: p.abilityIndex,
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hp: {
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current: p.hp,
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max: p.getMaxHp(),
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percent: (p.getHpRatio(false))*100
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},
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moveset: p.moveset.map(m => {
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let moveData = m.getMove();
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return {
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moveId: m.moveId,
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name: m.getName(),
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ppUsed: m.ppUsed,
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ppUp: m.ppUp,
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ppBase: moveData.pp,
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}
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})
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};
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}) : [],
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enemyParty: this.getEnemyParty() ? this.getEnemyParty().map(p => {
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return {
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name: p.name,
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level: p.level,
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speciesId: p.species.speciesId,
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fusionId: p.fusionSpecies?.speciesId || -1,
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active: p.active,
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gender: p.gender,
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fieldPosition: p.fieldPosition,
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speciesVariant: p.variant,
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fusionVariant: p.fusionVariant,
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hp: {
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percent: (p.getHpRatio(false))*100
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}
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};
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}) : [],
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};
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(window as any).gameInfo = gameInfo;
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}
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const gameInfo = {
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playTime: this.sessionPlayTime ? this.sessionPlayTime : 0,
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gameMode: this.currentBattle ? this.gameMode.getName() : "Title",
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currentPhase: this.getCurrentPhase()?.constructor.name || "Unknown",
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biome: this.currentBattle ? getBiomeName(this.arena.biomeType) : "",
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weather: this.arena?.weather || {},
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wave: this.currentBattle?.waveIndex || 0,
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party: this.party
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? this.party.map((p) => {
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return {
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name: p.name,
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level: p.level,
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speciesId: p.species.speciesId,
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fusionId: p.fusionSpecies?.speciesId || -1,
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active: p.active,
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gender: p.gender,
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fieldPosition: p.fieldPosition,
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speciesVariant: p.variant,
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fusionVariant: p.fusionVariant,
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ability: p.abilityIndex,
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hp: {
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current: p.hp,
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max: p.getMaxHp(),
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percent: p.getHpRatio(false) * 100,
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},
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moveset: p.moveset.map((m) => {
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let moveData = m.getMove();
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return {
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moveId: m.moveId,
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name: m.getName(),
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ppUsed: m.ppUsed,
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ppUp: m.ppUp,
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ppBase: moveData.pp,
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};
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}),
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};
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})
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: [],
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enemyParty: this.getEnemyParty()
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? this.getEnemyParty().map((p) => {
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return {
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name: p.name,
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level: p.level,
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speciesId: p.species.speciesId,
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fusionId: p.fusionSpecies?.speciesId || -1,
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active: p.active,
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gender: p.gender,
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fieldPosition: p.fieldPosition,
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speciesVariant: p.variant,
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fusionVariant: p.fusionVariant,
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hp: {
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percent: p.getHpRatio(false) * 100,
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},
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};
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})
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: [],
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};
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(window as any).gameInfo = gameInfo;
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}
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}
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