Fix enemy actions being logged

Adds a couple of checks to try to stop the game from logging enemy switches as if you were doing it
This commit is contained in:
RedstonewolfX 2024-08-10 22:19:31 -04:00
parent 10bb348451
commit a6ca7e38a4

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@ -3630,7 +3630,9 @@ export class TurnStartPhase extends FieldPhase {
this.scene.unshiftPhase(new AttemptCapturePhase(this.scene, turnCommand.targets[0] % 2, turnCommand.cursor)); this.scene.unshiftPhase(new AttemptCapturePhase(this.scene, turnCommand.targets[0] % 2, turnCommand.cursor));
break; break;
case Command.POKEMON: case Command.POKEMON:
LoggerTools.Actions[pokemon.getBattlerIndex()] = ((turnCommand.args[0] as boolean) ? "Baton" : "Switch") + " " + LoggerTools.playerPokeName(this.scene, pokemon) + " to " + LoggerTools.playerPokeName(this.scene, turnCommand.cursor) if (pokemon.isPlayer()) {
LoggerTools.Actions[pokemon.getBattlerIndex()] = ((turnCommand.args[0] as boolean) ? "Baton" : "Switch") + " " + LoggerTools.playerPokeName(this.scene, pokemon) + " to " + LoggerTools.playerPokeName(this.scene, turnCommand.cursor)
}
this.scene.unshiftPhase(new SwitchSummonPhase(this.scene, pokemon.getFieldIndex(), turnCommand.cursor, true, turnCommand.args[0] as boolean, pokemon.isPlayer())); this.scene.unshiftPhase(new SwitchSummonPhase(this.scene, pokemon.getFieldIndex(), turnCommand.cursor, true, turnCommand.args[0] as boolean, pokemon.isPlayer()));
break; break;
case Command.RUN: case Command.RUN:
@ -3671,9 +3673,11 @@ export class TurnStartPhase extends FieldPhase {
this.scene.arenaFlyout.updateFieldText() this.scene.arenaFlyout.updateFieldText()
if (LoggerTools.Actions.length > 1 && !this.scene.currentBattle.double) {
LoggerTools.Actions.pop() // If this is a single battle, but we somehow have two actions, delete the second
}
if (LoggerTools.Actions.length > 1 && (LoggerTools.Actions[0] == "" || LoggerTools.Actions[0] == undefined || LoggerTools.Actions[0] == null)) if (LoggerTools.Actions.length > 1 && (LoggerTools.Actions[0] == "" || LoggerTools.Actions[0] == undefined || LoggerTools.Actions[0] == null))
LoggerTools.Actions.shift() // If the left slot isn't doing anything, delete its entry LoggerTools.Actions.shift() // If the left slot isn't doing anything, delete its entry
LoggerTools.logActions(this.scene, this.scene.currentBattle.waveIndex, LoggerTools.Actions.join(" & ")) LoggerTools.logActions(this.scene, this.scene.currentBattle.waveIndex, LoggerTools.Actions.join(" & "))
/** /**