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Make use of LazyReloads setting
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@ -955,6 +955,18 @@ export function setRow(keyword: string, newLine: string, floor: integer, slot: i
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}
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localStorage.setItem(logs[logKeys.indexOf(keyword)][1], data.slice(0, idx).join("\n") + "\n" + newLine + (data.slice(idx).length == 0 ? "" : "\n") + data.slice(idx).join("\n"));
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}
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export function flagReset(scene: BattleScene, floor: integer = undefined) {
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if (floor == undefined)
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floor = scene.currentBattle.waveIndex;
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if (localStorage.getItem(getLogID(scene)) == null)
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localStorage.setItem(getLogID(scene), JSON.stringify(newDocument(getMode(scene) + " Run")))
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var drpd: DRPD = JSON.parse(localStorage.getItem(getLogID(scene))) as DRPD;
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drpd = updateLog(drpd);
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var wv = getWave(drpd, floor, scene)
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wv.reload = true;
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console.log(drpd)
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localStorage.setItem(getLogID(scene), JSON.stringify(drpd))
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}
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/**
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* Prints a DRPD as a string, for saving it to your device.
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* @param inData The data to add on to.
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@ -1362,6 +1362,9 @@ export class EncounterPhase extends BattlePhase {
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LoggerTools.logPlayerTeam(this.scene)
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}
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LoggerTools.resetWaveActions(this.scene)
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if (this.scene.lazyReloads) {
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LoggerTools.flagReset(this.scene)
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}
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if (this.scene.currentBattle.battleType === BattleType.WILD) {
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enemyField.forEach(enemyPokemon => {
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