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Fixes bug with Status Cure moves only curing player pokemon, refactors PartyStatusCureAttr, removes PartyStatusCurePhase
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@ -1,5 +1,5 @@
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import { ChargeAnim, MoveChargeAnim, initMoveAnim, loadMoveAnimAssets } from "./battle-anims";
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import { BattleEndPhase, MoveEndPhase, MovePhase, NewBattlePhase, PartyStatusCurePhase, PokemonHealPhase, StatChangePhase, SwitchSummonPhase } from "../phases";
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import { BattleEndPhase, MoveEndPhase, MovePhase, NewBattlePhase, PokemonHealPhase, StatChangePhase, SwitchSummonPhase } from "../phases";
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import { BattleStat, getBattleStatName } from "./battle-stat";
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import { EncoreTag, HelpingHandTag, SemiInvulnerableTag, StockpilingTag, TypeBoostTag } from "./battler-tags";
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import { getPokemonNameWithAffix } from "../messages";
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@ -1426,11 +1426,27 @@ export class PartyStatusCureAttr extends MoveEffectAttr {
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if (!this.canApply(user, target, move, args)) {
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return false;
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}
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this.addPartyCurePhase(user);
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const partyPokemon = user.isPlayer() ? user.scene.getParty() : user.scene.getEnemyParty();
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partyPokemon.forEach(p => this.cureStatus(p));
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if (this.message) {
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user.scene.queueMessage(this.message);
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}
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return true;
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}
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addPartyCurePhase(user: Pokemon) {
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user.scene.unshiftPhase(new PartyStatusCurePhase(user.scene, user, this.message, this.abilityCondition));
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cureStatus(pokemon: Pokemon) {
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if (!pokemon.isOnField()) {
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pokemon.resetStatus(false);
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pokemon.updateInfo();
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} else if (!pokemon.hasAbility(this.abilityCondition)) {
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pokemon.resetStatus();
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pokemon.updateInfo();
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}
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// else {
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// pokemon.scene.unshiftPhase(new ShowAbilityPhase(pokemon.scene, pokemon.id, pokemon.getPassiveAbility()?.id === this.abilityCondition));
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// }
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}
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}
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@ -5415,49 +5415,6 @@ export class AddEnemyBuffModifierPhase extends Phase {
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}
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}
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/**
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* Cures the party of all non-volatile status conditions, shows a message
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* @param {BattleScene} scene The current scene
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* @param {Pokemon} user The user of the move that cures the party
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* @param {string} message The message that should be displayed
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* @param {Abilities} abilityCondition Pokemon with this ability will not be affected ie. Soundproof
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*/
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export class PartyStatusCurePhase extends BattlePhase {
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private user: Pokemon;
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private message: string;
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private abilityCondition: Abilities;
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constructor(scene: BattleScene, user: Pokemon, message: string, abilityCondition: Abilities) {
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super(scene);
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this.user = user;
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this.message = message;
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this.abilityCondition = abilityCondition;
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}
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start() {
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super.start();
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for (const pokemon of this.scene.getParty()) {
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if (!pokemon.isOnField() || pokemon === this.user) {
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pokemon.resetStatus(false);
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pokemon.updateInfo(true);
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} else {
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if (!pokemon.hasAbility(this.abilityCondition)) {
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pokemon.resetStatus();
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pokemon.updateInfo(true);
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} else {
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// Manually show ability bar, since we're not hooked into the targeting system
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pokemon.scene.unshiftPhase(new ShowAbilityPhase(pokemon.scene, pokemon.id, pokemon.getPassiveAbility()?.id === this.abilityCondition));
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}
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}
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}
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if (this.message) {
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this.scene.queueMessage(this.message);
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}
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this.end();
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}
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}
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export class PartyHealPhase extends BattlePhase {
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private resumeBgm: boolean;
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