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- Only enabled retries if enableRetries is enabled.
- Only enabled retries if enableRetries is enabled.
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@ -201,44 +201,46 @@ export class CommandUiHandler extends UiHandler {
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}
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break;
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case Button.CYCLE_ABILITY:
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globalScene.ui.setMode(UiMode.MESSAGE)
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globalScene.ui.showText(i18next.t("battle:retryBattle"), null, () => {
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globalScene.ui.setMode(
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UiMode.CONFIRM,
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() => {
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globalScene.ui.fadeOut(1250).then(() => {
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globalScene.reset();
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globalScene.phaseManager.clearPhaseQueue();
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globalScene.gameData.loadSession(globalScene.sessionSlotId).then(() => {
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globalScene.phaseManager.pushNew("EncounterPhase", true);
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const availablePartyMembers = globalScene.getPokemonAllowedInBattle().length;
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globalScene.phaseManager.pushNew("SummonPhase", 0);
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if (globalScene.currentBattle.double && availablePartyMembers > 1) {
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globalScene.phaseManager.pushNew("SummonPhase", 1);
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}
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if (
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globalScene.currentBattle.waveIndex > 1 &&
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globalScene.currentBattle.battleType !== BattleType.TRAINER
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) {
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globalScene.phaseManager.pushNew("CheckSwitchPhase", 0, globalScene.currentBattle.double);
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if (globalScene.enableRetries){
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globalScene.ui.setMode(UiMode.MESSAGE)
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globalScene.ui.showText(i18next.t("battle:retryBattle"), null, () => {
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globalScene.ui.setMode(
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UiMode.CONFIRM,
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() => {
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globalScene.ui.fadeOut(1250).then(() => {
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globalScene.reset();
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globalScene.phaseManager.clearPhaseQueue();
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globalScene.gameData.loadSession(globalScene.sessionSlotId).then(() => {
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globalScene.phaseManager.pushNew("EncounterPhase", true);
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const availablePartyMembers = globalScene.getPokemonAllowedInBattle().length;
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globalScene.phaseManager.pushNew("SummonPhase", 0);
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if (globalScene.currentBattle.double && availablePartyMembers > 1) {
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globalScene.phaseManager.pushNew("CheckSwitchPhase", 1, globalScene.currentBattle.double);
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globalScene.phaseManager.pushNew("SummonPhase", 1);
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}
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}
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globalScene.ui.fadeIn(1250);
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globalScene.phaseManager.shiftPhase();
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if (
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globalScene.currentBattle.waveIndex > 1 &&
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globalScene.currentBattle.battleType !== BattleType.TRAINER
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) {
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globalScene.phaseManager.pushNew("CheckSwitchPhase", 0, globalScene.currentBattle.double);
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if (globalScene.currentBattle.double && availablePartyMembers > 1) {
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globalScene.phaseManager.pushNew("CheckSwitchPhase", 1, globalScene.currentBattle.double);
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}
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}
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globalScene.ui.fadeIn(1250);
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globalScene.phaseManager.shiftPhase();
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});
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});
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});
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},
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() => { globalScene.ui.setMode(UiMode.COMMAND)},
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false,
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0,
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0,
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1000,
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);
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});
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},
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() => { globalScene.ui.setMode(UiMode.COMMAND)},
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false,
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0,
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0,
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1000,
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);
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});
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}
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break;
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}
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}
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