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adds override to resetStatus to not allow revive
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@ -1959,8 +1959,15 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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return true;
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return true;
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}
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}
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resetStatus(): void {
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/**
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* Resets the status of a pokemon
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* @param revive whether revive should be cured, defaults to true
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*/
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resetStatus(revive: boolean = true): void {
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const lastStatus = this.status?.effect;
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const lastStatus = this.status?.effect;
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if (!revive && lastStatus === StatusEffect.FAINT) {
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return;
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}
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this.status = undefined;
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this.status = undefined;
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if (lastStatus === StatusEffect.SLEEP) {
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if (lastStatus === StatusEffect.SLEEP) {
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this.setFrameRate(12);
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this.setFrameRate(12);
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@ -14,7 +14,7 @@ export const STARTING_MONEY_OVERRIDE = 0;
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export const WEATHER_OVERRIDE = WeatherType.NONE;
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export const WEATHER_OVERRIDE = WeatherType.NONE;
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export const DOUBLE_BATTLE_OVERRIDE = false;
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export const DOUBLE_BATTLE_OVERRIDE = false;
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export const ABILITY_OVERRIDE = Abilities.NONE;
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export const ABILITY_OVERRIDE = Abilities.CURSED_BODY;
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export const PASSIVE_ABILITY_OVERRIDE = Abilities.NONE;
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export const PASSIVE_ABILITY_OVERRIDE = Abilities.NONE;
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export const MOVE_OVERRIDE = Moves.NONE;
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export const MOVE_OVERRIDE = Moves.NONE;
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export const MOVE_OVERRIDE_2 = Moves.NONE;
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export const MOVE_OVERRIDE_2 = Moves.NONE;
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