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https://github.com/pagefaultgames/pokerogue.git
synced 2025-08-26 17:29:30 +02:00
working on fixes yay
me when when game is broken
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@ -1502,6 +1502,7 @@ export function flagReset(scene: BattleScene, floor: integer = undefined) {
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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 = getDRPD(scene)
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console.log("Flag Reset", 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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@ -1526,7 +1527,11 @@ export function flagResetIfExists(scene: BattleScene, floor: integer = undefined
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}
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}
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}
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if (!waveExists) return;
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if (!waveExists) {
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console.log("Skipped wave reset because this is not a reload", drpd)
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return;
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}
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console.log("Flag reset as wave was already played before", 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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@ -3055,7 +3055,7 @@ export class TurnStartPhase extends FieldPhase {
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if (!queuedMove) {
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continue;
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}
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LoggerTools.Actions[pokemon.getBattlerIndex()] = new PokemonMove(queuedMove.move).getName()
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LoggerTools.Actions[pokemon.getBattlerIndex()] = `[[ ${new PokemonMove(queuedMove.move).getName()} unknown target ]]`
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break;
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case Command.BALL:
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var ballNames = [
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@ -3144,9 +3144,10 @@ export class TurnStartPhase extends FieldPhase {
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const move = pokemon.getMoveset().find(m => m.moveId === queuedMove.move) || new PokemonMove(queuedMove.move);
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if (pokemon.isPlayer()) {
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if (turnCommand.cursor === -1) {
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console.log("turncommand cursor was -1 -- running TOP block")
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this.scene.pushPhase(new MovePhase(this.scene, pokemon, turnCommand.targets || turnCommand.move.targets, move));
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var targets = turnCommand.targets || turnCommand.move.targets
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var mv = new PokemonMove(queuedMove.move)
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var mv = move
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if (pokemon.isPlayer()) {
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console.log(turnCommand.targets, turnCommand.move.targets)
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LoggerTools.Actions[pokemon.getBattlerIndex()] = mv.getName()
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@ -3171,9 +3172,10 @@ export class TurnStartPhase extends FieldPhase {
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console.log(mv.getName(), targets)
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}
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} else {
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console.log("turncommand = ", turnCommand, " -- running BOTTO< block")
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const playerPhase = new MovePhase(this.scene, pokemon, turnCommand.targets || turnCommand.move.targets, move, false, queuedMove.ignorePP);
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var targets = turnCommand.targets || turnCommand.move.targets
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var mv = new PokemonMove(queuedMove.move)
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var mv = move
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if (pokemon.isPlayer()) {
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console.log(turnCommand.targets, turnCommand.move.targets)
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LoggerTools.Actions[pokemon.getBattlerIndex()] = mv.getName()
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@ -3202,30 +3204,7 @@ export class TurnStartPhase extends FieldPhase {
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} else {
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this.scene.pushPhase(new MovePhase(this.scene, pokemon, turnCommand.targets || turnCommand.move.targets, move, false, queuedMove.ignorePP));
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var targets = turnCommand.targets || turnCommand.move.targets
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var mv = new PokemonMove(queuedMove.move)
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if (pokemon.isPlayer()) {
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console.log(turnCommand.targets, turnCommand.move.targets)
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LoggerTools.Actions[pokemon.getBattlerIndex()] = mv.getName()
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if (this.scene.currentBattle.double) {
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var targIDs = ["Counter", "Self", "Ally", "L", "R"]
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if (pokemon.getBattlerIndex() == 1) targIDs = ["Counter", "Ally", "Self", "L", "R"]
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LoggerTools.Actions[pokemon.getBattlerIndex()] += " → " + targets.map(v => targIDs[v+1])
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} else {
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var targIDs = ["Counter", "", "", "", ""]
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var myField = this.scene.getField()
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if (myField[0])
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targIDs[1] = myField[0].name
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if (myField[1])
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targIDs[2] = myField[1].name
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var eField = this.scene.getEnemyField()
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if (eField[0])
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targIDs[3] = eField[0].name
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if (eField[1])
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targIDs[4] = eField[1].name
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//LoggerTools.Actions[pokemon.getBattlerIndex()] += " → " + targets.map(v => targIDs[v+1])
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}
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console.log(mv.getName(), targets)
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}
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var mv = new PokemonMove(queuedMove.move)
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}
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break;
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case Command.BALL:
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