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Remove unnecessary waveIndex addition to battle scene
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b3fff775e4
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@ -388,7 +388,6 @@ export default class BattleScene extends SceneBase {
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public inputMethod: string;
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private infoToggles: InfoToggle[] = [];
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public waveIndex: number | null;
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public eventManager: TimedEventManager;
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@ -1555,7 +1554,6 @@ export default class BattleScene extends SceneBase {
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this.resetSeed(newWaveIndex);
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const playerField = this.getPlayerField();
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this.waveIndex = newWaveIndex; // temporary wave index so it can be accessed by trainer constructor
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if (
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this.gameMode.isFixedBattle(newWaveIndex) &&
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@ -70,7 +70,7 @@ export default class Trainer extends Phaser.GameObjects.Container {
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}
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}
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if (this.config.trainerAI.teraMode === TeraAIMode.INSTANT_TERA && globalScene.waveIndex && globalScene.waveIndex >= this.config.minTeraWave) {
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if (this.config.trainerAI.teraMode === TeraAIMode.INSTANT_TERA) {
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this.teraIndexes.push(...this.config.trainerAI.instantTeras.map(i => i < 0 ? this.getPartyTemplate().size + i : i));
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console.log("Tera index %d", this.teraIndexes[0]);
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if (this.teraIndexes.length === 0) {
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@ -444,7 +444,7 @@ export default class Trainer extends Phaser.GameObjects.Container {
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while (retry && evoAttempt++ < 10) {
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ret = getPokemonSpecies(baseSpecies.getTrainerSpeciesForLevel(level, true, strength, globalScene.currentBattle.waveIndex));
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console.log(ret.name);
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if (!ret.isOfType(this.config.specialtyType)) {
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if (ret.isOfType(this.config.specialtyType)) {
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retry = false;
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}
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}
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