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Moved early override check to top of calculateEscapeChance
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@ -73,6 +73,11 @@ export class AttemptRunPhase extends FieldPhase {
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* @returns The final escape chance, as percentage out of 100.
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*/
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public calculateEscapeChance(escapeAttempts: number): number {
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// Check for override, guaranteeing or forbidding random flee attempts as applicable.
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if (Overrides.RUN_SUCCESS_OVERRIDE !== null) {
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return Overrides.RUN_SUCCESS_OVERRIDE ? 100 : 0;
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}
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const enemyField = globalScene.getEnemyField();
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const activePlayerField = globalScene.getPlayerField(true);
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@ -113,11 +118,6 @@ export class AttemptRunPhase extends FieldPhase {
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/** Slope of the escape chance curve */
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const escapeSlope = (maxChance - minChance) / speedCap;
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// Check for override, guaranteeing or forbidding random flee attempts as applicable.
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if (Overrides.RUN_SUCCESS_OVERRIDE !== null) {
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return Overrides.RUN_SUCCESS_OVERRIDE ? 100 : 0;
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}
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// This will calculate the escape chance given all of the above and clamp it to the range of [`minChance`, `maxChance`]
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return Phaser.Math.Clamp(
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Math.round(escapeSlope * speedRatio + minChance + escapeBonus * escapeAttempts),
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