Check available Pkmn before asking to switch (#1194)
* Create Start Server.bat idk anymore * Update .gitignore * Delete Start Server.bat * Update .gitignore * Update phases.ts Check available party before asking to switch
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@ -366,10 +366,14 @@ export class TitlePhase extends Phase {
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this.scene.pushPhase(new SummonPhase(this.scene, 0, true, true));
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if (this.scene.currentBattle.double && availablePartyMembers > 1)
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this.scene.pushPhase(new SummonPhase(this.scene, 1, true, true));
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if (this.scene.currentBattle.waveIndex > 1 && this.scene.currentBattle.battleType !== BattleType.TRAINER) {
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this.scene.pushPhase(new CheckSwitchPhase(this.scene, 0, this.scene.currentBattle.double));
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if (this.scene.currentBattle.double && availablePartyMembers > 1)
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this.scene.pushPhase(new CheckSwitchPhase(this.scene, 1, this.scene.currentBattle.double));
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if (this.scene.currentBattle.battleType !== BattleType.TRAINER && (this.scene.currentBattle.waveIndex > 1 || !this.scene.gameMode.isDaily)) {
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const minPartySize = this.scene.currentBattle.double ? 2 : 1;
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if (availablePartyMembers > minPartySize) {
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this.scene.pushPhase(new CheckSwitchPhase(this.scene, 0, this.scene.currentBattle.double));
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if (this.scene.currentBattle.double)
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this.scene.pushPhase(new CheckSwitchPhase(this.scene, 1, this.scene.currentBattle.double));
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}
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}
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}
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@ -955,10 +959,13 @@ export class EncounterPhase extends BattlePhase {
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this.scene.pushPhase(new ToggleDoublePositionPhase(this.scene, false));
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}
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if (this.scene.currentBattle.waveIndex > startingWave && this.scene.currentBattle.battleType !== BattleType.TRAINER) {
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this.scene.pushPhase(new CheckSwitchPhase(this.scene, 0, this.scene.currentBattle.double));
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if (this.scene.currentBattle.double && availablePartyMembers.length > 1)
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this.scene.pushPhase(new CheckSwitchPhase(this.scene, 1, this.scene.currentBattle.double));
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if (this.scene.currentBattle.battleType !== BattleType.TRAINER && (this.scene.currentBattle.waveIndex > 1 || !this.scene.gameMode.isDaily)) {
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const minPartySize = this.scene.currentBattle.double ? 2 : 1;
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if (availablePartyMembers.length > minPartySize) {
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this.scene.pushPhase(new CheckSwitchPhase(this.scene, 0, this.scene.currentBattle.double));
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if (this.scene.currentBattle.double)
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this.scene.pushPhase(new CheckSwitchPhase(this.scene, 1, this.scene.currentBattle.double));
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}
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}
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}
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