Re-apply status token shuffling with recursion fix
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@ -1976,9 +1976,27 @@ export default class BattleScene extends SceneBase {
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return (player ? this.modifiers : this.enemyModifiers).find(m => (modifierFilter as ModifierPredicate)(m));
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}
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applyShuffledModifiers(scene: BattleScene, modifierType: { new(...args: any[]): Modifier }, player: boolean = true, ...args: any[]): PersistentModifier[] {
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let modifiers = (player ? this.modifiers : this.enemyModifiers).filter(m => m instanceof modifierType && m.shouldApply(args));
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scene.executeWithSeedOffset(() => {
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const shuffleModifiers = mods => {
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if (mods.length < 1)
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return mods;
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const rand = Math.floor(Utils.randSeedInt(mods.length));
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return [mods[rand], ...shuffleModifiers(mods.filter((_, i) => i !== rand))];
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};
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modifiers = shuffleModifiers(modifiers);
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}, scene.currentBattle.turn << 4, scene.waveSeed);
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return this.applyModifiersInternal(modifiers, player, args);
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}
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applyModifiers(modifierType: { new(...args: any[]): Modifier }, player: boolean = true, ...args: any[]): PersistentModifier[] {
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const appliedModifiers: PersistentModifier[] = [];
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const modifiers = (player ? this.modifiers : this.enemyModifiers).filter(m => m instanceof modifierType && m.shouldApply(args));
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return this.applyModifiersInternal(modifiers, player, args);
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}
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applyModifiersInternal(modifiers: PersistentModifier[], player: boolean, args: any[]): PersistentModifier[] {
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const appliedModifiers: PersistentModifier[] = [];
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for (let modifier of modifiers) {
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if (modifier.apply(args)) {
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console.log('Applied', modifier.type.name, !player ? '(enemy)' : '');
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@ -2450,7 +2450,7 @@ export class MoveEffectPhase extends PokemonPhase {
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user, target, this.move.getMove()).then(() => {
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return Utils.executeIf(!target.isFainted() || target.canApplyAbility(), () => applyPostDefendAbAttrs(PostDefendAbAttr, target, user, this.move, hitResult).then(() => {
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if (!user.isPlayer() && this.move.getMove() instanceof AttackMove)
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user.scene.applyModifiers(EnemyAttackStatusEffectChanceModifier, false, target);
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user.scene.applyShuffledModifiers(this.scene, EnemyAttackStatusEffectChanceModifier, false, target);
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})).then(() => {
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applyPostAttackAbAttrs(PostAttackAbAttr, user, target, this.move, hitResult).then(() => {
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if (this.move.getMove() instanceof AttackMove)
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