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Biome can't change before a boss in endless mode
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@ -894,7 +894,7 @@ export default class BattleScene extends SceneBase {
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if (!waveIndex && lastBattle) {
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if (!waveIndex && lastBattle) {
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let isNewBiome = !(lastBattle.waveIndex % 10) || ((this.gameMode.hasShortBiomes || this.gameMode.isDaily) && (lastBattle.waveIndex % 50) === 49);
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let isNewBiome = !(lastBattle.waveIndex % 10) || ((this.gameMode.hasShortBiomes || this.gameMode.isDaily) && (lastBattle.waveIndex % 50) === 49);
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if (!isNewBiome && this.gameMode.hasShortBiomes) {
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if (!isNewBiome && this.gameMode.hasShortBiomes && (newWaveIndex % 10) < 9) {
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let w = lastBattle.waveIndex - ((lastBattle.waveIndex % 10) - 1);
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let w = lastBattle.waveIndex - ((lastBattle.waveIndex % 10) - 1);
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let biomeWaves = 1;
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let biomeWaves = 1;
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while (w < lastBattle.waveIndex) {
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while (w < lastBattle.waveIndex) {
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@ -1978,15 +1978,15 @@ export default class BattleScene extends SceneBase {
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applyShuffledModifiers(scene: BattleScene, modifierType: { new(...args: any[]): Modifier }, player: boolean = true, ...args: any[]): PersistentModifier[] {
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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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let modifiers = (player ? this.modifiers : this.enemyModifiers).filter(m => m instanceof modifierType && m.shouldApply(args));
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if (modifiers.length > 1) {
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scene.executeWithSeedOffset(() => {
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scene.executeWithSeedOffset(() => {
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const shuffleModifiers = mods => {
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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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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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return [mods[rand], ...shuffleModifiers(mods.filter((_, i) => i !== rand))];
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};
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};
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modifiers = shuffleModifiers(modifiers);
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modifiers = shuffleModifiers(modifiers);
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}, scene.currentBattle.turn << 4, scene.waveSeed);
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}, scene.currentBattle.turn << 4, scene.waveSeed);
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}
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return this.applyModifiersInternal(modifiers, player, args);
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return this.applyModifiersInternal(modifiers, player, args);
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}
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}
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