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[Bug] Fixed reviving while transformed not resetting the sprite (#2152)
* Fixed reviving while transformed not resetting the sprite * Made reload assets in resetStatus optional
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@ -2527,8 +2527,9 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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* Resets the status of a pokemon.
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* Resets the status of a pokemon.
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* @param revive Whether revive should be cured; defaults to true.
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* @param revive Whether revive should be cured; defaults to true.
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* @param confusion Whether resetStatus should include confusion or not; defaults to false.
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* @param confusion Whether resetStatus should include confusion or not; defaults to false.
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* @param reloadAssets Whether to reload the assets or not; defaults to false.
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*/
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*/
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resetStatus(revive: boolean = true, confusion: boolean = false): void {
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resetStatus(revive: boolean = true, confusion: boolean = false, reloadAssets: boolean = false): void {
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const lastStatus = this.status?.effect;
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const lastStatus = this.status?.effect;
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if (!revive && lastStatus === StatusEffect.FAINT) {
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if (!revive && lastStatus === StatusEffect.FAINT) {
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return;
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return;
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@ -2545,6 +2546,9 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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this.lapseTag(BattlerTagType.CONFUSED);
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this.lapseTag(BattlerTagType.CONFUSED);
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}
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}
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}
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}
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if (reloadAssets) {
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this.loadAssets(false).then(() => this.playAnim());
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}
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}
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}
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primeSummonData(summonDataPrimer: PokemonSummonData): void {
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primeSummonData(summonDataPrimer: PokemonSummonData): void {
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@ -1091,8 +1091,7 @@ export class PokemonInstantReviveModifier extends PokemonHeldItemModifier {
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pokemon.scene.unshiftPhase(new PokemonHealPhase(pokemon.scene, pokemon.getBattlerIndex(),
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pokemon.scene.unshiftPhase(new PokemonHealPhase(pokemon.scene, pokemon.getBattlerIndex(),
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Math.max(Math.floor(pokemon.getMaxHp() / 2), 1), getPokemonMessage(pokemon, ` was revived\nby its ${this.type.name}!`), false, false, true));
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Math.max(Math.floor(pokemon.getMaxHp() / 2), 1), getPokemonMessage(pokemon, ` was revived\nby its ${this.type.name}!`), false, false, true));
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pokemon.resetStatus();
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pokemon.resetStatus(true, false, true);
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return true;
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return true;
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}
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}
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