add `Pokemon.isAllowed()`
to check if pokemon is allowed even if it's fainted
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@ -276,7 +276,18 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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isAllowedInBattle(): boolean {
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isAllowedInBattle(): boolean {
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const challengeAllowed = new Utils.BooleanHolder(true);
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const challengeAllowed = new Utils.BooleanHolder(true);
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applyChallenges(this.scene.gameMode, ChallengeType.POKEMON_IN_BATTLE, this, challengeAllowed);
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applyChallenges(this.scene.gameMode, ChallengeType.POKEMON_IN_BATTLE, this, challengeAllowed);
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return !this.isFainted() && challengeAllowed.value;
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return !this.isFainted() && this.isAllowed();
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}
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/**
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* Check if this pokemon is allowed (no challenge exclusion)
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* This is frequently a better alternative to {@link isFainted}
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* @returns {boolean} True if pokemon is allowed in battle
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*/
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isAllowed(): boolean {
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const challengeAllowed = new Utils.BooleanHolder(true);
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applyChallenges(this.scene.gameMode, ChallengeType.POKEMON_IN_BATTLE, this, challengeAllowed);
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return challengeAllowed.value;
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}
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}
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isActive(onField?: boolean): boolean {
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isActive(onField?: boolean): boolean {
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