Fix resetting strategy status table
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@ -25,6 +25,8 @@ local riskGiovanni, maxEtherSkip
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local status = Strategies.status
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-- TIME CONSTRAINTS
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Strategies.timeRequirements = {
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bulbasaur = function()
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@ -1489,17 +1491,6 @@ strategyFunctions.lavenderRival = function()
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end
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end
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strategyFunctions.pokeDoll = function()
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if Battle.isActive() then
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status.canProgress = true
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Inventory.use("pokedoll", nil, true)
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elseif status.canProgress then
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return true
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else
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Input.cancel()
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end
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end
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strategyFunctions.digFight = function()
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if Battle.isActive() then
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status.canProgress = true
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@ -1524,6 +1515,17 @@ strategyFunctions.digFight = function()
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end
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end
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strategyFunctions.pokeDoll = function()
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if Battle.isActive() then
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status.canProgress = true
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Inventory.use("pokedoll", nil, true)
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elseif status.canProgress then
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return true
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else
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Input.cancel()
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end
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end
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strategyFunctions.thunderboltFirst = function()
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local forced
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if Pokemon.isOpponent("zubat") then
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@ -2378,6 +2380,10 @@ function Strategies.initGame(midGame)
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end
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end
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function Strategies.completeGameStrategy()
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status = Strategies.status
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end
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function Strategies.resetGame()
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maxEtherSkip = false
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status = Strategies.status
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@ -683,10 +683,12 @@ strategyFunctions = Strategies.functions
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function Strategies.execute(data)
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if strategyFunctions[data.s](data) then
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status = {tries=0}
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Strategies.status = status
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Strategies.completeGameStrategy()
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-- print(data.s)
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if resetting then
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return nil
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end
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-- print(data.s)
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return true
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end
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return false
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@ -703,7 +705,8 @@ function Strategies.init(midGame)
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end
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function Strategies.softReset()
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status = {}
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status = {tries=0}
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Strategies.status = status
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splitNumber, splitTime = 0, 0
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resetting = nil
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Strategies.resetGame()
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@ -20,6 +20,8 @@ local pokemon = require "storage.pokemon"
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local status = Strategies.status
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-- TIME CONSTRAINTS
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Strategies.timeRequirements = {}
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-- STRATEGIES
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@ -34,6 +36,10 @@ function Strategies.initGame(midGame)
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end
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end
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function Strategies.completeGameStrategy()
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status = Strategies.status
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end
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function Strategies.resetGame()
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status = Strategies.status
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end
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