Fix issues with item transfer and add scrolling
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@@ -703,7 +703,7 @@ export const modifierTypes = {
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ENEMY_DAMAGE_BOOSTER: () => new ModifierType('Damage Token', 'Increases damage by 20%', (type, _args) => new Modifiers.EnemyDamageBoosterModifier(type, 20), 'wl_item_drop'),
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ENEMY_DAMAGE_REDUCTION: () => new ModifierType('Protection Token', 'Reduces incoming damage by 10%', (type, _args) => new Modifiers.EnemyDamageReducerModifier(type, 10), 'wl_guard_spec'),
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//ENEMY_SUPER_EFFECT_BOOSTER: () => new ModifierType('Type Advantage Token', 'Increases damage of super effective attacks by 30%', (type, _args) => new Modifiers.EnemySuperEffectiveDamageBoosterModifier(type, 30), 'wl_super_potion'),
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//ENEMY_SUPER_EFFECT_BOOSTER: () => new ModifierType('Type Advantage Token', 'Increases damage of super effective attacks by 30%', (type, _args) => new Modifiers.EnemySuperEffectiveDamageBoosterModifier(type, 30), 'wl_custom_super_effective'),
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ENEMY_HEAL: () => new ModifierType('Recovery Token', 'Heals 5% of max HP every turn', (type, _args) => new Modifiers.EnemyTurnHealModifier(type, 10), 'wl_potion'),
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ENEMY_ATTACK_POISON_CHANCE: () => new EnemyAttackStatusEffectChanceModifierType('Poison Token', 10, StatusEffect.POISON, 'wl_antidote'),
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ENEMY_ATTACK_PARALYZE_CHANCE: () => new EnemyAttackStatusEffectChanceModifierType('Paralyze Token', 10, StatusEffect.PARALYSIS, 'wl_paralyze_heal'),
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@@ -964,7 +964,7 @@ export function getPlayerModifierTypeOptionsForWave(waveIndex: integer, count: i
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export function getEnemyBuffModifierForWave(tier: ModifierTier, enemyModifiers: Modifiers.PersistentModifier[]): Modifiers.EnemyPersistentModifier {
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const tierStackCount = tier === ModifierTier.ULTRA ? 10 : tier === ModifierTier.GREAT ? 5 : 1;
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const retryCount = 35;
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const retryCount = 50;
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let candidate = getNewModifierTypeOption(null, ModifierPoolType.ENEMY_BUFF, tier);
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let r = 0;
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let matchingModifier: Modifiers.PersistentModifier;
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@@ -990,7 +990,7 @@ function getNewModifierTypeOption(party: Pokemon[], poolType: ModifierPoolType,
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if (tier === undefined) {
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const tierValue = Utils.randSeedInt(256);
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if (player && tierValue) {
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const partyShinyCount = party.filter(p => p.shiny).length;
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const partyShinyCount = party.filter(p => p.isShiny()).length;
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const upgradeOdds = Math.floor(32 / Math.max((partyShinyCount * 2), 1));
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upgrade = !Utils.randSeedInt(upgradeOdds);
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} else
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