Currently, the timer adds +20s/turn to your total time if your total
time is under 160s, and adds +10s otherwise.
Now, it adds +20s/turn in doubles/triples and +10s/turn in singles,
which should be much clearer.
Before, if you wanted to specify how many results you wanted from a modlog search:
1. You could not search for any text
2. It was capped at 100 results
Now, we drop support for the old means of specifying lines, and instead we have a "More results..." button in modlog's UI.
We also support an undocumented means of specifying lines in the form of: /modlog [roomid], [search] [lines=integer], where integer is the number of lines of results you would like to see.
NOTE: We purposely are not documenting this behavior, as it is mostly made use of in the UI
We also update the help command here to reflect these changes.
This both allows staff to lock users that are offline, given they have a previous punishment (globally or in any room)
This also will utilize existing punishment information for handling nameblacklists, making a nameblacklist of a user with a current punishment equivalent to having used /blacklist at the moment of that punishment
This prevents an exploit that allows automatically winning when
opponent has disconnected by disabling timer when opponent disconnects
and reenabling it when opponent joins battle again.
Simulator instances still get their scripts included somewhat hackily,
but it's overall much less hacky than before. In particular, the
init code is now an actual constructor, allowing TypeScript to perhaps
validate it one future day.
I might regret supporting this syntax, but it's now possible to make
PS generate teams on the commandline using:
./pokemon-showdown generate-team [optional format name] [optional seed]
The output will be in packed team format (which can be pasted into
a teambuilder import box).
The seed-passing should make it significantly more straightforward to
debug team generation weirdness.
Random team generation scripts are no longer in scripts.js, but instead
in a new file random-teams.js.
The scripts are now also no longer run from inside battles, but in a
new team generator object. This makes it easier for external scripts
to generate random teams by running Dex.generateTeam(format).
Turns out there is indeed some of these that are not LC but indeed CAP NFE's so I will make this a rank to clarify the difference and will make a PR on the client in tandem shortly