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Fix: Skip obtain check if was not doing for planner (fixed #499)
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@ -126,7 +126,7 @@ class Combat(CombatInteract, CombatPrepare, CombatState, CombatTeam, CombatSuppo
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self.interval_reset(COMBAT_PREPARE)
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self.map_A_timer.reset()
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if self.appear(COMBAT_PREPARE, interval=2):
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if self.obtained_is_full(self.dungeon, wave_done=self.combat_wave_done):
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if self.is_doing_planner and self.obtained_is_full(self.dungeon, wave_done=self.combat_wave_done):
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# Update stamina so task can be delayed if both obtained_is_full and stamina exhausted
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self.combat_get_trailblaze_power()
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return False
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@ -303,7 +303,8 @@ class Combat(CombatInteract, CombatPrepare, CombatState, CombatTeam, CombatSuppo
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if self.appear(COMBAT_AGAIN, interval=5):
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add_wave_done()
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# Update obtain_frequent_check
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self.obtained_is_full(dungeon=self.dungeon, wave_done=self.combat_wave_done, obtain_get=False)
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if self.is_doing_planner:
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self.obtained_is_full(dungeon=self.dungeon, wave_done=self.combat_wave_done, obtain_get=False)
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# Cache the result of _combat_can_again() as no expected stamina reduce during retry
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if combat_can_again is None:
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combat_can_again = self._combat_can_again()
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