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Implement innards out
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@ -2275,6 +2275,24 @@ export class PostFaintContactDamageAbAttr extends PostFaintAbAttr {
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}
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}
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}
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}
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export class PostFaintHPDamageAbAttr extends PostFaintAbAttr {
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constructor() {
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super ();
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}
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applyPostFaint(pokemon: Pokemon, passive: boolean, attacker: Pokemon, move: PokemonMove, hitResult: HitResult, args: any[]): boolean {
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console.log(args);
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let damage = args[0];
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attacker.damageAndUpdate((damage), HitResult.OTHER);
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attacker.turnData.damageTaken += damage;
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return true;
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}
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getTriggerMessage(pokemon: Pokemon, abilityName: string, ...args: any[]): string {
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return getPokemonMessage(pokemon, `'s ${abilityName} hurt\nits attacker!`);
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}
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}
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export class RedirectMoveAbAttr extends AbAttr {
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export class RedirectMoveAbAttr extends AbAttr {
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apply(pokemon: Pokemon, passive: boolean, cancelled: Utils.BooleanHolder, args: any[]): boolean {
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apply(pokemon: Pokemon, passive: boolean, cancelled: Utils.BooleanHolder, args: any[]): boolean {
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if (this.canRedirect(args[0] as Moves)) {
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if (this.canRedirect(args[0] as Moves)) {
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@ -3316,7 +3334,8 @@ export function initAbilities() {
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.attr(FieldPriorityMoveImmunityAbAttr)
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.attr(FieldPriorityMoveImmunityAbAttr)
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.ignorable(),
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.ignorable(),
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new Ability(Abilities.INNARDS_OUT, 7)
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new Ability(Abilities.INNARDS_OUT, 7)
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.unimplemented(),
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.attr(PostFaintHPDamageAbAttr)
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.bypassFaint(),
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new Ability(Abilities.DANCER, 7)
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new Ability(Abilities.DANCER, 7)
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.unimplemented(),
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.unimplemented(),
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new Ability(Abilities.BATTERY, 7)
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new Ability(Abilities.BATTERY, 7)
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@ -3135,7 +3135,7 @@ export class FaintPhase extends PokemonPhase {
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if (pokemon.turnData?.attacksReceived?.length) {
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if (pokemon.turnData?.attacksReceived?.length) {
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const lastAttack = pokemon.turnData.attacksReceived[0];
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const lastAttack = pokemon.turnData.attacksReceived[0];
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applyPostFaintAbAttrs(PostFaintAbAttr, pokemon, this.scene.getPokemonById(lastAttack.sourceId), new PokemonMove(lastAttack.move), lastAttack.result);
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applyPostFaintAbAttrs(PostFaintAbAttr, pokemon, this.scene.getPokemonById(lastAttack.sourceId), new PokemonMove(lastAttack.move), lastAttack.result, lastAttack.damage);
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}
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}
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const alivePlayField = this.scene.getField(true);
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const alivePlayField = this.scene.getField(true);
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