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additional comments for multi-hit problem
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@ -1709,13 +1709,18 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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this.scene.applyModifiers(DamageMoneyRewardModifier, true, source, damage)
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this.scene.applyModifiers(DamageMoneyRewardModifier, true, source, damage)
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// don't want to add another fainted phase, perhaps calculate for multi hit moves if someone fainted
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/**
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// problem is applyAbAttrsInternal() in ability.ts is resetting the phaseQueueSpliceIndex before the moveaffectphase
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* don't want to add another fainted phase
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// end() to add the message, don't want to remove it since I have no idea what it's doing
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* option could be calculate for multi hit moves if fainted
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if (this.isFainted()) {
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* problem with hit move message display is applyAbAttrsInternal() in ability.ts is
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* resetting the phaseQueueSpliceIndex before the moveaffectphase
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* end() to add the message
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*
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if (this.isFainted()) { }
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// option 1: try to add multi move message here, and add a conidtion in end() to not add it a second time
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// option 1: try to add multi move message here, and add a conidtion in end() to not add it a second time
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// option 2: figure out what applyAbAttrsInternal() is doing and if there is a way to still add the message from end() properly
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// option 2: figure out what applyAbAttrsInternal() is doing and if there is a way to still add the message from end() properly
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}
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*/
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/**
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/**
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* since damage is an object, I don't see how this would ever by false?
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* since damage is an object, I don't see how this would ever by false?
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