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Use move.type instead of type.value
The type effectiveness now works again.
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@ -3323,64 +3323,63 @@ export class VariableMoveTypeAttr extends MoveAttr {
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export class FormChangeItemTypeAttr extends VariableMoveTypeAttr {
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apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
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if ([user.species.speciesId, user.fusionSpecies?.speciesId].includes(Species.ARCEUS || Species.SILVALLY)) {
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const form = user.species.speciesId === Species.ARCEUS || Species.SILVALLY ? user.formIndex : user.fusionSpecies.formIndex;
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const type = (args[0] as Utils.IntegerHolder);
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if ([user.species.speciesId, user.fusionSpecies?.speciesId].includes(Species.ARCEUS && Species.SILVALLY)) {
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const form = user.species.speciesId === Species.ARCEUS || user.species.speciesId === Species.SILVALLY ? user.formIndex : user.fusionSpecies.formIndex;
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switch (form) {
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case 1: // Fist Plate / Fighting Memory
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type.value = Type.FIGHTING;
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move.type = Type.FIGHTING;
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break;
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case 2: // Sky Plate / Flying Memory
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type.value = Type.FLYING;
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move.type = Type.FLYING;
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break;
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case 3: // Toxic Plate / Poison Memory
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type.value = Type.POISON;
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move.type = Type.POISON;
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break;
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case 4: // Earth Plate / Ground Memory
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type.value = Type.GROUND;
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move.type = Type.GROUND;
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break;
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case 5: // Stone Plate / Rock Memory
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type.value = Type.ROCK;
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move.type = Type.ROCK;
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break;
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case 6: // Insect Plate / Bug Memory
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type.value = Type.BUG;
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move.type = Type.BUG;
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break;
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case 7: // Spooky Plate / Ghost Memory
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type.value = Type.GHOST;
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move.type = Type.GHOST;
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break;
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case 8: // Iron Plate / Steel Memory
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type.value = Type.STEEL;
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move.type = Type.STEEL;
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break;
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case 9: // Flame Plate / Fire Memory
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type.value = Type.FIRE;
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move.type = Type.FIRE;
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break;
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case 10: // Splash Plate / Water Memory
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type.value = Type.WATER;
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move.type = Type.WATER;
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break;
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case 11: // Meadow Plate / Grass Memory
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type.value = Type.GRASS;
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move.type = Type.GRASS;
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break;
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case 12: // Zap Plate / Electric Memory
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type.value = Type.ELECTRIC;
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move.type = Type.ELECTRIC;
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break;
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case 13: // Mind Plate / Psychic Memory
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type.value = Type.PSYCHIC;
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move.type = Type.PSYCHIC;
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break;
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case 14: // Icicle Plate / Ice Memory
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type.value = Type.ICE;
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move.type = Type.ICE;
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break;
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case 15: // Draco Plate / Dragon Memory
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type.value = Type.DRAGON;
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move.type = Type.DRAGON;
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break;
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case 16: // Dread Plate / Dark Memory
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type.value = Type.DARK;
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move.type = Type.DARK;
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break;
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case 17: // Pixie Plate / Fairy Memory
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type.value = Type.FAIRY;
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move.type = Type.FAIRY;
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break;
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default:
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type.value = Type.NORMAL;
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move.type = Type.NORMAL;
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break;
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}
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return true;
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