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Use CommonAnimPhase instead of async animation
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@ -1,4 +1,5 @@
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{
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{
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"id": 600,
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"graphic": "",
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"graphic": "",
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"frames": [
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"frames": [
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[
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[
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@ -834,7 +834,7 @@ export class PowderTag extends BattlerTag {
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if (pokemon.getMoveType(move) === Type.FIRE) {
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if (pokemon.getMoveType(move) === Type.FIRE) {
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movePhase.cancel();
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movePhase.cancel();
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new CommonBattleAnim(CommonAnim.POWDER, pokemon).play(pokemon.scene);
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pokemon.scene.unshiftPhase(new CommonAnimPhase(pokemon.scene, pokemon.getBattlerIndex(), pokemon.getBattlerIndex(), CommonAnim.POWDER));
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const cancelDamage = new Utils.BooleanHolder(false);
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const cancelDamage = new Utils.BooleanHolder(false);
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applyAbAttrs(BlockNonDirectDamageAbAttr, pokemon, cancelDamage);
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applyAbAttrs(BlockNonDirectDamageAbAttr, pokemon, cancelDamage);
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