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Updated check logic, should account for both ability and passive
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@ -2761,7 +2761,7 @@ export class PostTurnStatusEffectPhase extends PokemonPhase {
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this.scene.queueMessage(getPokemonMessage(pokemon, getStatusEffectActivationText(pokemon.status.effect)));
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let netEffect = 0; // This variable now handles both healing and damage
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const isHealing = pokemon.getAbility().id === Abilities.POISON_HEAL || pokemon.hasPassive().id === Abilities.POISON_HEAL; // Added check for both Ability and the new Passives
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const isHealing = pokemon.hasAbility(Abilities.POISON_HEAL); // Added check for both Ability and the new Passives
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switch (pokemon.status.effect) {
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case StatusEffect.POISON:
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