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@ -2925,7 +2925,7 @@ export class PostTurnStatusEffectPhase extends PokemonPhase {
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switch (pokemon.status.effect) {
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case StatusEffect.POISON:
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case StatusEffect.TOXIC:
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if (pokemon.hasAbility(Abilities.POISON_HEAL)) { // Directly check here
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if (pokemon.hasAbility(Abilities.POISON_HEAL)) { // Directly check for both ability and passives, hasAbility covers them both
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netEffect = Math.max(pokemon.getMaxHp() >> 3, 1); // Healing logic
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this.scene.damageNumberHandler.add(pokemon, pokemon.heal(netEffect), HitResult.HEAL); // Apply healing
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} else {
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@ -2941,7 +2941,7 @@ export class PostTurnStatusEffectPhase extends PokemonPhase {
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break;
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}
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if (netEffect > 0) { // Just a check for poison to play the bubbly animation, damage moved to above
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if (netEffect > 0) { // If poison-based damage was taken, play the corresponding animation
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const animType = CommonAnim.POISON + (pokemon.status.effect - 1);
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new CommonBattleAnim(animType, pokemon).play(this.scene, () => this.end());
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pokemon.updateInfo();
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