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more cleanup
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120428733c
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@ -2887,62 +2887,79 @@ export class SecretPowerAttr extends MoveEffectAttr {
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switch (terrain) {
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switch (terrain) {
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case TerrainType.ELECTRIC:
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case TerrainType.ELECTRIC:
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secondaryEffect = new StatusEffectAttr(StatusEffect.PARALYSIS, false);
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secondaryEffect = new StatusEffectAttr(StatusEffect.PARALYSIS, false);
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return secondaryEffect.apply(user, target, move, []);
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break;
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case TerrainType.MISTY:
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case TerrainType.MISTY:
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secondaryEffect = new StatStageChangeAttr([ Stat.SPATK ], -1, false);
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secondaryEffect = new StatStageChangeAttr([ Stat.SPATK ], -1, false);
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return secondaryEffect.apply(user, target, move, []);
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break;
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case TerrainType.GRASSY:
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case TerrainType.GRASSY:
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secondaryEffect = new StatusEffectAttr(StatusEffect.SLEEP, false);
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secondaryEffect = new StatusEffectAttr(StatusEffect.SLEEP, false);
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return secondaryEffect.apply(user, target, move, []);
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break;
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case TerrainType.PSYCHIC:
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case TerrainType.PSYCHIC:
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secondaryEffect = new StatStageChangeAttr([ Stat.SPD ], -1, false);
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secondaryEffect = new StatStageChangeAttr([ Stat.SPD ], -1, false);
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return secondaryEffect.apply(user, target, move, []);
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break;
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}
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}
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}
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}
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const biome = user.scene.arena.biomeType;
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const biome = user.scene.arena.biomeType;
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switch (biome) {
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switch (biome) {
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case Biome.TOWN:
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case Biome.TOWN:
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case Biome.METROPOLIS:
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case Biome.SLUM:
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case Biome.DOJO:
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case Biome.FACTORY:
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case Biome.CONSTRUCTION_SITE:
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case Biome.LABORATORY:
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case Biome.POWER_PLANT:
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secondaryEffect = new StatusEffectAttr(StatusEffect.PARALYSIS, false);
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break;
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case Biome.PLAINS:
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case Biome.PLAINS:
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secondaryEffect = new StatusEffectAttr(StatusEffect.SLEEP, false);
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return secondaryEffect.apply(user, target, move, []);
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case Biome.GRASS:
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case Biome.GRASS:
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case Biome.TALL_GRASS:
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case Biome.TALL_GRASS:
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case Biome.METROPOLIS:
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case Biome.FOREST:
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case Biome.FOREST:
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case Biome.SEA:
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case Biome.JUNGLE:
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case Biome.MEADOW:
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secondaryEffect = new StatusEffectAttr(StatusEffect.SLEEP, false);
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break;
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case Biome.SWAMP:
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case Biome.SWAMP:
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secondaryEffect = new StatStageChangeAttr([ Stat.SPD ], -1, false);
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break;
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case Biome.ICE_CAVE:
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case Biome.SNOWY_FOREST:
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secondaryEffect = new StatusEffectAttr(StatusEffect.FREEZE, false);
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break;
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case Biome.VOLCANO:
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secondaryEffect = new StatusEffectAttr(StatusEffect.BURN, false);
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break;
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case Biome.FAIRY_CAVE:
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secondaryEffect = new StatStageChangeAttr([ Stat.SPATK ], -1, false);
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break;
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case Biome.DESERT:
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secondaryEffect = new StatStageChangeAttr([ Stat.ACC ], -1, false);
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break;
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case Biome.SEA:
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case Biome.BEACH:
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case Biome.BEACH:
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case Biome.LAKE:
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case Biome.LAKE:
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case Biome.ISLAND:
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case Biome.SEABED:
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case Biome.SEABED:
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secondaryEffect = new StatStageChangeAttr([ Stat.ATK ], -1, false);
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break;
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case Biome.MOUNTAIN:
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case Biome.MOUNTAIN:
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case Biome.BADLANDS:
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case Biome.BADLANDS:
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case Biome.CAVE:
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case Biome.CAVE:
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case Biome.DESERT:
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case Biome.ICE_CAVE:
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case Biome.MEADOW:
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case Biome.POWER_PLANT:
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case Biome.VOLCANO:
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case Biome.GRAVEYARD:
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case Biome.DOJO:
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case Biome.FACTORY:
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case Biome.RUINS:
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case Biome.WASTELAND:
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case Biome.WASTELAND:
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secondaryEffect = new AddBattlerTagAttr(BattlerTagType.FLINCHED, false, true);
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break;
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case Biome.GRAVEYARD:
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case Biome.RUINS:
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case Biome.ABYSS:
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case Biome.ABYSS:
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case Biome.SPACE:
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case Biome.SPACE:
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case Biome.CONSTRUCTION_SITE:
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case Biome.JUNGLE:
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case Biome.FAIRY_CAVE:
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case Biome.TEMPLE:
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case Biome.TEMPLE:
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case Biome.SLUM:
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case Biome.SNOWY_FOREST:
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case Biome.ISLAND:
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case Biome.LABORATORY:
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case Biome.END:
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case Biome.END:
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default:
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default:
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break;
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return true;
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}
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}
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return true;
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return secondaryEffect.apply(user, target, move, []);
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}
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}
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}
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}
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export class PostVictoryStatStageChangeAttr extends MoveAttr {
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export class PostVictoryStatStageChangeAttr extends MoveAttr {
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