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Fix beak blast first portion being affected by status conditions and second portion not being affected
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@ -1629,7 +1629,7 @@ export class ChargeAttr extends OverrideMoveEffectAttr {
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applyMoveAttrs(MoveEffectAttr, user, target, move);
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user.pushMoveHistory({ move: move.id, targets: [ target.getBattlerIndex() ], result: MoveResult.OTHER });
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user.getMoveQueue().push({ move: move.id, targets: [ target.getBattlerIndex() ], ignorePP: true });
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if (this.sameTurn)
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if (this.sameTurn) // for beak blast atm
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user.scene.pushMovePhase(new MovePhase(user.scene, user, [ target.getBattlerIndex() ], user.moveset.find(m => m.moveId === move.id), true), this.followUpPriority);
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user.addTag(BattlerTagType.CHARGING, 1, move.id, user.id);
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resolve(true);
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@ -2370,6 +2370,14 @@ export class MovePhase extends BattlePhase {
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this.end();
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};
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// beak blast's first stage should not be affected by status conditions
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// while the second stage should be affected by status conditions
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// we can achieve this easily by flipping this.followUp, which is false
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// during the first portion and true during the second portion
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if (this.move.moveId == Moves.BEAK_BLAST) {
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this.followUp = !this.followUp
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}
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if (!this.followUp && this.pokemon.status && !this.pokemon.status.isPostTurn()) {
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this.pokemon.status.incrementTurn();
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let activated = false;
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@ -2524,6 +2532,7 @@ export class MoveEffectPhase extends PokemonPhase {
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const hitResult = !isProtected ? target.apply(user, this.move) : HitResult.NO_EFFECT;
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// handle beak blast burn on contact after hit
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target.findTags(t => t instanceof BeakBlastTag).find(t => target.lapseTag(t.tagType))
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this.scene.triggerPokemonFormChange(user, SpeciesFormChangePostMoveTrigger);
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