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Fixed counter move logic using inverted conditional
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@ -586,6 +586,7 @@ export class MovePhase extends BattlePhase {
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*
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* If there is no last attacker or they are no longer on the field, a message is displayed and the
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* move is marked for failure.
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* @todo Make this a feature of the move rather than basing logic on {@linkcode BattlerIndex.ATTACKER}
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*/
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protected resolveCounterAttackTarget(): void {
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if (this.targets.length !== 1 || this.targets[0] !== BattlerIndex.ATTACKER) {
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@ -594,6 +595,12 @@ export class MovePhase extends BattlePhase {
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// TODO: This should be covered in move conditions
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if (this.pokemon.turnData.attacksReceived.length === 0) {
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this.fail();
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this.showMoveText();
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this.showFailedText();
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return;
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}
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this.targets[0] = this.pokemon.turnData.attacksReceived[0].sourceBattlerIndex;
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// account for metal burst and comeuppance hitting remaining targets in double battles
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@ -608,13 +615,6 @@ export class MovePhase extends BattlePhase {
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}
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}
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if (this.targets[0] === BattlerIndex.ATTACKER) {
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this.fail();
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this.showMoveText();
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this.showFailedText();
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}
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}
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/**
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* Handles the case where the move was cancelled or failed:
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* - Uses PP if the move failed (not cancelled) and should use PP (failed moves are not affected by {@linkcode AbilityId.PRESSURE | Pressure})
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