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Moved the check for whether Transform can be used within the TransformAttr class as suggested and removed uneccesary moveId check
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@ -7610,13 +7610,13 @@ export class SuppressAbilitiesIfActedAttr extends MoveEffectAttr {
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*/
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export class TransformAttr extends MoveEffectAttr {
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override apply(user: Pokemon, target: Pokemon, move: Move, args: any[]): boolean {
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if (!super.apply(user, target, move, args)) {
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if (!super.apply(user, target, move, args) || (target.isTransformed() || user.isTransformed())) {
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globalScene.phaseManager.queueMessage(i18next.t("battle:attackFailed"));
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return false;
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}
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globalScene.phaseManager.unshiftNew("PokemonTransformPhase", user.getBattlerIndex(), target.getBattlerIndex());
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return true;
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}
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}
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@ -339,17 +339,6 @@ export class MovePhase extends BattlePhase {
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this.showMoveText();
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}
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if (
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//Prevent using Transform if either the user or target is already transformed
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this.move.getMove().id === MoveId.TRANSFORM &&
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(targets[0].isTransformed() || this.pokemon.isTransformed())
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) {
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this.showMoveText();
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this.showFailedText();
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this.end();
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return;
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}
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// Clear out any two turn moves once they've been used.
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// TODO: Refactor move queues and remove this assignment;
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// Move queues should be handled by the calling `CommandPhase` or a manager for it
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