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CLOSES #1211, CLOSES #1228, CLOSES #1229, CLOSES #1232, CLOSES #1251, CLOSES #1265, CLOSES #1267, CLOSES #1276, CLOSES #1279, CLOSES #1282, CLOSES #1293, CLOSES #1296, CLOSES #1303, CLOSES #1329, CLOSES #1338, CLOSES #1341, CLOSES #1343, CLOSES #1344, CLOSES #1368, CLOSES #1385, CLOSES #1388, CLOSES #1389, CLOSES #1391
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@@ -232,15 +232,15 @@ function EffectRegistry.runDamaging(battle, ctx, record)
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hitSfx = { sound = "Damage", pitch = 0x20 }
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end
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-- GetPlayerAnimationType / GetEnemyAnimationType (engine/battle/core.asm
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-- :3159 / :5555): wAnimationType is 4 (blink the enemy pic) or 1 (shake
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-- the screen vertically) for a damaging move with no added effect, and
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-- 5 / 2 (a horizontal shake) as soon as the move HAS one -- which is why
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-- Bubblebeam and Confusion shake instead of blinking (#354)
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-- :3159 / :5555): 4 blinks the enemy pic, 1 shakes vertically, 5 / 2 once
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-- the move has an added effect (#354)
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local added = move.effect ~= nil and move.effect ~= "NO_ADDITIONAL_EFFECT"
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-- PlayApplyingAttackAnimation runs on both arms of the wOptions check
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-- (engine/battle/animations.asm:424-437), so the blink is not gated (#1384)
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local hitFx = { sfx = hitSfx,
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animType = user.isPlayer and (added and 5 or 4)
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or (added and 2 or 1),
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blink = battle:animationsOn() and target or nil }
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blink = target }
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local totalDealt = 0
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local landed, brokeSub = 0, false
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