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CLOSES #1206, CLOSES #1189, CLOSES #1175, CLOSES #1129, CLOSES #1119, CLOSES #1089, CLOSES #1073, CLOSES #1069, CLOSES #1065, CLOSES #1010, CLOSES #990, CLOSES #989, CLOSES #988, CLOSES #978, CLOSES #944, CLOSES #936, CLOSES #1221, CLOSES #1220, CLOSES #1193, CLOSES #1101, CLOSES #1066, CLOSES #1056, CLOSES #1041, CLOSES #984, CLOSES #1225, CLOSES #1214, CLOSES #1011, CLOSES #1035, CLOSES #1219, CLOSES #1048, CLOSES #1047, CLOSES #964, CLOSES #949, CLOSES #1149, CLOSES #1007, CLOSES #914, CLOSES #1115, CLOSES #1146, CLOSES #999, CLOSES #1207, CLOSES #1029, CLOSES #1120, CLOSES #987, CLOSES #983
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@@ -310,8 +310,7 @@ function EffectRegistry.runDamaging(battle, ctx, record)
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if record and record.afterDamage then
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record.afterDamage(ctx, totalDealt)
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elseif moveInst.struggle then
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-- struggle recoils even when its effect id resolves to no record
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local recoil = math.max(1, math.floor(dmg / 2))
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local recoil = math.max(1, math.floor(totalDealt / 2))
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battle:sayNext(romText(battle.data, "_HitWithRecoilText", "%s's\nhit with recoil!", displayName(user)))
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battle:applyDamage(user, recoil)
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end
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