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fix merge conflicts with dev
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+18
-18
@@ -1619,26 +1619,26 @@ function Battle:useMove(attacker, defender, moveId)
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return
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end
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-- Damage that skips the formula entirely (constantdamage).
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local fixed = Effects.fixedDamage(def.effect, attacker, defender, self.random, def)
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-- Damage that skips the formula entirely. The move's own power goes with
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-- it: EFFECT_STATIC_DAMAGE's arm of BattleCommand_ConstantDamage reads
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-- BATTLE_VARS_MOVE_POWER as the damage (effect_commands.asm:3157-3161).
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local fixed = Effects.fixedDamage(def.effect, attacker, defender, self.random,
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def.power)
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if fixed then
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-- StaticDamage's effect script runs resettypematchup after constantdamage
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-- (data/moves/effects.asm): immunities still miss (Sonic Boom vs Ghost).
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-- Flat damage is otherwise unscaled — no STAB / effectiveness multiply.
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if def.effect == "EFFECT_STATIC_DAMAGE" then
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local defTypes = (self:speciesDef(defender) or {}).types or defender.types
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local matchups = self.data.type_chart and self.data.type_chart.matchups
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local mult = Damage.typeMultiplier(def.type, defTypes, matchups)
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if mult == 0 then
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self:markMissed()
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self:emit({ kind = "message",
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text = "It doesn't affect " .. self:monName(defender) .. "..." })
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return
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end
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-- The constant-damage effect list carries `resettypematchup` instead of
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-- `stab`, and that command misses the move outright when the matchup byte
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-- is 0 (effect_commands.asm:1480-1493) -- an immune target is the one
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-- thing that stops SONIC BOOM, NIGHT SHADE or SUPER FANG.
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local defenderTypes = (self:speciesDef(defender) or {}).types
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or defender.types
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local matchups = self.data.type_chart and self.data.type_chart.matchups
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if Damage.typeMultiplier(def.type, defenderTypes, matchups) == 0 then
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self:markMissed()
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self:emit({ kind = "message",
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text = "It doesn't affect " .. self:monName(defender) .. "..." })
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return
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end
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self:dealDamage(attacker, defender, fixed, {
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move = def, moveId = moveId, effectiveness = 10,
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})
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self:dealDamage(attacker, defender, fixed, { move = def, moveId = moveId })
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return
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end
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