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Some bug fixes, added PriorityChange item handler
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@@ -266,10 +266,12 @@ class Battle::Move
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oldHP += b.damageState.hpLost
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end
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effectiveness = 0
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if Effectiveness.resistant?(b.damageState.typeMod)
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effectiveness = 1
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elsif Effectiveness.super_effective?(b.damageState.typeMod)
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effectiveness = 2
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if !self.is_a?(Battle::Move::FixedDamageMove)
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if Effectiveness.resistant?(b.damageState.typeMod)
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effectiveness = 1
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elsif Effectiveness.super_effective?(b.damageState.typeMod)
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effectiveness = 2
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end
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end
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animArray.push([b, oldHP, effectiveness])
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end
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