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More AI move effect calculation rewrites
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@@ -37,6 +37,7 @@ class Battle::Battler
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attr_accessor :currentMove # ID of multi-turn move currently being used
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attr_accessor :droppedBelowHalfHP # Used for Emergency Exit/Wimp Out
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attr_accessor :statsDropped # Used for Eject Pack
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attr_accessor :tookMoveDamageThisRound # Boolean for Focus Punch
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attr_accessor :tookDamageThisRound # Boolean for whether self took damage this round
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attr_accessor :tookPhysicalHit
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attr_accessor :statsRaisedThisRound # Boolean for whether self's stat(s) raised this round
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@@ -125,27 +125,28 @@ class Battle::Battler
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@effects[PBEffects::Substitute] = 0
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@effects[PBEffects::Telekinesis] = 0
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end
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@fainted = (@hp == 0)
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@lastAttacker = []
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@lastFoeAttacker = []
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@lastHPLost = 0
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@lastHPLostFromFoe = 0
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@droppedBelowHalfHP = false
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@statsDropped = false
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@tookDamageThisRound = false
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@tookPhysicalHit = false
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@statsRaisedThisRound = false
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@statsLoweredThisRound = false
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@canRestoreIceFace = false
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@lastMoveUsed = nil
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@lastMoveUsedType = nil
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@lastRegularMoveUsed = nil
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@lastRegularMoveTarget = -1
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@lastRoundMoved = -1
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@lastMoveFailed = false
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@lastRoundMoveFailed = false
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@movesUsed = []
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@turnCount = 0
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@fainted = (@hp == 0)
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@lastAttacker = []
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@lastFoeAttacker = []
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@lastHPLost = 0
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@lastHPLostFromFoe = 0
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@droppedBelowHalfHP = false
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@statsDropped = false
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@tookMoveDamageThisRound = false
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@tookDamageThisRound = false
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@tookPhysicalHit = false
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@statsRaisedThisRound = false
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@statsLoweredThisRound = false
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@canRestoreIceFace = false
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@lastMoveUsed = nil
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@lastMoveUsedType = nil
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@lastRegularMoveUsed = nil
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@lastRegularMoveTarget = -1
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@lastRoundMoved = -1
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@lastMoveFailed = false
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@lastRoundMoveFailed = false
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@movesUsed = []
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@turnCount = 0
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@effects[PBEffects::Attract] = -1
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@battle.allBattlers.each do |b| # Other battlers no longer attracted to self
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b.effects[PBEffects::Attract] = -1 if b.effects[PBEffects::Attract] == @index
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@@ -15,6 +15,7 @@ class Battle::Battler
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if amt > 0 && registerDamage
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@droppedBelowHalfHP = true if @hp < @totalhp / 2 && @hp + amt >= @totalhp / 2
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@tookDamageThisRound = true
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@tookMoveDamageThisRound = true
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end
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return amt
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end
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