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Fixed some bad uses of @battle
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@@ -754,7 +754,7 @@ class Battle
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def pbStartWeatherAbility(new_weather, battler, ignore_primal = false)
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return if !ignore_primal && [:HarshSun, :HeavyRain, :StrongWinds].include?(@field.weather)
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return if @field.weather == new_weather
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battle.pbShowAbilitySplash(battler)
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pbShowAbilitySplash(battler)
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if !Scene::USE_ABILITY_SPLASH
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pbDisplay(_INTL("{1}'s {2} activated!", battler.pbThis, battler.abilityName))
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end
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@@ -323,7 +323,7 @@ class Battle::Battler
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user.lastMoveFailed = true
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if ![:Rain, :HeavyRain].include?(user.effectiveWeather) && user.takesIndirectDamage?
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user.pbTakeEffectDamage((user.totalhp / 4.0).round, false) { |hp_lost|
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battle.pbDisplay(_INTL("{1} is hurt by its {2}!", battler.pbThis, battler.itemName))
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@battle.pbDisplay(_INTL("{1} is hurt by its {2}!", battler.pbThis, battler.itemName))
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}
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@battle.pbGainExp # In case user is KO'd by this
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end
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@@ -1476,8 +1476,7 @@ Battle::ItemEffects::OnBeingHitPositiveBerry.add(:ENIGMABERRY,
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if forced
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battle.pbDisplay(_INTL("{1}'s HP was restored.", battler.pbThis))
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else
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battle.pbDisplay(_INTL("{1} restored its health using its {2}!", battler.pbThis,
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itemName))
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battle.pbDisplay(_INTL("{1} restored its health using its {2}!", battler.pbThis, itemName))
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end
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next true
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}
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