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AI now keeps their last defined Pokémon for last, tweaks to some battle effects based on mechanics generation
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@@ -313,7 +313,7 @@ class PokeBattle_Move
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end
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# Parental Bond's second attack
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if user.effects[PBEffects::ParentalBond]==1
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multipliers[:base_damage_multiplier] /= 4
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multipliers[:base_damage_multiplier] /= (Settings::MECHANICS_GENERATION >= 7) ? 4 : 2
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end
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# Other
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if user.effects[PBEffects::MeFirst]
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@@ -18,6 +18,18 @@ class PokeBattle_Move_RaiseUserAttack2 < PokeBattle_StatUpMove
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end
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end
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#===============================================================================
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# If this move KO's the target, increases the user's Attack by 2 stages.
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# (Fell Stinger (Gen 6-))
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#===============================================================================
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class PokeBattle_Move_RaiseUserAttack2IfTargetFaints < PokeBattle_Move
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def pbEffectAfterAllHits(user, target)
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return if !target.damageState.fainted
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return if !user.pbCanRaiseStatStage?(:ATTACK, user, self)
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user.pbRaiseStatStage(:ATTACK, 2, user)
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end
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end
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#===============================================================================
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# Increases the user's Attack by 3 stages.
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#===============================================================================
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@@ -30,7 +42,7 @@ end
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#===============================================================================
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# If this move KO's the target, increases the user's Attack by 3 stages.
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# (Fell Stinger)
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# (Fell Stinger (Gen 7+))
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#===============================================================================
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class PokeBattle_Move_RaiseUserAttack3IfTargetFaints < PokeBattle_Move
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def pbEffectAfterAllHits(user,target)
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