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Tidied up semicolon use, refactored random dungeon generation code, fixed visual bug in Day Care debug screen
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@@ -240,8 +240,10 @@ class PokeBattle_Move
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oldHP = b.hp+b.damageState.hpLost
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PBDebug.log("[Move damage] #{b.pbThis} lost #{b.damageState.hpLost} HP (#{oldHP}=>#{b.hp})")
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effectiveness = 0
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if Effectiveness.resistant?(b.damageState.typeMod); effectiveness = 1
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elsif Effectiveness.super_effective?(b.damageState.typeMod); effectiveness = 2
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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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animArray.push([b,oldHP,effectiveness])
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end
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