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AI function code rewrites, added Shadow Sky's missing effects, fixed Shadow End's recoil damage
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@@ -423,6 +423,8 @@ class Battle::Move
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if target.pbHasType?(:ROCK) && specialMove? && @function != "UseTargetDefenseInsteadOfTargetSpDef"
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multipliers[:defense_multiplier] *= 1.5
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end
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when :ShadowSky
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multipliers[:final_damage_multiplier] *= 1.5 if type == :SHADOW
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end
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# Critical hits
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if target.damageState.critical
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@@ -839,9 +839,9 @@ class Battle::Move::RemoveScreens < Battle::Move
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end
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def pbShowAnimation(id, user, targets, hitNum = 0, showAnimation = true)
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if user.pbOpposingSide.effects[PBEffects::LightScreen] > 0 ||
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user.pbOpposingSide.effects[PBEffects::Reflect] > 0 ||
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user.pbOpposingSide.effects[PBEffects::AuroraVeil] > 0
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if user.pbOpposingSide.effects[PBEffects::AuroraVeil] > 0 ||
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user.pbOpposingSide.effects[PBEffects::LightScreen] > 0 ||
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user.pbOpposingSide.effects[PBEffects::Reflect] > 0
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hitNum = 1 # Wall-breaking anim
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end
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super
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@@ -1540,6 +1540,8 @@ class Battle::Move::TypeAndPowerDependOnWeather < Battle::Move
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ret = :ROCK if GameData::Type.exists?(:ROCK)
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when :Hail
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ret = :ICE if GameData::Type.exists?(:ICE)
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when :ShadowSky
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ret = :NONE
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end
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return ret
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end
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