Add move targets for proper animation target
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@@ -1,7 +1,7 @@
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import BattleScene, { startingLevel, startingWave } from "./battle-scene";
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import { default as Pokemon, PlayerPokemon, EnemyPokemon, PokemonMove, MoveResult, DamageResult } from "./pokemon";
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import * as Utils from './utils';
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import { allMoves, applyMoveAttrs, BypassSleepAttr, ChargeAttr, applyFilteredMoveAttrs, HitsTagAttr, MissEffectAttr, MoveAttr, MoveCategory, MoveEffectAttr, MoveFlags, MoveHitEffectAttr, Moves, MultiHitAttr, OverrideMoveEffectAttr, VariableAccuracyAttr } from "./data/move";
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import { allMoves, applyMoveAttrs, BypassSleepAttr, ChargeAttr, applyFilteredMoveAttrs, HitsTagAttr, MissEffectAttr, MoveAttr, MoveCategory, MoveEffectAttr, MoveFlags, MoveHitEffectAttr, Moves, MultiHitAttr, OverrideMoveEffectAttr, VariableAccuracyAttr, MoveTarget } from "./data/move";
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import { Mode } from './ui/ui';
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import { Command } from "./ui/command-ui-handler";
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import { Stat } from "./data/pokemon-stat";
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@@ -1024,7 +1024,7 @@ abstract class MoveEffectPhase extends PokemonPhase {
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const isProtected = !this.move.getMove().hasFlag(MoveFlags.IGNORE_PROTECT) && target.lapseTag(BattlerTagType.PROTECTED);
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new MoveAnim(this.move.getMove().id as Moves, user, target).play(this.scene, () => {
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new MoveAnim(this.move.getMove().id as Moves, user).play(this.scene, () => {
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const result = !isProtected ? target.apply(user, this.move) : MoveResult.NO_EFFECT;
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++user.turnData.hitCount;
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user.pushMoveHistory({ move: this.move.moveId, result: result, virtual: this.move.virtual });
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@@ -1059,7 +1059,7 @@ abstract class MoveEffectPhase extends PokemonPhase {
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}
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hitCheck(): boolean {
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if (this.move.getMove().selfTarget)
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if (this.move.getMove().moveTarget === MoveTarget.USER)
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return true;
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const hiddenTag = this.getTargetPokemon().getTag(HiddenTag);
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@@ -1180,8 +1180,7 @@ export class MoveAnimTestPhase extends BattlePhase {
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initMoveAnim(moveId).then(() => {
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loadMoveAnimAssets(this.scene, [ moveId ], true)
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.then(() => {
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new MoveAnim(moveId, player ? this.scene.getPlayerPokemon() : this.scene.getEnemyPokemon(),
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player ? this.scene.getEnemyPokemon() : this.scene.getPlayerPokemon()).play(this.scene, () => {
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new MoveAnim(moveId, player ? this.scene.getPlayerPokemon() : this.scene.getEnemyPokemon()).play(this.scene, () => {
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if (player)
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this.playMoveAnim(moveQueue, false);
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else
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