Assurance effect implementation
Theoretically implemented for all use cases but only tested for regular damage so far.
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@@ -1390,6 +1390,7 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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const oneHitKo = result === HitResult.ONE_HIT_KO;
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damage.value = this.damageAndUpdate(damage.value, result as DamageResult, isCritical, oneHitKo, oneHitKo);
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this.turnData.damageTaken += damage.value;
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if (isCritical)
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this.scene.queueMessage('A critical hit!');
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this.scene.setPhaseQueueSplice();
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@@ -2976,6 +2977,7 @@ export class PokemonTurnData {
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public hitCount: integer;
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public hitsLeft: integer;
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public damageDealt: integer = 0;
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public damageTaken: integer = 0;
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public attacksReceived: AttackMoveResult[] = [];
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}
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