cleaning up
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@ -4877,7 +4877,6 @@ export class ForceSwitchOutAttr extends MoveEffectAttr {
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// Check if the move category is not STATUS or if the switch out condition is not met
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if (!this.getSwitchOutCondition()(user, target, move)) {
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console.log("switching out condition is false in the apply");
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return resolve(false);
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}
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@ -4886,8 +4885,6 @@ export class ForceSwitchOutAttr extends MoveEffectAttr {
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const switchOutTarget = this.user ? user : target;
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if (switchOutTarget instanceof PlayerPokemon) {
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switchOutTarget.leaveField(!this.batonPass);
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console.log("switching out , what isgoing on here");
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if (switchOutTarget.hp > 0) {
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user.scene.prependToPhase(new SwitchPhase(user.scene, switchOutTarget.getFieldIndex(), true, true), MoveEndPhase);
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resolve(true);
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@ -7805,7 +7802,6 @@ export function initMoves() {
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new StatusMove(Moves.PARTING_SHOT, Type.DARK, 100, 20, -1, 0, 6)
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.attr(PartingShotAttr, true, false)
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.soundBased(),
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new StatusMove(Moves.TOPSY_TURVY, Type.DARK, -1, 20, -1, 0, 6)
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.attr(InvertStatsAttr),
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new AttackMove(Moves.DRAINING_KISS, Type.FAIRY, MoveCategory.SPECIAL, 50, 100, 10, -1, 0, 6)
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