Move resetSummonData to faintPhase instead of pokemon.apply
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@ -4552,7 +4552,6 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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this.destroySubstitute();
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this.lapseTag(BattlerTagType.COMMANDED);
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this.resetSummonData();
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}
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return result;
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@ -4614,7 +4613,6 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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);
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this.destroySubstitute();
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this.lapseTag(BattlerTagType.COMMANDED);
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this.resetSummonData();
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}
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return damage;
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}
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@ -74,6 +74,8 @@ export class FaintPhase extends PokemonPhase {
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const faintPokemon = this.getPokemon();
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faintPokemon.resetSummonData();
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if (!isNullOrUndefined(this.destinyTag) && !isNullOrUndefined(this.source)) {
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this.destinyTag.lapse(this.source, BattlerTagLapseType.CUSTOM);
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}
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