[Bug][Beta] Fix error in message sequencing on critical hits (#4259)
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@ -2620,10 +2620,6 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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return result;
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return result;
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}
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}
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if (isCritical) {
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this.scene.queueMessage(i18next.t("battle:hitResultCriticalHit"));
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}
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// In case of fatal damage, this tag would have gotten cleared before we could lapse it.
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// In case of fatal damage, this tag would have gotten cleared before we could lapse it.
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const destinyTag = this.getTag(BattlerTagType.DESTINY_BOND);
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const destinyTag = this.getTag(BattlerTagType.DESTINY_BOND);
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@ -2666,6 +2662,10 @@ export default abstract class Pokemon extends Phaser.GameObjects.Container {
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}
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}
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}
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}
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if (isCritical) {
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this.scene.queueMessage(i18next.t("battle:hitResultCriticalHit"));
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}
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// want to include is.Fainted() in case multi hit move ends early, still want to render message
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// want to include is.Fainted() in case multi hit move ends early, still want to render message
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if (source.turnData.hitsLeft === 1 || this.isFainted()) {
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if (source.turnData.hitsLeft === 1 || this.isFainted()) {
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switch (result) {
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switch (result) {
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