A lot more documentation, some initial work on the script resolver.
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@@ -224,10 +224,10 @@ impl<'own, 'library> Battle<'own, 'library> {
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);
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if !block_critical {
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let is_critical = self
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.library()
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.misc_library()
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.is_critical(self, executing_move, target, hit_index);
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let is_critical =
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self.library()
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.damage_calculator()
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.is_critical(self, executing_move, target, hit_index);
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hit_data.set_critical(is_critical);
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}
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let base_power = self.library().damage_calculator().get_base_power(
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@@ -282,7 +282,7 @@ impl<'own, 'library> Battle<'own, 'library> {
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hit_data.set_damage(damage);
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}
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if damage > 0 {
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target.damage(damage, DamageSource::AttackDamage);
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target.damage(damage, DamageSource::MoveDamage);
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if !target.is_fainted() {
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script_hook!(on_incoming_hit, target, executing_move, target, hit_index);
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} else {
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