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[Misc] Remove redundant BattlerTag sub-classes (#3223)
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@ -1413,30 +1413,6 @@ export class CritBoostTag extends BattlerTag {
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}
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}
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}
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}
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export class AlwaysCritTag extends BattlerTag {
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constructor(sourceMove: Moves) {
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super(BattlerTagType.ALWAYS_CRIT, BattlerTagLapseType.TURN_END, 2, sourceMove);
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}
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}
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export class IgnoreAccuracyTag extends BattlerTag {
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constructor(sourceMove: Moves) {
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super(BattlerTagType.IGNORE_ACCURACY, BattlerTagLapseType.TURN_END, 2, sourceMove);
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}
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}
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export class AlwaysGetHitTag extends BattlerTag {
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constructor(sourceMove: Moves) {
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super(BattlerTagType.ALWAYS_GET_HIT, BattlerTagLapseType.PRE_MOVE, 1, sourceMove);
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}
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}
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export class ReceiveDoubleDamageTag extends BattlerTag {
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constructor(sourceMove: Moves) {
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super(BattlerTagType.RECEIVE_DOUBLE_DAMAGE, BattlerTagLapseType.PRE_MOVE, 1, sourceMove);
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}
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}
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export class SaltCuredTag extends BattlerTag {
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export class SaltCuredTag extends BattlerTag {
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private sourceIndex: number;
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private sourceIndex: number;
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@ -1769,15 +1745,13 @@ export function getBattlerTag(tagType: BattlerTagType, turnCount: number, source
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case BattlerTagType.CRIT_BOOST:
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case BattlerTagType.CRIT_BOOST:
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return new CritBoostTag(tagType, sourceMove);
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return new CritBoostTag(tagType, sourceMove);
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case BattlerTagType.ALWAYS_CRIT:
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case BattlerTagType.ALWAYS_CRIT:
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return new AlwaysCritTag(sourceMove);
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case BattlerTagType.IGNORE_ACCURACY:
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return new BattlerTag(tagType, BattlerTagLapseType.TURN_END, 2, sourceMove);
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case BattlerTagType.NO_CRIT:
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case BattlerTagType.NO_CRIT:
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return new BattlerTag(tagType, BattlerTagLapseType.AFTER_MOVE, turnCount, sourceMove);
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return new BattlerTag(tagType, BattlerTagLapseType.AFTER_MOVE, turnCount, sourceMove);
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case BattlerTagType.IGNORE_ACCURACY:
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return new IgnoreAccuracyTag(sourceMove);
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case BattlerTagType.ALWAYS_GET_HIT:
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case BattlerTagType.ALWAYS_GET_HIT:
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return new AlwaysGetHitTag(sourceMove);
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case BattlerTagType.RECEIVE_DOUBLE_DAMAGE:
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case BattlerTagType.RECEIVE_DOUBLE_DAMAGE:
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return new ReceiveDoubleDamageTag(sourceMove);
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return new BattlerTag(tagType, BattlerTagLapseType.PRE_MOVE, 1, sourceMove);
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case BattlerTagType.BYPASS_SLEEP:
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case BattlerTagType.BYPASS_SLEEP:
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return new BattlerTag(BattlerTagType.BYPASS_SLEEP, BattlerTagLapseType.TURN_END, turnCount, sourceMove);
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return new BattlerTag(BattlerTagType.BYPASS_SLEEP, BattlerTagLapseType.TURN_END, turnCount, sourceMove);
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case BattlerTagType.IGNORE_FLYING:
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case BattlerTagType.IGNORE_FLYING:
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