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Transform Imposter Illusion fix
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3bdf675221
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@ -411,7 +411,10 @@ bool8 TryHandleLaunchBattleTableAnimation(u8 activeBattler, u8 atkBattler, u8 de
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}
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if (tableId == B_ANIM_ILLUSION_OFF)
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{
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gBattleStruct->illusion[activeBattler].broken = 1;
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gBattleStruct->illusion[activeBattler].on = 0;
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}
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gBattleAnimAttacker = atkBattler;
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gBattleAnimTarget = defBattler;
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@ -9404,6 +9404,7 @@ static void Cmd_transformdataexecution(void)
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gChosenMove = 0xFFFF;
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gBattlescriptCurrInstr++;
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if (gBattleMons[gBattlerTarget].status2 & STATUS2_TRANSFORMED
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|| gBattleStruct->illusion[gBattlerTarget].on
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|| gStatuses3[gBattlerTarget] & STATUS3_SEMI_INVULNERABLE)
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{
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gMoveResultFlags |= MOVE_RESULT_FAILED;
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@ -2943,6 +2943,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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if (IsBattlerAlive(BATTLE_OPPOSITE(battler))
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&& !(gBattleMons[BATTLE_OPPOSITE(battler)].status2 & (STATUS2_TRANSFORMED | STATUS2_SUBSTITUTE))
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&& !(gBattleMons[battler].status2 & STATUS2_TRANSFORMED)
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&& !(gBattleStruct->illusion[BATTLE_OPPOSITE(battler)].on)
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&& !(gStatuses3[BATTLE_OPPOSITE(battler)] & STATUS3_SEMI_INVULNERABLE))
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{
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gBattlerTarget = BATTLE_OPPOSITE(battler);
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