Fix damage popup sequencing
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@@ -25,7 +25,7 @@ for i = 1, #self.RunRelics do
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elseif r.effect == "strength" then
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self.PlayerStr = self.PlayerStr + r.value
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elseif r.effect == "draw" then
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self:DrawCards(r.value)
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self:DrawCards(r.value, true)
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self:RenderHand(false)
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elseif r.effect == "heal" or r.effect == "healOnAttack" or r.effect == "healOnWin" then
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self.PlayerHp = self.PlayerHp + r.value
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@@ -151,7 +151,6 @@ if p.effect == "heal" then
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self.PlayerHp = math.min(self.PlayerHp + p.value, self.PlayerMaxHp)
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elseif p.effect == "damage" then
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self:DealDamageToTarget(p.value, false)
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self:ShowDmgPop(self.TargetIndex, p.value)
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elseif p.effect == "strength" then
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self.PlayerStr = self.PlayerStr + p.value
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elseif p.effect == "block" then
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