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Dusk Ball used the player's light level instead of the target Pokémon's. Cobblemon's own Dusk Ball logic samples getMaxLocalRawBrightness at the wild/battling Pokémon's block position, not the thrower's, so a player standing in a lit area next to a Pokémon in a dark corner (or vice versa) was seeing the wrong multiplier. Both the battle and overworld context builders now sample light level at the target Pokémon's position.
"Need darkness" no longer hides the actual light level. The Dusk Ball tooltip now always shows the current light level (e.g. "Need darkness (L12)") instead of a bare "Need darkness" when the bonus isn't active, across all languages.