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Implemented Axe Kick's effect
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@ -426,6 +426,57 @@ gBattleScriptsForMoveEffects::
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.4byte BattleScript_EffectTripleArrows @ EFFECT_TRIPLE_ARROWS
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.4byte BattleScript_EffectInfernalParade @ EFFECT_INFERNAL_PARADE
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.4byte BattleScript_EffectTakeHeart @ EFFECT_TAKE_HEART
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.4byte BattleScript_EffectAxeKick @ EFFECT_AXE_KICK
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BattleScript_EffectAxeKick::
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attackcanceler
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accuracycheck BattleScript_AxeKickMissedDoDamage, ACC_CURR_MOVE
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typecalc
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jumpifhalfword CMP_COMMON_BITS, gMoveResultFlags, MOVE_RESULT_DOESNT_AFFECT_FOE, BattleScript_AxeKickMissedDoDamage
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goto BattleScript_AxeKickHitFromAtkString
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BattleScript_AxeKickMissedDoDamage::
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jumpifability BS_ATTACKER, ABILITY_MAGIC_GUARD, BattleScript_PrintMoveMissed
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attackstring
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ppreduce
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pause B_WAIT_TIME_LONG
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resultmessage
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waitmessage B_WAIT_TIME_LONG
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printstring STRINGID_PKMNCRASHED
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waitmessage B_WAIT_TIME_LONG
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damagecalc
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typecalc
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adjustdamage
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manipulatedamage DMG_RECOIL_FROM_MISS
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bichalfword gMoveResultFlags, MOVE_RESULT_MISSED | MOVE_RESULT_DOESNT_AFFECT_FOE
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orword gHitMarker, HITMARKER_IGNORE_SUBSTITUTE | HITMARKER_IGNORE_DISGUISE
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healthbarupdate BS_ATTACKER
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datahpupdate BS_ATTACKER
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tryfaintmon BS_ATTACKER
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orhalfword gMoveResultFlags, MOVE_RESULT_MISSED | MOVE_RESULT_DOESNT_AFFECT_FOE
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goto BattleScript_MoveEnd
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BattleScript_AxeKickHitFromAtkString:
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attackstring
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ppreduce
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critcalc
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damagecalc
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adjustdamage
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attackanimation
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waitanimation
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effectivenesssound
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hitanimation BS_TARGET
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waitstate
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healthbarupdate BS_TARGET
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datahpupdate BS_TARGET
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critmessage
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waitmessage B_WAIT_TIME_LONG
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resultmessage
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waitmessage B_WAIT_TIME_LONG
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setmoveeffect MOVE_EFFECT_CONFUSION
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seteffectwithchance
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tryfaintmon BS_TARGET
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moveendall
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end
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BattleScript_EffectTakeHeart::
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@ TO DO: Use modifybattlerstatstage here once PR #2470 is merged.
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@ -407,7 +407,8 @@
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#define EFFECT_TRIPLE_ARROWS 401
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#define EFFECT_INFERNAL_PARADE 402
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#define EFFECT_TAKE_HEART 403
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#define EFFECT_AXE_KICK 404
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#define NUM_BATTLE_MOVE_EFFECTS 404
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#define NUM_BATTLE_MOVE_EFFECTS 405
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#endif // GUARD_CONSTANTS_BATTLE_MOVE_EFFECTS_H
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@ -12895,12 +12895,12 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_Z] =
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[MOVE_AXE_KICK] =
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{
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.effect = EFFECT_PLACEHOLDER, // EFFECT_RECOIL_IF_MISS + 30% chance to confuse
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.effect = EFFECT_AXE_KICK,
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.power = 120,
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.type = TYPE_FIGHTING,
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.accuracy = 90,
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.pp = 10,
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.secondaryEffectChance = 0,
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.secondaryEffectChance = 30,
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.target = MOVE_TARGET_SELECTED,
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.priority = 0,
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.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED | FLAG_SHEER_FORCE_BOOST,
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