mirror of
https://github.com/Ninjdai1/pokeemerald.git
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Replace EFFECT_DOUBLE_HIT with FLAG_TWO_STRIKES
This removes the need to have separate move effects for Twineedle, Double Iron Bash, and any custom two strike moves.
This commit is contained in:
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fb25e1ac98
commit
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@ -64,7 +64,6 @@ gBattleScriptsForMoveEffects::
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.4byte BattleScript_EffectDragonRage @ EFFECT_DRAGON_RAGE
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.4byte BattleScript_EffectDragonRage @ EFFECT_DRAGON_RAGE
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.4byte BattleScript_EffectTrap @ EFFECT_TRAP
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.4byte BattleScript_EffectTrap @ EFFECT_TRAP
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.4byte BattleScript_EffectHealBlock @ EFFECT_HEAL_BLOCK
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.4byte BattleScript_EffectHealBlock @ EFFECT_HEAL_BLOCK
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.4byte BattleScript_EffectHit @ EFFECT_DOUBLE_HIT
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.4byte BattleScript_EffectRecoilIfMiss @ EFFECT_RECOIL_IF_MISS
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.4byte BattleScript_EffectRecoilIfMiss @ EFFECT_RECOIL_IF_MISS
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.4byte BattleScript_EffectMist @ EFFECT_MIST
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.4byte BattleScript_EffectMist @ EFFECT_MIST
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.4byte BattleScript_EffectFocusEnergy @ EFFECT_FOCUS_ENERGY
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.4byte BattleScript_EffectFocusEnergy @ EFFECT_FOCUS_ENERGY
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@ -97,7 +96,6 @@ gBattleScriptsForMoveEffects::
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.4byte BattleScript_EffectHit @ EFFECT_EVASION_DOWN_HIT
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.4byte BattleScript_EffectHit @ EFFECT_EVASION_DOWN_HIT
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.4byte BattleScript_EffectTwoTurnsAttack @ EFFECT_TWO_TURNS_ATTACK
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.4byte BattleScript_EffectTwoTurnsAttack @ EFFECT_TWO_TURNS_ATTACK
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.4byte BattleScript_EffectConfuseHit @ EFFECT_CONFUSE_HIT
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.4byte BattleScript_EffectConfuseHit @ EFFECT_CONFUSE_HIT
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.4byte BattleScript_EffectTwineedle @ EFFECT_TWINEEDLE
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.4byte BattleScript_EffectHit @ EFFECT_VITAL_THROW
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.4byte BattleScript_EffectHit @ EFFECT_VITAL_THROW
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.4byte BattleScript_EffectSubstitute @ EFFECT_SUBSTITUTE
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.4byte BattleScript_EffectSubstitute @ EFFECT_SUBSTITUTE
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.4byte BattleScript_EffectRecharge @ EFFECT_RECHARGE
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.4byte BattleScript_EffectRecharge @ EFFECT_RECHARGE
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@ -379,12 +377,10 @@ gBattleScriptsForMoveEffects::
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.4byte BattleScript_EffectHit @ EFFECT_DYNAMAX_DOUBLE_DMG
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.4byte BattleScript_EffectHit @ EFFECT_DYNAMAX_DOUBLE_DMG
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.4byte BattleScript_EffectDecorate @ EFFECT_DECORATE
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.4byte BattleScript_EffectDecorate @ EFFECT_DECORATE
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.4byte BattleScript_EffectHit @ EFFECT_SNIPE_SHOT
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.4byte BattleScript_EffectHit @ EFFECT_SNIPE_SHOT
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.4byte BattleScript_EffectTripleHit @ EFFECT_TRIPLE_HIT
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.4byte BattleScript_EffectRecoilHP25 @ EFFECT_RECOIL_HP_25
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.4byte BattleScript_EffectRecoilHP25 @ EFFECT_RECOIL_HP_25
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.4byte BattleScript_EffectStuffCheeks @ EFFECT_STUFF_CHEEKS
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.4byte BattleScript_EffectStuffCheeks @ EFFECT_STUFF_CHEEKS
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.4byte BattleScript_EffectDefenseDownHit @ EFFECT_GRAV_APPLE
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.4byte BattleScript_EffectDefenseDownHit @ EFFECT_GRAV_APPLE
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.4byte BattleScript_EffectEvasionUpHit @ EFFECT_EVASION_UP_HIT
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.4byte BattleScript_EffectEvasionUpHit @ EFFECT_EVASION_UP_HIT
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.4byte BattleScript_EffectDoubleIronBash @ EFFECT_DOUBLE_IRON_BASH
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.4byte BattleScript_EffectGlitzyGlow @ EFFECT_GLITZY_GLOW
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.4byte BattleScript_EffectGlitzyGlow @ EFFECT_GLITZY_GLOW
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.4byte BattleScript_EffectBaddyBad @ EFFECT_BADDY_BAD
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.4byte BattleScript_EffectBaddyBad @ EFFECT_BADDY_BAD
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.4byte BattleScript_EffectSappySeed @ EFFECT_SAPPY_SEED
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.4byte BattleScript_EffectSappySeed @ EFFECT_SAPPY_SEED
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@ -577,16 +573,6 @@ BattleScript_EffectGlitzyGlow:
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waitmessage B_WAIT_TIME_LONG
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waitmessage B_WAIT_TIME_LONG
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goto BattleScript_MoveEnd
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goto BattleScript_MoveEnd
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BattleScript_EffectDoubleIronBash:
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attackcanceler
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accuracycheck BattleScript_PrintMoveMissed, ACC_CURR_MOVE
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attackstring
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ppreduce
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setmultihitcounter 2
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initmultihitstring
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sethword sMULTIHIT_EFFECT, MOVE_EFFECT_FLINCH
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goto BattleScript_MultiHitLoop
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BattleScript_EffectEvasionUpHit:
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BattleScript_EffectEvasionUpHit:
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setmoveeffect MOVE_EFFECT_EVS_PLUS_1 | MOVE_EFFECT_AFFECTS_USER
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setmoveeffect MOVE_EFFECT_EVS_PLUS_1 | MOVE_EFFECT_AFFECTS_USER
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goto BattleScript_EffectHit
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goto BattleScript_EffectHit
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@ -3207,26 +3193,6 @@ BattleScript_EffectTrap::
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setmoveeffect MOVE_EFFECT_WRAP
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setmoveeffect MOVE_EFFECT_WRAP
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goto BattleScript_EffectHit
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goto BattleScript_EffectHit
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BattleScript_EffectTripleHit::
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attackcanceler
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accuracycheck BattleScript_PrintMoveMissed, ACC_CURR_MOVE
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attackstring
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ppreduce
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setmultihitcounter 3
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initmultihitstring
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sethword sMULTIHIT_EFFECT, 0
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goto BattleScript_MultiHitLoop
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BattleScript_EffectDoubleHit::
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attackcanceler
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accuracycheck BattleScript_PrintMoveMissed, ACC_CURR_MOVE
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attackstring
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ppreduce
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setmultihitcounter 2
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initmultihitstring
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sethword sMULTIHIT_EFFECT, 0
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goto BattleScript_MultiHitLoop
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BattleScript_EffectRecoilIfMiss::
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BattleScript_EffectRecoilIfMiss::
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attackcanceler
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attackcanceler
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accuracycheck BattleScript_MoveMissedDoDamage, ACC_CURR_MOVE
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accuracycheck BattleScript_MoveMissedDoDamage, ACC_CURR_MOVE
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@ -175,7 +175,4 @@ bool32 CanBeFrozen(u8 battlerId);
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bool32 CanBeConfused(u8 battlerId);
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bool32 CanBeConfused(u8 battlerId);
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bool32 IsBattlerTerrainAffected(u8 battlerId, u32 terrainFlag);
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bool32 IsBattlerTerrainAffected(u8 battlerId, u32 terrainFlag);
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// Move checks
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bool8 IsTwoStrikesMove(u16 move);
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#endif // GUARD_BATTLE_UTIL_H
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#endif // GUARD_BATTLE_UTIL_H
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@ -45,337 +45,333 @@
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#define EFFECT_DRAGON_RAGE 41
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#define EFFECT_DRAGON_RAGE 41
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#define EFFECT_TRAP 42
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#define EFFECT_TRAP 42
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#define EFFECT_HEAL_BLOCK 43
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#define EFFECT_HEAL_BLOCK 43
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#define EFFECT_DOUBLE_HIT 44
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#define EFFECT_RECOIL_IF_MISS 44
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#define EFFECT_RECOIL_IF_MISS 45
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#define EFFECT_MIST 45
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#define EFFECT_MIST 46
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#define EFFECT_FOCUS_ENERGY 46
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#define EFFECT_FOCUS_ENERGY 47
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#define EFFECT_RECOIL_25 47
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#define EFFECT_RECOIL_25 48
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#define EFFECT_CONFUSE 48
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#define EFFECT_CONFUSE 49
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#define EFFECT_ATTACK_UP_2 49
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#define EFFECT_ATTACK_UP_2 50
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#define EFFECT_DEFENSE_UP_2 50
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#define EFFECT_DEFENSE_UP_2 51
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#define EFFECT_SPEED_UP_2 51
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#define EFFECT_SPEED_UP_2 52
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#define EFFECT_SPECIAL_ATTACK_UP_2 52
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#define EFFECT_SPECIAL_ATTACK_UP_2 53
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#define EFFECT_SPECIAL_DEFENSE_UP_2 53
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#define EFFECT_SPECIAL_DEFENSE_UP_2 54
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#define EFFECT_ACCURACY_UP_2 54
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#define EFFECT_ACCURACY_UP_2 55
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#define EFFECT_EVASION_UP_2 55
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#define EFFECT_EVASION_UP_2 56
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#define EFFECT_TRANSFORM 56
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#define EFFECT_TRANSFORM 57
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#define EFFECT_ATTACK_DOWN_2 57
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#define EFFECT_ATTACK_DOWN_2 58
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#define EFFECT_DEFENSE_DOWN_2 58
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#define EFFECT_DEFENSE_DOWN_2 59
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#define EFFECT_SPEED_DOWN_2 59
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#define EFFECT_SPEED_DOWN_2 60
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#define EFFECT_SPECIAL_ATTACK_DOWN_2 60
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#define EFFECT_SPECIAL_ATTACK_DOWN_2 61
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#define EFFECT_SPECIAL_DEFENSE_DOWN_2 61
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#define EFFECT_SPECIAL_DEFENSE_DOWN_2 62
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#define EFFECT_ACCURACY_DOWN_2 62
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#define EFFECT_ACCURACY_DOWN_2 63
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#define EFFECT_EVASION_DOWN_2 63
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#define EFFECT_EVASION_DOWN_2 64
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#define EFFECT_REFLECT 64
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#define EFFECT_REFLECT 65
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#define EFFECT_POISON 65
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#define EFFECT_POISON 66
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#define EFFECT_PARALYZE 66
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#define EFFECT_PARALYZE 67
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#define EFFECT_ATTACK_DOWN_HIT 67
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#define EFFECT_ATTACK_DOWN_HIT 68
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#define EFFECT_DEFENSE_DOWN_HIT 68
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#define EFFECT_DEFENSE_DOWN_HIT 69
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#define EFFECT_SPEED_DOWN_HIT 69
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#define EFFECT_SPEED_DOWN_HIT 70
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#define EFFECT_SPECIAL_ATTACK_DOWN_HIT 70
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#define EFFECT_SPECIAL_ATTACK_DOWN_HIT 71
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#define EFFECT_SPECIAL_DEFENSE_DOWN_HIT 71
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#define EFFECT_SPECIAL_DEFENSE_DOWN_HIT 72
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#define EFFECT_ACCURACY_DOWN_HIT 72
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#define EFFECT_ACCURACY_DOWN_HIT 73
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#define EFFECT_EVASION_DOWN_HIT 73
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#define EFFECT_EVASION_DOWN_HIT 74
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#define EFFECT_TWO_TURNS_ATTACK 74
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#define EFFECT_TWO_TURNS_ATTACK 75
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#define EFFECT_CONFUSE_HIT 75
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#define EFFECT_CONFUSE_HIT 76
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#define EFFECT_VITAL_THROW 76
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#define EFFECT_TWINEEDLE 77
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#define EFFECT_SUBSTITUTE 77
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#define EFFECT_VITAL_THROW 78
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#define EFFECT_RECHARGE 78
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#define EFFECT_SUBSTITUTE 79
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#define EFFECT_RAGE 79
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#define EFFECT_RECHARGE 80
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#define EFFECT_MIMIC 80
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#define EFFECT_RAGE 81
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#define EFFECT_METRONOME 81
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#define EFFECT_MIMIC 82
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#define EFFECT_LEECH_SEED 82
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#define EFFECT_METRONOME 83
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#define EFFECT_DO_NOTHING 83
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#define EFFECT_LEECH_SEED 84
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#define EFFECT_DISABLE 84
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#define EFFECT_DO_NOTHING 85
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#define EFFECT_LEVEL_DAMAGE 85
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#define EFFECT_DISABLE 86
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#define EFFECT_PSYWAVE 86
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#define EFFECT_LEVEL_DAMAGE 87
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#define EFFECT_COUNTER 87
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#define EFFECT_PSYWAVE 88
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#define EFFECT_ENCORE 88
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#define EFFECT_COUNTER 89
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#define EFFECT_PAIN_SPLIT 89
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#define EFFECT_ENCORE 90
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#define EFFECT_SNORE 90
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#define EFFECT_PAIN_SPLIT 91
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#define EFFECT_CONVERSION_2 91
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#define EFFECT_SNORE 92
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#define EFFECT_LOCK_ON 92
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#define EFFECT_CONVERSION_2 93
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#define EFFECT_SKETCH 93
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#define EFFECT_LOCK_ON 94
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#define EFFECT_HAMMER_ARM 94
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#define EFFECT_SKETCH 95
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#define EFFECT_SLEEP_TALK 95
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#define EFFECT_HAMMER_ARM 96
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#define EFFECT_DESTINY_BOND 96
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#define EFFECT_SLEEP_TALK 97
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#define EFFECT_FLAIL 97
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#define EFFECT_DESTINY_BOND 98
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#define EFFECT_SPITE 98
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#define EFFECT_FLAIL 99
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#define EFFECT_FALSE_SWIPE 99
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#define EFFECT_SPITE 100
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#define EFFECT_HEAL_BELL 100
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#define EFFECT_FALSE_SWIPE 101
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#define EFFECT_ALWAYS_CRIT 101
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#define EFFECT_HEAL_BELL 102
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#define EFFECT_TRIPLE_KICK 102
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#define EFFECT_ALWAYS_CRIT 103
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#define EFFECT_THIEF 103
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#define EFFECT_TRIPLE_KICK 104
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#define EFFECT_MEAN_LOOK 104
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#define EFFECT_THIEF 105
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#define EFFECT_NIGHTMARE 105
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#define EFFECT_MEAN_LOOK 106
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#define EFFECT_MINIMIZE 106
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#define EFFECT_NIGHTMARE 107
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#define EFFECT_CURSE 107
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#define EFFECT_MINIMIZE 108
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#define EFFECT_HEALING_WISH 108
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#define EFFECT_CURSE 109
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#define EFFECT_PROTECT 109
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#define EFFECT_HEALING_WISH 110
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#define EFFECT_SPIKES 110
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#define EFFECT_PROTECT 111
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#define EFFECT_FORESIGHT 111
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#define EFFECT_SPIKES 112
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#define EFFECT_PERISH_SONG 112
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#define EFFECT_FORESIGHT 113
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#define EFFECT_SANDSTORM 113
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#define EFFECT_PERISH_SONG 114
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#define EFFECT_ENDURE 114
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#define EFFECT_SANDSTORM 115
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#define EFFECT_ROLLOUT 115
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#define EFFECT_ENDURE 116
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#define EFFECT_SWAGGER 116
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#define EFFECT_ROLLOUT 117
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#define EFFECT_FURY_CUTTER 117
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#define EFFECT_SWAGGER 118
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#define EFFECT_ATTRACT 118
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#define EFFECT_FURY_CUTTER 119
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#define EFFECT_RETURN 119
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#define EFFECT_ATTRACT 120
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#define EFFECT_PRESENT 120
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#define EFFECT_RETURN 121
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#define EFFECT_FRUSTRATION 121
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#define EFFECT_PRESENT 122
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#define EFFECT_SAFEGUARD 122
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#define EFFECT_FRUSTRATION 123
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#define EFFECT_UNUSED_125 123
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#define EFFECT_SAFEGUARD 124
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#define EFFECT_MAGNITUDE 124
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#define EFFECT_UNUSED_125 125
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#define EFFECT_BATON_PASS 125
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#define EFFECT_MAGNITUDE 126
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#define EFFECT_PURSUIT 126
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#define EFFECT_BATON_PASS 127
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#define EFFECT_RAPID_SPIN 127
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#define EFFECT_PURSUIT 128
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#define EFFECT_SONICBOOM 128
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#define EFFECT_RAPID_SPIN 129
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#define EFFECT_CAPTIVATE 129
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#define EFFECT_SONICBOOM 130
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#define EFFECT_MORNING_SUN 130
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#define EFFECT_CAPTIVATE 131
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#define EFFECT_SYNTHESIS 131
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#define EFFECT_MORNING_SUN 132
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#define EFFECT_MOONLIGHT 132
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#define EFFECT_SYNTHESIS 133
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#define EFFECT_HIDDEN_POWER 133
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#define EFFECT_MOONLIGHT 134
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#define EFFECT_RAIN_DANCE 134
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#define EFFECT_HIDDEN_POWER 135
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#define EFFECT_SUNNY_DAY 135
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#define EFFECT_RAIN_DANCE 136
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#define EFFECT_DEFENSE_UP_HIT 136
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#define EFFECT_SUNNY_DAY 137
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#define EFFECT_ATTACK_UP_HIT 137
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#define EFFECT_DEFENSE_UP_HIT 138
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#define EFFECT_ALL_STATS_UP_HIT 138
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#define EFFECT_ATTACK_UP_HIT 139
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#define EFFECT_FELL_STINGER 139
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#define EFFECT_ALL_STATS_UP_HIT 140
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#define EFFECT_BELLY_DRUM 140
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#define EFFECT_FELL_STINGER 141
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#define EFFECT_PSYCH_UP 141
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#define EFFECT_BELLY_DRUM 142
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#define EFFECT_MIRROR_COAT 142
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#define EFFECT_PSYCH_UP 143
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#define EFFECT_SKULL_BASH 143
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#define EFFECT_MIRROR_COAT 144
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#define EFFECT_TWISTER 144
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#define EFFECT_SKULL_BASH 145
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#define EFFECT_EARTHQUAKE 145
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#define EFFECT_TWISTER 146
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#define EFFECT_FUTURE_SIGHT 146
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#define EFFECT_EARTHQUAKE 147
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#define EFFECT_GUST 147
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#define EFFECT_FUTURE_SIGHT 148
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#define EFFECT_FLINCH_MINIMIZE_HIT 148
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#define EFFECT_GUST 149
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#define EFFECT_SOLARBEAM 149
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#define EFFECT_FLINCH_MINIMIZE_HIT 150
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#define EFFECT_THUNDER 150
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#define EFFECT_SOLARBEAM 151
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#define EFFECT_TELEPORT 151
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#define EFFECT_THUNDER 152
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#define EFFECT_BEAT_UP 152
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#define EFFECT_TELEPORT 153
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#define EFFECT_SEMI_INVULNERABLE 153
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#define EFFECT_BEAT_UP 154
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#define EFFECT_DEFENSE_CURL 154
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#define EFFECT_SEMI_INVULNERABLE 155
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#define EFFECT_SOFTBOILED 155
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#define EFFECT_DEFENSE_CURL 156
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#define EFFECT_FAKE_OUT 156
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#define EFFECT_SOFTBOILED 157
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#define EFFECT_UPROAR 157
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#define EFFECT_FAKE_OUT 158
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#define EFFECT_STOCKPILE 158
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#define EFFECT_UPROAR 159
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#define EFFECT_SPIT_UP 159
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#define EFFECT_STOCKPILE 160
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#define EFFECT_SWALLOW 160
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#define EFFECT_SPIT_UP 161
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#define EFFECT_WORRY_SEED 161
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#define EFFECT_SWALLOW 162
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#define EFFECT_HAIL 162
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#define EFFECT_WORRY_SEED 163
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#define EFFECT_TORMENT 163
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#define EFFECT_HAIL 164
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#define EFFECT_FLATTER 164
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#define EFFECT_TORMENT 165
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#define EFFECT_WILL_O_WISP 165
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#define EFFECT_FLATTER 166
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#define EFFECT_MEMENTO 166
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#define EFFECT_WILL_O_WISP 167
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#define EFFECT_FACADE 167
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#define EFFECT_MEMENTO 168
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#define EFFECT_FOCUS_PUNCH 168
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#define EFFECT_FACADE 169
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#define EFFECT_SMELLINGSALT 169
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#define EFFECT_FOCUS_PUNCH 170
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#define EFFECT_FOLLOW_ME 170
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#define EFFECT_SMELLINGSALT 171
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#define EFFECT_NATURE_POWER 171
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#define EFFECT_FOLLOW_ME 172
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#define EFFECT_CHARGE 172
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#define EFFECT_NATURE_POWER 173
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#define EFFECT_TAUNT 173
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#define EFFECT_CHARGE 174
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#define EFFECT_HELPING_HAND 174
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#define EFFECT_TAUNT 175
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#define EFFECT_TRICK 175
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#define EFFECT_HELPING_HAND 176
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#define EFFECT_ROLE_PLAY 176
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#define EFFECT_TRICK 177
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#define EFFECT_WISH 177
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#define EFFECT_ROLE_PLAY 178
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#define EFFECT_ASSIST 178
|
||||||
#define EFFECT_WISH 179
|
#define EFFECT_INGRAIN 179
|
||||||
#define EFFECT_ASSIST 180
|
#define EFFECT_SUPERPOWER 180
|
||||||
#define EFFECT_INGRAIN 181
|
#define EFFECT_MAGIC_COAT 181
|
||||||
#define EFFECT_SUPERPOWER 182
|
#define EFFECT_RECYCLE 182
|
||||||
#define EFFECT_MAGIC_COAT 183
|
#define EFFECT_REVENGE 183
|
||||||
#define EFFECT_RECYCLE 184
|
#define EFFECT_BRICK_BREAK 184
|
||||||
#define EFFECT_REVENGE 185
|
#define EFFECT_YAWN 185
|
||||||
#define EFFECT_BRICK_BREAK 186
|
#define EFFECT_KNOCK_OFF 186
|
||||||
#define EFFECT_YAWN 187
|
#define EFFECT_ENDEAVOR 187
|
||||||
#define EFFECT_KNOCK_OFF 188
|
#define EFFECT_ERUPTION 188
|
||||||
#define EFFECT_ENDEAVOR 189
|
#define EFFECT_SKILL_SWAP 189
|
||||||
#define EFFECT_ERUPTION 190
|
#define EFFECT_IMPRISON 190
|
||||||
#define EFFECT_SKILL_SWAP 191
|
#define EFFECT_REFRESH 191
|
||||||
#define EFFECT_IMPRISON 192
|
#define EFFECT_GRUDGE 192
|
||||||
#define EFFECT_REFRESH 193
|
#define EFFECT_SNATCH 193
|
||||||
#define EFFECT_GRUDGE 194
|
#define EFFECT_LOW_KICK 194
|
||||||
#define EFFECT_SNATCH 195
|
#define EFFECT_SECRET_POWER 195
|
||||||
#define EFFECT_LOW_KICK 196
|
#define EFFECT_RECOIL_33 196
|
||||||
#define EFFECT_SECRET_POWER 197
|
#define EFFECT_TEETER_DANCE 197
|
||||||
#define EFFECT_RECOIL_33 198
|
#define EFFECT_HIT_ESCAPE 198
|
||||||
#define EFFECT_TEETER_DANCE 199
|
#define EFFECT_MUD_SPORT 199
|
||||||
#define EFFECT_HIT_ESCAPE 200
|
#define EFFECT_POISON_FANG 200
|
||||||
#define EFFECT_MUD_SPORT 201
|
#define EFFECT_WEATHER_BALL 201
|
||||||
#define EFFECT_POISON_FANG 202
|
#define EFFECT_OVERHEAT 202
|
||||||
#define EFFECT_WEATHER_BALL 203
|
#define EFFECT_TICKLE 203
|
||||||
#define EFFECT_OVERHEAT 204
|
#define EFFECT_COSMIC_POWER 204
|
||||||
#define EFFECT_TICKLE 205
|
#define EFFECT_SKY_UPPERCUT 205
|
||||||
#define EFFECT_COSMIC_POWER 206
|
#define EFFECT_BULK_UP 206
|
||||||
#define EFFECT_SKY_UPPERCUT 207
|
#define EFFECT_PLACEHOLDER 207
|
||||||
#define EFFECT_BULK_UP 208
|
#define EFFECT_WATER_SPORT 208
|
||||||
#define EFFECT_PLACEHOLDER 209
|
#define EFFECT_CALM_MIND 209
|
||||||
#define EFFECT_WATER_SPORT 210
|
#define EFFECT_DRAGON_DANCE 210
|
||||||
#define EFFECT_CALM_MIND 211
|
#define EFFECT_CAMOUFLAGE 211
|
||||||
#define EFFECT_DRAGON_DANCE 212
|
|
||||||
#define EFFECT_CAMOUFLAGE 213
|
|
||||||
|
|
||||||
// New move effects
|
// New move effects 212
|
||||||
#define EFFECT_PLEDGE 214
|
#define EFFECT_PLEDGE 213
|
||||||
#define EFFECT_FLING 215
|
#define EFFECT_FLING 214
|
||||||
#define EFFECT_NATURAL_GIFT 216
|
#define EFFECT_NATURAL_GIFT 215
|
||||||
#define EFFECT_WAKE_UP_SLAP 217
|
#define EFFECT_WAKE_UP_SLAP 216
|
||||||
#define EFFECT_WRING_OUT 218
|
#define EFFECT_WRING_OUT 217
|
||||||
#define EFFECT_HEX 219
|
#define EFFECT_HEX 218
|
||||||
#define EFFECT_ASSURANCE 220
|
#define EFFECT_ASSURANCE 219
|
||||||
#define EFFECT_TRUMP_CARD 221
|
#define EFFECT_TRUMP_CARD 220
|
||||||
#define EFFECT_ACROBATICS 222
|
#define EFFECT_ACROBATICS 221
|
||||||
#define EFFECT_HEAT_CRASH 223
|
#define EFFECT_HEAT_CRASH 222
|
||||||
#define EFFECT_PUNISHMENT 224
|
#define EFFECT_PUNISHMENT 223
|
||||||
#define EFFECT_STORED_POWER 225
|
#define EFFECT_STORED_POWER 224
|
||||||
#define EFFECT_ELECTRO_BALL 226
|
#define EFFECT_ELECTRO_BALL 225
|
||||||
#define EFFECT_GYRO_BALL 227
|
#define EFFECT_GYRO_BALL 226
|
||||||
#define EFFECT_ECHOED_VOICE 228
|
#define EFFECT_ECHOED_VOICE 227
|
||||||
#define EFFECT_PAYBACK 229
|
#define EFFECT_PAYBACK 228
|
||||||
#define EFFECT_ROUND 230
|
#define EFFECT_ROUND 229
|
||||||
#define EFFECT_BRINE 231
|
#define EFFECT_BRINE 230
|
||||||
#define EFFECT_VENOSHOCK 232
|
#define EFFECT_VENOSHOCK 231
|
||||||
#define EFFECT_RETALIATE 233
|
#define EFFECT_RETALIATE 232
|
||||||
#define EFFECT_BULLDOZE 234
|
#define EFFECT_BULLDOZE 233
|
||||||
#define EFFECT_FOUL_PLAY 235
|
#define EFFECT_FOUL_PLAY 234
|
||||||
#define EFFECT_PSYSHOCK 236
|
#define EFFECT_PSYSHOCK 235
|
||||||
#define EFFECT_ROOST 237
|
#define EFFECT_ROOST 236
|
||||||
#define EFFECT_GRAVITY 238
|
#define EFFECT_GRAVITY 237
|
||||||
#define EFFECT_MIRACLE_EYE 239
|
#define EFFECT_MIRACLE_EYE 238
|
||||||
#define EFFECT_TAILWIND 240
|
#define EFFECT_TAILWIND 239
|
||||||
#define EFFECT_EMBARGO 241
|
#define EFFECT_EMBARGO 240
|
||||||
#define EFFECT_AQUA_RING 242
|
#define EFFECT_AQUA_RING 241
|
||||||
#define EFFECT_TRICK_ROOM 243
|
#define EFFECT_TRICK_ROOM 242
|
||||||
#define EFFECT_WONDER_ROOM 244
|
#define EFFECT_WONDER_ROOM 243
|
||||||
#define EFFECT_MAGIC_ROOM 245
|
#define EFFECT_MAGIC_ROOM 244
|
||||||
#define EFFECT_MAGNET_RISE 246
|
#define EFFECT_MAGNET_RISE 245
|
||||||
#define EFFECT_TOXIC_SPIKES 247
|
#define EFFECT_TOXIC_SPIKES 246
|
||||||
#define EFFECT_GASTRO_ACID 248
|
#define EFFECT_GASTRO_ACID 247
|
||||||
#define EFFECT_STEALTH_ROCK 249
|
#define EFFECT_STEALTH_ROCK 248
|
||||||
#define EFFECT_TELEKINESIS 250
|
#define EFFECT_TELEKINESIS 249
|
||||||
#define EFFECT_POWER_SWAP 251
|
#define EFFECT_POWER_SWAP 250
|
||||||
#define EFFECT_GUARD_SWAP 252
|
#define EFFECT_GUARD_SWAP 251
|
||||||
#define EFFECT_HEART_SWAP 253
|
#define EFFECT_HEART_SWAP 252
|
||||||
#define EFFECT_POWER_SPLIT 254
|
#define EFFECT_POWER_SPLIT 253
|
||||||
#define EFFECT_GUARD_SPLIT 255
|
#define EFFECT_GUARD_SPLIT 254
|
||||||
#define EFFECT_STICKY_WEB 256
|
#define EFFECT_STICKY_WEB 255
|
||||||
#define EFFECT_METAL_BURST 257
|
#define EFFECT_METAL_BURST 256
|
||||||
#define EFFECT_LUCKY_CHANT 258
|
#define EFFECT_LUCKY_CHANT 257
|
||||||
#define EFFECT_SUCKER_PUNCH 259
|
#define EFFECT_SUCKER_PUNCH 258
|
||||||
#define EFFECT_SPECIAL_DEFENSE_DOWN_HIT_2 260
|
#define EFFECT_SPECIAL_DEFENSE_DOWN_HIT_2 259
|
||||||
#define EFFECT_SIMPLE_BEAM 261
|
#define EFFECT_SIMPLE_BEAM 260
|
||||||
#define EFFECT_ENTRAINMENT 262
|
#define EFFECT_ENTRAINMENT 261
|
||||||
#define EFFECT_HEAL_PULSE 263
|
#define EFFECT_HEAL_PULSE 262
|
||||||
#define EFFECT_QUASH 264
|
#define EFFECT_QUASH 263
|
||||||
#define EFFECT_ION_DELUGE 265
|
#define EFFECT_ION_DELUGE 264
|
||||||
#define EFFECT_FREEZE_DRY 266
|
#define EFFECT_FREEZE_DRY 265
|
||||||
#define EFFECT_TOPSY_TURVY 267
|
#define EFFECT_TOPSY_TURVY 266
|
||||||
#define EFFECT_MISTY_TERRAIN 268
|
#define EFFECT_MISTY_TERRAIN 267
|
||||||
#define EFFECT_GRASSY_TERRAIN 269
|
#define EFFECT_GRASSY_TERRAIN 268
|
||||||
#define EFFECT_ELECTRIC_TERRAIN 270
|
#define EFFECT_ELECTRIC_TERRAIN 269
|
||||||
#define EFFECT_PSYCHIC_TERRAIN 271
|
#define EFFECT_PSYCHIC_TERRAIN 270
|
||||||
#define EFFECT_ATTACK_ACCURACY_UP 272
|
#define EFFECT_ATTACK_ACCURACY_UP 271
|
||||||
#define EFFECT_ATTACK_SPATK_UP 273
|
#define EFFECT_ATTACK_SPATK_UP 272
|
||||||
#define EFFECT_HURRICANE 274
|
#define EFFECT_HURRICANE 273
|
||||||
#define EFFECT_TWO_TYPED_MOVE 275
|
#define EFFECT_TWO_TYPED_MOVE 274
|
||||||
#define EFFECT_ME_FIRST 276
|
#define EFFECT_ME_FIRST 275
|
||||||
#define EFFECT_SPEED_UP_HIT 277
|
#define EFFECT_SPEED_UP_HIT 276
|
||||||
#define EFFECT_QUIVER_DANCE 278
|
#define EFFECT_QUIVER_DANCE 277
|
||||||
#define EFFECT_COIL 279
|
#define EFFECT_COIL 278
|
||||||
#define EFFECT_ELECTRIFY 280
|
#define EFFECT_ELECTRIFY 279
|
||||||
#define EFFECT_SCALD 281
|
#define EFFECT_SCALD 280
|
||||||
#define EFFECT_REFLECT_TYPE 282
|
#define EFFECT_REFLECT_TYPE 281
|
||||||
#define EFFECT_SOAK 283
|
#define EFFECT_SOAK 282
|
||||||
#define EFFECT_GROWTH 284
|
#define EFFECT_GROWTH 283
|
||||||
#define EFFECT_CLOSE_COMBAT 285
|
#define EFFECT_CLOSE_COMBAT 284
|
||||||
#define EFFECT_LAST_RESORT 286
|
#define EFFECT_LAST_RESORT 285
|
||||||
#define EFFECT_RECOIL_33_STATUS 287
|
#define EFFECT_RECOIL_33_STATUS 286
|
||||||
#define EFFECT_FLINCH_STATUS 288
|
#define EFFECT_FLINCH_STATUS 287
|
||||||
#define EFFECT_RECOIL_50 289
|
#define EFFECT_RECOIL_50 288
|
||||||
#define EFFECT_SHELL_SMASH 290
|
#define EFFECT_SHELL_SMASH 289
|
||||||
#define EFFECT_SHIFT_GEAR 291
|
#define EFFECT_SHIFT_GEAR 290
|
||||||
#define EFFECT_DEFENSE_UP_3 292
|
#define EFFECT_DEFENSE_UP_3 291
|
||||||
#define EFFECT_NOBLE_ROAR 293
|
#define EFFECT_NOBLE_ROAR 292
|
||||||
#define EFFECT_VENOM_DRENCH 294
|
#define EFFECT_VENOM_DRENCH 293
|
||||||
#define EFFECT_TOXIC_THREAD 295
|
#define EFFECT_TOXIC_THREAD 294
|
||||||
#define EFFECT_CLEAR_SMOG 296
|
#define EFFECT_CLEAR_SMOG 295
|
||||||
#define EFFECT_HIT_SWITCH_TARGET 297
|
#define EFFECT_HIT_SWITCH_TARGET 296
|
||||||
#define EFFECT_FINAL_GAMBIT 298
|
#define EFFECT_FINAL_GAMBIT 297
|
||||||
#define EFFECT_CHANGE_TYPE_ON_ITEM 299
|
#define EFFECT_CHANGE_TYPE_ON_ITEM 298
|
||||||
#define EFFECT_AUTOTOMIZE 300
|
#define EFFECT_AUTOTOMIZE 299
|
||||||
#define EFFECT_COPYCAT 301
|
#define EFFECT_COPYCAT 300
|
||||||
#define EFFECT_DEFOG 302
|
#define EFFECT_DEFOG 301
|
||||||
#define EFFECT_HIT_ENEMY_HEAL_ALLY 303
|
#define EFFECT_HIT_ENEMY_HEAL_ALLY 302
|
||||||
#define EFFECT_SMACK_DOWN 304
|
#define EFFECT_SMACK_DOWN 303
|
||||||
#define EFFECT_SYNCHRONOISE 305
|
#define EFFECT_SYNCHRONOISE 304
|
||||||
#define EFFECT_PSYCHO_SHIFT 306
|
#define EFFECT_PSYCHO_SHIFT 305
|
||||||
#define EFFECT_POWER_TRICK 307
|
#define EFFECT_POWER_TRICK 306
|
||||||
#define EFFECT_FLAME_BURST 308
|
#define EFFECT_FLAME_BURST 307
|
||||||
#define EFFECT_AFTER_YOU 309
|
#define EFFECT_AFTER_YOU 308
|
||||||
#define EFFECT_BESTOW 310
|
#define EFFECT_BESTOW 309
|
||||||
#define EFFECT_ROTOTILLER 311
|
#define EFFECT_ROTOTILLER 310
|
||||||
#define EFFECT_FLOWER_SHIELD 312
|
#define EFFECT_FLOWER_SHIELD 311
|
||||||
#define EFFECT_HIT_PREVENT_ESCAPE 313
|
#define EFFECT_HIT_PREVENT_ESCAPE 312
|
||||||
#define EFFECT_SPEED_SWAP 314
|
#define EFFECT_SPEED_SWAP 313
|
||||||
#define EFFECT_DEFENSE_UP2_HIT 315
|
#define EFFECT_DEFENSE_UP2_HIT 314
|
||||||
#define EFFECT_REVELATION_DANCE 316
|
#define EFFECT_REVELATION_DANCE 315
|
||||||
#define EFFECT_AURORA_VEIL 317
|
#define EFFECT_AURORA_VEIL 316
|
||||||
#define EFFECT_THIRD_TYPE 318
|
#define EFFECT_THIRD_TYPE 317
|
||||||
#define EFFECT_FEINT 319
|
#define EFFECT_FEINT 318
|
||||||
#define EFFECT_SPARKLING_ARIA 320
|
#define EFFECT_SPARKLING_ARIA 319
|
||||||
#define EFFECT_ACUPRESSURE 321
|
#define EFFECT_ACUPRESSURE 320
|
||||||
#define EFFECT_AROMATIC_MIST 322
|
#define EFFECT_AROMATIC_MIST 321
|
||||||
#define EFFECT_POWDER 323
|
#define EFFECT_POWDER 322
|
||||||
#define EFFECT_SP_ATTACK_UP_HIT 324
|
#define EFFECT_SP_ATTACK_UP_HIT 323
|
||||||
#define EFFECT_BELCH 325
|
#define EFFECT_BELCH 324
|
||||||
#define EFFECT_PARTING_SHOT 326
|
#define EFFECT_PARTING_SHOT 325
|
||||||
#define EFFECT_SPECTRAL_THIEF 327
|
#define EFFECT_SPECTRAL_THIEF 326
|
||||||
#define EFFECT_V_CREATE 328
|
#define EFFECT_V_CREATE 327
|
||||||
#define EFFECT_MAT_BLOCK 329
|
#define EFFECT_MAT_BLOCK 328
|
||||||
#define EFFECT_STOMPING_TANTRUM 330
|
#define EFFECT_STOMPING_TANTRUM 329
|
||||||
#define EFFECT_CORE_ENFORCER 331
|
#define EFFECT_CORE_ENFORCER 330
|
||||||
#define EFFECT_INSTRUCT 332
|
#define EFFECT_INSTRUCT 331
|
||||||
#define EFFECT_THROAT_CHOP 333
|
#define EFFECT_THROAT_CHOP 332
|
||||||
#define EFFECT_LASER_FOCUS 334
|
#define EFFECT_LASER_FOCUS 333
|
||||||
#define EFFECT_MAGNETIC_FLUX 335
|
#define EFFECT_MAGNETIC_FLUX 334
|
||||||
#define EFFECT_GEAR_UP 336
|
#define EFFECT_GEAR_UP 335
|
||||||
#define EFFECT_INCINERATE 337
|
#define EFFECT_INCINERATE 336
|
||||||
#define EFFECT_BUG_BITE 338
|
#define EFFECT_BUG_BITE 337
|
||||||
#define EFFECT_STRENGTH_SAP 339
|
#define EFFECT_STRENGTH_SAP 338
|
||||||
#define EFFECT_MIND_BLOWN 340
|
#define EFFECT_MIND_BLOWN 339
|
||||||
#define EFFECT_PURIFY 341
|
#define EFFECT_PURIFY 340
|
||||||
#define EFFECT_BURN_UP 342
|
#define EFFECT_BURN_UP 341
|
||||||
#define EFFECT_SHORE_UP 343
|
#define EFFECT_SHORE_UP 342
|
||||||
#define EFFECT_GEOMANCY 344
|
#define EFFECT_GEOMANCY 343
|
||||||
#define EFFECT_FAIRY_LOCK 345
|
#define EFFECT_FAIRY_LOCK 344
|
||||||
#define EFFECT_ALLY_SWITCH 346
|
#define EFFECT_ALLY_SWITCH 345
|
||||||
#define EFFECT_SLEEP_HIT 347
|
#define EFFECT_SLEEP_HIT 346
|
||||||
#define EFFECT_ATTACKER_DEFENSE_DOWN_HIT 348
|
#define EFFECT_ATTACKER_DEFENSE_DOWN_HIT 347
|
||||||
#define EFFECT_BODY_PRESS 349
|
#define EFFECT_BODY_PRESS 348
|
||||||
#define EFFECT_EERIE_SPELL 350
|
#define EFFECT_EERIE_SPELL 349
|
||||||
#define EFFECT_JUNGLE_HEALING 351
|
#define EFFECT_JUNGLE_HEALING 350
|
||||||
#define EFFECT_COACHING 352
|
#define EFFECT_COACHING 351
|
||||||
#define EFFECT_LASH_OUT 353
|
#define EFFECT_LASH_OUT 352
|
||||||
#define EFFECT_GRASSY_GLIDE 354
|
#define EFFECT_GRASSY_GLIDE 353
|
||||||
#define EFFECT_REMOVE_TERRAIN 355
|
#define EFFECT_REMOVE_TERRAIN 354
|
||||||
#define EFFECT_DYNAMAX_DOUBLE_DMG 356
|
#define EFFECT_DYNAMAX_DOUBLE_DMG 355
|
||||||
#define EFFECT_DECORATE 357
|
#define EFFECT_DECORATE 356
|
||||||
#define EFFECT_SNIPE_SHOT 358
|
#define EFFECT_SNIPE_SHOT 357
|
||||||
#define EFFECT_TRIPLE_HIT 359
|
#define EFFECT_RECOIL_HP_25 358
|
||||||
#define EFFECT_RECOIL_HP_25 360
|
#define EFFECT_STUFF_CHEEKS 359
|
||||||
#define EFFECT_STUFF_CHEEKS 361
|
#define EFFECT_GRAV_APPLE 360
|
||||||
#define EFFECT_GRAV_APPLE 362
|
#define EFFECT_EVASION_UP_HIT 361
|
||||||
#define EFFECT_EVASION_UP_HIT 363
|
#define EFFECT_GLITZY_GLOW 362
|
||||||
#define EFFECT_DOUBLE_IRON_BASH 364
|
#define EFFECT_BADDY_BAD 363
|
||||||
#define EFFECT_GLITZY_GLOW 365
|
#define EFFECT_SAPPY_SEED 364
|
||||||
#define EFFECT_BADDY_BAD 366
|
#define EFFECT_FREEZY_FROST 365
|
||||||
#define EFFECT_SAPPY_SEED 367
|
#define EFFECT_SPARKLY_SWIRL 366
|
||||||
#define EFFECT_FREEZY_FROST 368
|
#define EFFECT_PLASMA_FISTS 367
|
||||||
#define EFFECT_SPARKLY_SWIRL 369
|
#define EFFECT_HYPERSPACE_FURY 368
|
||||||
#define EFFECT_PLASMA_FISTS 370
|
|
||||||
#define EFFECT_HYPERSPACE_FURY 371
|
|
||||||
|
|
||||||
#define NUM_BATTLE_MOVE_EFFECTS 372
|
#define NUM_BATTLE_MOVE_EFFECTS 369
|
||||||
|
|
||||||
#endif // GUARD_CONSTANTS_BATTLE_MOVE_EFFECTS_H
|
#endif // GUARD_CONSTANTS_BATTLE_MOVE_EFFECTS_H
|
||||||
|
@ -308,6 +308,7 @@
|
|||||||
#define FLAG_DMG_UNGROUNDED_IGNORE_TYPE_IF_FLYING (1 << 24) // Makes a Ground type move do 1x damage to flying and levitating targets
|
#define FLAG_DMG_UNGROUNDED_IGNORE_TYPE_IF_FLYING (1 << 24) // Makes a Ground type move do 1x damage to flying and levitating targets
|
||||||
#define FLAG_THAW_USER (1 << 25)
|
#define FLAG_THAW_USER (1 << 25)
|
||||||
#define FLAG_HIT_IN_SUBSTITUTE (1 << 26) // Hyperspace Fury
|
#define FLAG_HIT_IN_SUBSTITUTE (1 << 26) // Hyperspace Fury
|
||||||
|
#define FLAG_TWO_STRIKES (1 << 27) // A move with this flag will strike twice, and may apply its effect on each hit
|
||||||
|
|
||||||
// Split defines.
|
// Split defines.
|
||||||
#define SPLIT_PHYSICAL 0x0
|
#define SPLIT_PHYSICAL 0x0
|
||||||
|
@ -3241,7 +3241,6 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
|
|||||||
score += min(CountPositiveStatStages(battlerDef), 4);
|
score += min(CountPositiveStatStages(battlerDef), 4);
|
||||||
break;
|
break;
|
||||||
case EFFECT_MULTI_HIT:
|
case EFFECT_MULTI_HIT:
|
||||||
case EFFECT_DOUBLE_HIT:
|
|
||||||
case EFFECT_TRIPLE_KICK:
|
case EFFECT_TRIPLE_KICK:
|
||||||
break;
|
break;
|
||||||
case EFFECT_CONVERSION:
|
case EFFECT_CONVERSION:
|
||||||
|
@ -130,7 +130,7 @@ static const u16 sPoints_MoveEffect[NUM_BATTLE_MOVE_EFFECTS] =
|
|||||||
[EFFECT_DRAGON_RAGE] = 2,
|
[EFFECT_DRAGON_RAGE] = 2,
|
||||||
[EFFECT_TRAP] = 4,
|
[EFFECT_TRAP] = 4,
|
||||||
// [EFFECT_HIGH_CRITICAL] = 1,
|
// [EFFECT_HIGH_CRITICAL] = 1,
|
||||||
[EFFECT_DOUBLE_HIT] = 1,
|
// [EFFECT_DOUBLE_HIT] = 1,
|
||||||
[EFFECT_RECOIL_IF_MISS] = 1,
|
[EFFECT_RECOIL_IF_MISS] = 1,
|
||||||
[EFFECT_MIST] = 5,
|
[EFFECT_MIST] = 5,
|
||||||
[EFFECT_FOCUS_ENERGY] = 1,
|
[EFFECT_FOCUS_ENERGY] = 1,
|
||||||
@ -163,7 +163,7 @@ static const u16 sPoints_MoveEffect[NUM_BATTLE_MOVE_EFFECTS] =
|
|||||||
[EFFECT_EVASION_DOWN_HIT] = 1,
|
[EFFECT_EVASION_DOWN_HIT] = 1,
|
||||||
// [EFFECT_SKY_ATTACK] = 4,
|
// [EFFECT_SKY_ATTACK] = 4,
|
||||||
[EFFECT_CONFUSE_HIT] = 1,
|
[EFFECT_CONFUSE_HIT] = 1,
|
||||||
[EFFECT_TWINEEDLE] = 1,
|
// [EFFECT_TWINEEDLE] = 1,
|
||||||
[EFFECT_VITAL_THROW] = 1,
|
[EFFECT_VITAL_THROW] = 1,
|
||||||
[EFFECT_SUBSTITUTE] = 4,
|
[EFFECT_SUBSTITUTE] = 4,
|
||||||
[EFFECT_RECHARGE] = 5,
|
[EFFECT_RECHARGE] = 5,
|
||||||
|
@ -217,20 +217,6 @@ static const u16 sEntrainmentTargetSimpleBeamBannedAbilities[] =
|
|||||||
ABILITY_GULP_MISSILE,
|
ABILITY_GULP_MISSILE,
|
||||||
};
|
};
|
||||||
|
|
||||||
static const u16 sTwoStrikeMoves[] =
|
|
||||||
{
|
|
||||||
MOVE_BONEMERANG,
|
|
||||||
MOVE_DOUBLE_HIT,
|
|
||||||
MOVE_DOUBLE_IRON_BASH,
|
|
||||||
MOVE_DOUBLE_KICK,
|
|
||||||
MOVE_DRAGON_DARTS,
|
|
||||||
MOVE_DUAL_CHOP,
|
|
||||||
MOVE_DUAL_WINGBEAT,
|
|
||||||
MOVE_GEAR_GRIND,
|
|
||||||
MOVE_TWINEEDLE,
|
|
||||||
0xFFFF
|
|
||||||
};
|
|
||||||
|
|
||||||
static u8 CalcBeatUpPower(void)
|
static u8 CalcBeatUpPower(void)
|
||||||
{
|
{
|
||||||
struct Pokemon *party;
|
struct Pokemon *party;
|
||||||
@ -3571,7 +3557,7 @@ u8 AtkCanceller_UnableToUseMove(void)
|
|||||||
|
|
||||||
PREPARE_BYTE_NUMBER_BUFFER(gBattleScripting.multihitString, 1, 0)
|
PREPARE_BYTE_NUMBER_BUFFER(gBattleScripting.multihitString, 1, 0)
|
||||||
}
|
}
|
||||||
else if (IsTwoStrikesMove(gCurrentMove))
|
else if (gBattleMoves[gCurrentMove].flags & FLAG_TWO_STRIKES)
|
||||||
{
|
{
|
||||||
gMultiHitCounter = 2;
|
gMultiHitCounter = 2;
|
||||||
PREPARE_BYTE_NUMBER_BUFFER(gBattleScripting.multihitString, 1, 0)
|
PREPARE_BYTE_NUMBER_BUFFER(gBattleScripting.multihitString, 1, 0)
|
||||||
@ -9714,15 +9700,3 @@ u16 GetUsedHeldItem(u8 battler)
|
|||||||
{
|
{
|
||||||
return gBattleStruct->usedHeldItems[gBattlerPartyIndexes[battler]][GetBattlerSide(battler)];
|
return gBattleStruct->usedHeldItems[gBattlerPartyIndexes[battler]][GetBattlerSide(battler)];
|
||||||
}
|
}
|
||||||
|
|
||||||
bool8 IsTwoStrikesMove(u16 move)
|
|
||||||
{
|
|
||||||
u32 i;
|
|
||||||
|
|
||||||
for (i = 0; i < ARRAY_COUNT(sTwoStrikeMoves); i++)
|
|
||||||
{
|
|
||||||
if (move == sTwoStrikeMoves[i])
|
|
||||||
return TRUE;
|
|
||||||
}
|
|
||||||
return FALSE;
|
|
||||||
}
|
|
||||||
|
@ -370,7 +370,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
|
|||||||
|
|
||||||
[MOVE_DOUBLE_KICK] =
|
[MOVE_DOUBLE_KICK] =
|
||||||
{
|
{
|
||||||
.effect = EFFECT_DOUBLE_HIT,
|
.effect = EFFECT_HIT,
|
||||||
.power = 30,
|
.power = 30,
|
||||||
.type = TYPE_FIGHTING,
|
.type = TYPE_FIGHTING,
|
||||||
.accuracy = 100,
|
.accuracy = 100,
|
||||||
@ -378,7 +378,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
|
|||||||
.secondaryEffectChance = 0,
|
.secondaryEffectChance = 0,
|
||||||
.target = MOVE_TARGET_SELECTED,
|
.target = MOVE_TARGET_SELECTED,
|
||||||
.priority = 0,
|
.priority = 0,
|
||||||
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED,
|
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED | FLAG_TWO_STRIKES,
|
||||||
.split = SPLIT_PHYSICAL,
|
.split = SPLIT_PHYSICAL,
|
||||||
},
|
},
|
||||||
|
|
||||||
@ -649,7 +649,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
|
|||||||
.secondaryEffectChance = 20,
|
.secondaryEffectChance = 20,
|
||||||
.target = MOVE_TARGET_SELECTED,
|
.target = MOVE_TARGET_SELECTED,
|
||||||
.priority = 0,
|
.priority = 0,
|
||||||
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_SHEER_FORCE_BOOST,
|
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_SHEER_FORCE_BOOST | FLAG_TWO_STRIKES,
|
||||||
.split = SPLIT_PHYSICAL,
|
.split = SPLIT_PHYSICAL,
|
||||||
},
|
},
|
||||||
|
|
||||||
@ -2452,7 +2452,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
|
|||||||
|
|
||||||
[MOVE_BONEMERANG] =
|
[MOVE_BONEMERANG] =
|
||||||
{
|
{
|
||||||
.effect = EFFECT_DOUBLE_HIT,
|
.effect = EFFECT_HIT,
|
||||||
.power = 50,
|
.power = 50,
|
||||||
.type = TYPE_GROUND,
|
.type = TYPE_GROUND,
|
||||||
.accuracy = 90,
|
.accuracy = 90,
|
||||||
@ -2460,7 +2460,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
|
|||||||
.secondaryEffectChance = 0,
|
.secondaryEffectChance = 0,
|
||||||
.target = MOVE_TARGET_SELECTED,
|
.target = MOVE_TARGET_SELECTED,
|
||||||
.priority = 0,
|
.priority = 0,
|
||||||
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED,
|
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED | FLAG_TWO_STRIKES,
|
||||||
.split = SPLIT_PHYSICAL,
|
.split = SPLIT_PHYSICAL,
|
||||||
},
|
},
|
||||||
|
|
||||||
@ -7259,7 +7259,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
|
|||||||
|
|
||||||
[MOVE_DOUBLE_HIT] =
|
[MOVE_DOUBLE_HIT] =
|
||||||
{
|
{
|
||||||
.effect = EFFECT_DOUBLE_HIT,
|
.effect = EFFECT_HIT,
|
||||||
.power = 35,
|
.power = 35,
|
||||||
.type = TYPE_NORMAL,
|
.type = TYPE_NORMAL,
|
||||||
.accuracy = 90,
|
.accuracy = 90,
|
||||||
@ -7267,7 +7267,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
|
|||||||
.secondaryEffectChance = 0,
|
.secondaryEffectChance = 0,
|
||||||
.target = MOVE_TARGET_SELECTED,
|
.target = MOVE_TARGET_SELECTED,
|
||||||
.priority = 0,
|
.priority = 0,
|
||||||
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED,
|
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED | FLAG_TWO_STRIKES,
|
||||||
.split = SPLIT_PHYSICAL,
|
.split = SPLIT_PHYSICAL,
|
||||||
},
|
},
|
||||||
|
|
||||||
@ -8359,7 +8359,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
|
|||||||
|
|
||||||
[MOVE_DUAL_CHOP] =
|
[MOVE_DUAL_CHOP] =
|
||||||
{
|
{
|
||||||
.effect = EFFECT_DOUBLE_HIT,
|
.effect = EFFECT_HIT,
|
||||||
.power = 40,
|
.power = 40,
|
||||||
.type = TYPE_DRAGON,
|
.type = TYPE_DRAGON,
|
||||||
.accuracy = 90,
|
.accuracy = 90,
|
||||||
@ -8367,7 +8367,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
|
|||||||
.secondaryEffectChance = 0,
|
.secondaryEffectChance = 0,
|
||||||
.target = MOVE_TARGET_SELECTED,
|
.target = MOVE_TARGET_SELECTED,
|
||||||
.priority = 0,
|
.priority = 0,
|
||||||
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED,
|
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED | FLAG_TWO_STRIKES,
|
||||||
.split = SPLIT_PHYSICAL,
|
.split = SPLIT_PHYSICAL,
|
||||||
},
|
},
|
||||||
|
|
||||||
@ -8567,7 +8567,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
|
|||||||
|
|
||||||
[MOVE_GEAR_GRIND] =
|
[MOVE_GEAR_GRIND] =
|
||||||
{
|
{
|
||||||
.effect = EFFECT_DOUBLE_HIT,
|
.effect = EFFECT_HIT,
|
||||||
.power = 50,
|
.power = 50,
|
||||||
.type = TYPE_STEEL,
|
.type = TYPE_STEEL,
|
||||||
.accuracy = 85,
|
.accuracy = 85,
|
||||||
@ -8575,7 +8575,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
|
|||||||
.secondaryEffectChance = 0,
|
.secondaryEffectChance = 0,
|
||||||
.target = MOVE_TARGET_SELECTED,
|
.target = MOVE_TARGET_SELECTED,
|
||||||
.priority = 0,
|
.priority = 0,
|
||||||
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED,
|
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED | FLAG_TWO_STRIKES,
|
||||||
.split = SPLIT_PHYSICAL,
|
.split = SPLIT_PHYSICAL,
|
||||||
},
|
},
|
||||||
|
|
||||||
@ -10726,9 +10726,9 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
|
|||||||
[MOVE_DOUBLE_IRON_BASH] =
|
[MOVE_DOUBLE_IRON_BASH] =
|
||||||
{
|
{
|
||||||
#if B_UPDATED_MOVE_DATA >= GEN_8
|
#if B_UPDATED_MOVE_DATA >= GEN_8
|
||||||
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_IRON_FIST_BOOST | FLAG_SHEER_FORCE_BOOST,
|
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_IRON_FIST_BOOST | FLAG_SHEER_FORCE_BOOST | FLAG_TWO_STRIKES,
|
||||||
#else
|
#else
|
||||||
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_DMG_MINIMIZE | FLAG_IRON_FIST_BOOST | FLAG_SHEER_FORCE_BOOST,
|
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_DMG_MINIMIZE | FLAG_IRON_FIST_BOOST | FLAG_SHEER_FORCE_BOOST | FLAG_TWO_STRIKES,
|
||||||
#endif
|
#endif
|
||||||
.effect = EFFECT_FLINCH_HIT,
|
.effect = EFFECT_FLINCH_HIT,
|
||||||
.power = 60,
|
.power = 60,
|
||||||
@ -10850,7 +10850,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
|
|||||||
.secondaryEffectChance = 0,
|
.secondaryEffectChance = 0,
|
||||||
.target = MOVE_TARGET_SELECTED,
|
.target = MOVE_TARGET_SELECTED,
|
||||||
.priority = 0,
|
.priority = 0,
|
||||||
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED,
|
.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED | FLAG_TWO_STRIKES,
|
||||||
.split = SPLIT_PHYSICAL,
|
.split = SPLIT_PHYSICAL,
|
||||||
},
|
},
|
||||||
|
|
||||||
@ -11472,7 +11472,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
|
|||||||
|
|
||||||
[MOVE_DUAL_WINGBEAT] =
|
[MOVE_DUAL_WINGBEAT] =
|
||||||
{
|
{
|
||||||
.effect = EFFECT_DOUBLE_HIT,
|
.effect = EFFECT_HIT,
|
||||||
.power = 40,
|
.power = 40,
|
||||||
.type = TYPE_FLYING,
|
.type = TYPE_FLYING,
|
||||||
.accuracy = 90,
|
.accuracy = 90,
|
||||||
@ -11480,7 +11480,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
|
|||||||
.secondaryEffectChance = 0,
|
.secondaryEffectChance = 0,
|
||||||
.target = MOVE_TARGET_SELECTED,
|
.target = MOVE_TARGET_SELECTED,
|
||||||
.priority = 0,
|
.priority = 0,
|
||||||
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED,
|
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED | FLAG_TWO_STRIKES,
|
||||||
.split = SPLIT_PHYSICAL,
|
.split = SPLIT_PHYSICAL,
|
||||||
},
|
},
|
||||||
|
|
||||||
|
Loading…
x
Reference in New Issue
Block a user