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https://github.com/Ninjdai1/pokeemerald.git
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Implemented Triple Arrows' effect
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6574e01e73
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@ -423,6 +423,11 @@ gBattleScriptsForMoveEffects::
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.4byte BattleScript_EffectHitSetEntryHazard @ EFFECT_HIT_SET_ENTRY_HAZARD
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.4byte BattleScript_EffectDireClaw @ EFFECT_DIRE_CLAW
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.4byte BattleScript_EffectBarbBarrage @ EFFECT_BARB_BARRAGE
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.4byte BattleScript_EffectTripleArrows @ EFFECT_TRIPLE_ARROWS
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BattleScript_EffectTripleArrows::
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setmoveeffect MOVE_EFFECT_TRIPLE_ARROWS
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goto BattleScript_EffectHit
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BattleScript_StealthRockActivates::
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setstealthrock BattleScript_MoveEnd
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@ -1451,6 +1456,11 @@ BattleScript_DoubleShockRemoveType::
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waitmessage B_WAIT_TIME_LONG
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return
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BattleScript_DefDown::
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modifybattlerstatstage BS_TARGET, STAT_DEF, DECREASE, 1, BattleScript_DefDown_Ret, ANIM_ON
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BattleScript_DefDown_Ret:
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return
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BattleScript_EffectPurify:
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attackcanceler
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attackstring
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@ -457,6 +457,7 @@ extern const u8 BattleScript_DampPreventsAftermath[];
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extern const u8 BattleScript_HealingWishActivates[];
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extern const u8 BattleScript_LunarDanceActivates[];
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extern const u8 BattleScript_ShellTrapSetUp[];
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extern const u8 BattleScript_DefDown[];
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extern const u8 BattleScript_CouldntFullyProtect[];
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extern const u8 BattleScript_MoveEffectStockpileWoreOff[];
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extern const u8 BattleScript_StealthRockActivates[];
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@ -376,8 +376,9 @@
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#define MOVE_EFFECT_DIRE_CLAW 74
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#define MOVE_EFFECT_STEALTH_ROCK 75
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#define MOVE_EFFECT_SPIKES 76
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#define MOVE_EFFECT_TRIPLE_ARROWS 77
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#define NUM_MOVE_EFFECTS 77
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#define NUM_MOVE_EFFECTS 78
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#define MOVE_EFFECT_AFFECTS_USER 0x4000
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#define MOVE_EFFECT_CERTAIN 0x8000
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@ -404,7 +404,8 @@
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#define EFFECT_HIT_SET_ENTRY_HAZARD 398
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#define EFFECT_DIRE_CLAW 399
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#define EFFECT_BARB_BARRAGE 400
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#define EFFECT_TRIPLE_ARROWS 401
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#define NUM_BATTLE_MOVE_EFFECTS 401
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#define NUM_BATTLE_MOVE_EFFECTS 402
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#endif // GUARD_CONSTANTS_BATTLE_MOVE_EFFECTS_H
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@ -2082,7 +2082,8 @@ s32 CalcCritChanceStage(u8 battlerAtk, u8 battlerDef, u32 move, bool32 recordAbi
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#if B_AFFECTION_MECHANICS == TRUE
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+ 2 * (GetBattlerFriendshipScore(gBattlerAttacker) >= FRIENDSHIP_200_TO_254)
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#endif
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+ (abilityAtk == ABILITY_SUPER_LUCK);
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+ (abilityAtk == ABILITY_SUPER_LUCK)
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+ (gBattleMoves[move].effect == EFFECT_TRIPLE_ARROWS);
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if (critChance >= ARRAY_COUNT(sCriticalHitChance))
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critChance = ARRAY_COUNT(sCriticalHitChance) - 1;
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@ -3799,6 +3800,35 @@ void SetMoveEffect(bool32 primary, u32 certain)
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gBattlescriptCurrInstr = BattleScript_SpikesActivates;
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}
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break;
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case MOVE_EFFECT_TRIPLE_ARROWS:
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{
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u32 randomChance = Random() % 100;
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if (randomChance < 50) // Chance to reduce a foe's Defense by 1 stat stage.
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{
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BattleScriptPush(gBattlescriptCurrInstr + 1);
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gBattlescriptCurrInstr = BattleScript_DefDown;
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}
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if (randomChance >= 50 && randomChance <= 80) // Chance to cause a foe to flinch.
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{
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if (battlerAbility == ABILITY_INNER_FOCUS)
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{
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if (primary == TRUE || certain == MOVE_EFFECT_CERTAIN)
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{
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gLastUsedAbility = ABILITY_INNER_FOCUS;
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gBattlerAbility = gEffectBattler;
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RecordAbilityBattle(gEffectBattler, ABILITY_INNER_FOCUS);
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gBattlescriptCurrInstr = BattleScript_FlinchPrevention;
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}
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}
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else
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{
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if (GetBattlerTurnOrderNum(gEffectBattler) > gCurrentTurnActionNumber)
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gBattleMons[gEffectBattler].status2 |= sStatusFlagsForMoveEffects[MOVE_EFFECT_FLINCH];
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gBattlescriptCurrInstr++;
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}
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}
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}
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break;
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}
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}
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}
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@ -12726,13 +12726,14 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_Z] =
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{
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#if B_UPDATED_MOVE_DATA >= GEN_9
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.power = 90,
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.pp = 10,
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#else
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.power = 50,
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.pp = 15,
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#endif
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.effect = EFFECT_PLACEHOLDER, // EFFECT_TRIPLE_ARROWS,
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.effect = EFFECT_TRIPLE_ARROWS,
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.type = TYPE_FIGHTING,
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.accuracy = 100,
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.pp = 15,
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.secondaryEffectChance = 100,
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.target = MOVE_TARGET_SELECTED,
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.priority = 0,
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