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Dry Skin Weather fix
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4c3f40a361
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@ -3211,6 +3211,10 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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effect++;
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effect++;
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}
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}
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break;
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break;
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case ABILITY_DRY_SKIN:
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if (gBattleWeather & WEATHER_SUN_ANY)
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goto SOLAR_POWER_HP_DROP;
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// Dry Skin works similarly to Rain Dish in Rain
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case ABILITY_RAIN_DISH:
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case ABILITY_RAIN_DISH:
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if (WEATHER_HAS_EFFECT
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if (WEATHER_HAS_EFFECT
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&& (gBattleWeather & WEATHER_RAIN_ANY)
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&& (gBattleWeather & WEATHER_RAIN_ANY)
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@ -3218,7 +3222,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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&& !(gStatuses3[battler] & STATUS3_HEAL_BLOCK))
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&& !(gStatuses3[battler] & STATUS3_HEAL_BLOCK))
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{
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{
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BattleScriptPushCursorAndCallback(BattleScript_RainDishActivates);
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BattleScriptPushCursorAndCallback(BattleScript_RainDishActivates);
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gBattleMoveDamage = gBattleMons[battler].maxHP / 16;
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gBattleMoveDamage = gBattleMons[battler].maxHP / (gLastUsedAbility == ABILITY_RAIN_DISH ? 16 : 8);
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if (gBattleMoveDamage == 0)
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if (gBattleMoveDamage == 0)
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gBattleMoveDamage = 1;
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gBattleMoveDamage = 1;
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gBattleMoveDamage *= -1;
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gBattleMoveDamage *= -1;
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@ -3320,6 +3324,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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effect++;
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effect++;
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}
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}
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break;
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break;
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SOLAR_POWER_HP_DROP:
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case ABILITY_SOLAR_POWER:
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case ABILITY_SOLAR_POWER:
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if (WEATHER_HAS_EFFECT && gBattleWeather & WEATHER_SUN_ANY)
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if (WEATHER_HAS_EFFECT && gBattleWeather & WEATHER_SUN_ANY)
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{
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{
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