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Solved game freezing issue
My approach with BattleScript_AttackWeakenedByStrongWinds was incorrect and thus caused the game to freeze when Battle Scene is enabled, so I resorted to printing the string directly, which I don't like because there is no pauses between `attackstring` and `STRINGID_ATTACKWEAKENEDBSTRONGWINDS`.
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@ -6936,15 +6936,6 @@ BattleScript_DeltaStreamActivates::
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waitmessage B_WAIT_TIME_LONG
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end3
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BattleScript_AttackWeakenedByStrongWinds::
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pause B_WAIT_TIME_SHORT
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call BattleScript_AbilityPopUp
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printstring STRINGID_ATTACKWEAKENEDBSTRONGWINDS
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waitmessage B_WAIT_TIME_LONG
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printstring STRINGID_EMPTYSTRING3
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waitmessage 1
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goto BattleScript_HitFromAtkAnimation
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BattleScript_SnowWarningActivates::
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pause B_WAIT_TIME_SHORT
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call BattleScript_AbilityPopUp
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@ -375,6 +375,5 @@ extern const u8 BattleScript_PrimordialSeaActivates[];
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extern const u8 BattleScript_PrimordialSeaFizzlesOutFireTypeMoves[];
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extern const u8 BattleScript_DeltaStreamActivates[];
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extern const u8 BattleScript_MysteriousAirCurrentBlowsOn[];
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extern const u8 BattleScript_AttackWeakenedByStrongWinds[];
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#endif // GUARD_BATTLE_SCRIPTS_H
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@ -8147,7 +8147,7 @@ static u16 CalcTypeEffectivenessMultiplierInternal(u16 move, u8 moveType, u8 bat
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&& !IsAbilityOnField(ABILITY_CLOUD_NINE))
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{
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modifier = UQ_4_12(1.0);
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gBattlescriptCurrInstr = BattleScript_AttackWeakenedByStrongWinds;
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PrepareStringBattle(STRINGID_ATTACKWEAKENEDBSTRONGWINDS, battlerDef);
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gBattlescriptCurrInstr++;
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}
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