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Review corrections
-Intrepid Sword and Dauntless Shield are now properly affecting the user -Slightly tweaked Ball Fetch's effect, since an operation involving gBattleResults.catchAttempts was being done twice unnecessarily.
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@ -7154,7 +7154,7 @@ BattleScript_TargetsStatWasMaxedOut::
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BattleScript_BattlerAbilityStatRaiseOnSwitchIn::
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copybyte gBattlerAbility, gBattlerAttacker
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call BattleScript_AbilityPopUp
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statbuffchange STAT_BUFF_NOT_PROTECT_AFFECTED | MOVE_EFFECT_CERTAIN, NULL
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statbuffchange MOVE_EFFECT_AFFECTS_USER | STAT_BUFF_NOT_PROTECT_AFFECTED | MOVE_EFFECT_CERTAIN, NULL
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setgraphicalstatchangevalues
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playanimation BS_ATTACKER, B_ANIM_STATS_CHANGE, sB_ANIM_ARG1
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waitanimation
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@ -12008,10 +12008,8 @@ static void Cmd_handleballthrow(void)
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else // not caught
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{
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if (!gHasFetchedBall)
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{
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gLastUsedBall = gLastUsedItem;
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gBattleResults.catchAttempts[gLastUsedBall]++;
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}
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if (IsCriticalCapture())
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gBattleCommunication[MULTISTRING_CHOOSER] = shakes + 3;
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else
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@ -4131,7 +4131,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 move
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break;
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case ABILITY_BALL_FETCH:
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if (gBattleMons[battler].item == ITEM_NONE
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&& gBattleResults.catchAttempts[gLastUsedBall] >= 1
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&& gBattleResults.catchAttempts[gLastUsedBall - ITEM_ULTRA_BALL] >= 1
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&& !gHasFetchedBall)
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{
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gBattleScripting.battler = battler;
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