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Fix Switch-in ability battler sometimes not properly printed
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@ -582,15 +582,15 @@ static const u8 sText_GrassyTerrainEnds[] = _("The grass disappeared\nfrom the b
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static const u8 sText_AngryPointActivates[] = _("{B_DEF_NAME_WITH_PREFIX}'s {B_DEF_ABILITY} maxed\nits attack!");
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static const u8 sText_PoisonHealHpUp[] = _("The poisoning healed {B_ATK_NAME_WITH_PREFIX}\na little bit!");
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static const u8 sText_BadDreamsDmg[] = _("{B_DEF_NAME_WITH_PREFIX} is tormented\nby {B_ATK_ABILITY}!");
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static const u8 sText_MoldBreakerEnters[] = _("{B_ATK_NAME_WITH_PREFIX} breaks the mold!");
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static const u8 sText_TeravoltEnters[] = _("{B_ATK_NAME_WITH_PREFIX} is radiating a bursting aura!");
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static const u8 sText_TurboblazeEnters[] = _("{B_ATK_NAME_WITH_PREFIX} is radiating\na blazing aura!");
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static const u8 sText_SlowStartEnters[] = _("{B_ATK_NAME_WITH_PREFIX} can't get it going!");
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static const u8 sText_MoldBreakerEnters[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} breaks the mold!");
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static const u8 sText_TeravoltEnters[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} is radiating \na bursting aura!");
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static const u8 sText_TurboblazeEnters[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} is radiating\na blazing aura!");
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static const u8 sText_SlowStartEnters[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} can't get it going!");
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static const u8 sText_SlowStartEnd[] = _("{B_ATK_NAME_WITH_PREFIX} finally got\nits act together!");
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static const u8 sText_SolarPowerHpDrop[] = _("The {B_ATK_NAME_WITH_PREFIX}'s {B_ATK_ABILITY}\ntakes its toll!");
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static const u8 sText_AftermathDmg[] = _("{B_ATK_NAME_WITH_PREFIX} is hurt!");
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static const u8 sText_AnticipationActivates[] = _("{B_ATK_NAME_WITH_PREFIX} shuddered\nin anticipation!");
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static const u8 sText_ForewarnActivates[] = _("{B_ATK_ABILITY} alerted {B_ATK_NAME_WITH_PREFIX}\nto the {B_DEF_NAME_WITH_PREFIX}'s {B_BUFF1}!");
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static const u8 sText_AnticipationActivates[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} shuddered\nin anticipation!");
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static const u8 sText_ForewarnActivates[] = _("{B_SCR_ACTIVE_ABILITY} alerted {B_SCR_ACTIVE_NAME_WITH_PREFIX}\nto the {B_DEF_NAME_WITH_PREFIX}'s {B_BUFF1}!");
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static const u8 sText_IceBodyHpGain[] = _("{B_ATK_NAME_WITH_PREFIX}'s {B_ATK_ABILITY}\nhealed it a little bit!");
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static const u8 sText_SnowWarningHail[] = _("It started to hail!");
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static const u8 sText_FriskActivates[] = _("{B_ATK_NAME_WITH_PREFIX} frisked {B_DEF_NAME_WITH_PREFIX} and\nfound its {B_LAST_ITEM}!");
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@ -2924,6 +2924,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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switch (caseID)
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{
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case ABILITYEFFECT_ON_SWITCHIN: // 0
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gBattleScripting.battler = battler;
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switch (gLastUsedAbility)
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{
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case ABILITYEFFECT_SWITCH_IN_WEATHER:
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@ -2938,7 +2939,6 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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{
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gBattleWeather = (WEATHER_RAIN_TEMPORARY | WEATHER_RAIN_PERMANENT);
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gBattleScripting.animArg1 = B_ANIM_RAIN_CONTINUES;
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gBattleScripting.battler = battler;
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effect++;
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}
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break;
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@ -2947,7 +2947,6 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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{
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gBattleWeather = (WEATHER_SANDSTORM_PERMANENT | WEATHER_SANDSTORM_TEMPORARY);
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gBattleScripting.animArg1 = B_ANIM_SANDSTORM_CONTINUES;
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gBattleScripting.battler = battler;
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effect++;
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}
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break;
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@ -2956,7 +2955,6 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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{
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gBattleWeather = (WEATHER_SUN_PERMANENT | WEATHER_SUN_TEMPORARY);
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gBattleScripting.animArg1 = B_ANIM_SUN_CONTINUES;
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gBattleScripting.battler = battler;
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effect++;
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}
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break;
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@ -3115,7 +3113,6 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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if (TryChangeBattleWeather(battler, ENUM_WEATHER_RAIN, TRUE))
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{
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BattleScriptPushCursorAndCallback(BattleScript_DrizzleActivates);
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gBattleScripting.battler = battler;
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effect++;
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}
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break;
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@ -3123,7 +3120,6 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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if (TryChangeBattleWeather(battler, ENUM_WEATHER_SANDSTORM, TRUE))
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{
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BattleScriptPushCursorAndCallback(BattleScript_SandstreamActivates);
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gBattleScripting.battler = battler;
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effect++;
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}
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break;
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@ -3131,7 +3127,6 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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if (TryChangeBattleWeather(battler, ENUM_WEATHER_SUN, TRUE))
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{
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BattleScriptPushCursorAndCallback(BattleScript_DroughtActivates);
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gBattleScripting.battler = battler;
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effect++;
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}
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break;
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@ -3139,7 +3134,6 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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if (TryChangeBattleWeather(battler, ENUM_WEATHER_HAIL, TRUE))
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{
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BattleScriptPushCursorAndCallback(BattleScript_SnowWarningActivates);
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gBattleScripting.battler = battler;
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effect++;
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}
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break;
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@ -3184,7 +3178,6 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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if (effect != 0)
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{
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BattleScriptPushCursorAndCallback(BattleScript_CastformChange);
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gBattleScripting.battler = battler;
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*(&gBattleStruct->formToChangeInto) = effect - 1;
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}
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break;
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@ -5564,7 +5564,7 @@ void MonGainEVs(struct Pokemon *mon, u16 defeatedSpecies)
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{
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if (totalEVs >= MAX_TOTAL_EVS)
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break;
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if (CheckPartyHasHadPokerus(mon, 0))
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multiplier = 2;
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else
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