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https://github.com/Ninjdai1/pokeemerald.git
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Remove Corrosive Gas code
This was not working at all in testing, so it can be done by a separate PR later.
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@ -1925,11 +1925,6 @@
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various BS_ATTACKER, VARIOUS_SHELL_SIDE_ARM_CHECK
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various BS_ATTACKER, VARIOUS_SHELL_SIDE_ARM_CHECK
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.endm
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.endm
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.macro trysetcorrosivegas battler:req, ptr:req
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various \battler, VARIOUS_TRY_SET_CORROSIVE_GAS
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.4byte \ptr
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.endm
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.macro setbeakblast battler:req
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.macro setbeakblast battler:req
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various \battler, VARIOUS_SET_BEAK_BLAST
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various \battler, VARIOUS_SET_BEAK_BLAST
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.endm
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.endm
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@ -407,7 +407,6 @@ gBattleScriptsForMoveEffects::
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.4byte BattleScript_EffectScaleShot @ EFFECT_SCALE_SHOT
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.4byte BattleScript_EffectScaleShot @ EFFECT_SCALE_SHOT
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.4byte BattleScript_EffectMeteorBeam @ EFFECT_METEOR_BEAM
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.4byte BattleScript_EffectMeteorBeam @ EFFECT_METEOR_BEAM
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.4byte BattleScript_EffectHit @ EFFECT_RISING_VOLTAGE
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.4byte BattleScript_EffectHit @ EFFECT_RISING_VOLTAGE
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.4byte BattleScript_EffectCorrosiveGas @ EFFECT_CORROSIVE_GAS
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.4byte BattleScript_EffectHit @ EFFECT_BEAK_BLAST
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.4byte BattleScript_EffectHit @ EFFECT_BEAK_BLAST
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.4byte BattleScript_EffectCourtChange @ EFFECT_COURT_CHANGE
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.4byte BattleScript_EffectCourtChange @ EFFECT_COURT_CHANGE
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.4byte BattleScript_EffectShellTrap @ EFFECT_SHELL_TRAP
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.4byte BattleScript_EffectShellTrap @ EFFECT_SHELL_TRAP
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@ -479,24 +478,6 @@ BattleScript_BeakBlastBurn::
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call BattleScript_MoveEffectBurn
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call BattleScript_MoveEffectBurn
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return
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return
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BattleScript_EffectCorrosiveGas::
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attackcanceler
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accuracycheck BattleScript_PrintMoveMissed, NO_ACC_CALC_CHECK_LOCK_ON
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attackstring
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ppreduce
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jumpifstatus2 BS_TARGET, STATUS2_SUBSTITUTE, BattleScript_PrintMoveMissed
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trysetcorrosivegas BS_TARGET, BattleScript_ButItFailed
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attackanimation
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waitanimation
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printstring STRINGID_ITEMMELTED
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waitmessage 0x40
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goto BattleScript_MoveEnd
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BattleScript_MeltedItem::
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printstring STRINGID_ITEMMELTED
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waitmessage 0x40
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return
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BattleScript_EffectMeteorBeam::
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BattleScript_EffectMeteorBeam::
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@ DecideTurn
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@ DecideTurn
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jumpifstatus2 BS_ATTACKER, STATUS2_MULTIPLETURNS, BattleScript_TwoTurnMovesSecondTurn
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jumpifstatus2 BS_ATTACKER, STATUS2_MULTIPLETURNS, BattleScript_TwoTurnMovesSecondTurn
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@ -390,11 +390,10 @@
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#define EFFECT_SCALE_SHOT 384
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#define EFFECT_SCALE_SHOT 384
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#define EFFECT_METEOR_BEAM 385
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#define EFFECT_METEOR_BEAM 385
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#define EFFECT_RISING_VOLTAGE 386
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#define EFFECT_RISING_VOLTAGE 386
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#define EFFECT_CORROSIVE_GAS 387
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#define EFFECT_BEAK_BLAST 387
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#define EFFECT_BEAK_BLAST 388
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#define EFFECT_COURT_CHANGE 388
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#define EFFECT_COURT_CHANGE 389
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#define EFFECT_SHELL_TRAP 389
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#define EFFECT_SHELL_TRAP 390
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#define NUM_BATTLE_MOVE_EFFECTS 391
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#define NUM_BATTLE_MOVE_EFFECTS 390
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#endif // GUARD_CONSTANTS_BATTLE_MOVE_EFFECTS_H
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#endif // GUARD_CONSTANTS_BATTLE_MOVE_EFFECTS_H
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@ -9376,32 +9376,6 @@ static void Cmd_various(void)
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gBattlescriptCurrInstr += 7;
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gBattlescriptCurrInstr += 7;
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return;
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return;
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}
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}
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case VARIOUS_TRY_SET_CORROSIVE_GAS:
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{
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if (gBattleMons[gActiveBattler].item != 0
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&& CanBattlerGetOrLoseItem(gActiveBattler, gBattleMons[gActiveBattler].item)
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&& !NoAliveMonsForEitherParty())
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{
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if (GetBattlerAbility(gActiveBattler) == ABILITY_STICKY_HOLD && IsBattlerAlive(gActiveBattler))
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{
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gBattlerAbility = gActiveBattler;
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BattleScriptPushCursor();
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gBattlescriptCurrInstr = BattleScript_StickyHoldActivates;
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}
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else
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{ // Item is melted normally
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u32 side = GetBattlerSide(gActiveBattler);
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gLastUsedItem = gBattleMons[gActiveBattler].item;
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gBattleMons[gActiveBattler].item = 0;
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gBattleStruct->choicedMove[gActiveBattler] = 0;
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gWishFutureKnock.meltedItemMons[side] |= gBitTable[gBattlerPartyIndexes[gActiveBattler]];
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CheckSetUnburden(gActiveBattler);
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gBattlescriptCurrInstr += 7;
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}
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}
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}
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case VARIOUS_SET_BEAK_BLAST:
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case VARIOUS_SET_BEAK_BLAST:
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gProtectStructs[gBattlerAttacker].beakBlastCharge = TRUE;
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gProtectStructs[gBattlerAttacker].beakBlastCharge = TRUE;
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break;
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break;
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@ -11417,7 +11417,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
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[MOVE_CORROSIVE_GAS] =
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[MOVE_CORROSIVE_GAS] =
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{
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{
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.effect = EFFECT_CORROSIVE_GAS,
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.effect = EFFECT_PLACEHOLDER, // EFFECT_CORROSIVE_GAS, TODO
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.power = 0,
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.power = 0,
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.type = TYPE_POISON,
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.type = TYPE_POISON,
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.accuracy = 100,
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.accuracy = 100,
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