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Implemented Barb Barrage's effect
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@ -420,6 +420,7 @@ gBattleScriptsForMoveEffects::
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.4byte BattleScript_EffectShellTrap @ EFFECT_SHELL_TRAP
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.4byte BattleScript_EffectDireClaw @ EFFECT_DIRE_CLAW
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.4byte BattleScript_EffectStoneAxe @ EFFECT_STONE_AXE
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.4byte BattleScript_EffectBarbBarrage @ EFFECT_BARB_BARRAGE
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BattleScript_EffectStoneAxe::
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call BattleScript_EffectHit_Ret
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@ -3265,6 +3266,7 @@ BattleScript_CantMakeAsleep::
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orhalfword gMoveResultFlags, MOVE_RESULT_FAILED
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goto BattleScript_MoveEnd
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BattleScript_EffectBarbBarrage:
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BattleScript_EffectPoisonHit:
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setmoveeffect MOVE_EFFECT_POISON
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goto BattleScript_EffectHit
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@ -401,7 +401,8 @@
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#define EFFECT_SHELL_TRAP 395
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#define EFFECT_DIRE_CLAW 396
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#define EFFECT_STONE_AXE 397
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#define EFFECT_BARB_BARRAGE 398
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#define NUM_BATTLE_MOVE_EFFECTS 398
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#define NUM_BATTLE_MOVE_EFFECTS 399
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#endif // GUARD_CONSTANTS_BATTLE_MOVE_EFFECTS_H
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@ -8483,6 +8483,10 @@ static u16 CalcMoveBasePower(u16 move, u8 battlerAtk, u8 battlerDef)
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basePower = CalcBeatUpPower();
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#endif
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break;
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case EFFECT_BARB_BARRAGE:
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if (gBattleMons[battlerDef].status1 & STATUS1_PSN_ANY)
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basePower *= 2;
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break;
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}
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// Move-specific base power changes
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@ -13490,12 +13490,16 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_Z] =
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[MOVE_BARB_BARRAGE] =
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{
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.effect = EFFECT_PLACEHOLDER, // EFFECT_BARB_BARRAGE,
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.effect = EFFECT_BARB_BARRAGE,
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.power = 60,
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.type = TYPE_POISON,
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.accuracy = 100,
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.pp = 15,
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.secondaryEffectChance = 0,
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#if B_UPDATED_MOVE_DATA >= GEN_9
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.pp = 10,
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#else
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.pp = 15,
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#endif
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.secondaryEffectChance = 50,
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.target = MOVE_TARGET_SELECTED,
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.priority = 0,
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.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED | FLAG_SHEER_FORCE_BOOST,
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