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Fixed Freeze Shock's 1st turn battle string
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575c5a5882
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@ -3080,7 +3080,7 @@ BattleScript_EffectTwoTurnsAttackIceBurn:
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setbyte sTWOTURN_STRINGID, 0x0
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goto BattleScript_EffectTwoTurnsAttackContinue
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BattleScript_EffectTwoTurnsAttackFreezeShock:
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setbyte sTWOTURN_STRINGID, 0x0
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setbyte sTWOTURN_STRINGID, 0xa
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goto BattleScript_EffectTwoTurnsAttackContinue
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BattleScript_EffectGeomancy:
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@ -548,7 +548,8 @@
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#define STRINGID_PKNMABSORBINGPOWER 544
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#define STRINGID_NOONEWILLBEABLETORUNAWAY 545
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#define STRINGID_DESTINYKNOTACTIVATES 546
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#define STRINGID_CLOAKEDINAFREEZINGLIGHT 547
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#define BATTLESTRINGS_COUNT 547
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#define BATTLESTRINGS_COUNT 548
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#endif // GUARD_CONSTANTS_BATTLE_STRING_IDS_H
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@ -669,9 +669,11 @@ static const u8 sText_ReceiverAbilityTakeOver[] = _("{B_SCR_ACTIVE_NAME_WITH_PRE
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static const u8 sText_PkmnAbsorbingPower[] = _("{B_ATK_NAME_WITH_PREFIX} is absorbing power!");
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static const u8 sText_NoOneWillBeAbleToRun[] = _("No one will be able to run away\nduring the next turn!");
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static const u8 sText_DestinyKnotActivates[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX} fell in love\nfrom the {B_LAST_ITEM}!");
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static const u8 sText_CloakedInAFreezingLight[] = _("{B_ATK_NAME_WITH_PREFIX} became cloaked\nin a freezing light!");
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const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
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{
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[STRINGID_CLOAKEDINAFREEZINGLIGHT - 12] = sText_CloakedInAFreezingLight,
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[STRINGID_DESTINYKNOTACTIVATES - 12] = sText_DestinyKnotActivates,
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[STRINGID_NOONEWILLBEABLETORUNAWAY - 12] = sText_NoOneWillBeAbleToRun,
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[STRINGID_PKNMABSORBINGPOWER - 12] = sText_PkmnAbsorbingPower,
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@ -1342,7 +1344,7 @@ const u16 gFirstTurnOfTwoStringIds[] =
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{
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STRINGID_PKMNWHIPPEDWHIRLWIND, STRINGID_PKMNTOOKSUNLIGHT, STRINGID_PKMNLOWEREDHEAD, STRINGID_PKMNISGLOWING,
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STRINGID_PKMNFLEWHIGH, STRINGID_PKMNDUGHOLE, STRINGID_PKMNHIDUNDERWATER, STRINGID_PKMNSPRANGUP, STRINGID_VANISHEDINSTANTLY,
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STRINGID_PKNMABSORBINGPOWER
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STRINGID_PKNMABSORBINGPOWER, STRINGID_CLOAKEDINAFREEZINGLIGHT
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};
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const u16 gWrappedStringIds[] =
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