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Initial Commit
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@ -410,6 +410,51 @@ gBattleScriptsForMoveEffects::
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.4byte BattleScript_EffectHit @ EFFECT_RISING_VOLTAGE
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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_EffectSteelBeam @ EFFECT_STEEL_BEAM
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BattleScript_EffectSteelBeam::
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attackcanceler
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attackstring
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ppreduce
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accuracycheck BattleScript_SteelBeamMiss, ACC_CURR_MOVE
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critcalc
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damagecalc
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adjustdamage
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attackanimation
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waitanimation
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effectivenesssound
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hitanimation BS_TARGET
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waitstate
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healthbarupdate BS_TARGET
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datahpupdate BS_TARGET
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critmessage
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waitmessage B_WAIT_TIME_LONG
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resultmessage
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waitmessage B_WAIT_TIME_LONG
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seteffectwithchance
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jumpifability BS_ATTACKER, ABILITY_MAGIC_GUARD, BattleScript_SteelBeamAfterSelfDamage
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call BattleScript_SteelBeamSelfDamage
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BattleScript_SteelBeamAfterSelfDamage::
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waitstate
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tryfaintmon BS_ATTACKER
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tryfaintmon BS_TARGET
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goto BattleScript_MoveEnd
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BattleScript_SteelBeamMiss::
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pause B_WAIT_TIME_SHORT
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effectivenesssound
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resultmessage
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waitmessage B_WAIT_TIME_LONG
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jumpifability BS_ATTACKER, ABILITY_MAGIC_GUARD, BattleScript_MoveEnd
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bichalfword gMoveResultFlags, MOVE_RESULT_MISSED
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call BattleScript_SteelBeamSelfDamage
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orhalfword gMoveResultFlags, MOVE_RESULT_MISSED
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goto BattleScript_SteelBeamAfterSelfDamage
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BattleScript_SteelBeamSelfDamage::
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dmg_1_2_attackerhp
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healthbarupdate BS_ATTACKER
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datahpupdate BS_ATTACKER
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return
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BattleScript_EffectCourtChange::
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attackcanceler
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@ -393,7 +393,8 @@
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#define EFFECT_RISING_VOLTAGE 387
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#define EFFECT_BEAK_BLAST 388
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#define EFFECT_COURT_CHANGE 389
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#define EFFECT_STEEL_BEAM 390
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#define NUM_BATTLE_MOVE_EFFECTS 390
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#define NUM_BATTLE_MOVE_EFFECTS 391
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#endif // GUARD_CONSTANTS_BATTLE_MOVE_EFFECTS_H
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@ -9882,7 +9882,7 @@ static void Cmd_manipulatedamage(void)
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gBattleMoveDamage = GetDrainedBigRootHp(gBattlerAttacker, gBattleMoveDamage);
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break;
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case DMG_1_2_ATTACKER_HP:
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gBattleMoveDamage = gBattleMons[gBattlerAttacker].maxHP / 2;
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gBattleMoveDamage = (gBattleMons[gBattlerAttacker].maxHP + 1) / 2; // Half of Max HP Rounded UP
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break;
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case DMG_RECOIL_FROM_IMMUNE:
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gBattleMoveDamage = gBattleMons[gBattlerTarget].maxHP / 2;
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@ -11221,7 +11221,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
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[MOVE_STEEL_BEAM] =
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{
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.effect = EFFECT_RECOIL_50,
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.effect = EFFECT_STEEL_BEAM,
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.power = 140,
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.type = TYPE_STEEL,
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.accuracy = 95,
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