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https://github.com/Ninjdai1/pokeemerald.git
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Add new field end turn effects
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66a3c13f49
commit
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@ -3237,6 +3237,51 @@ BattleScript_TailwindEnds::
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printstring STRINGID_TAILWINDENDS
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waitmessage 0x40
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end2
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BattleScript_TrickRoomEnds::
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printstring STRINGID_TRICKROOMENDS
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waitmessage 0x40
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end2
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BattleScript_WonderRoomEnds::
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printstring STRINGID_WONDERROOMENDS
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waitmessage 0x40
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end2
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BattleScript_MagicRoomEnds::
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printstring STRINGID_MAGICROOMENDS
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waitmessage 0x40
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end2
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BattleScript_ElectricTerrainEnds::
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printstring STRINGID_ELECTRICTERRAINENDS
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waitmessage 0x40
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end2
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BattleScript_MistyTerrainEnds::
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printstring STRINGID_MISTYTERRAINENDS
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waitmessage 0x40
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end2
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BattleScript_GrassyTerrainEnds::
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printstring STRINGID_GRASSYTERRAINENDS
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waitmessage 0x40
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end2
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BattleScript_PsychicTerrainEnds::
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printstring STRINGID_PSYCHICTERRAINENDS
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waitmessage 0x40
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end2
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BattleScript_MudSportEnds::
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printstring STRINGID_MUDSPORTENDS
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waitmessage 0x40
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end2
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BattleScript_WaterSportEnds::
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printstring STRINGID_WATERSPORTENDS
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waitmessage 0x40
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end2
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BattleScript_SafeguardProtected::
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pause 0x20
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@ -294,5 +294,14 @@ extern const u8 BattleScript_AquaRingHeal[];
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extern const u8 BattleScript_AuroraVeilEnds[];
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extern const u8 BattleScript_LuckyChantEnds[];
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extern const u8 BattleScript_TailwindEnds[];
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extern const u8 BattleScript_TrickRoomEnds[];
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extern const u8 BattleScript_WonderRoomEnds[];
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extern const u8 BattleScript_MagicRoomEnds[];
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extern const u8 BattleScript_ElectricTerrainEnds[];
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extern const u8 BattleScript_MistyTerrainEnds[];
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extern const u8 BattleScript_GrassyTerrainEnds[];
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extern const u8 BattleScript_PsychicTerrainEnds[];
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extern const u8 BattleScript_MudSportEnds[];
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extern const u8 BattleScript_WaterSportEnds[];
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#endif // GUARD_BATTLE_SCRIPTS_H
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@ -446,7 +446,11 @@
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#define STRINGID_GRAVITYENDS 443
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#define STRINGID_AQUARINGHEAL 444
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#define STRINGID_AURORAVEILENDS 445
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#define STRINGID_ELECTRICTERRAINENDS 446
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#define STRINGID_MISTYTERRAINENDS 447
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#define STRINGID_PSYCHICTERRAINENDS 448
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#define STRINGID_GRASSYTERRAINENDS 449
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#define BATTLESTRINGS_COUNT 434
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#define BATTLESTRINGS_COUNT 438
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#endif // GUARD_CONSTANTS_BATTLE_STRING_IDS_H
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@ -589,6 +589,10 @@ static const u8 sText_AquaRingHeal[] = _("Aqua Ring restored\n{B_ATK_NAME_WITH_P
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// These strings are currently placeholders, to be fixed.
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static const u8 sText_AuroraVeilEnds[] = _("");
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static const u8 sText_ElectricTerrainEnds[] = _("");
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static const u8 sText_MistyTerrainEnds[] = _("");
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static const u8 sText_PsychicTerrainEnds[] = _("");
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static const u8 sText_GrassyTerrainEnds[] = _("");
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const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
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{
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@ -1026,6 +1030,11 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
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sText_WaterSportEnds, // 442
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sText_GravityEnds, // 443
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sText_AquaRingHeal, // 444
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sText_AuroraVeilEnds, // 445
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sText_ElectricTerrainEnds, // 446
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sText_MistyTerrainEnds, // 447
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sText_PsychicTerrainEnds, // 448
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sText_GrassyTerrainEnds, // 449
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};
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const u16 gMissStringIds[] =
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@ -758,13 +758,21 @@ enum
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ENDTURN_SANDSTORM,
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ENDTURN_SUN,
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ENDTURN_HAIL,
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ENDTURN_WATER_SPORT,
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ENDTURN_MUD_SPORT,
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ENDTURN_TRICK_ROOM,
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ENDTURN_WONDER_ROOM,
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ENDTURN_MAGIC_ROOM,
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ENDTURN_ELECTRIC_TERRAIN,
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ENDTURN_MISTY_TERRAIN,
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ENDTURN_GRASSY_TERRAIN,
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ENDTURN_PSYCHIC_TERRAIN,
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ENDTURN_FIELD_COUNT,
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};
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u8 DoFieldEndTurnEffects(void)
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{
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u8 effect = 0;
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s32 i;
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for (gBattlerAttacker = 0; gBattlerAttacker < gBattlersCount && gAbsentBattlerFlags & gBitTable[gBattlerAttacker]; gBattlerAttacker++)
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{
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@ -775,6 +783,7 @@ u8 DoFieldEndTurnEffects(void)
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do
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{
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s32 i;
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u8 side;
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switch (gBattleStruct->turnCountersTracker)
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@ -1077,11 +1086,93 @@ u8 DoFieldEndTurnEffects(void)
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}
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gBattleStruct->turnCountersTracker++;
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break;
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case ENDTURN_TRICK_ROOM:
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if (gFieldStatuses & STATUS_FIELD_TRICK_ROOM && --gFieldTimers.trickRoomTimer == 0)
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{
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gFieldStatuses &= ~(STATUS_FIELD_TRICK_ROOM);
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BattleScriptExecute(BattleScript_TrickRoomEnds);
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effect++;
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}
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gBattleStruct->turnCountersTracker++;
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break;
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case ENDTURN_WONDER_ROOM:
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if (gFieldStatuses & STATUS_FIELD_WONDER_ROOM && --gFieldTimers.wonderRoomTimer == 0)
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{
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gFieldStatuses &= ~(STATUS_FIELD_WONDER_ROOM);
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BattleScriptExecute(BattleScript_WonderRoomEnds);
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effect++;
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}
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gBattleStruct->turnCountersTracker++;
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break;
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case ENDTURN_MAGIC_ROOM:
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if (gFieldStatuses & STATUS_FIELD_MAGIC_ROOM && --gFieldTimers.magicRoomTimer == 0)
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{
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gFieldStatuses &= ~(STATUS_FIELD_MAGIC_ROOM);
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BattleScriptExecute(BattleScript_MagicRoomEnds);
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effect++;
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}
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gBattleStruct->turnCountersTracker++;
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break;
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case ENDTURN_ELECTRIC_TERRAIN:
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if (gFieldStatuses & STATUS_FIELD_ELECTRIC_TERRAIN && --gFieldTimers.electricTerrainTimer == 0)
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{
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gFieldStatuses &= ~(STATUS_FIELD_ELECTRIC_TERRAIN);
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BattleScriptExecute(BattleScript_ElectricTerrainEnds);
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effect++;
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}
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gBattleStruct->turnCountersTracker++;
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break;
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case ENDTURN_MISTY_TERRAIN:
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if (gFieldStatuses & STATUS_FIELD_MISTY_TERRAIN && --gFieldTimers.mistyTerrainTimer == 0)
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{
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gFieldStatuses &= ~(STATUS_FIELD_MISTY_TERRAIN);
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BattleScriptExecute(BattleScript_MistyTerrainEnds);
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effect++;
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}
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gBattleStruct->turnCountersTracker++;
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break;
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case ENDTURN_GRASSY_TERRAIN:
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if (gFieldStatuses & STATUS_FIELD_GRASSY_TERRAIN && --gFieldTimers.grassyTerrainTimer == 0)
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{
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gFieldStatuses &= ~(STATUS_FIELD_GRASSY_TERRAIN);
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BattleScriptExecute(BattleScript_GrassyTerrainEnds);
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effect++;
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}
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gBattleStruct->turnCountersTracker++;
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break;
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case ENDTURN_PSYCHIC_TERRAIN:
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if (gFieldStatuses & STATUS_FIELD_PSYCHIC_TERRAIN && --gFieldTimers.psychicTerrainTimer == 0)
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{
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gFieldStatuses &= ~(STATUS_FIELD_PSYCHIC_TERRAIN);
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BattleScriptExecute(BattleScript_PsychicTerrainEnds);
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effect++;
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}
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gBattleStruct->turnCountersTracker++;
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break;
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case ENDTURN_WATER_SPORT:
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if (gFieldStatuses & STATUS_FIELD_WATERSPORT && --gFieldTimers.waterSportTimer == 0)
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{
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gFieldStatuses &= ~(STATUS_FIELD_WATERSPORT);
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BattleScriptExecute(BattleScript_WaterSportEnds);
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effect++;
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}
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gBattleStruct->turnCountersTracker++;
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break;
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case ENDTURN_MUD_SPORT:
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if (gFieldStatuses & STATUS_FIELD_MUDSPORT && --gFieldTimers.mudSportTimer == 0)
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{
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gFieldStatuses &= ~(STATUS_FIELD_MUDSPORT);
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BattleScriptExecute(BattleScript_MudSportEnds);
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effect++;
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}
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gBattleStruct->turnCountersTracker++;
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break;
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case ENDTURN_FIELD_COUNT:
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effect++;
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break;
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}
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} while (effect == 0);
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return (gBattleMainFunc != BattleTurnPassed);
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}
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