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Implemented Stench's battle effect
And updated its description.
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@ -706,6 +706,43 @@ void HandleAction_ActionFinished(void)
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// rom const data
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// rom const data
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static const u8 sMovesNotAffectedByStench[] =
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{
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[MOVE_AIR_SLASH] = 1,
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[MOVE_ASTONISH] = 1,
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[MOVE_BITE] = 1,
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[MOVE_BONE_CLUB] = 1,
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[MOVE_DARK_PULSE] = 1,
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[MOVE_DOUBLE_IRON_BASH] = 1,
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[MOVE_DRAGON_RUSH] = 1,
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[MOVE_EXTRASENSORY] = 1,
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[MOVE_FAKE_OUT] = 1,
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[MOVE_FIERY_WRATH] = 1,
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[MOVE_FIRE_FANG] = 1,
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[MOVE_FLING] = 1,
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[MOVE_FLOATY_FALL] = 1,
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[MOVE_HEADBUTT] = 1,
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[MOVE_HEART_STAMP] = 1,
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[MOVE_HYPER_FANG] = 1,
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[MOVE_ICE_FANG] = 1,
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[MOVE_ICICLE_CRASH] = 1,
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[MOVE_IRON_HEAD] = 1,
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[MOVE_NEEDLE_ARM] = 1,
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[MOVE_NONE] = 1,
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[MOVE_ROCK_SLIDE] = 1,
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[MOVE_ROLLING_KICK] = 1,
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[MOVE_SECRET_POWER] = 1,
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[MOVE_SKY_ATTACK] = 1,
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[MOVE_SNORE] = 1,
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[MOVE_STEAMROLLER] = 1,
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[MOVE_STOMP] = 1,
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[MOVE_THUNDER_FANG] = 1,
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[MOVE_TWISTER] = 1,
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[MOVE_WATERFALL] = 1,
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[MOVE_ZEN_HEADBUTT] = 1,
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[MOVE_ZING_ZAP] = 1,
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};
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static const u8 sAbilitiesAffectedByMoldBreaker[] =
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static const u8 sAbilitiesAffectedByMoldBreaker[] =
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{
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{
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[ABILITY_BATTLE_ARMOR] = 1,
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[ABILITY_BATTLE_ARMOR] = 1,
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@ -4807,6 +4844,21 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 move
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effect++;
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effect++;
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}
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}
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break;
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break;
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case ABILITY_STENCH:
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if (!(gMoveResultFlags & MOVE_RESULT_NO_EFFECT)
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&& gBattleMons[gBattlerTarget].hp != 0
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&& !gProtectStructs[gBattlerAttacker].confusionSelfDmg
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&& (Random() % 10) == 0
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&& !IS_MOVE_STATUS(move)
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&& !sMovesNotAffectedByStench[gCurrentMove])
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{
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gBattleScripting.moveEffect = MOVE_EFFECT_FLINCH;
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BattleScriptPushCursor();
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SetMoveEffect(FALSE, 0);
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BattleScriptPop();
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effect++;
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}
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break;
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}
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}
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break;
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break;
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case ABILITYEFFECT_MOVE_END_OTHER: // Abilities that activate on *another* battler's moveend: Dancer, Soul-Heart, Receiver, Symbiosis
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case ABILITYEFFECT_MOVE_END_OTHER: // Abilities that activate on *another* battler's moveend: Dancer, Soul-Heart, Receiver, Symbiosis
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@ -1,5 +1,5 @@
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static const u8 sNoneDescription[] = _("No special ability.");
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static const u8 sNoneDescription[] = _("No special ability.");
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static const u8 sStenchDescription[] = _("Helps repel wild POKéMON.");
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static const u8 sStenchDescription[] = _("May cause a foe to flinch.");
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static const u8 sDrizzleDescription[] = _("Summons rain in battle.");
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static const u8 sDrizzleDescription[] = _("Summons rain in battle.");
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static const u8 sSpeedBoostDescription[] = _("Gradually boosts Speed.");
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static const u8 sSpeedBoostDescription[] = _("Gradually boosts Speed.");
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static const u8 sBattleArmorDescription[] = _("Blocks critical hits.");
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static const u8 sBattleArmorDescription[] = _("Blocks critical hits.");
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