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Implement Enigma Berry's hold effect (#3285)
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commit
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@ -6802,6 +6802,21 @@ static u8 ItemEffectMoveEnd(u32 battlerId, u16 holdEffect)
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case HOLD_EFFECT_SP_DEFENSE_UP:
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effect = StatRaiseBerry(battlerId, gLastUsedItem, STAT_SPDEF, FALSE);
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break;
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case HOLD_EFFECT_ENIGMA_BERRY: // consume and heal if hit by super effective move
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if (IsBattlerAlive(battlerId)
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&& TARGET_TURN_DAMAGED
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&& (gBattleScripting.overrideBerryRequirements
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|| (!DoesSubstituteBlockMove(gBattlerAttacker, battlerId, gCurrentMove) && (gMoveResultFlags & MOVE_RESULT_SUPER_EFFECTIVE))))
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{
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gBattleMoveDamage = (gBattleMons[battlerId].maxHP * 25 / 100) * -1;
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if (GetBattlerAbility(battlerId) == ABILITY_RIPEN)
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gBattleMoveDamage *= 2;
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BattleScriptPushCursor();
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gBattlescriptCurrInstr = BattleScript_ItemHealHP_RemoveItemRet;
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return ITEM_HP_CHANGE;
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}
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break;
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case HOLD_EFFECT_KEE_BERRY: // consume and boost defense if used physical move
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effect = DamagedStatBoostBerryEffect(battlerId, STAT_DEF, SPLIT_PHYSICAL);
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break;
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