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Implemented Ceaseless Edge's effect
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@ -416,6 +416,18 @@ gBattleScriptsForMoveEffects::
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.4byte BattleScript_EffectDoubleShock @ EFFECT_DOUBLE_SHOCK
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.4byte BattleScript_EffectSpecialAttackUpHit @ EFFECT_SPECIAL_ATTACK_UP_HIT
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.4byte BattleScript_EffectVictoryDance @ EFFECT_VICTORY_DANCE
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.4byte BattleScript_EffectCeaselessEdge @ EFFECT_CEASELESS_EDGE
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BattleScript_EffectCeaselessEdge::
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call BattleScript_EffectHit_Ret
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trysetspikes BattleScript_ButItFailedAtkStringPpReduce
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attackstring
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ppreduce
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attackanimation
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waitanimation
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printstring STRINGID_SPIKESSCATTERED
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waitmessage B_WAIT_TIME_LONG
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goto BattleScript_MoveEnd
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BattleScript_AffectionBasedEndurance::
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playanimation BS_TARGET, B_ANIM_AFFECTION_HANGED_ON
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@ -3029,6 +3041,29 @@ BattleScript_MoveEnd::
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moveendall
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end
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BattleScript_EffectHit_Ret::
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attackcanceler
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accuracycheck BattleScript_PrintMoveMissed, ACC_CURR_MOVE
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attackstring
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ppreduce
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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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tryfaintmon BS_TARGET
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return
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BattleScript_EffectNaturalGift:
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attackcanceler
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attackstring
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@ -397,7 +397,8 @@
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#define EFFECT_DOUBLE_SHOCK 391
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#define EFFECT_SPECIAL_ATTACK_UP_HIT 392
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#define EFFECT_VICTORY_DANCE 393
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#define EFFECT_CEASELESS_EDGE 394
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#define NUM_BATTLE_MOVE_EFFECTS 394
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#define NUM_BATTLE_MOVE_EFFECTS 395
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#endif // GUARD_CONSTANTS_BATTLE_MOVE_EFFECTS_H
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@ -13598,7 +13598,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_Z] =
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[MOVE_CEASELESS_EDGE] =
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{
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.effect = EFFECT_PLACEHOLDER, // EFFECT_CEASELESS_EDGE,
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.effect = EFFECT_CEASELESS_EDGE,
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.power = 65,
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.type = TYPE_DARK,
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.accuracy = 90,
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