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Review changes.
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@ -359,7 +359,7 @@
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#define MOVES_COUNT_GEN3 355
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// Gen4 moves.
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// Gen 4 moves.
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#define MOVE_ROOST 355
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#define MOVE_GRAVITY 356
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#define MOVE_MIRACLE_EYE 357
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@ -476,7 +476,7 @@
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#define MOVES_COUNT_GEN4 468
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// Gen5 moves.
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// Gen 5 moves.
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#define MOVE_HONE_CLAWS 468
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#define MOVE_WIDE_GUARD 469
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#define MOVE_GUARD_SPLIT 470
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@ -572,7 +572,7 @@
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#define MOVES_COUNT_GEN5 560
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// Gen6 moves.
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// Gen 6 moves.
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#define MOVE_FLYING_PRESS 560
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#define MOVE_MAT_BLOCK 561
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#define MOVE_BELCH 562
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@ -631,6 +631,7 @@
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#define MOVE_THOUSAND_WAVES 615
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#define MOVE_LANDS_WRATH 616
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#define MOVE_LIGHT_OF_RUIN 617
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// ORAS Moves
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#define MOVE_ORIGIN_PULSE 618
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#define MOVE_PRECIPICE_BLADES 619
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#define MOVE_DRAGON_ASCENT 620
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@ -638,7 +639,7 @@
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#define MOVES_COUNT_GEN6 622
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// Gen7 moves.
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// Gen 7 moves.
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#define MOVE_SHORE_UP 622
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#define MOVE_FIRST_IMPRESSION 623
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#define MOVE_BANEFUL_BUNKER 624
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@ -690,9 +691,11 @@
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#define MOVE_ZING_ZAP 670
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#define MOVE_NATURES_MADNESS 671
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#define MOVE_MULTI_ATTACK 672
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// USUM Moves
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#define MOVE_MIND_BLOWN 673
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#define MOVE_PLASMA_FISTS 674
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#define MOVE_PHOTON_GEYSER 675
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// LGPE Moves
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#define MOVE_ZIPPY_ZAP 676
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#define MOVE_SPLISHY_SPLASH 677
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#define MOVE_FLOATY_FALL 678
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@ -746,6 +749,7 @@
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#define MOVE_METEOR_ASSAULT 722
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#define MOVE_ETERNABEAM 723
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#define MOVE_STEEL_BEAM 724
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// Isle of Armor Moves
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#define MOVE_EXPANDING_FORCE 725
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#define MOVE_STEEL_ROLLER 726
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#define MOVE_SCALE_SHOT 727
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@ -10347,7 +10347,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
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[MOVE_FLOATY_FALL] =
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{
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.effect = EFFECT_FLINCH_HIT,
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.power = 90,
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.power = 95,
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.type = TYPE_FLYING,
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.accuracy = 90,
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.pp = 15,
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@ -10500,7 +10500,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
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[MOVE_DOUBLE_IRON_BASH] =
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{
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.effect = EFFECT_FLINCH_HIT,
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.effect = EFFECT_PLACEHOLDER, //TODO (EFFECT_FLINCH_HIT + EFFECT_DOUBLE_HIT)
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.power = 60,
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.type = TYPE_STEEL,
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.accuracy = 100,
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@ -2823,8 +2823,8 @@ static const u8 sEXPANDING_FORCEDescription[] = _(
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"powerful in Psychic Terrain.");
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static const u8 sSTEEL_ROLLERDescription[] = _(
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"Destroys the current terrain."
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"Otherwise, it fails.");
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"Destroys any active terrain.\n"
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"Without one, it fails.");
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static const u8 sSCALE_SHOTDescription[] = _(
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"Shoots scales 2 to 5 times.\n"
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@ -2903,8 +2903,8 @@ static const u8 sWICKED_BLOWDescription[] = _(
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"always does a critical hit.");
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static const u8 sSURGING_STRIKESDescription[] = _(
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"The Water style allows to\n"
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"do 3 critical hits in a row.");
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"By mastering the Water style\n"
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"it lands with 3 critical hits.");
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static const u8 sNotDoneYetDescription[] = _(
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"Not done yet.");
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