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Made AbilityBattleEffects use the B_MSG_TERRAIN constants for the field terrain intro text (#3410)
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@ -4200,16 +4200,16 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
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switch (VarGet(VAR_TERRAIN) & STATUS_FIELD_TERRAIN_ANY)
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switch (VarGet(VAR_TERRAIN) & STATUS_FIELD_TERRAIN_ANY)
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{
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{
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case STATUS_FIELD_ELECTRIC_TERRAIN:
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case STATUS_FIELD_ELECTRIC_TERRAIN:
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gBattleCommunication[MULTISTRING_CHOOSER] = 2;
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gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_TERRAIN_SET_ELECTRIC;
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break;
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break;
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case STATUS_FIELD_MISTY_TERRAIN:
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case STATUS_FIELD_MISTY_TERRAIN:
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gBattleCommunication[MULTISTRING_CHOOSER] = 0;
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gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_TERRAIN_SET_MISTY;
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break;
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break;
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case STATUS_FIELD_GRASSY_TERRAIN:
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case STATUS_FIELD_GRASSY_TERRAIN:
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gBattleCommunication[MULTISTRING_CHOOSER] = 1;
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gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_TERRAIN_SET_GRASSY;
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break;
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break;
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case STATUS_FIELD_PSYCHIC_TERRAIN:
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case STATUS_FIELD_PSYCHIC_TERRAIN:
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gBattleCommunication[MULTISTRING_CHOOSER] = 3;
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gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_TERRAIN_SET_PSYCHIC;
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break;
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break;
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}
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}
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