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Implemented missing Neuroforce. (#242)
* Added ID, name and description. * Added damage multiplier.
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@ -251,8 +251,9 @@
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#define ABILITY_FULL_METAL_BODY 231
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#define ABILITY_FULL_METAL_BODY 231
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#define ABILITY_SHADOW_SHIELD 232
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#define ABILITY_SHADOW_SHIELD 232
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#define ABILITY_PRISM_ARMOR 233
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#define ABILITY_PRISM_ARMOR 233
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#define ABILITY_NEUROFORCE 234
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#define ABILITIES_COUNT_GEN7 234
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#define ABILITIES_COUNT_GEN7 235
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#define ABILITIES_COUNT ABILITIES_COUNT_GEN6
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#define ABILITIES_COUNT ABILITIES_COUNT_GEN6
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@ -5913,6 +5913,10 @@ static u32 CalcFinalDmg(u32 dmg, u16 move, u8 battlerAtk, u8 battlerDef, u8 move
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if (isCrit)
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if (isCrit)
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MulModifier(&finalModifier, UQ_4_12(1.5));
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MulModifier(&finalModifier, UQ_4_12(1.5));
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break;
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break;
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case ABILITY_NEUROFORCE:
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if (typeEffectivenessModifier >= UQ_4_12(2.0))
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MulModifier(&finalModifier, UQ_4_12(1.25));
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break;
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}
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}
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// target's abilities
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// target's abilities
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@ -220,6 +220,7 @@ static const u8 sPsychicSurgeDescription[] = _("Field becomes weird.");
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static const u8 sMistySurgeDescription[] = _("Field becomes misty.");
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static const u8 sMistySurgeDescription[] = _("Field becomes misty.");
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static const u8 sGrassySurgeDescription[] = _("Field becomes grassy.");
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static const u8 sGrassySurgeDescription[] = _("Field becomes grassy.");
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static const u8 sFullMetalBodyDescription[] = _("Prevents stat reduction.");
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static const u8 sFullMetalBodyDescription[] = _("Prevents stat reduction.");
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static const u8 sNeuroforceDescription[] = _("Ups “super effective.“.");
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const u8 gAbilityNames[ABILITIES_COUNT_GEN7][ABILITY_NAME_LENGTH + 1] =
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const u8 gAbilityNames[ABILITIES_COUNT_GEN7][ABILITY_NAME_LENGTH + 1] =
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{
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{
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@ -457,6 +458,7 @@ const u8 gAbilityNames[ABILITIES_COUNT_GEN7][ABILITY_NAME_LENGTH + 1] =
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[ABILITY_FULL_METAL_BODY] = _("FullMetalBod"),
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[ABILITY_FULL_METAL_BODY] = _("FullMetalBod"),
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[ABILITY_SHADOW_SHIELD] = _("ShadowShield"),
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[ABILITY_SHADOW_SHIELD] = _("ShadowShield"),
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[ABILITY_PRISM_ARMOR] = _("Prism Armor"),
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[ABILITY_PRISM_ARMOR] = _("Prism Armor"),
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[ABILITY_NEUROFORCE] = _("Neuroforce"),
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};
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};
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const u8 *const gAbilityDescriptionPointers[ABILITIES_COUNT_GEN7] =
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const u8 *const gAbilityDescriptionPointers[ABILITIES_COUNT_GEN7] =
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@ -695,4 +697,5 @@ const u8 *const gAbilityDescriptionPointers[ABILITIES_COUNT_GEN7] =
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[ABILITY_FULL_METAL_BODY] = sFullMetalBodyDescription,
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[ABILITY_FULL_METAL_BODY] = sFullMetalBodyDescription,
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[ABILITY_SHADOW_SHIELD] = sMultiscaleDescription,
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[ABILITY_SHADOW_SHIELD] = sMultiscaleDescription,
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[ABILITY_PRISM_ARMOR] = sFilterDescription,
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[ABILITY_PRISM_ARMOR] = sFilterDescription,
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[ABILITY_NEUROFORCE] = sNeuroforceDescription,
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};
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};
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