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Implemented Good as Gold's effect
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@ -9888,6 +9888,15 @@ BattleScript_WindRiderActivatesMoveEnd::
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BattleScript_WindRiderActivatesMoveEnd_End:
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goto BattleScript_MoveEnd
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BattleScript_GoodAsGoldActivates::
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attackstring
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ppreduce
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showabilitypopup BS_TARGET
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pause B_WAIT_TIME_SHORT
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printstring STRINGID_ITDOESNTAFFECT
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waitmessage B_WAIT_TIME_MED
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goto BattleScript_MoveEnd
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BattleScript_PastelVeilActivates::
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setbyte gBattleCommunication, 0
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setbyte gBattleCommunication + 1, 0
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@ -442,6 +442,7 @@ extern const u8 BattleScript_WindPowerActivates[];
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extern const u8 BattleScript_WindPowerActivatesEnd2[];
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extern const u8 BattleScript_ProtosynthesisActivates[];
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extern const u8 BattleScript_QuarkDriveActivates[];
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extern const u8 BattleScript_GoodAsGoldActivates[];
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// zmoves
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extern const u8 BattleScript_ZMoveActivateDamaging[];
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@ -5149,6 +5149,15 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 move
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gBattlescriptCurrInstr = BattleScript_WindRiderActivatesMoveEnd;
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effect = 1;
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}
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else if (GetBattlerAbility(gBattlerTarget) == ABILITY_GOOD_AS_GOLD
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&& IS_MOVE_STATUS(gCurrentMove)
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&& !(moveTarget & MOVE_TARGET_USER)
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&& !(moveTarget & MOVE_TARGET_OPPONENTS_FIELD)
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&& !(moveTarget & MOVE_TARGET_ALL_BATTLERS))
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{
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gBattlescriptCurrInstr = BattleScript_GoodAsGoldActivates;
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effect = 1;
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}
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break;
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}
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case ABILITYEFFECT_ABSORBING: // 3
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