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partial update to nature/secret power and camouflage
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commit
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@ -1074,16 +1074,16 @@ static const u16 sMoveEffectsForbiddenToInstruct[] =
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static const u16 sNaturePowerMoves[] =
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{
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[BATTLE_TERRAIN_GRASS] = MOVE_STUN_SPORE,
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[BATTLE_TERRAIN_LONG_GRASS] = MOVE_RAZOR_LEAF,
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[BATTLE_TERRAIN_SAND] = MOVE_EARTHQUAKE,
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[BATTLE_TERRAIN_GRASS] = MOVE_ENERGY_BALL,
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[BATTLE_TERRAIN_LONG_GRASS] = MOVE_ENERGY_BALL,
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[BATTLE_TERRAIN_SAND] = MOVE_EARTH_POWER,
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[BATTLE_TERRAIN_UNDERWATER] = MOVE_HYDRO_PUMP,
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[BATTLE_TERRAIN_WATER] = MOVE_SURF,
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[BATTLE_TERRAIN_POND] = MOVE_BUBBLE_BEAM,
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[BATTLE_TERRAIN_MOUNTAIN] = MOVE_ROCK_SLIDE,
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[BATTLE_TERRAIN_CAVE] = MOVE_SHADOW_BALL,
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[BATTLE_TERRAIN_BUILDING] = MOVE_SWIFT,
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[BATTLE_TERRAIN_PLAIN] = MOVE_SWIFT
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[BATTLE_TERRAIN_WATER] = MOVE_HYDRO_PUMP,
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[BATTLE_TERRAIN_POND] = MOVE_HYDRO_PUMP,
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[BATTLE_TERRAIN_MOUNTAIN] = MOVE_EARTH_POWER,
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[BATTLE_TERRAIN_CAVE] = MOVE_POWER_GEM,
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[BATTLE_TERRAIN_BUILDING] = MOVE_TRI_ATTACK,
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[BATTLE_TERRAIN_PLAIN] = MOVE_TRI_ATTACK
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};
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static const u16 sPickupItems[] =
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@ -1136,7 +1136,7 @@ static const u8 sTerrainToType[] =
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[BATTLE_TERRAIN_UNDERWATER] = TYPE_WATER,
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[BATTLE_TERRAIN_WATER] = TYPE_WATER,
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[BATTLE_TERRAIN_POND] = TYPE_WATER,
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[BATTLE_TERRAIN_MOUNTAIN] = TYPE_ROCK,
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[BATTLE_TERRAIN_MOUNTAIN] = TYPE_GROUND,
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[BATTLE_TERRAIN_CAVE] = TYPE_ROCK,
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[BATTLE_TERRAIN_BUILDING] = TYPE_NORMAL,
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[BATTLE_TERRAIN_PLAIN] = TYPE_NORMAL,
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@ -11613,7 +11613,7 @@ static void Cmd_getsecretpowereffect(void)
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switch (gBattleTerrain)
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{
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case BATTLE_TERRAIN_GRASS:
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gBattleScripting.moveEffect = MOVE_EFFECT_POISON;
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gBattleScripting.moveEffect = MOVE_EFFECT_SLEEP;
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break;
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case BATTLE_TERRAIN_LONG_GRASS:
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gBattleScripting.moveEffect = MOVE_EFFECT_SLEEP;
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@ -11622,16 +11622,16 @@ static void Cmd_getsecretpowereffect(void)
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gBattleScripting.moveEffect = MOVE_EFFECT_ACC_MINUS_1;
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break;
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case BATTLE_TERRAIN_UNDERWATER:
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gBattleScripting.moveEffect = MOVE_EFFECT_DEF_MINUS_1;
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gBattleScripting.moveEffect = MOVE_EFFECT_ATK_MINUS_1;
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break;
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case BATTLE_TERRAIN_WATER:
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gBattleScripting.moveEffect = MOVE_EFFECT_ATK_MINUS_1;
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break;
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case BATTLE_TERRAIN_POND:
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gBattleScripting.moveEffect = MOVE_EFFECT_SPD_MINUS_1;
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gBattleScripting.moveEffect = MOVE_EFFECT_ATK_MINUS_1;
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break;
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case BATTLE_TERRAIN_MOUNTAIN:
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gBattleScripting.moveEffect = MOVE_EFFECT_CONFUSION;
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gBattleScripting.moveEffect = MOVE_EFFECT_ACC_MINUS_1;
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break;
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case BATTLE_TERRAIN_CAVE:
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gBattleScripting.moveEffect = MOVE_EFFECT_FLINCH;
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