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Added Psyblade and Hydro Steam
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@ -854,6 +854,8 @@ gBattleAnims_Moves::
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.4byte Move_NOXIOUS_TORQUE
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.4byte Move_COMBAT_TORQUE
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.4byte Move_MAGICAL_TORQUE
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.4byte Move_PSYBLADE
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.4byte Move_HYDRO_STEAM
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@@@@ Z MOVES
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.4byte Move_BREAKNECK_BLITZ
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.4byte Move_ALL_OUT_PUMMELING
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@ -14464,6 +14466,8 @@ Move_WICKED_TORQUE::
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Move_NOXIOUS_TORQUE::
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Move_COMBAT_TORQUE::
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Move_MAGICAL_TORQUE::
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Move_PSYBLADE::
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Move_HYDRO_STEAM::
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end @to do
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@@@@@@@@@@@@@@@@@@@@@@@ GEN 1-3 @@@@@@@@@@@@@@@@@@@@@@@
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@ -417,7 +417,9 @@ gBattleScriptsForMoveEffects::
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.4byte BattleScript_EffectVictoryDance @ EFFECT_VICTORY_DANCE
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.4byte BattleScript_EffectTeatime @ EFFECT_TEATIME
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.4byte BattleScript_EffectAttackUpUserAlly @ EFFECT_ATTACK_UP_USER_ALLY
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.4byte BattleScript_EffectShellTrap @ EFFECT_SHELL_TRAP
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.4byte BattleScript_EffectShellTrap @ EFFECT_SHELL_TRAP
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.4byte BattleScript_EffectHit @ EFFECT_PSYBLADE
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.4byte BattleScript_EffectHit @ EFFECT_HYDRO_STEAM
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BattleScript_EffectAttackUpUserAlly:
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jumpifnoally BS_ATTACKER, BattleScript_EffectAttackUp
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@ -399,7 +399,9 @@
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#define EFFECT_TEATIME 393
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#define EFFECT_ATTACK_UP_USER_ALLY 394 // Howl 8th Gen
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#define EFFECT_SHELL_TRAP 395
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#define EFFECT_PSYBLADE 396
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#define EFFECT_HYDRO_STEAM 397
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#define NUM_BATTLE_MOVE_EFFECTS 396
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#define NUM_BATTLE_MOVE_EFFECTS 398
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#endif // GUARD_CONSTANTS_BATTLE_MOVE_EFFECTS_H
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@ -858,8 +858,10 @@
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#define MOVE_NOXIOUS_TORQUE 824
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#define MOVE_COMBAT_TORQUE 825
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#define MOVE_MAGICAL_TORQUE 826
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#define MOVE_PSYBLADE 827
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#define MOVE_HYDRO_STEAM 828
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#define MOVES_COUNT_GEN9 827
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#define MOVES_COUNT_GEN9 829
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#define MOVES_COUNT MOVES_COUNT_GEN9
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@ -8769,6 +8769,10 @@ static u16 CalcMoveBasePower(u16 move, u8 battlerAtk, u8 battlerDef)
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basePower = CalcBeatUpPower();
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#endif
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break;
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case EFFECT_PSYBLADE:
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if (IsBattlerTerrainAffected(gBattlerAttacker, STATUS_FIELD_ELECTRIC_TERRAIN))
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MulModifier(&basePower, UQ_4_12(1.5));
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break;
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}
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// Move-specific base power changes
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@ -9586,7 +9590,7 @@ static u32 CalcFinalDmg(u32 dmg, u16 move, u8 battlerAtk, u8 battlerDef, u8 move
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}
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else if (IsBattlerWeatherAffected(battlerAtk, B_WEATHER_SUN))
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{
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if (moveType == TYPE_FIRE)
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if (moveType == TYPE_FIRE || gBattleMoves[move].effect == EFFECT_HYDRO_STEAM)
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dmg = ApplyModifier(UQ_4_12(1.5), dmg);
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else if (moveType == TYPE_WATER)
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dmg = ApplyModifier(UQ_4_12(0.5), dmg);
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@ -13593,6 +13593,36 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_Z] =
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.zMoveEffect = Z_EFFECT_NONE
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},
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[MOVE_PSYBLADE] =
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{
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.effect = EFFECT_PSYBLADE,
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.power = 80,
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.type = TYPE_PSYCHIC,
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.accuracy = 100,
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.pp = 15,
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.secondaryEffectChance = 0,
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.target = MOVE_TARGET_SELECTED,
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.priority = 0,
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.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED | FLAG_SLICING_MOVE,
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.split = SPLIT_PHYSICAL,
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.zMoveEffect = Z_EFFECT_NONE,
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},
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[MOVE_HYDRO_STEAM] =
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{
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.effect = EFFECT_HYDRO_STEAM,
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.power = 80,
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.type = TYPE_WATER,
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.accuracy = 100,
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.pp = 15,
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.secondaryEffectChance = 0,
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.target = MOVE_TARGET_SELECTED,
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.priority = 0,
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.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED,
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.split = SPLIT_SPECIAL,
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.zMoveEffect = Z_EFFECT_NONE,
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},
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// Z-Moves
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[MOVE_BREAKNECK_BLITZ] =
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{
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@ -6062,6 +6062,10 @@ const struct ContestMove gContestMoves[MOVES_COUNT] =
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[MOVE_COMBAT_TORQUE] = {0}, // TODO
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[MOVE_MAGICAL_TORQUE] = {0}, // TODO
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[MOVE_PSYBLADE] = {0}, // TODO
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[MOVE_HYDRO_STEAM] = {0}, // TODO
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};
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const struct ContestEffect gContestEffects[] =
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@ -3236,6 +3236,14 @@ static const u8 sCombatTorqueDescription[] = _(
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static const u8 sMagicalTorqueDescription[] = _(
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"---");
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static const u8 sPsybladeDescription[] = _(
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"This move's power increases\n"
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"when on Electric Terrain.");
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static const u8 sHydroSteamDescription[] = _(
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"This move's power increases\n"
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"under harsh sunlight.");
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const u8 gNotDoneYetDescription[] = _(
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"This move can't be used. Its\n"
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"effect is in development.");
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@ -4073,4 +4081,6 @@ const u8 *const gMoveDescriptionPointers[MOVES_COUNT - 1] =
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[MOVE_NOXIOUS_TORQUE - 1] = sNoxiousTorqueDescription,
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[MOVE_COMBAT_TORQUE - 1] = sCombatTorqueDescription,
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[MOVE_MAGICAL_TORQUE - 1] = sMagicalTorqueDescription,
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[MOVE_PSYBLADE - 1] = sPsybladeDescription,
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[MOVE_HYDRO_STEAM - 1] = sHydroSteamDescription,
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};
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@ -829,6 +829,8 @@ const u8 gMoveNames[MOVES_COUNT][MOVE_NAME_LENGTH + 1] =
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[MOVE_NOXIOUS_TORQUE] = _("Noxious Torque"),
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[MOVE_COMBAT_TORQUE] = _("Combat Torque"),
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[MOVE_MAGICAL_TORQUE] = _("Magical Torque"),
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[MOVE_PSYBLADE] = _("Psyblade"),
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[MOVE_HYDRO_STEAM] = _("Hydro Steam"),
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};
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#else
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// 12 letters
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@ -1661,6 +1663,8 @@ const u8 gMoveNames[MOVES_COUNT][MOVE_NAME_LENGTH + 1] =
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[MOVE_NOXIOUS_TORQUE] = _("NoxiusTorque"),
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[MOVE_COMBAT_TORQUE] = _("CombatTorque"),
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[MOVE_MAGICAL_TORQUE] = _("MagiclTorque"),
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[MOVE_PSYBLADE] = _("Psyblade"),
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[MOVE_HYDRO_STEAM] = _("Hydro Steam"),
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};
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#endif
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