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Updated Dire Claw's effect again
Thanks to MGriffin for providing a much nicer code for it.
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0159065dea
commit
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@ -3654,13 +3654,9 @@ void SetMoveEffect(bool32 primary, u32 certain)
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}
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else
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{
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DIRE_CLAW_STATUS_PICK:
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gBattleScripting.moveEffect = Random() % 6;
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if (gBattleScripting.moveEffect == 0
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|| gBattleScripting.moveEffect == MOVE_EFFECT_BURN
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|| gBattleScripting.moveEffect == MOVE_EFFECT_FREEZE)
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goto DIRE_CLAW_STATUS_PICK;
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SetMoveEffect(FALSE, 0);
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static const u8 sDireClawEffects[] = { MOVE_EFFECT_POISON, MOVE_EFFECT_PARALYSIS, MOVE_EFFECT_SLEEP };
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gBattleScripting.moveEffect = sDireClawEffects[Random() % 3];
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SetMoveEffect(TRUE, 0);
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}
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break;
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}
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@ -11942,8 +11938,8 @@ static void Cmd_trysetencore(void)
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}
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if (gLastMoves[gBattlerTarget] == MOVE_STRUGGLE
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|| gLastMoves[gBattlerTarget] == MOVE_ENCORE
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|| gLastMoves[gBattlerTarget] == MOVE_MIRROR_MOVE)
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|| gLastMoves[gBattlerTarget] == MOVE_ENCORE
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|| gLastMoves[gBattlerTarget] == MOVE_MIRROR_MOVE)
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{
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i = MAX_MON_MOVES;
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}
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