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Using True/False on SetMoveEffect.
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c805c4cc6f
commit
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@ -2895,16 +2895,16 @@ static void Cmd_seteffectwithchance(void)
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&& !(gMoveResultFlags & MOVE_RESULT_NO_EFFECT))
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{
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gBattleCommunication[MOVE_EFFECT_BYTE] &= ~(MOVE_EFFECT_CERTAIN);
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SetMoveEffect(0, MOVE_EFFECT_CERTAIN);
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SetMoveEffect(FALSE, MOVE_EFFECT_CERTAIN);
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}
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else if (Random() % 100 < percentChance
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&& gBattleCommunication[MOVE_EFFECT_BYTE]
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&& !(gMoveResultFlags & MOVE_RESULT_NO_EFFECT))
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{
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if (percentChance >= 100)
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SetMoveEffect(0, MOVE_EFFECT_CERTAIN);
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SetMoveEffect(FALSE, MOVE_EFFECT_CERTAIN);
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else
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SetMoveEffect(0, 0);
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SetMoveEffect(FALSE, 0);
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}
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else
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{
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@ -1009,7 +1009,7 @@ u8 DoBattlerEndTurnEffects(void)
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if (!(gBattleMons[gActiveBattler].status2 & STATUS2_CONFUSION))
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{
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gBattleCommunication[MOVE_EFFECT_BYTE] = MOVE_EFFECT_CONFUSION | MOVE_EFFECT_AFFECTS_USER;
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SetMoveEffect(1, 0);
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SetMoveEffect(TRUE, 0);
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if (gBattleMons[gActiveBattler].status2 & STATUS2_CONFUSION)
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BattleScriptExecute(BattleScript_ThrashConfuses);
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effect++;
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@ -3207,7 +3207,7 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
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{
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gBattleCommunication[MOVE_EFFECT_BYTE] = MOVE_EFFECT_FLINCH;
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BattleScriptPushCursor();
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SetMoveEffect(0, 0);
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SetMoveEffect(FALSE, 0);
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BattleScriptPop();
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}
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break;
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