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Clean gen7 moves data merge
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@ -5997,12 +5997,12 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
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.split = SPLIT_PHYSICAL,
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},
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{ // MOVE_CLEAR_SMOG
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.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect (Always bypasses accuracy, but same as Haze)
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.effect = EFFECT_CLEAR_SMOG,
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.power = 50,
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.type = TYPE_POISON,
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.accuracy = 0,
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.pp = 15,
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.secondaryEffectChance = 0,
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.secondaryEffectChance = 100,
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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_KINGSROCK_AFFECTED,
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@ -6117,7 +6117,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
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.split = SPLIT_STATUS,
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},
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{ // MOVE_CIRCLE_THROW
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.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect (similar to whirlwind, but different)
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.effect = EFFECT_HIT_SWITCH_TARGET,
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.power = 60,
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.type = TYPE_FIGHTING,
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.accuracy = 90,
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@ -6189,7 +6189,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
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.split = SPLIT_PHYSICAL,
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},
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{ // MOVE_FINAL_GAMBIT
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.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
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.effect = EFFECT_HIT_SWITCH_TARGET,
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.power = 1,
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.type = TYPE_FIGHTING,
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.accuracy = 100,
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@ -6309,7 +6309,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
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.split = SPLIT_SPECIAL,
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},
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{ // MOVE_DRAGON_TAIL
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.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
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.effect = EFFECT_HIT_SWITCH_TARGET,
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.power = 60,
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.type = TYPE_DRAGON,
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.accuracy = 90,
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@ -7500,7 +7500,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
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.split = SPLIT_PHYSICAL,
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},
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{ // MOVE_BANEFUL_BUNKER
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.effect = EFFECT_PLACEHOLDER,
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.effect = EFFECT_PLACEHOLDER,
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.power = 0,
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.type = TYPE_POISON,
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.accuracy = 0,
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@ -7632,7 +7632,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
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.split = SPLIT_STATUS,
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},
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{ // MOVE_TOXIC_THREAD
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.effect = EFFECT_PLACEHOLDER,
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.effect = EFFECT_TOXIC_THREAD,
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.power = 20,
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.type = TYPE_POISON,
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.accuracy = 100,
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@ -7704,7 +7704,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
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.split = SPLIT_PHYSICAL,
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},
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{ // MOVE_PSYCHIC_TERRAIN
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.effect = EFFECT_PLACEHOLDER,
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.effect = EFFECT_PSYCHIC_TERRAIN,
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.power = 0,
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.type = TYPE_PSYCHIC,
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.accuracy = 0,
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@ -7796,7 +7796,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
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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 = 0FLAG_PROTECT_AFFECTED | FLAG_MAGICCOAT_AFFECTED,
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.flags = FLAG_PROTECT_AFFECTED | FLAG_MAGICCOAT_AFFECTED,
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.split = SPLIT_STATUS,
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},
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{ // MOVE_REVELATION_DANCE
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