Parting Shot
Effect plus animation (looks like Snarl)
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@ -2378,6 +2378,21 @@ Move_DISARMING_VOICE:
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end
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end
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Move_PARTING_SHOT:
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Move_PARTING_SHOT:
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loadspritegfx ANIM_TAG_NOISE_LINE
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fadetobg BG_DARK
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waitbgfadein
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delay 0
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createvisualtask sub_8158E9C, 2, 0, 255
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call RoarEffect
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delay 10
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createvisualtask AnimTask_ShakeMon2, 2, ANIM_TARGET, 1, 0, 9, 1
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createvisualtask AnimTask_ShakeMon2, 2, ANIM_DEF_PARTNER, 1, 0, 9, 1
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waitforvisualfinish
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createvisualtask sub_8159078, 5
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waitforvisualfinish
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delay 1
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restorebg
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waitbgfadein
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end
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end
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Move_TOPSY_TURVY:
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Move_TOPSY_TURVY:
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@ -342,6 +342,47 @@ gBattleScriptsForMoveEffects:: @ 82D86A8
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.4byte BattleScript_EffectPowder
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.4byte BattleScript_EffectPowder
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.4byte BattleScript_EffectSpAtkUpHit
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.4byte BattleScript_EffectSpAtkUpHit
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.4byte BattleScript_EffectBelch
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.4byte BattleScript_EffectBelch
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.4byte BattleScript_EffectPartingShot
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BattleScript_EffectPartingShot::
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attackcanceler
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attackstring
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ppreduce
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jumpifstat BS_TARGET, CMP_GREATER_THAN, STAT_ATK, 0x0, BattleScript_EffectPartingShotTryAtk
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jumpifstat BS_TARGET, CMP_EQUAL, STAT_SPATK, 0x0, BattleScript_CantLowerMultipleStats
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BattleScript_EffectPartingShotTryAtk:
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accuracycheck BattleScript_PrintMoveMissed, ACC_CURR_MOVE
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attackanimation
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waitanimation
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setbyte sSTAT_ANIM_PLAYED, FALSE
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playstatchangeanimation BS_TARGET, BIT_ATK | BIT_SPATK, ATK48_STAT_NEGATIVE | ATK48_ONLY_MULTIPLE
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playstatchangeanimation BS_TARGET, BIT_ATK, ATK48_STAT_NEGATIVE
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setstatchanger STAT_ATK, 1, TRUE
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statbuffchange 0x1, BattleScript_EffectPartingShotTrySpAtk
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printfromtable gStatDownStringIds
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waitmessage 0x40
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BattleScript_EffectPartingShotTrySpAtk:
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playstatchangeanimation BS_TARGET, BIT_SPATK, ATK48_STAT_NEGATIVE
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setstatchanger STAT_SPATK, 1, TRUE
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statbuffchange 0x1, BattleScript_MoveEnd
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printfromtable gStatDownStringIds
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waitmessage 0x40
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jumpifcantswitch ATK4F_DONT_CHECK_STATUSES | BS_ATTACKER, BattleScript_MoveEnd
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openpartyscreen BS_ATTACKER, BattleScript_ButItFailed
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printstring STRINGID_PKMNWENTBACK
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switchoutabilities BS_ATTACKER
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waitstate
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switchhandleorder BS_ATTACKER, 0x2
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returnatktoball
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waitstate
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getswitchedmondata BS_ATTACKER
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switchindataupdate BS_ATTACKER
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hpthresholds BS_ATTACKER
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printstring STRINGID_SWITCHINMON
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switchinanim BS_ATTACKER, TRUE
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waitstate
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switchineffects BS_ATTACKER
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goto BattleScript_MoveEnd
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BattleScript_EffectSpAtkUpHit:
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BattleScript_EffectSpAtkUpHit:
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setmoveeffect MOVE_EFFECT_SP_ATK_PLUS_1 | MOVE_EFFECT_AFFECTS_USER
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setmoveeffect MOVE_EFFECT_SP_ATK_PLUS_1 | MOVE_EFFECT_AFFECTS_USER
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@ -330,5 +330,6 @@
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#define EFFECT_POWDER 324
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#define EFFECT_POWDER 324
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#define EFFECT_SP_ATTACK_UP_HIT 325
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#define EFFECT_SP_ATTACK_UP_HIT 325
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#define EFFECT_BELCH 326
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#define EFFECT_BELCH 326
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#define EFFECT_PARTING_SHOT 327
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#endif // GUARD_CONSTANTS_BATTLE_MOVE_EFFECTS_H
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#endif // GUARD_CONSTANTS_BATTLE_MOVE_EFFECTS_H
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@ -8069,7 +8069,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
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[MOVE_PARTING_SHOT] =
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[MOVE_PARTING_SHOT] =
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{
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{
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.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
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.effect = EFFECT_PARTING_SHOT,
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.power = 0,
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.power = 0,
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.type = TYPE_DARK,
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.type = TYPE_DARK,
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.accuracy = 100,
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.accuracy = 100,
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