Removed unused effects + fixed tests + removed secondaryEffectChance
To do: remaining moves that make use of `secondaryEffectChance` field
This commit is contained in:
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f3e67cf543
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@ -223,6 +223,8 @@ bool32 IsAlly(u32 battlerAtk, u32 battlerDef);
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bool32 IsGen6ExpShareEnabled(void);
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bool32 MoveEffectIsGuaranteed(u32 secondaryEffectChance);
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bool32 MoveHasMoveEffect(u32 move, u32 moveEffect, bool32 effectHitOnly);
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bool32 MoveHasMoveEffectWithChance(u32 move, u32 moveEffect, u32 chance);
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bool32 MoveHasMoveEffectSelf(u32 move, u32 moveEffect);
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// Ability checks
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bool32 IsSkillSwapBannedAbility(u16 ability);
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@ -86,298 +86,294 @@
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#define EFFECT_SPITE 82
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#define EFFECT_FALSE_SWIPE 83
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#define EFFECT_HEAL_BELL 84
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#define EFFECT_ALWAYS_CRIT 85
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#define EFFECT_TRIPLE_KICK 86
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#define EFFECT_THIEF 87
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#define EFFECT_MEAN_LOOK 88
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#define EFFECT_NIGHTMARE 89
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#define EFFECT_MINIMIZE 90
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#define EFFECT_CURSE 91
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#define EFFECT_HEALING_WISH 92
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#define EFFECT_PROTECT 93
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#define EFFECT_SPIKES 94
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#define EFFECT_FORESIGHT 95
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#define EFFECT_PERISH_SONG 96
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#define EFFECT_SANDSTORM 97
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#define EFFECT_ENDURE 98
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#define EFFECT_ROLLOUT 99
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#define EFFECT_SWAGGER 100
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#define EFFECT_FURY_CUTTER 101
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#define EFFECT_ATTRACT 102
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#define EFFECT_RETURN 103
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#define EFFECT_PRESENT 104
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#define EFFECT_FRUSTRATION 105
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#define EFFECT_SAFEGUARD 106
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#define EFFECT_MAGNITUDE 107
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#define EFFECT_BATON_PASS 108
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#define EFFECT_PURSUIT 109
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#define EFFECT_RAPID_SPIN 110
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#define EFFECT_SONICBOOM 111
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#define EFFECT_CAPTIVATE 112
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#define EFFECT_MORNING_SUN 113
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#define EFFECT_SYNTHESIS 114
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#define EFFECT_MOONLIGHT 115
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#define EFFECT_HIDDEN_POWER 116
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#define EFFECT_RAIN_DANCE 117
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#define EFFECT_SUNNY_DAY 118
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#define EFFECT_ALL_STATS_UP_HIT 119
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#define EFFECT_FELL_STINGER 120
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#define EFFECT_BELLY_DRUM 121
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#define EFFECT_PSYCH_UP 122
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#define EFFECT_MIRROR_COAT 123
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#define EFFECT_SKULL_BASH 124
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#define EFFECT_EARTHQUAKE 125
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#define EFFECT_FUTURE_SIGHT 126
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#define EFFECT_GUST 127
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#define EFFECT_SOLAR_BEAM 128
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#define EFFECT_THUNDER 129
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#define EFFECT_TELEPORT 130
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#define EFFECT_BEAT_UP 131
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#define EFFECT_SEMI_INVULNERABLE 132
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#define EFFECT_DEFENSE_CURL 133
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#define EFFECT_SOFTBOILED 134
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#define EFFECT_FAKE_OUT 135
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#define EFFECT_UPROAR 136
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#define EFFECT_STOCKPILE 137
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#define EFFECT_SPIT_UP 138
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#define EFFECT_SWALLOW 139
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#define EFFECT_WORRY_SEED 140
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#define EFFECT_HAIL 141
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#define EFFECT_TORMENT 142
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#define EFFECT_FLATTER 143
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#define EFFECT_WILL_O_WISP 144
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#define EFFECT_MEMENTO 145
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#define EFFECT_FACADE 146
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#define EFFECT_FOCUS_PUNCH 147
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#define EFFECT_SMELLING_SALTS 148
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#define EFFECT_FOLLOW_ME 149
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#define EFFECT_NATURE_POWER 150
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#define EFFECT_CHARGE 151
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#define EFFECT_TAUNT 152
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#define EFFECT_HELPING_HAND 153
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#define EFFECT_TRICK 154
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#define EFFECT_ROLE_PLAY 155
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#define EFFECT_WISH 156
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#define EFFECT_ASSIST 157
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#define EFFECT_INGRAIN 158
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#define EFFECT_MAGIC_COAT 159
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#define EFFECT_RECYCLE 160
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#define EFFECT_REVENGE 161
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#define EFFECT_BRICK_BREAK 162
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#define EFFECT_YAWN 163
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#define EFFECT_KNOCK_OFF 164
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#define EFFECT_ENDEAVOR 165
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#define EFFECT_ERUPTION 166
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#define EFFECT_SKILL_SWAP 167
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#define EFFECT_IMPRISON 168
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#define EFFECT_REFRESH 169
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#define EFFECT_GRUDGE 170
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#define EFFECT_SNATCH 171
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#define EFFECT_LOW_KICK 172
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#define EFFECT_SECRET_POWER 173
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#define EFFECT_RECOIL_33 174
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#define EFFECT_TEETER_DANCE 175
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#define EFFECT_HIT_ESCAPE 176
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#define EFFECT_MUD_SPORT 177
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#define EFFECT_WEATHER_BALL 178
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#define EFFECT_TICKLE 179
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#define EFFECT_COSMIC_POWER 180
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#define EFFECT_SKY_UPPERCUT 181
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#define EFFECT_BULK_UP 182
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#define EFFECT_PLACEHOLDER 183
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#define EFFECT_WATER_SPORT 184
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#define EFFECT_CALM_MIND 185
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#define EFFECT_DRAGON_DANCE 186
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#define EFFECT_CAMOUFLAGE 187
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#define EFFECT_PLEDGE 188
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#define EFFECT_FLING 189
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#define EFFECT_NATURAL_GIFT 190
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#define EFFECT_WAKE_UP_SLAP 191
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#define EFFECT_WRING_OUT 192
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#define EFFECT_HEX 193
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#define EFFECT_ASSURANCE 194
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#define EFFECT_TRUMP_CARD 195
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#define EFFECT_ACROBATICS 196
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#define EFFECT_HEAT_CRASH 197
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#define EFFECT_PUNISHMENT 198
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#define EFFECT_STORED_POWER 199
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#define EFFECT_ELECTRO_BALL 200
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#define EFFECT_GYRO_BALL 201
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#define EFFECT_ECHOED_VOICE 202
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#define EFFECT_PAYBACK 203
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#define EFFECT_ROUND 204
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#define EFFECT_BRINE 205
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#define EFFECT_VENOSHOCK 206
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#define EFFECT_RETALIATE 207
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#define EFFECT_BULLDOZE 208
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#define EFFECT_FOUL_PLAY 209
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#define EFFECT_PSYSHOCK 210
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#define EFFECT_ROOST 211
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#define EFFECT_GRAVITY 212
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#define EFFECT_MIRACLE_EYE 213
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#define EFFECT_TAILWIND 214
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#define EFFECT_EMBARGO 215
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#define EFFECT_AQUA_RING 216
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#define EFFECT_TRICK_ROOM 217
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#define EFFECT_WONDER_ROOM 218
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#define EFFECT_MAGIC_ROOM 219
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#define EFFECT_MAGNET_RISE 220
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#define EFFECT_TOXIC_SPIKES 221
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#define EFFECT_GASTRO_ACID 222
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#define EFFECT_STEALTH_ROCK 223
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#define EFFECT_TELEKINESIS 224
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#define EFFECT_POWER_SWAP 225
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#define EFFECT_GUARD_SWAP 226
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#define EFFECT_HEART_SWAP 227
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#define EFFECT_POWER_SPLIT 228
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#define EFFECT_GUARD_SPLIT 229
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#define EFFECT_STICKY_WEB 230
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#define EFFECT_METAL_BURST 231
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#define EFFECT_LUCKY_CHANT 232
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#define EFFECT_SUCKER_PUNCH 233
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#define EFFECT_SIMPLE_BEAM 234
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#define EFFECT_ENTRAINMENT 235
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#define EFFECT_HEAL_PULSE 236
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#define EFFECT_QUASH 237
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#define EFFECT_ION_DELUGE 238
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#define EFFECT_FREEZE_DRY 239
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#define EFFECT_TOPSY_TURVY 240
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#define EFFECT_MISTY_TERRAIN 241
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#define EFFECT_GRASSY_TERRAIN 242
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#define EFFECT_ELECTRIC_TERRAIN 243
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#define EFFECT_PSYCHIC_TERRAIN 244
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#define EFFECT_ATTACK_ACCURACY_UP 245
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#define EFFECT_ATTACK_SPATK_UP 246
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#define EFFECT_HURRICANE 247
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#define EFFECT_TWO_TYPED_MOVE 248
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#define EFFECT_ME_FIRST 249
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#define EFFECT_QUIVER_DANCE 250
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#define EFFECT_COIL 251
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#define EFFECT_ELECTRIFY 252
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#define EFFECT_REFLECT_TYPE 253
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#define EFFECT_SOAK 254
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#define EFFECT_GROWTH 255
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#define EFFECT_LAST_RESORT 256
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#define EFFECT_RECOIL_33_STATUS 257
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#define EFFECT_RECOIL_50 258
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#define EFFECT_SHELL_SMASH 259
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#define EFFECT_SHIFT_GEAR 260
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#define EFFECT_DEFENSE_UP_3 261
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#define EFFECT_NOBLE_ROAR 262
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#define EFFECT_VENOM_DRENCH 263
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#define EFFECT_TOXIC_THREAD 264
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#define EFFECT_HIT_SWITCH_TARGET 265
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#define EFFECT_FINAL_GAMBIT 266
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#define EFFECT_CHANGE_TYPE_ON_ITEM 267
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#define EFFECT_AUTOTOMIZE 268
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#define EFFECT_COPYCAT 269
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#define EFFECT_DEFOG 270
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#define EFFECT_HIT_ENEMY_HEAL_ALLY 271
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#define EFFECT_SMACK_DOWN 272
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#define EFFECT_SYNCHRONOISE 273
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#define EFFECT_PSYCHO_SHIFT 274
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#define EFFECT_POWER_TRICK 275
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#define EFFECT_FLAME_BURST 276
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#define EFFECT_AFTER_YOU 277
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#define EFFECT_BESTOW 278
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#define EFFECT_ROTOTILLER 279
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#define EFFECT_FLOWER_SHIELD 280
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#define EFFECT_HIT_PREVENT_ESCAPE 281
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#define EFFECT_SPEED_SWAP 282
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#define EFFECT_DEFENSE_UP2_HIT 283
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#define EFFECT_REVELATION_DANCE 284
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#define EFFECT_AURORA_VEIL 285
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#define EFFECT_THIRD_TYPE 286
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#define EFFECT_FEINT 287
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#define EFFECT_SPARKLING_ARIA 288
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#define EFFECT_ACUPRESSURE 289
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#define EFFECT_AROMATIC_MIST 290
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#define EFFECT_POWDER 291
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#define EFFECT_BELCH 292
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#define EFFECT_PARTING_SHOT 293
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#define EFFECT_MAT_BLOCK 294
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#define EFFECT_STOMPING_TANTRUM 295
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#define EFFECT_INSTRUCT 296
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#define EFFECT_THROAT_CHOP 297
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#define EFFECT_LASER_FOCUS 298
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#define EFFECT_MAGNETIC_FLUX 299
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#define EFFECT_GEAR_UP 300
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#define EFFECT_INCINERATE 301
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#define EFFECT_BUG_BITE 302
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#define EFFECT_STRENGTH_SAP 303
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#define EFFECT_MIND_BLOWN 304
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#define EFFECT_PURIFY 305
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#define EFFECT_BURN_UP 306
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#define EFFECT_SHORE_UP 307
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#define EFFECT_GEOMANCY 308
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#define EFFECT_FAIRY_LOCK 309
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#define EFFECT_ALLY_SWITCH 310
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#define EFFECT_RELIC_SONG 311
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#define EFFECT_BODY_PRESS 312
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#define EFFECT_EERIE_SPELL 313
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#define EFFECT_JUNGLE_HEALING 314
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#define EFFECT_COACHING 315
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#define EFFECT_LASH_OUT 316
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#define EFFECT_GRASSY_GLIDE 317
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#define EFFECT_DYNAMAX_DOUBLE_DMG 318
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#define EFFECT_DECORATE 319
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#define EFFECT_SNIPE_SHOT 320
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#define EFFECT_RECOIL_HP_25 321
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#define EFFECT_STUFF_CHEEKS 322
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#define EFFECT_GRAV_APPLE 323
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#define EFFECT_GLITZY_GLOW 324
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#define EFFECT_BADDY_BAD 325
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#define EFFECT_SAPPY_SEED 326
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#define EFFECT_FREEZY_FROST 327
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#define EFFECT_SPARKLY_SWIRL 328
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#define EFFECT_PLASMA_FISTS 329
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#define EFFECT_HYPERSPACE_FURY 330
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#define EFFECT_AURA_WHEEL 331
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#define EFFECT_PHOTON_GEYSER 332
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#define EFFECT_SHELL_SIDE_ARM 333
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#define EFFECT_TERRAIN_PULSE 334
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#define EFFECT_NO_RETREAT 335
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#define EFFECT_TAR_SHOT 336
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#define EFFECT_POLTERGEIST 337
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#define EFFECT_OCTOLOCK 338
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#define EFFECT_CLANGOROUS_SOUL 339
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#define EFFECT_BOLT_BEAK 340
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#define EFFECT_SKY_DROP 341
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#define EFFECT_EXPANDING_FORCE 342
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#define EFFECT_METEOR_BEAM 343
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#define EFFECT_RISING_VOLTAGE 344
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#define EFFECT_BEAK_BLAST 345
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#define EFFECT_COURT_CHANGE 346
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#define EFFECT_STEEL_BEAM 347
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#define EFFECT_EXTREME_EVOBOOST 348
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#define EFFECT_HIT_SET_REMOVE_TERRAIN 349 // genesis supernova
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#define EFFECT_DARK_VOID 350
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#define EFFET_UNUSED_384 351
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#define EFFECT_DOUBLE_SHOCK 352
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#define EFFECT_VICTORY_DANCE 353
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#define EFFECT_TEATIME 354
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#define EFFECT_ATTACK_UP_USER_ALLY 355 // Howl 8th gen
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#define EFFECT_SHELL_TRAP 356
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#define EFFECT_PSYBLADE 357
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#define EFFECT_HYDRO_STEAM 358
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#define EFFECT_HIT_SET_ENTRY_HAZARD 359
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#define EFFECT_BARB_BARRAGE 360
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#define EFFECT_REVIVAL_BLESSING 361
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#define EFFECT_SNOWSCAPE 362
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#define EFFECT_INFERNAL_PARADE 363
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#define EFFECT_TAKE_HEART 364
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#define EFFECT_COLLISION_COURSE 365
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#define EFFECT_MAKE_IT_RAIN 366
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#define EFFECT_CORROSIVE_GAS 367
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#define EFFECT_POPULATION_BOMB 368
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#define EFFECT_SALT_CURE 369
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#define EFFECT_CHILLY_RECEPTION 370
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#define EFFECT_MAX_MOVE 371
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#define EFFECT_GLAIVE_RUSH 372
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#define EFFECT_RAGING_BULL 373
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#define EFFECT_RAGE_FIST 374
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#define EFFECT_DOODLE 375
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#define EFFECT_TRIPLE_KICK 85
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#define EFFECT_THIEF 86
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#define EFFECT_MEAN_LOOK 87
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#define EFFECT_NIGHTMARE 88
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#define EFFECT_MINIMIZE 89
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#define EFFECT_CURSE 90
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#define EFFECT_HEALING_WISH 91
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#define EFFECT_PROTECT 92
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#define EFFECT_SPIKES 93
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#define EFFECT_FORESIGHT 94
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#define EFFECT_PERISH_SONG 95
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#define EFFECT_SANDSTORM 96
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#define EFFECT_ENDURE 97
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#define EFFECT_ROLLOUT 98
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#define EFFECT_SWAGGER 99
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#define EFFECT_FURY_CUTTER 100
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#define EFFECT_ATTRACT 101
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#define EFFECT_RETURN 102
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#define EFFECT_PRESENT 103
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#define EFFECT_FRUSTRATION 104
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#define EFFECT_SAFEGUARD 105
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#define EFFECT_MAGNITUDE 106
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#define EFFECT_BATON_PASS 107
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#define EFFECT_PURSUIT 108
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#define EFFECT_RAPID_SPIN 109
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#define EFFECT_SONICBOOM 110
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#define EFFECT_CAPTIVATE 111
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#define EFFECT_MORNING_SUN 112
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#define EFFECT_SYNTHESIS 113
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#define EFFECT_MOONLIGHT 114
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#define EFFECT_HIDDEN_POWER 115
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#define EFFECT_RAIN_DANCE 116
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#define EFFECT_SUNNY_DAY 117
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#define EFFECT_ALL_STATS_UP_HIT 118
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#define EFFECT_FELL_STINGER 119
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#define EFFECT_BELLY_DRUM 120
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#define EFFECT_PSYCH_UP 121
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#define EFFECT_MIRROR_COAT 122
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#define EFFECT_SKULL_BASH 123
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#define EFFECT_EARTHQUAKE 124
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#define EFFECT_FUTURE_SIGHT 125
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#define EFFECT_GUST 126
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#define EFFECT_SOLAR_BEAM 127
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#define EFFECT_THUNDER 128
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#define EFFECT_TELEPORT 129
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#define EFFECT_BEAT_UP 130
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#define EFFECT_SEMI_INVULNERABLE 131
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#define EFFECT_DEFENSE_CURL 132
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#define EFFECT_SOFTBOILED 133
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#define EFFECT_FAKE_OUT 134
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#define EFFECT_UPROAR 135
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#define EFFECT_STOCKPILE 136
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#define EFFECT_SPIT_UP 137
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#define EFFECT_SWALLOW 138
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#define EFFECT_WORRY_SEED 139
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#define EFFECT_HAIL 140
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#define EFFECT_TORMENT 141
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#define EFFECT_FLATTER 142
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#define EFFECT_WILL_O_WISP 143
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#define EFFECT_MEMENTO 144
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#define EFFECT_FACADE 145
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#define EFFECT_FOCUS_PUNCH 146
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#define EFFECT_SMELLING_SALTS 147
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#define EFFECT_FOLLOW_ME 148
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#define EFFECT_NATURE_POWER 149
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#define EFFECT_CHARGE 150
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#define EFFECT_TAUNT 151
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#define EFFECT_HELPING_HAND 152
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#define EFFECT_TRICK 153
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#define EFFECT_ROLE_PLAY 154
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#define EFFECT_WISH 155
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#define EFFECT_ASSIST 156
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#define EFFECT_INGRAIN 157
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#define EFFECT_MAGIC_COAT 158
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#define EFFECT_RECYCLE 159
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#define EFFECT_REVENGE 160
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#define EFFECT_BRICK_BREAK 161
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#define EFFECT_YAWN 162
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#define EFFECT_KNOCK_OFF 163
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#define EFFECT_ENDEAVOR 164
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#define EFFECT_ERUPTION 165
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#define EFFECT_SKILL_SWAP 166
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#define EFFECT_IMPRISON 167
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#define EFFECT_REFRESH 168
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#define EFFECT_GRUDGE 169
|
||||
#define EFFECT_SNATCH 170
|
||||
#define EFFECT_LOW_KICK 171
|
||||
#define EFFECT_SECRET_POWER 172
|
||||
#define EFFECT_TEETER_DANCE 173
|
||||
#define EFFECT_HIT_ESCAPE 174
|
||||
#define EFFECT_MUD_SPORT 175
|
||||
#define EFFECT_WEATHER_BALL 176
|
||||
#define EFFECT_TICKLE 177
|
||||
#define EFFECT_COSMIC_POWER 178
|
||||
#define EFFECT_SKY_UPPERCUT 179
|
||||
#define EFFECT_BULK_UP 180
|
||||
#define EFFECT_PLACEHOLDER 181
|
||||
#define EFFECT_WATER_SPORT 182
|
||||
#define EFFECT_CALM_MIND 183
|
||||
#define EFFECT_DRAGON_DANCE 184
|
||||
#define EFFECT_CAMOUFLAGE 185
|
||||
#define EFFECT_PLEDGE 186
|
||||
#define EFFECT_FLING 187
|
||||
#define EFFECT_NATURAL_GIFT 188
|
||||
#define EFFECT_WAKE_UP_SLAP 189
|
||||
#define EFFECT_WRING_OUT 190
|
||||
#define EFFECT_HEX 191
|
||||
#define EFFECT_ASSURANCE 192
|
||||
#define EFFECT_TRUMP_CARD 193
|
||||
#define EFFECT_ACROBATICS 194
|
||||
#define EFFECT_HEAT_CRASH 195
|
||||
#define EFFECT_PUNISHMENT 196
|
||||
#define EFFECT_STORED_POWER 197
|
||||
#define EFFECT_ELECTRO_BALL 198
|
||||
#define EFFECT_GYRO_BALL 199
|
||||
#define EFFECT_ECHOED_VOICE 200
|
||||
#define EFFECT_PAYBACK 201
|
||||
#define EFFECT_ROUND 202
|
||||
#define EFFECT_BRINE 203
|
||||
#define EFFECT_VENOSHOCK 204
|
||||
#define EFFECT_RETALIATE 205
|
||||
#define EFFECT_BULLDOZE 206
|
||||
#define EFFECT_FOUL_PLAY 207
|
||||
#define EFFECT_PSYSHOCK 208
|
||||
#define EFFECT_ROOST 209
|
||||
#define EFFECT_GRAVITY 210
|
||||
#define EFFECT_MIRACLE_EYE 211
|
||||
#define EFFECT_TAILWIND 212
|
||||
#define EFFECT_EMBARGO 213
|
||||
#define EFFECT_AQUA_RING 214
|
||||
#define EFFECT_TRICK_ROOM 215
|
||||
#define EFFECT_WONDER_ROOM 216
|
||||
#define EFFECT_MAGIC_ROOM 217
|
||||
#define EFFECT_MAGNET_RISE 218
|
||||
#define EFFECT_TOXIC_SPIKES 219
|
||||
#define EFFECT_GASTRO_ACID 220
|
||||
#define EFFECT_STEALTH_ROCK 221
|
||||
#define EFFECT_TELEKINESIS 222
|
||||
#define EFFECT_POWER_SWAP 223
|
||||
#define EFFECT_GUARD_SWAP 224
|
||||
#define EFFECT_HEART_SWAP 225
|
||||
#define EFFECT_POWER_SPLIT 226
|
||||
#define EFFECT_GUARD_SPLIT 227
|
||||
#define EFFECT_STICKY_WEB 228
|
||||
#define EFFECT_METAL_BURST 229
|
||||
#define EFFECT_LUCKY_CHANT 230
|
||||
#define EFFECT_SUCKER_PUNCH 231
|
||||
#define EFFECT_SIMPLE_BEAM 232
|
||||
#define EFFECT_ENTRAINMENT 233
|
||||
#define EFFECT_HEAL_PULSE 234
|
||||
#define EFFECT_QUASH 235
|
||||
#define EFFECT_ION_DELUGE 236
|
||||
#define EFFECT_FREEZE_DRY 237
|
||||
#define EFFECT_TOPSY_TURVY 238
|
||||
#define EFFECT_MISTY_TERRAIN 239
|
||||
#define EFFECT_GRASSY_TERRAIN 240
|
||||
#define EFFECT_ELECTRIC_TERRAIN 241
|
||||
#define EFFECT_PSYCHIC_TERRAIN 242
|
||||
#define EFFECT_ATTACK_ACCURACY_UP 243
|
||||
#define EFFECT_ATTACK_SPATK_UP 244
|
||||
#define EFFECT_HURRICANE 245
|
||||
#define EFFECT_TWO_TYPED_MOVE 246
|
||||
#define EFFECT_ME_FIRST 247
|
||||
#define EFFECT_QUIVER_DANCE 248
|
||||
#define EFFECT_COIL 249
|
||||
#define EFFECT_ELECTRIFY 250
|
||||
#define EFFECT_REFLECT_TYPE 251
|
||||
#define EFFECT_SOAK 252
|
||||
#define EFFECT_GROWTH 253
|
||||
#define EFFECT_LAST_RESORT 254
|
||||
#define EFFECT_SHELL_SMASH 255
|
||||
#define EFFECT_SHIFT_GEAR 256
|
||||
#define EFFECT_DEFENSE_UP_3 257
|
||||
#define EFFECT_NOBLE_ROAR 258
|
||||
#define EFFECT_VENOM_DRENCH 259
|
||||
#define EFFECT_TOXIC_THREAD 260
|
||||
#define EFFECT_HIT_SWITCH_TARGET 261
|
||||
#define EFFECT_FINAL_GAMBIT 262
|
||||
#define EFFECT_CHANGE_TYPE_ON_ITEM 263
|
||||
#define EFFECT_AUTOTOMIZE 264
|
||||
#define EFFECT_COPYCAT 265
|
||||
#define EFFECT_DEFOG 266
|
||||
#define EFFECT_HIT_ENEMY_HEAL_ALLY 267
|
||||
#define EFFECT_SMACK_DOWN 268
|
||||
#define EFFECT_SYNCHRONOISE 269
|
||||
#define EFFECT_PSYCHO_SHIFT 270
|
||||
#define EFFECT_POWER_TRICK 271
|
||||
#define EFFECT_FLAME_BURST 272
|
||||
#define EFFECT_AFTER_YOU 273
|
||||
#define EFFECT_BESTOW 274
|
||||
#define EFFECT_ROTOTILLER 275
|
||||
#define EFFECT_FLOWER_SHIELD 276
|
||||
#define EFFECT_HIT_PREVENT_ESCAPE 277
|
||||
#define EFFECT_SPEED_SWAP 278
|
||||
#define EFFECT_DEFENSE_UP2_HIT 279
|
||||
#define EFFECT_REVELATION_DANCE 280
|
||||
#define EFFECT_AURORA_VEIL 281
|
||||
#define EFFECT_THIRD_TYPE 282
|
||||
#define EFFECT_FEINT 283
|
||||
#define EFFECT_SPARKLING_ARIA 284
|
||||
#define EFFECT_ACUPRESSURE 285
|
||||
#define EFFECT_AROMATIC_MIST 286
|
||||
#define EFFECT_POWDER 287
|
||||
#define EFFECT_BELCH 288
|
||||
#define EFFECT_PARTING_SHOT 289
|
||||
#define EFFECT_MAT_BLOCK 290
|
||||
#define EFFECT_STOMPING_TANTRUM 291
|
||||
#define EFFECT_INSTRUCT 292
|
||||
#define EFFECT_THROAT_CHOP 293
|
||||
#define EFFECT_LASER_FOCUS 294
|
||||
#define EFFECT_MAGNETIC_FLUX 295
|
||||
#define EFFECT_GEAR_UP 296
|
||||
#define EFFECT_INCINERATE 297
|
||||
#define EFFECT_BUG_BITE 298
|
||||
#define EFFECT_STRENGTH_SAP 299
|
||||
#define EFFECT_MIND_BLOWN 300
|
||||
#define EFFECT_PURIFY 301
|
||||
#define EFFECT_BURN_UP 302
|
||||
#define EFFECT_SHORE_UP 303
|
||||
#define EFFECT_GEOMANCY 304
|
||||
#define EFFECT_FAIRY_LOCK 305
|
||||
#define EFFECT_ALLY_SWITCH 306
|
||||
#define EFFECT_RELIC_SONG 307
|
||||
#define EFFECT_BODY_PRESS 308
|
||||
#define EFFECT_EERIE_SPELL 309
|
||||
#define EFFECT_JUNGLE_HEALING 310
|
||||
#define EFFECT_COACHING 311
|
||||
#define EFFECT_LASH_OUT 312
|
||||
#define EFFECT_GRASSY_GLIDE 313
|
||||
#define EFFECT_DYNAMAX_DOUBLE_DMG 314
|
||||
#define EFFECT_DECORATE 315
|
||||
#define EFFECT_SNIPE_SHOT 316
|
||||
#define EFFECT_RECOIL_HP_25 317
|
||||
#define EFFECT_STUFF_CHEEKS 318
|
||||
#define EFFECT_GRAV_APPLE 319
|
||||
#define EFFECT_GLITZY_GLOW 320
|
||||
#define EFFECT_BADDY_BAD 321
|
||||
#define EFFECT_SAPPY_SEED 322
|
||||
#define EFFECT_FREEZY_FROST 323
|
||||
#define EFFECT_SPARKLY_SWIRL 324
|
||||
#define EFFECT_PLASMA_FISTS 325
|
||||
#define EFFECT_HYPERSPACE_FURY 326
|
||||
#define EFFECT_AURA_WHEEL 327
|
||||
#define EFFECT_PHOTON_GEYSER 328
|
||||
#define EFFECT_SHELL_SIDE_ARM 329
|
||||
#define EFFECT_TERRAIN_PULSE 330
|
||||
#define EFFECT_NO_RETREAT 331
|
||||
#define EFFECT_TAR_SHOT 332
|
||||
#define EFFECT_POLTERGEIST 333
|
||||
#define EFFECT_OCTOLOCK 334
|
||||
#define EFFECT_CLANGOROUS_SOUL 335
|
||||
#define EFFECT_BOLT_BEAK 336
|
||||
#define EFFECT_SKY_DROP 337
|
||||
#define EFFECT_EXPANDING_FORCE 338
|
||||
#define EFFECT_METEOR_BEAM 339
|
||||
#define EFFECT_RISING_VOLTAGE 340
|
||||
#define EFFECT_BEAK_BLAST 341
|
||||
#define EFFECT_COURT_CHANGE 342
|
||||
#define EFFECT_STEEL_BEAM 343
|
||||
#define EFFECT_EXTREME_EVOBOOST 344
|
||||
#define EFFECT_HIT_SET_REMOVE_TERRAIN 345
|
||||
#define EFFECT_DARK_VOID 346
|
||||
#define EFFET_UNUSED_384 347
|
||||
#define EFFECT_DOUBLE_SHOCK 348
|
||||
#define EFFECT_VICTORY_DANCE 349
|
||||
#define EFFECT_TEATIME 350
|
||||
#define EFFECT_ATTACK_UP_USER_ALLY 351
|
||||
#define EFFECT_SHELL_TRAP 352
|
||||
#define EFFECT_PSYBLADE 353
|
||||
#define EFFECT_HYDRO_STEAM 354
|
||||
#define EFFECT_HIT_SET_ENTRY_HAZARD 355
|
||||
#define EFFECT_BARB_BARRAGE 356
|
||||
#define EFFECT_REVIVAL_BLESSING 357
|
||||
#define EFFECT_SNOWSCAPE 358
|
||||
#define EFFECT_INFERNAL_PARADE 359
|
||||
#define EFFECT_TAKE_HEART 360
|
||||
#define EFFECT_COLLISION_COURSE 361
|
||||
#define EFFECT_MAKE_IT_RAIN 362
|
||||
#define EFFECT_CORROSIVE_GAS 363
|
||||
#define EFFECT_POPULATION_BOMB 364
|
||||
#define EFFECT_SALT_CURE 365
|
||||
#define EFFECT_CHILLY_RECEPTION 366
|
||||
#define EFFECT_MAX_MOVE 367
|
||||
#define EFFECT_GLAIVE_RUSH 368
|
||||
#define EFFECT_RAGING_BULL 369
|
||||
#define EFFECT_RAGE_FIST 370
|
||||
#define EFFECT_DOODLE 371
|
||||
|
||||
#define NUM_BATTLE_MOVE_EFFECTS 376
|
||||
#define NUM_BATTLE_MOVE_EFFECTS 372
|
||||
|
||||
#endif // GUARD_CONSTANTS_BATTLE_MOVE_EFFECTS_H
|
||||
|
||||
@ -11398,6 +11398,30 @@ bool32 MoveHasMoveEffect(u32 move, u32 moveEffect, bool32 effectHitOnly)
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
bool32 MoveHasMoveEffectWithChance(u32 move, u32 moveEffect, u32 chance)
|
||||
{
|
||||
u8 i;
|
||||
for (i = 0; i < gBattleMoves[move].numAdditionalEffects; i++)
|
||||
{
|
||||
if (gBattleMoves[move].additionalEffects[i].moveEffect == moveEffect
|
||||
&& gBattleMoves[move].additionalEffects[i].chance == chance)
|
||||
return TRUE;
|
||||
}
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
bool32 MoveHasMoveEffectSelf(u32 move, u32 moveEffect)
|
||||
{
|
||||
u8 i;
|
||||
for (i = 0; i < gBattleMoves[move].numAdditionalEffects; i++)
|
||||
{
|
||||
if (gBattleMoves[move].additionalEffects[i].moveEffect == moveEffect
|
||||
&& gBattleMoves[move].additionalEffects[i].self == TRUE)
|
||||
return TRUE;
|
||||
}
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
bool8 CanMonParticipateInSkyBattle(struct Pokemon *mon)
|
||||
{
|
||||
u16 species = GetMonData(mon, MON_DATA_SPECIES);
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@ -174,7 +174,7 @@ SINGLE_BATTLE_TEST("Keen Eye & Gen9+ Illuminate don't prevent Spectral Thief fro
|
||||
|
||||
GIVEN {
|
||||
ASSUME(gBattleMoves[MOVE_HONE_CLAWS].effect == EFFECT_ATTACK_ACCURACY_UP);
|
||||
ASSUME(gBattleMoves[MOVE_SPECTRAL_THIEF].effect == EFFECT_SPECTRAL_THIEF);
|
||||
ASSUME(MoveHasMoveEffect(MOVE_SPECTRAL_THIEF, MOVE_EFFECT_SPECTRAL_THIEF, FALSE) == TRUE);
|
||||
PLAYER(SPECIES_WOBBUFFET);
|
||||
OPPONENT(species) { Ability(ability); }
|
||||
} WHEN {
|
||||
|
||||
@ -176,10 +176,8 @@ AI_SINGLE_BATTLE_TEST("AI chooses moves with secondary effect that have a 100% c
|
||||
|
||||
GIVEN {
|
||||
AI_LOG;
|
||||
ASSUME(gBattleMoves[MOVE_SHADOW_BALL].effect == EFFECT_SPECIAL_DEFENSE_DOWN_HIT);
|
||||
ASSUME(gBattleMoves[MOVE_SHADOW_BALL].secondaryEffectChance == 20);
|
||||
ASSUME(gBattleMoves[MOVE_LUSTER_PURGE].effect == EFFECT_SPECIAL_DEFENSE_DOWN_HIT);
|
||||
ASSUME(gBattleMoves[MOVE_LUSTER_PURGE].secondaryEffectChance == 50);
|
||||
ASSUME(MoveHasMoveEffectWithChance(MOVE_SHADOW_BALL, MOVE_EFFECT_SP_DEF_MINUS_1, 20));
|
||||
ASSUME(MoveHasMoveEffectWithChance(MOVE_LUSTER_PURGE, MOVE_EFFECT_SP_DEF_MINUS_1, 50));
|
||||
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
|
||||
PLAYER(SPECIES_REGICE);
|
||||
OPPONENT(SPECIES_REGIROCK) { Ability(ability); Moves(MOVE_SHADOW_BALL, MOVE_LUSTER_PURGE); }
|
||||
|
||||
@ -3,7 +3,7 @@
|
||||
|
||||
SINGLE_BATTLE_TEST("Shaymin-Sky reverts to Shaymin-Land when frozen or frostbitten")
|
||||
{
|
||||
ASSUME(gBattleMoves[MOVE_POWDER_SNOW].effect == ((B_USE_FROSTBITE == TRUE) ? EFFECT_FROSTBITE_HIT : EFFECT_FREEZE_HIT));
|
||||
ASSUME(MoveHasMoveEffect(MOVE_POWDER_SNOW, MOVE_EFFECT_FREEZE_OR_FROSTBITE, FALSE));
|
||||
GIVEN {
|
||||
PLAYER(SPECIES_SHAYMIN_SKY);
|
||||
OPPONENT(SPECIES_WOBBUFFET);
|
||||
|
||||
@ -190,7 +190,7 @@ SINGLE_BATTLE_TEST("White Herb wont have time to activate if Pickpocket steals i
|
||||
{
|
||||
KNOWN_FAILING; // White Herb is activated
|
||||
GIVEN {
|
||||
ASSUME(gBattleMoves[MOVE_LEAF_STORM].effect == EFFECT_OVERHEAT);
|
||||
ASSUME(MoveHasMoveEffectSelf(MOVE_LEAF_STORM, MOVE_EFFECT_SP_ATK_TWO_DOWN));
|
||||
PLAYER(SPECIES_SLUGMA) { Ability(ABILITY_WEAK_ARMOR); Item(ITEM_WHITE_HERB); }
|
||||
OPPONENT(SPECIES_SNEASEL) { Ability(ABILITY_PICKPOCKET); }
|
||||
} WHEN {
|
||||
|
||||
@ -75,7 +75,7 @@ SINGLE_BATTLE_TEST("Freezing Glare shouldn't freeze Psychic-types")
|
||||
{
|
||||
GIVEN {
|
||||
ASSUME(gSpeciesInfo[SPECIES_ARTICUNO_GALARIAN].types[0] == TYPE_PSYCHIC);
|
||||
ASSUME(gBattleMoves[MOVE_FREEZING_GLARE].effect == EFFECT_FREEZE_HIT);
|
||||
ASSUME(MoveHasMoveEffect(MOVE_FREEZING_GLARE, MOVE_EFFECT_FREEZE_OR_FROSTBITE, FALSE) == TRUE);
|
||||
ASSUME(gBattleMoves[MOVE_FREEZING_GLARE].type == TYPE_PSYCHIC);
|
||||
PLAYER(SPECIES_ARTICUNO_GALARIAN);
|
||||
OPPONENT(SPECIES_ARTICUNO_GALARIAN);
|
||||
|
||||
@ -48,7 +48,7 @@ SINGLE_BATTLE_TEST("Body Slam shouldn't paralyze Normal-types")
|
||||
{
|
||||
GIVEN {
|
||||
ASSUME(gSpeciesInfo[SPECIES_TAUROS].types[0] == TYPE_NORMAL);
|
||||
ASSUME(gBattleMoves[MOVE_BODY_SLAM].effect == EFFECT_PARALYZE_HIT);
|
||||
ASSUME(MoveHasMoveEffect(MOVE_BODY_SLAM, MOVE_EFFECT_PARALYSIS, FALSE) == TRUE);
|
||||
ASSUME(gBattleMoves[MOVE_BODY_SLAM].type == TYPE_NORMAL);
|
||||
PLAYER(SPECIES_TAUROS);
|
||||
OPPONENT(SPECIES_TAUROS);
|
||||
|
||||
@ -38,7 +38,7 @@ DOUBLE_BATTLE_TEST("Rainbow doubles the chance of secondary move effects")
|
||||
{
|
||||
PASSES_RANDOMLY(20, 100, RNG_SECONDARY_EFFECT);
|
||||
GIVEN {
|
||||
ASSUME(gBattleMoves[MOVE_EMBER].effect == EFFECT_BURN_HIT);
|
||||
ASSUME(MoveHasMoveEffect(MOVE_EMBER, MOVE_EFFECT_BURN, FALSE) == TRUE);
|
||||
PLAYER(SPECIES_WOBBUFFET) { Speed(4); }
|
||||
PLAYER(SPECIES_WYNAUT) { Speed(3); }
|
||||
OPPONENT(SPECIES_WOBBUFFET) { Speed(8); }
|
||||
@ -59,7 +59,7 @@ DOUBLE_BATTLE_TEST("Rainbow flinch chance does not stack with Serene Grace")
|
||||
{
|
||||
PASSES_RANDOMLY(60, 100, RNG_SECONDARY_EFFECT);
|
||||
GIVEN {
|
||||
ASSUME(gBattleMoves[MOVE_BITE].effect == EFFECT_FLINCH_HIT);
|
||||
ASSUME(MoveHasMoveEffect(MOVE_BITE, MOVE_EFFECT_FLINCH, FALSE) == TRUE);
|
||||
PLAYER(SPECIES_TOGEPI) { Speed(8); Ability(ABILITY_SERENE_GRACE); }
|
||||
PLAYER(SPECIES_WOBBUFFET) { Speed(5); }
|
||||
OPPONENT(SPECIES_WOBBUFFET) { Speed(4); }
|
||||
@ -76,27 +76,6 @@ DOUBLE_BATTLE_TEST("Rainbow flinch chance does not stack with Serene Grace")
|
||||
}
|
||||
}
|
||||
|
||||
DOUBLE_BATTLE_TEST("Rainbow flinch chance does not stack with Serene Grace if mvoe Triple Arrows is used")
|
||||
{
|
||||
PASSES_RANDOMLY(60, 100, RNG_TRIPLE_ARROWS_FLINCH);
|
||||
GIVEN {
|
||||
ASSUME(gBattleMoves[MOVE_TRIPLE_ARROWS].effect == EFFECT_TRIPLE_ARROWS);
|
||||
PLAYER(SPECIES_TOGEPI) { Speed(8); Ability(ABILITY_SERENE_GRACE); }
|
||||
PLAYER(SPECIES_WOBBUFFET) { Speed(5); }
|
||||
OPPONENT(SPECIES_WOBBUFFET) { Speed(4); }
|
||||
OPPONENT(SPECIES_WYNAUT) { Speed(3); }
|
||||
} WHEN {
|
||||
TURN { MOVE(playerLeft, MOVE_WATER_PLEDGE, target: opponentLeft);
|
||||
MOVE(playerRight, MOVE_FIRE_PLEDGE, target: opponentRight);
|
||||
}
|
||||
TURN { MOVE(playerLeft, MOVE_TRIPLE_ARROWS, target: opponentRight); }
|
||||
} SCENE {
|
||||
ANIMATION(ANIM_TYPE_MOVE, MOVE_WATER_PLEDGE, playerRight);
|
||||
ANIMATION(ANIM_TYPE_MOVE, MOVE_TRIPLE_ARROWS, playerLeft);
|
||||
MESSAGE("Foe Wynaut flinched!");
|
||||
}
|
||||
}
|
||||
|
||||
DOUBLE_BATTLE_TEST("Fire and Grass Pledge summons Sea Of Fire for four turns that damages the opponent")
|
||||
{
|
||||
GIVEN {
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user