Fixes hacky SetMoveEffect script calls (#7987)
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@ -48,7 +48,7 @@ u32 GetBattlerTurnOrderNum(u32 battler);
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bool32 NoAliveMonsForBattlerSide(u32 battler);
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bool32 NoAliveMonsForPlayer(void);
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bool32 NoAliveMonsForEitherParty(void);
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void SetMoveEffect(u32 battler, u32 effectBattler, bool32 primary, bool32 certain);
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void SetMoveEffect(u32 battler, u32 effectBattler, enum MoveEffect moveEffect, const u8 *battleScript, bool32 primary, bool32 certain);
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bool32 CanBattlerSwitch(u32 battlerId);
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void BattleDestroyYesNoCursorAt(u8 cursorPosition);
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void BattleCreateYesNoCursorAt(u8 cursorPosition);
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@ -457,8 +457,7 @@ static bool32 HandleEndTurnFirstEventBlock(u32 battler)
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gBattleMons[battler].volatiles.multipleTurns = FALSE;
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if (!gBattleMons[battler].volatiles.confusionTurns)
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{
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gBattleScripting.moveEffect = MOVE_EFFECT_CONFUSION;
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SetMoveEffect(battler, battler, TRUE, FALSE);
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SetMoveEffect(battler, battler, MOVE_EFFECT_CONFUSION, gBattlescriptCurrInstr, TRUE, FALSE);
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if (gBattleMons[battler].volatiles.confusionTurns)
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BattleScriptExecute(BattleScript_ThrashConfuses);
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effect = TRUE;
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@ -218,10 +218,7 @@ static enum ItemEffect TryKingsRock(u32 battlerAtk, u32 battlerDef, u32 item)
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&& RandomPercentage(RNG_HOLD_EFFECT_FLINCH, holdEffectParam)
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&& ability != ABILITY_STENCH)
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{
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gBattleScripting.moveEffect = MOVE_EFFECT_FLINCH;
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BattleScriptPushCursor();
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SetMoveEffect(battlerAtk, battlerDef, FALSE, FALSE);
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BattleScriptPop();
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SetMoveEffect(battlerAtk, battlerDef, MOVE_EFFECT_FLINCH, gBattlescriptCurrInstr, FALSE, FALSE);
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effect = ITEM_EFFECT_OTHER;
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}
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File diff suppressed because it is too large
Load Diff
@ -2582,7 +2582,6 @@ static enum MoveCanceller CancellerWeatherPrimal(struct BattleContext *ctx)
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}
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if (effect == MOVE_STEP_FAILURE)
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{
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gBattleScripting.moveEffect = MOVE_EFFECT_NONE;
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gProtectStructs[ctx->battlerAtk].chargingTurn = FALSE;
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CancelMultiTurnMoves(ctx->battlerAtk, SKY_DROP_ATTACKCANCELLER_CHECK);
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gHitMarker |= HITMARKER_UNABLE_TO_USE_MOVE;
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@ -5331,10 +5330,7 @@ u32 AbilityBattleEffects(enum AbilityEffect caseID, u32 battler, enum Ability ab
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&& IsBattlerTurnDamaged(gBattlerTarget)
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&& !MoveHasAdditionalEffect(gCurrentMove, MOVE_EFFECT_FLINCH))
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{
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gBattleScripting.moveEffect = MOVE_EFFECT_FLINCH;
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BattleScriptPushCursor();
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SetMoveEffect(gBattlerAttacker, gBattlerTarget, FALSE, FALSE);
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BattleScriptPop();
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SetMoveEffect(gBattlerAttacker, gBattlerTarget, MOVE_EFFECT_FLINCH, gBattlescriptCurrInstr, FALSE, FALSE);
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effect++;
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}
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break;
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