Remove incorrectly re-added ABILITYEFFECT_ cases
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@ -48,10 +48,6 @@ enum {
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ABILITYEFFECT_ON_SWITCHIN,
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ABILITYEFFECT_ENDTURN,
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ABILITYEFFECT_MOVE_END_ATTACKER,
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ABILITYEFFECT_WOULD_BLOCK,
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ABILITYEFFECT_MOVES_BLOCK,
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ABILITYEFFECT_WOULD_ABSORB,
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ABILITYEFFECT_ABSORBING,
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ABILITYEFFECT_MOVE_END,
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ABILITYEFFECT_IMMUNITY,
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ABILITYEFFECT_SYNCHRONIZE,
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@ -4345,38 +4345,6 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
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}
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}
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break;
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case ABILITYEFFECT_WOULD_BLOCK:
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effect = CanAbilityBlockMove(gBattlerAttacker, battler, gBattleMons[gBattlerAttacker].ability, gLastUsedAbility, move, ABILITY_CHECK_TRIGGER);
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if (effect && gLastUsedAbility != 0xFFFF)
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RecordAbilityBattle(battler, gLastUsedAbility);
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return effect;
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case ABILITYEFFECT_MOVES_BLOCK:
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effect = CanAbilityBlockMove(gBattlerAttacker, battler, gBattleMons[gBattlerAttacker].ability, gLastUsedAbility, move, ABILITY_CHECK_TRIGGER);
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// prankster check
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if (effect == 0
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&& IsBattleMoveStatus(move)
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&& GetChosenMovePriority(gBattlerAttacker, gBattleMons[gBattlerAttacker].ability) > 0
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&& BlocksPrankster(move, gBattlerAttacker, gBattlerTarget, TRUE)
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&& !(IsBattleMoveStatus(move) && (gLastUsedAbility == ABILITY_MAGIC_BOUNCE || gProtectStructs[gBattlerTarget].bounceMove)))
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{
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if (!IsDoubleBattle()
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|| !(GetBattlerMoveTargetType(gBattlerAttacker, move) & (MOVE_TARGET_BOTH | MOVE_TARGET_FOES_AND_ALLY)))
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CancelMultiTurnMoves(gBattlerAttacker, SKY_DROP_IGNORE); // Don't cancel moves that can hit two targets bc one target might not be protected
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gBattleScripting.battler = gBattlerAbility = gBattlerTarget;
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gBattlescriptCurrInstr = BattleScript_DarkTypePreventsPrankster;
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effect = 1;
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}
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break;
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case ABILITYEFFECT_WOULD_ABSORB:
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effect = CanAbilityAbsorbMove(gBattlerAttacker, battler, gLastUsedAbility, move, moveType, ABILITY_CHECK_TRIGGER);
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gBattleStruct->pledgeMove = FALSE;
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if (effect && gLastUsedAbility != 0xFFFF)
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RecordAbilityBattle(battler, gLastUsedAbility);
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return effect;
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case ABILITYEFFECT_ABSORBING:
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effect = CanAbilityAbsorbMove(gBattlerAttacker, battler, gLastUsedAbility, move, moveType, ABILITY_RUN_SCRIPT);
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break;
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case ABILITYEFFECT_MOVE_END: // Think contact abilities.
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switch (gLastUsedAbility)
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{
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