Prevents a regression for custom abilties (#7616)
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@ -363,16 +363,17 @@ enum BattleWeather
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#define B_WEATHER_LOW_LIGHT (B_WEATHER_FOG | B_WEATHER_ICY_ANY | B_WEATHER_RAIN | B_WEATHER_SANDSTORM)
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#define B_WEATHER_PRIMAL_ANY (B_WEATHER_RAIN_PRIMAL | B_WEATHER_SUN_PRIMAL | B_WEATHER_STRONG_WINDS)
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// Explicit numbers until frostbite because those shouldn't be shifted
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enum __attribute__((packed)) MoveEffect
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{
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MOVE_EFFECT_NONE,
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MOVE_EFFECT_SLEEP,
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MOVE_EFFECT_POISON,
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MOVE_EFFECT_BURN,
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MOVE_EFFECT_FREEZE,
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MOVE_EFFECT_PARALYSIS,
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MOVE_EFFECT_TOXIC,
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MOVE_EFFECT_FROSTBITE,
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MOVE_EFFECT_NONE = 0,
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MOVE_EFFECT_SLEEP = 1,
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MOVE_EFFECT_POISON = 2,
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MOVE_EFFECT_BURN = 3,
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MOVE_EFFECT_FREEZE = 4,
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MOVE_EFFECT_PARALYSIS = 5,
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MOVE_EFFECT_TOXIC = 6,
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MOVE_EFFECT_FROSTBITE = 7,
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MOVE_EFFECT_CONFUSION,
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MOVE_EFFECT_FLINCH,
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MOVE_EFFECT_TRI_ATTACK,
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@ -12906,7 +12906,7 @@ static bool32 CanAbilityShieldActivateForBattler(u32 battler)
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{
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if (GetBattlerHoldEffectIgnoreAbility(battler, TRUE) != HOLD_EFFECT_ABILITY_SHIELD)
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return FALSE;
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RecordItemEffectBattle(battler, HOLD_EFFECT_ABILITY_SHIELD);
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gBattlerAbility = battler;
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gLastUsedItem = gBattleMons[battler].item;
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@ -14534,7 +14534,7 @@ static void Cmd_setnonvolatilestatus(void)
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switch (cmd->trigger)
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{
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case TRIGGER_ON_ABILITY:
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if (gBattleScripting.moveEffect == MOVE_EFFECT_CONFUSION)
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if (gBattleScripting.moveEffect >= MOVE_EFFECT_CONFUSION)
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SetMoveEffect(gBattleScripting.battler, gEffectBattler, FALSE, FALSE);
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else
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SetNonVolatileStatusCondition(gEffectBattler, gBattleScripting.moveEffect, TRIGGER_ON_ABILITY);
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