Review changes
This commit is contained in:
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9eea1cc296
commit
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@ -370,6 +370,7 @@ gBattleAnims_Moves::
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.4byte Move_WATER_PULSE
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.4byte Move_DOOM_DESIRE
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.4byte Move_PSYCHO_BOOST
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@@@@@@@@@@@@ GEN 4 @@@@@@@@@@@@
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.4byte Move_ROOST
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.4byte Move_GRAVITY
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.4byte Move_MIRACLE_EYE
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@ -483,6 +484,7 @@ gBattleAnims_Moves::
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.4byte Move_SEED_FLARE
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.4byte Move_OMINOUS_WIND
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.4byte Move_SHADOW_FORCE
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@@@@@@@@@@@@ GEN 5 @@@@@@@@@@@@
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.4byte Move_HONE_CLAWS
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.4byte Move_WIDE_GUARD
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.4byte Move_GUARD_SPLIT
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@ -575,6 +577,7 @@ gBattleAnims_Moves::
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.4byte Move_V_CREATE
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.4byte Move_FUSION_FLARE
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.4byte Move_FUSION_BOLT
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@@@@@@@@@@@@ GEN 6 @@@@@@@@@@@@
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.4byte Move_FLYING_PRESS
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.4byte Move_MAT_BLOCK
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.4byte Move_BELCH
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@ -824,6 +827,7 @@ gBattleAnims_Special::
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.4byte Special_MonToSubstitute @ B_ANIM_MON_TO_SUBSTITUTE
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.4byte Special_CriticalCaptureBallThrow @ B_ANIM_CRITICAL_CAPTURE_THROW
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@@@@@@@@@@@@@@@@@@@@@@@ GEN 4 @@@@@@@@@@@@@@@@@@@@@@@
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Move_ROOST:
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loadspritegfx ANIM_TAG_WHITE_FEATHER
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loadspritegfx ANIM_TAG_BLUE_STAR
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@ -4491,6 +4495,7 @@ ShadowForceBg:
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waitbgfadein
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return
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@@@@@@@@@@@@@@@@@@@@@@@ GEN 5 @@@@@@@@@@@@@@@@@@@@@@@
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Move_HONE_CLAWS:
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loadspritegfx ANIM_TAG_SWIPE
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call HoneClawsAnim
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@ -4512,7 +4517,6 @@ HoneClawsAnim:
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delay 10
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return
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Move_WIDE_GUARD:
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loadspritegfx ANIM_TAG_ICE_SPIKES @motion from icy wind
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loadspritegfx ANIM_TAG_PINK_PETAL @pink color
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@ -4717,7 +4721,6 @@ RagePowderSprinkle:
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delay 0xc
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return
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Move_TELEKINESIS::
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loadspritegfx ANIM_TAG_SPARKLE_4 @detect
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createvisualtask AnimTask_BlendBattleAnimPal, 10, ANIM_PAL_BG, 0x1, 0x0, 0x9, 0x0
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@ -4736,7 +4739,6 @@ Move_TELEKINESIS::
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waitforvisualfinish
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end
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Move_MAGIC_ROOM::
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call InitRoomAnimation
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fadetobg BG_MAGIC_ROOM
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@ -4747,7 +4749,6 @@ Move_MAGIC_ROOM::
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blendoff
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end
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Move_SMACK_DOWN::
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loadspritegfx ANIM_TAG_BLACK_BALL
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loadspritegfx ANIM_TAG_IMPACT
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@ -4762,7 +4763,6 @@ Move_SMACK_DOWN::
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createvisualtask AnimTask_SeismicTossBgAccelerateDownAtEnd, 3
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goto SeismicTossWeak
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Move_STORM_THROW:
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call StormThorwAnim
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call StormThorwAnim
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@ -1292,6 +1292,7 @@ static bool32 IsGravityPreventingMove(u32 move)
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case MOVE_SKY_DROP:
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case MOVE_SPLASH:
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case MOVE_TELEKINESIS:
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case MOVE_FLOATY_FALL:
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return TRUE;
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default:
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return FALSE;
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@ -8921,8 +8921,8 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
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.target = MOVE_TARGET_SELECTED,
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.priority = 0,
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.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
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.split = SPLIT_SPECIAL, // restores 75% HP instead of 50% HP
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.argument = 75,
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.split = SPLIT_SPECIAL,
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.argument = 75, // restores 75% HP instead of 50% HP
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},
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[MOVE_CRAFTY_SHIELD] =
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@ -10319,15 +10319,17 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
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[MOVE_ZIPPY_ZAP] =
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{
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#if B_UPDATED_MOVE_DATA >= GEN_8
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.power = 80,
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.pp = 10,
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.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED,
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#else
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.power = 50,
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.pp = 15,
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.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED,
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#endif
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.effect = EFFECT_ALWAYS_CRIT,
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.power = 50,
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.type = TYPE_ELECTRIC,
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.accuracy = 100,
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.pp = 15,
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.secondaryEffectChance = 0,
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.target = MOVE_TARGET_SELECTED,
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.priority = 2,
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@ -10391,33 +10393,38 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
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[MOVE_BOUNCY_BUBBLE] =
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{
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#if B_UPDATED_MOVE_DATA >= GEN_8
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.power = 60,
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.pp = 20,
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.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
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#else
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.power = 90,
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.pp = 15,
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.flags = FLAG_PROTECT_AFFECTED | FLAG_KINGSROCK_AFFECTED,
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#endif
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.effect = EFFECT_ABSORB,
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.power = 90,
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.type = TYPE_WATER,
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.accuracy = 100,
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.pp = 15,
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.secondaryEffectChance = 0,
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.target = MOVE_TARGET_BOTH,
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.target = MOVE_TARGET_SELECTED,
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.priority = 0,
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.split = SPLIT_SPECIAL,
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.argument = 100, // restores 100% HP instead of 50% HP
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},
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[MOVE_BUZZY_BUZZ] =
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{
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#if B_UPDATED_MOVE_DATA >= GEN_8
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.power = 60,
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.pp = 20,
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.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
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#else
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.power = 90,
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.pp = 15,
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.flags = FLAG_PROTECT_AFFECTED | FLAG_KINGSROCK_AFFECTED,
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#endif
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.effect = EFFECT_PARALYZE_HIT,
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.power = 90,
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.type = TYPE_ELECTRIC,
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.accuracy = 100,
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.pp = 15,
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.secondaryEffectChance = 100,
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.target = MOVE_TARGET_SELECTED,
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.priority = 0,
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@ -10427,15 +10434,17 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
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[MOVE_SIZZLY_SLIDE] =
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{
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#if B_UPDATED_MOVE_DATA >= GEN_8
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.power = 60,
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.pp = 20,
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.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
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#else
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.power = 90,
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.pp = 15,
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.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_KINGSROCK_AFFECTED,
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#endif
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.effect = EFFECT_BURN_HIT,
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.power = 90,
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.type = TYPE_FIRE,
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.accuracy = 100,
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.pp = 15,
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.secondaryEffectChance = 100,
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.target = MOVE_TARGET_SELECTED,
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.priority = 0,
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@ -10445,14 +10454,16 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
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[MOVE_GLITZY_GLOW] =
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{
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#if B_UPDATED_MOVE_DATA >= GEN_8
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.power = 80,
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.accuracy = 95,
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.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
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#else
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.power = 90,
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.accuracy = 100,
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.flags = FLAG_PROTECT_AFFECTED | FLAG_KINGSROCK_AFFECTED,
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#endif
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.effect = EFFECT_PLACEHOLDER, //TODO (Light Screen + Hit)
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.power = 90,
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.type = TYPE_PSYCHIC,
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.accuracy = 100,
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.pp = 15,
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.secondaryEffectChance = 0,
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.target = MOVE_TARGET_SELECTED,
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@ -10463,14 +10474,16 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
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[MOVE_BADDY_BAD] =
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{
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#if B_UPDATED_MOVE_DATA >= GEN_8
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.power = 80,
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.accuracy = 95,
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.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
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#else
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.power = 90,
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.accuracy = 100,
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.flags = FLAG_PROTECT_AFFECTED | FLAG_KINGSROCK_AFFECTED,
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#endif
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.effect = EFFECT_PLACEHOLDER, //TODO (Reflect + Hit)
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.power = 90,
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.type = TYPE_DARK,
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.accuracy = 100,
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.pp = 15,
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.secondaryEffectChance = 0,
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.target = MOVE_TARGET_SELECTED,
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@ -10481,15 +10494,18 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
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[MOVE_SAPPY_SEED] =
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{
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#if B_UPDATED_MOVE_DATA >= GEN_8
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.power = 100,
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.accuracy = 90,
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.pp = 10,
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.flags = FLAG_PROTECT_AFFECTED | FLAG_MAGICCOAT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED,
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#else
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.power = 90,
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.accuracy = 100,
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.pp = 15,
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.flags = FLAG_PROTECT_AFFECTED | FLAG_MAGICCOAT_AFFECTED,
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#endif
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.effect = EFFECT_PLACEHOLDER, //TODO (Leech Seed + Hit)
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.power = 90,
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.type = TYPE_GRASS,
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.accuracy = 100,
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.pp = 15,
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.secondaryEffectChance = 0,
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.target = MOVE_TARGET_SELECTED,
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.priority = 0,
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@ -10499,15 +10515,18 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
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[MOVE_FREEZY_FROST] =
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{
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#if B_UPDATED_MOVE_DATA >= GEN_8
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.power = 100,
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.accuracy = 90,
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.pp = 10,
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.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
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#else
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.power = 90,
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.accuracy = 100,
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.pp = 15,
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.flags = FLAG_PROTECT_AFFECTED | FLAG_KINGSROCK_AFFECTED,
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#endif
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.effect = EFFECT_PLACEHOLDER, //TODO (Haze + Hit)
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.power = 90,
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.type = TYPE_ICE,
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.accuracy = 100,
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.pp = 15,
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.secondaryEffectChance = 0,
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.target = MOVE_TARGET_SELECTED,
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.priority = 0,
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@ -10517,15 +10536,18 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
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[MOVE_SPARKLY_SWIRL] =
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{
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#if B_UPDATED_MOVE_DATA >= GEN_8
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.power = 120,
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.accuracy = 85,
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.pp = 5,
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.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
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#else
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.power = 90,
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.accuracy = 100,
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.pp = 15,
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.flags = FLAG_PROTECT_AFFECTED | FLAG_KINGSROCK_AFFECTED,
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#endif
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.effect = EFFECT_PLACEHOLDER, //TODO (Heal Bell + Hit)
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.power = 90,
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.type = TYPE_FAIRY,
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.accuracy = 100,
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.pp = 15,
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.secondaryEffectChance = 0,
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.target = MOVE_TARGET_SELECTED,
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.priority = 0,
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@ -10558,7 +10580,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
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.accuracy = 100,
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.pp = 5,
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.secondaryEffectChance = 30,
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.target = MOVE_TARGET_FOES_AND_ALLY,
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.target = MOVE_TARGET_SELECTED,
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.priority = 0,
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.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_DMG_MINIMIZE | FLAG_IRON_FIST_BOOST,
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.split = SPLIT_PHYSICAL,
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@ -11171,7 +11193,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
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{
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.effect = EFFECT_PLACEHOLDER, //TODO
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.power = 50,
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.type = TYPE_ELECTRIC,
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.type = TYPE_NORMAL,
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.accuracy = 100,
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.pp = 10,
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.secondaryEffectChance = 0,
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@ -11203,7 +11225,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
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.accuracy = 100,
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.pp = 5,
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.secondaryEffectChance = 0,
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.target = MOVE_TARGET_FOES_AND_ALLY,
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.target = MOVE_TARGET_BOTH,
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.priority = 0,
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.flags = FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
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.split = SPLIT_SPECIAL,
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@ -11261,13 +11283,13 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
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.secondaryEffectChance = 0,
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.target = MOVE_TARGET_ALLY,
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.priority = 0,
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.flags = FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
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.flags = 0,
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.split = SPLIT_STATUS,
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},
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[MOVE_FLIP_TURN] =
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{
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.effect = EFFECT_PLACEHOLDER, //TODO (U-Turn?)
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.effect = EFFECT_HIT_ESCAPE,
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.power = 60,
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.type = TYPE_WATER,
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.accuracy = 100,
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@ -11281,7 +11303,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
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[MOVE_TRIPLE_AXEL] =
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{
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.effect = EFFECT_PLACEHOLDER, //TODO
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.effect = EFFECT_TRIPLE_KICK, //TODO: Increase damage by 20 instead of 10
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.power = 20,
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.type = TYPE_ICE,
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.accuracy = 90,
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@ -11332,7 +11354,6 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
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.target = MOVE_TARGET_USER,
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.priority = 0,
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.split = SPLIT_STATUS,
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.argument = TRUE, // Protects the whole side.
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},
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[MOVE_WICKED_BLOW] =
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@ -11345,7 +11366,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
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.secondaryEffectChance = 0,
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.target = MOVE_TARGET_SELECTED,
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.priority = 0,
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.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
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.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED | FLAG_IRON_FIST_BOOST,
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.split = SPLIT_PHYSICAL,
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},
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@ -11359,7 +11380,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
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.secondaryEffectChance = 0,
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.target = MOVE_TARGET_SELECTED,
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.priority = 0,
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.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED,
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.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGSROCK_AFFECTED | FLAG_IRON_FIST_BOOST,
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.split = SPLIT_PHYSICAL,
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},
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};
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@ -2622,16 +2622,16 @@ static const u8 sPHOTON_GEYSERDescription[] = _(
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"determines its category.");
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static const u8 sZIPPY_ZAPDescription[] = _(
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"An attack that is always goes\n"
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"first with a critical hit.");
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"Electric bursts always go\n"
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"first and land a critical hit.");
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static const u8 sSPLISHY_SPLASHDescription[] = _(
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"A huge electrified wave that\n"
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"may paralyze the foe.");
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static const u8 sFLOATY_FALLDescription[] = _(
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"Floats in the air to fall as\n"
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"an attack. May cause flinch.");
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"Floats in air and dives at\n"
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"angle. May cause flinching.");
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static const u8 sPIKA_PAPOWDescription[] = _(
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"Pikachu's love increases its\n"
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@ -2639,35 +2639,35 @@ static const u8 sPIKA_PAPOWDescription[] = _(
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static const u8 sBOUNCY_BUBBLEDescription[] = _(
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"An attack that absorbs\n"
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"half the damage inflicted.");
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"all the damage inflicted.");
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static const u8 sBUZZY_BUZZDescription[] = _(
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"Shoots a jolt of electricity\n"
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"that always paralyzes.");
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static const u8 sSIZZLY_SLIDEDescription[] = _(
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"Cloaks itself in fire to\n"
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"charge, burning the target.");
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"User cloaked in fire charges.\n"
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"Leaves the foe with a burn.");
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static const u8 sGLITZY_GLOWDescription[] = _(
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"Creates a Light Screen after\n"
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"a telekinetic attack.");
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"Telekinetic force that sets\n"
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"wall, lowering Sp. Atk damage.");
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static const u8 sBADDY_BADDescription[] = _(
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"Creates a Reflect wall after\n"
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"acting bad and attacking.");
|
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"Acting badly, attacks. Sets\n"
|
||||
"wall, lowering Attack damage.");
|
||||
|
||||
static const u8 sSAPPY_SEEDDescription[] = _(
|
||||
"Grows a stalk that spreads\n"
|
||||
"damaging Leech Seeds.");
|
||||
"Giant stalk scatters seeds\n"
|
||||
"that drain HP every turn.");
|
||||
|
||||
static const u8 sFREEZY_FROSTDescription[] = _(
|
||||
"A frozen haze attack that\n"
|
||||
"eliminates all stat changes.");
|
||||
"Crystal from cold haze hits.\n"
|
||||
"Eliminates all stat changes.");
|
||||
|
||||
static const u8 sSPARKLY_SWIRLDescription[] = _(
|
||||
"Heals all status problems\n"
|
||||
"with a whirlwind of scent.");
|
||||
"Wrap foe with whirlwind of\n"
|
||||
"scent. Heals party's status.");
|
||||
|
||||
static const u8 sVEEVEE_VOLLEYDescription[] = _(
|
||||
"Eevee's love increases its\n"
|
||||
@ -2819,12 +2819,12 @@ static const u8 sSTEEL_BEAMDescription[] = _(
|
||||
"its body. It hurts the user.");
|
||||
|
||||
static const u8 sEXPANDING_FORCEDescription[] = _(
|
||||
"A Psychic attack that's more\n"
|
||||
"powerful in Psychic Terrain.");
|
||||
"Power goes up and damages\n"
|
||||
"all foes on Psychic Terrain.");
|
||||
|
||||
static const u8 sSTEEL_ROLLERDescription[] = _(
|
||||
"Destroys any active terrain.\n"
|
||||
"Without one, it fails.");
|
||||
"Destroys terrain. Fails if\n"
|
||||
"ground isn't terrain.");
|
||||
|
||||
static const u8 sSCALE_SHOTDescription[] = _(
|
||||
"Shoots scales 2 to 5 times.\n"
|
||||
@ -2835,76 +2835,76 @@ static const u8 sMETEOR_BEAMDescription[] = _(
|
||||
"Sp. Attack before attacking.");
|
||||
|
||||
static const u8 sSHELL_SIDE_ARMDescription[] = _(
|
||||
"Its category depends on\n"
|
||||
"which one will damage more.");
|
||||
"Uses higher of physical and \n"
|
||||
"special damage. May poison.");
|
||||
|
||||
static const u8 sMISTY_EXPLOSIONDescription[] = _(
|
||||
"Boosted by Misty Terrain, it\n"
|
||||
"makes the user faint.");
|
||||
"Hit everything and faint.\n"
|
||||
"Powers up on Misty Terrain.");
|
||||
|
||||
static const u8 sGRASSY_GLIDEDescription[] = _(
|
||||
"On Grassy Terrain, the user\n"
|
||||
"will always strike first.");
|
||||
"Gliding on ground, hits. Goes\n"
|
||||
"first on Grassy Terrain.");
|
||||
|
||||
static const u8 sRISING_VOLTAGEDescription[] = _(
|
||||
"Its power doubles while\n"
|
||||
"on Electric Terrain.");
|
||||
"This move's power doubles\n"
|
||||
"when on Electric Terrain.");
|
||||
|
||||
static const u8 sTERRAIN_PULSEDescription[] = _(
|
||||
"Type changes depending on\n"
|
||||
"terrain. Power also doubles.");
|
||||
"Type and power changes\n"
|
||||
"depending on the terrain.");
|
||||
|
||||
static const u8 sSKITTER_SMACKDescription[] = _(
|
||||
"User skitters behind target\n"
|
||||
"to attack. Lowers Sp. Atk.");
|
||||
"User skitters behind foe to\n"
|
||||
"attack. Lowers foe’s Sp. Atk.");
|
||||
|
||||
static const u8 sBURNING_JEALOUSYDescription[] = _(
|
||||
"Burns whoever their stats\n"
|
||||
"raised on the same turn.");
|
||||
"Foes that have stats upped\n"
|
||||
"during the turn get burned.");
|
||||
|
||||
static const u8 sLASH_OUTDescription[] = _(
|
||||
"Power doubles if stats were\n"
|
||||
"lowered on the same turn.");
|
||||
"If stats lowered during this\n"
|
||||
"turn, power is doubled.");
|
||||
|
||||
static const u8 sPOLTERGEISTDescription[] = _(
|
||||
"Only works if the target\n"
|
||||
"is holding an item.");
|
||||
"Control foe’s item to attack.\n"
|
||||
"Fails if foe has no item.");
|
||||
|
||||
static const u8 sCORROSIVE_GASDescription[] = _(
|
||||
"Melts all surrounding items\n"
|
||||
"with highly acidic gas.");
|
||||
"Highly acidic gas melts items\n"
|
||||
"held by surrounding Pokémon.");
|
||||
|
||||
static const u8 sCOACHINGDescription[] = _(
|
||||
"The user coaches an ally to\n"
|
||||
"raise their Atk. and Def.");
|
||||
"Properly coaches allies to\n"
|
||||
"up their Attack and Defense.");
|
||||
|
||||
static const u8 sFLIP_TURNDescription[] = _(
|
||||
"Does damage then switches\n"
|
||||
"out the user.");
|
||||
"Attacks and rushes back to\n"
|
||||
"switch with a party Pokémon.");
|
||||
|
||||
static const u8 sTRIPLE_AXELDescription[] = _(
|
||||
"A 3-kick attack that gets\n"
|
||||
"stronger on each hit.");
|
||||
"more powerful with each hit.");
|
||||
|
||||
static const u8 sDUAL_WINGBEATDescription[] = _(
|
||||
"The user uses its wings to\n"
|
||||
"slam the target twice.");
|
||||
"User slams the target with\n"
|
||||
"wings and hits twice in a row.");
|
||||
|
||||
static const u8 sSCORCHING_SANDSDescription[] = _(
|
||||
"It throws scorching sand\n"
|
||||
"that may burn the target.");
|
||||
"Throws scorching sand at\n"
|
||||
"the target. May leave a burn.");
|
||||
|
||||
static const u8 sJUNGLE_HEALINGDescription[] = _(
|
||||
"Becomes one with the jungle\n"
|
||||
"to heal the team's health.");
|
||||
"Heals HP and status of\n"
|
||||
"itself and allies in battle.");
|
||||
|
||||
static const u8 sWICKED_BLOWDescription[] = _(
|
||||
"By mastering the Dark style,\n"
|
||||
"always does a critical hit.");
|
||||
"Mastering the Dark style,\n"
|
||||
"strikes with a critical hit.");
|
||||
|
||||
static const u8 sSURGING_STRIKESDescription[] = _(
|
||||
"By mastering the Water style\n"
|
||||
"it lands with 3 critical hits.");
|
||||
"Mastering the Water style,\n"
|
||||
"strikes with 3 critical hits.");
|
||||
|
||||
static const u8 sNotDoneYetDescription[] = _(
|
||||
"Not done yet.");
|
||||
|
||||
@ -689,7 +689,7 @@ const u8 gMoveNames[MOVES_COUNT][MOVE_NAME_LENGTH + 1] =
|
||||
[MOVE_FREEZY_FROST] = _("Freezy Frost"),
|
||||
[MOVE_SPARKLY_SWIRL] = _("SparklySwirl"),
|
||||
[MOVE_VEEVEE_VOLLEY] = _("VeeveeVolley"),
|
||||
[MOVE_DOUBLE_IRON_BASH] = _("D. Iron Bash"),
|
||||
[MOVE_DOUBLE_IRON_BASH] = _("DublIronBash"),
|
||||
//GEN 8
|
||||
[MOVE_DYNAMAX_CANNON] = _("Dyna Cannon"),
|
||||
[MOVE_SNIPE_SHOT] = _("Snipe Shot"),
|
||||
@ -730,10 +730,10 @@ const u8 gMoveNames[MOVES_COUNT][MOVE_NAME_LENGTH + 1] =
|
||||
[MOVE_STEEL_ROLLER] = _("Steel Roller"),
|
||||
[MOVE_SCALE_SHOT] = _("Scale Shot"),
|
||||
[MOVE_METEOR_BEAM] = _("Meteor Beam"),
|
||||
[MOVE_SHELL_SIDE_ARM] = _("Shell S. Arm"),
|
||||
[MOVE_SHELL_SIDE_ARM] = _("ShellSideArm"),
|
||||
[MOVE_MISTY_EXPLOSION] = _("Misty Explos"),
|
||||
[MOVE_GRASSY_GLIDE] = _("Grassy Glide"),
|
||||
[MOVE_RISING_VOLTAGE] = _("Rise Voltage"),
|
||||
[MOVE_RISING_VOLTAGE] = _("Rising Volts"),
|
||||
[MOVE_TERRAIN_PULSE] = _("TerrainPulse"),
|
||||
[MOVE_SKITTER_SMACK] = _("SkitterSmack"),
|
||||
[MOVE_BURNING_JEALOUSY] = _("BurnJealousy"),
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user