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battle_3: tabs
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@ -1689,11 +1689,11 @@ u8 AbilityBattleEffects(u8 caseID, u8 bank, u8 ability, u8 special, u16 moveArg)
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if (gBankAttacker >= gNoOfAllBanks)
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gBankAttacker = bank;
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switch (gLastUsedAbility)
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{
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case 0xFF: //weather from overworld
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{
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case 0xFF: //weather from overworld
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//_08042A86
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switch (weather_get_current())
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{
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switch (weather_get_current())
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{
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case 3:
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case 5:
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case 13:
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@ -1723,34 +1723,34 @@ u8 AbilityBattleEffects(u8 caseID, u8 bank, u8 ability, u8 special, u16 moveArg)
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effect++;
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}
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break;
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}
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if (effect)
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}
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if (effect)
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{
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gBattleCommunication[MULTISTRING_CHOOSER] = weather_get_current();
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b_push_move_exec(gUnknown_082DACE7);
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}
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break;
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case ABILITY_DRIZZLE:
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break;
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case ABILITY_DRIZZLE:
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//_08042B78
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if (!(gBattleWeather & WEATHER_RAIN_PERMANENT))
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if (!(gBattleWeather & WEATHER_RAIN_PERMANENT))
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{
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gBattleWeather = (WEATHER_RAIN_PERMANENT | WEATHER_RAIN_TEMPORARY);
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b_push_move_exec(BattleScript_DrizzleActivates);
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gBattleScripting.bank = bank;
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effect++;
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}
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break;
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case ABILITY_SAND_STREAM:
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break;
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case ABILITY_SAND_STREAM:
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//_08042BA8
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if (!(gBattleWeather & WEATHER_SANDSTORM_PERMANENT))
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if (!(gBattleWeather & WEATHER_SANDSTORM_PERMANENT))
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{
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gBattleWeather = (WEATHER_SANDSTORM_PERMANENT | WEATHER_SANDSTORM_TEMPORARY);
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b_push_move_exec(BattleScript_SandstreamActivates);
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gBattleScripting.bank = bank;
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effect++;
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}
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break;
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case ABILITY_DROUGHT:
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break;
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case ABILITY_DROUGHT:
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//_08042BD8
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if (!(gBattleWeather & WEATHER_SUN_PERMANENT))
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{
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@ -1759,16 +1759,16 @@ u8 AbilityBattleEffects(u8 caseID, u8 bank, u8 ability, u8 special, u16 moveArg)
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gBattleScripting.bank = bank;
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effect++;
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}
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break;
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case ABILITY_INTIMIDATE:
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break;
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case ABILITY_INTIMIDATE:
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//_08042C08
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if (!(gSpecialStatuses[bank].intimidatedPoke))
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{
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gStatuses3[bank] |= STATUS3_INTIMIDATE_POKES;
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gSpecialStatuses[bank].intimidatedPoke = 1;
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}
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break;
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case ABILITY_FORECAST:
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break;
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case ABILITY_FORECAST:
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//_08042C3C
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effect = CastformDataTypeChange(bank);
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if (effect != 0)
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@ -1777,20 +1777,20 @@ u8 AbilityBattleEffects(u8 caseID, u8 bank, u8 ability, u8 special, u16 moveArg)
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gBattleScripting.bank = bank;
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gBattleStruct->formToChangeInto = effect - 1;
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}
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break;
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case ABILITY_TRACE:
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if (!(gSpecialStatuses[bank].traced))
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break;
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case ABILITY_TRACE:
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if (!(gSpecialStatuses[bank].traced))
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{
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gStatuses3[bank] |= STATUS3_TRACE;
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gSpecialStatuses[bank].traced = 1;
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}
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break;
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case ABILITY_CLOUD_NINE:
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case ABILITY_AIR_LOCK:
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{
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u8 i;
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break;
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case ABILITY_CLOUD_NINE:
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case ABILITY_AIR_LOCK:
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{
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u8 i;
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for (i = 0; i < gNoOfAllBanks; i++)
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for (i = 0; i < gNoOfAllBanks; i++)
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{
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// TODO: i should be in r6 here
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//asm("":::"r4","r5");
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@ -1803,10 +1803,10 @@ u8 AbilityBattleEffects(u8 caseID, u8 bank, u8 ability, u8 special, u16 moveArg)
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break;
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}
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}
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}
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break;
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}
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break;
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}
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break;
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}
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break;
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case ABILITYEFFECT_ENDTURN: // 1
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//_08042CDC
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if (gBattleMons[bank].hp != 0)
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@ -2435,7 +2435,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 bank, u8 ability, u8 special, u16 moveArg)
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{
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asm(
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"\n\
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.syntax unified\n\
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.syntax unified\n\
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push {r4-r7,lr}\n\
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mov r7, r10\n\
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mov r6, r9\n\
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@ -5459,7 +5459,7 @@ _0804443A:\n\
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pop {r1}\n\
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bx r1\n\
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.pool\n\
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.syntax divided");
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.syntax divided");
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}
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#endif // NONMATCHING
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