Fixes Round doubling it's BP if previous Round failed (#5907)
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@ -9121,7 +9121,7 @@ static inline u32 CalcMoveBasePower(struct DamageCalculationData *damageCalcData
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case EFFECT_ROUND:
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for (i = 0; i < gBattlersCount; i++)
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{
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if (i != battlerAtk && IsBattlerAlive(i) && gLastMoves[i] == MOVE_ROUND)
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if (i != battlerAtk && IsBattlerAlive(i) && gMovesInfo[gLastUsedMove].effect == EFFECT_ROUND)
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{
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basePower *= 2;
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break;
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