IsBattlerProtected
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@ -7450,6 +7450,48 @@ bool32 IsMoveMakingContact(u16 move, u8 battlerAtk)
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}
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}
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bool32 IsBattlerProtected(u8 battlerId, u16 move)
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{
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// Decorate bypasses protect and detect, but not crafty shield
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if (move == MOVE_DECORATE)
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{
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if (gSideStatuses[GetBattlerSide(battlerId)] & SIDE_STATUS_CRAFTY_SHIELD)
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return TRUE;
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else if (gProtectStructs[battlerId].protected)
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return FALSE;
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}
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if (!(gBattleMoves[move].flags & FLAG_PROTECT_AFFECTED))
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return FALSE;
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else if (gBattleMoves[move].effect == MOVE_EFFECT_FEINT)
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return FALSE;
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else if (gProtectStructs[battlerId].protected)
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return TRUE;
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else if (gSideStatuses[GetBattlerSide(battlerId)] & SIDE_STATUS_WIDE_GUARD
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&& gBattleMoves[move].target & (MOVE_TARGET_BOTH | MOVE_TARGET_FOES_AND_ALLY))
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return TRUE;
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else if (gProtectStructs[battlerId].banefulBunkered)
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return TRUE;
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else if (gProtectStructs[battlerId].obstructed && !IS_MOVE_STATUS(move))
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return TRUE;
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else if (gProtectStructs[battlerId].spikyShielded)
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return TRUE;
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else if (gProtectStructs[battlerId].kingsShielded && gBattleMoves[move].power != 0)
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return TRUE;
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else if (gSideStatuses[GetBattlerSide(battlerId)] & SIDE_STATUS_QUICK_GUARD
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&& GetChosenMovePriority(gBattlerAttacker) > 0)
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return TRUE;
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else if (gSideStatuses[GetBattlerSide(battlerId)] & SIDE_STATUS_CRAFTY_SHIELD
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&& IS_MOVE_STATUS(move))
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return TRUE;
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else if (gSideStatuses[GetBattlerSide(battlerId)] & SIDE_STATUS_MAT_BLOCK
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&& !IS_MOVE_STATUS(move))
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return TRUE;
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else
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return FALSE;
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}
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bool32 IsBattlerGrounded(u8 battlerId)
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{
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if (GetBattlerHoldEffect(battlerId, TRUE) == HOLD_EFFECT_IRON_BALL)
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