Removed the unnecessary Dragon Energy effect
The move is an Eruption clone, whose effect was already done. Thanks to BuffelSaft for the heads up. I took the chance and fixed its target too.
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4 changed files with 2 additions and 8 deletions
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@ -365,7 +365,6 @@ gBattleScriptsForMoveEffects:: @ 82D86A8
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.4byte BattleScript_EffectFairyLock
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.4byte BattleScript_EffectAllySwitch
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.4byte BattleScript_EffectSleepHit
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.4byte BattleScript_EffectDragonEnergy
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BattleScript_EffectSleepHit:
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setmoveeffect MOVE_EFFECT_SLEEP
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@ -2008,7 +2007,6 @@ BattleScript_EffectPlaceholder:
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printstring STRINGID_NOTDONEYET
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goto BattleScript_MoveEnd
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BattleScript_EffectDragonEnergy:
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BattleScript_EffectStompingTantrum:
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BattleScript_EffectEvasionDownHit:
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BattleScript_EffectVitalThrow:
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@ -351,6 +351,5 @@
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#define EFFECT_FAIRY_LOCK 345
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#define EFFECT_ALLY_SWITCH 346
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#define EFFECT_SLEEP_HIT 347 // Relic Song
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#define EFFECT_DRAGON_ENERGY 348
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#endif // GUARD_CONSTANTS_BATTLE_MOVE_EFFECTS_H
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@ -6581,9 +6581,6 @@ static u16 CalcMoveBasePower(u16 move, u8 battlerAtk, u8 battlerDef)
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if (gBattleMoves[gLastUsedMove].effect == EFFECT_FUSION_COMBO && move != gLastUsedMove)
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basePower *= 2;
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break;
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case EFFECT_DRAGON_ENERGY:
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basePower = 150 * gBattleMons[battlerAtk].hp / gBattleMons[battlerAtk].maxHP;
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break;
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}
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if (basePower == 0)
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@ -11403,13 +11403,13 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
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[MOVE_DRAGON_ENERGY] =
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{
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.effect = EFFECT_DRAGON_ENERGY,
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.effect = EFFECT_ERUPTION,
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.power = 150,
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.type = TYPE_DRAGON,
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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_SELECTED,
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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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