decomp calc dmg and clean up battle ai
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222
include/battle_move_effects.h
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222
include/battle_move_effects.h
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#ifndef GUARD_BATTLE_MOVE_EFFECTS_H
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#define GUARD_BATTLE_MOVE_EFFECTS_H
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enum
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{
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EFFECT_HIT,
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EFFECT_SLEEP,
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EFFECT_POISON_HIT,
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EFFECT_ABSORB,
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EFFECT_BURN_HIT,
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EFFECT_FREEZE_HIT,
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EFFECT_PARALYZE_HIT,
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EFFECT_EXPLOSION,
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EFFECT_DREAM_EATER,
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EFFECT_MIRROR_MOVE,
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EFFECT_ATTACK_UP,
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EFFECT_DEFENSE_UP,
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EFFECT_SPEED_UP,
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EFFECT_SPECIAL_ATTACK_UP,
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EFFECT_SPECIAL_DEFENSE_UP,
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EFFECT_ACCURACY_UP,
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EFFECT_EVASION_UP,
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EFFECT_ALWAYS_HIT,
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EFFECT_ATTACK_DOWN,
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EFFECT_DEFENSE_DOWN,
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EFFECT_SPEED_DOWN,
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EFFECT_SPECIAL_ATTACK_DOWN, // unused
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EFFECT_SPECIAL_DEFENSE_DOWN, // unused
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EFFECT_ACCURACY_DOWN,
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EFFECT_EVASION_DOWN,
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EFFECT_HAZE,
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EFFECT_BIDE,
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EFFECT_RAMPAGE,
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EFFECT_ROAR,
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EFFECT_MULTI_HIT,
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EFFECT_CONVERSION,
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EFFECT_FLINCH_HIT,
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EFFECT_RESTORE_HP,
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EFFECT_TOXIC,
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EFFECT_PAY_DAY,
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EFFECT_LIGHT_SCREEN,
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EFFECT_TRI_ATTACK,
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EFFECT_REST,
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EFFECT_OHKO,
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EFFECT_RAZOR_WIND,
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EFFECT_SUPER_FANG,
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EFFECT_DRAGON_RAGE,
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EFFECT_TRAP,
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EFFECT_HIGH_CRITICAL,
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EFFECT_DOUBLE_HIT,
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EFFECT_RECOIL_IF_MISS,
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EFFECT_MIST,
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EFFECT_FOCUS_ENERGY,
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EFFECT_RECOIL,
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EFFECT_CONFUSE,
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EFFECT_ATTACK_UP_2,
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EFFECT_DEFENSE_UP_2,
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EFFECT_SPEED_UP_2,
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EFFECT_SPECIAL_ATTACK_UP_2,
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EFFECT_SPECIAL_DEFENSE_UP_2,
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EFFECT_ACCURACY_UP_2,
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EFFECT_EVASION_UP_2,
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EFFECT_TRANSFORM,
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EFFECT_ATTACK_DOWN_2,
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EFFECT_DEFENSE_DOWN_2,
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EFFECT_SPEED_DOWN_2,
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EFFECT_SPECIAL_ATTACK_DOWN_2,
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EFFECT_SPECIAL_DEFENSE_DOWN_2,
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EFFECT_ACCURACY_DOWN_2,
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EFFECT_EVASION_DOWN_2,
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EFFECT_REFLECT,
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EFFECT_POISON,
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EFFECT_PARALYZE,
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EFFECT_ATTACK_DOWN_HIT,
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EFFECT_DEFENSE_DOWN_HIT,
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EFFECT_SPEED_DOWN_HIT,
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EFFECT_SPECIAL_ATTACK_DOWN_HIT,
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EFFECT_SPECIAL_DEFENSE_DOWN_HIT,
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EFFECT_ACCURACY_DOWN_HIT,
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EFFECT_EVASION_DOWN_HIT,
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EFFECT_SKY_ATTACK,
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EFFECT_CONFUSE_HIT,
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EFFECT_TWINEEDLE,
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EFFECT_VITAL_THROW,
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EFFECT_SUBSTITUTE,
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EFFECT_RECHARGE,
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EFFECT_RAGE,
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EFFECT_MIMIC,
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EFFECT_METRONOME,
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EFFECT_LEECH_SEED,
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EFFECT_SPLASH,
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EFFECT_DISABLE,
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EFFECT_LEVEL_DAMAGE,
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EFFECT_PSYWAVE,
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EFFECT_COUNTER,
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EFFECT_ENCORE,
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EFFECT_PAIN_SPLIT,
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EFFECT_SNORE,
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EFFECT_CONVERSION_2,
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EFFECT_LOCK_ON,
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EFFECT_SKETCH,
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EFFECT_UNUSED_60, // thaw
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EFFECT_SLEEP_TALK,
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EFFECT_DESTINY_BOND,
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EFFECT_FLAIL,
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EFFECT_SPITE,
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EFFECT_FALSE_SWIPE,
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EFFECT_HEAL_BELL,
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EFFECT_QUICK_ATTACK,
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EFFECT_TRIPLE_KICK,
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EFFECT_THIEF,
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EFFECT_MEAN_LOOK,
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EFFECT_NIGHTMARE,
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EFFECT_MINIMIZE,
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EFFECT_CURSE,
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EFFECT_UNUSED_6E,
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EFFECT_PROTECT,
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EFFECT_SPIKES,
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EFFECT_FORESIGHT,
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EFFECT_PERISH_SONG,
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EFFECT_SANDSTORM,
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EFFECT_ENDURE,
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EFFECT_ROLLOUT,
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EFFECT_SWAGGER,
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EFFECT_FURY_CUTTER,
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EFFECT_ATTRACT,
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EFFECT_RETURN,
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EFFECT_PRESENT,
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EFFECT_FRUSTRATION,
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EFFECT_SAFEGUARD,
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EFFECT_THAW_HIT,
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EFFECT_MAGNITUDE,
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EFFECT_BATON_PASS,
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EFFECT_PURSUIT,
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EFFECT_RAPID_SPIN,
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EFFECT_SONICBOOM,
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EFFECT_UNUSED_83,
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EFFECT_MORNING_SUN,
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EFFECT_SYNTHESIS,
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EFFECT_MOONLIGHT,
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EFFECT_HIDDEN_POWER,
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EFFECT_RAIN_DANCE,
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EFFECT_SUNNY_DAY,
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EFFECT_DEFENSE_UP_HIT,
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EFFECT_ATTACK_UP_HIT,
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EFFECT_ALL_STATS_UP_HIT,
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EFFECT_UNUSED_8D, // incomplete fake out in gen 2
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EFFECT_BELLY_DRUM,
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EFFECT_PSYCH_UP,
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EFFECT_MIRROR_COAT,
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EFFECT_SKULL_BASH,
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EFFECT_TWISTER,
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EFFECT_EARTHQUAKE,
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EFFECT_FUTURE_SIGHT,
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EFFECT_GUST,
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EFFECT_FLINCH_HIT_2, // STOMP ASTONISH EXTRASENSORY NEEDLE_ARM
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EFFECT_SOLARBEAM,
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EFFECT_THUNDER,
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EFFECT_TELEPORT,
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EFFECT_BEAT_UP,
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EFFECT_FLY,
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EFFECT_DEFENSE_CURL,
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EFFECT_SOFTBOILED,
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EFFECT_FAKE_OUT,
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EFFECT_UPROAR,
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EFFECT_STOCKPILE,
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EFFECT_SPIT_UP,
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EFFECT_SWALLOW,
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EFFECT_UNUSED_A3,
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EFFECT_HAIL,
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EFFECT_TORMENT,
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EFFECT_FLATTER,
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EFFECT_WILL_O_WISP,
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EFFECT_MEMENTO,
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EFFECT_FACADE,
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EFFECT_FOCUS_PUNCH,
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EFFECT_SMELLINGSALT,
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EFFECT_FOLLOW_ME,
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EFFECT_NATURE_POWER,
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EFFECT_CHARGE,
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EFFECT_TAUNT,
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EFFECT_HELPING_HAND,
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EFFECT_TRICK,
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EFFECT_ROLE_PLAY,
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EFFECT_WISH,
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EFFECT_ASSIST,
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EFFECT_INGRAIN,
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EFFECT_SUPERPOWER,
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EFFECT_MAGIC_COAT,
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EFFECT_RECYCLE,
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EFFECT_REVENGE,
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EFFECT_BRICK_BREAK,
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EFFECT_YAWN,
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EFFECT_KNOCK_OFF,
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EFFECT_ENDEAVOR,
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EFFECT_ERUPTION,
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EFFECT_SKILL_SWAP,
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EFFECT_IMPRISON,
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EFFECT_REFRESH,
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EFFECT_GRUDGE,
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EFFECT_SNATCH,
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EFFECT_LOW_KICK,
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EFFECT_SECRET_POWER,
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EFFECT_DOUBLE_EDGE,
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EFFECT_TEETER_DANCE,
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EFFECT_BLAZE_KICK,
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EFFECT_MUD_SPORT,
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EFFECT_POISON_FANG,
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EFFECT_WEATHER_BALL,
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EFFECT_OVERHEAT,
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EFFECT_TICKLE,
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EFFECT_COSMIC_POWER,
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EFFECT_SKY_UPPERCUT,
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EFFECT_BULK_UP,
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EFFECT_POISON_TAIL,
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EFFECT_WATER_SPORT,
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EFFECT_CALM_MIND,
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EFFECT_DRAGON_DANCE,
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EFFECT_CAMOUFLAGE,
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};
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#endif // GUARD_BATTLE_MOVE_EFFECTS_H
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