Standardize Friendship/Happiness
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@@ -258,7 +258,7 @@ static void Cmd_trysetperishsong(void);
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static void Cmd_rolloutdamagecalculation(void);
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static void Cmd_jumpifconfusedandstatmaxed(void);
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static void Cmd_furycuttercalc(void);
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static void Cmd_happinesstodamagecalculation(void);
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static void Cmd_friendshiptodamagecalculation(void);
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static void Cmd_presentdamagecalculation(void);
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static void Cmd_setsafeguard(void);
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static void Cmd_magnitudedamagecalculation(void);
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@@ -510,7 +510,7 @@ void (* const gBattleScriptingCommandsTable[])(void) =
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Cmd_rolloutdamagecalculation, //0xB3
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Cmd_jumpifconfusedandstatmaxed, //0xB4
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Cmd_furycuttercalc, //0xB5
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Cmd_happinesstodamagecalculation, //0xB6
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Cmd_friendshiptodamagecalculation, //0xB6
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Cmd_presentdamagecalculation, //0xB7
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Cmd_setsafeguard, //0xB8
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Cmd_magnitudedamagecalculation, //0xB9
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@@ -8471,7 +8471,7 @@ static void Cmd_furycuttercalc(void)
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}
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}
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static void Cmd_happinesstodamagecalculation(void)
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static void Cmd_friendshiptodamagecalculation(void)
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{
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if (gBattleMoves[gCurrentMove].effect == EFFECT_RETURN)
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gDynamicBasePower = 10 * (gBattleMons[gBattlerAttacker].friendship) / 25;
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