more battle labels
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@@ -383,7 +383,7 @@ u8 TrySetCantSelectMoveBattleScript(void)
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else
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holdEffect = ItemId_GetHoldEffect(gBattleMons[gActiveBattler].item);
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gStringBattler = gActiveBattler;
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gPotentialItemEffectBattler = gActiveBattler;
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if (holdEffect == HOLD_EFFECT_CHOICE_BAND && *choicedMove != 0 && *choicedMove != 0xFFFF && *choicedMove != move)
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{
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@@ -427,7 +427,7 @@ u8 CheckMoveLimitations(u8 battlerId, u8 unusableMoves, u8 check)
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else
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holdEffect = ItemId_GetHoldEffect(gBattleMons[battlerId].item);
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gStringBattler = battlerId;
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gPotentialItemEffectBattler = battlerId;
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for (i = 0; i < MAX_BATTLERS_COUNT; i++)
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{
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@@ -1912,9 +1912,9 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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}
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break;
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case ABILITY_SPEED_BOOST:
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if (gBattleMons[battler].statStages[STAT_STAGE_SPEED] < 0xC && gDisableStructs[battler].isFirstTurn != 2)
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if (gBattleMons[battler].statStages[STAT_SPEED] < 0xC && gDisableStructs[battler].isFirstTurn != 2)
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{
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gBattleMons[battler].statStages[STAT_STAGE_SPEED]++;
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gBattleMons[battler].statStages[STAT_SPEED]++;
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gBattleScripting.animArg1 = 0x11;
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gBattleScripting.animArg2 = 0;
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BattleScriptPushCursorAndCallback(BattleScript_SpeedBoostActivates);
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@@ -2564,7 +2564,7 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
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if (effect)
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{
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gBattleScripting.battler = battlerId;
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gStringBattler = battlerId;
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gPotentialItemEffectBattler = battlerId;
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gActiveBattler = gBattlerAttacker = battlerId;
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BattleScriptExecute(BattleScript_WhiteHerbEnd2);
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}
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@@ -2635,7 +2635,7 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
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if (effect)
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{
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gBattleScripting.battler = battlerId;
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gStringBattler = battlerId;
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gPotentialItemEffectBattler = battlerId;
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gActiveBattler = gBattlerAttacker = battlerId;
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BattleScriptExecute(BattleScript_WhiteHerbEnd2);
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}
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@@ -2747,66 +2747,66 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
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break;
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// copy/paste again, smh
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case HOLD_EFFECT_ATTACK_UP:
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if (gBattleMons[battlerId].hp <= gBattleMons[battlerId].maxHP / bankQuality && !moveTurn && gBattleMons[battlerId].statStages[STAT_STAGE_ATK] < 0xC)
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if (gBattleMons[battlerId].hp <= gBattleMons[battlerId].maxHP / bankQuality && !moveTurn && gBattleMons[battlerId].statStages[STAT_ATK] < 0xC)
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{
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PREPARE_STAT_BUFFER(gBattleTextBuff1, STAT_STAGE_ATK);
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PREPARE_STAT_BUFFER(gBattleTextBuff1, STAT_ATK);
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PREPARE_STRING_BUFFER(gBattleTextBuff2, STRINGID_STATROSE);
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gEffectBattler = battlerId;
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SET_STATCHANGER(STAT_STAGE_ATK, 1, FALSE);
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gBattleScripting.animArg1 = 0xE + STAT_STAGE_ATK;
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SET_STATCHANGER(STAT_ATK, 1, FALSE);
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gBattleScripting.animArg1 = 0xE + STAT_ATK;
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gBattleScripting.animArg2 = 0;
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BattleScriptExecute(BattleScript_BerryStatRaiseEnd2);
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effect = ITEM_STATS_CHANGE;
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}
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break;
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case HOLD_EFFECT_DEFENSE_UP:
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if (gBattleMons[battlerId].hp <= gBattleMons[battlerId].maxHP / bankQuality && !moveTurn && gBattleMons[battlerId].statStages[STAT_STAGE_DEF] < 0xC)
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if (gBattleMons[battlerId].hp <= gBattleMons[battlerId].maxHP / bankQuality && !moveTurn && gBattleMons[battlerId].statStages[STAT_DEF] < 0xC)
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{
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PREPARE_STAT_BUFFER(gBattleTextBuff1, STAT_STAGE_DEF);
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PREPARE_STAT_BUFFER(gBattleTextBuff1, STAT_DEF);
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gEffectBattler = battlerId;
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SET_STATCHANGER(STAT_STAGE_DEF, 1, FALSE);
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gBattleScripting.animArg1 = 0xE + STAT_STAGE_DEF;
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SET_STATCHANGER(STAT_DEF, 1, FALSE);
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gBattleScripting.animArg1 = 0xE + STAT_DEF;
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gBattleScripting.animArg2 = 0;
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BattleScriptExecute(BattleScript_BerryStatRaiseEnd2);
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effect = ITEM_STATS_CHANGE;
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}
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break;
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case HOLD_EFFECT_SPEED_UP:
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if (gBattleMons[battlerId].hp <= gBattleMons[battlerId].maxHP / bankQuality && !moveTurn && gBattleMons[battlerId].statStages[STAT_STAGE_SPEED] < 0xC)
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if (gBattleMons[battlerId].hp <= gBattleMons[battlerId].maxHP / bankQuality && !moveTurn && gBattleMons[battlerId].statStages[STAT_SPEED] < 0xC)
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{
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PREPARE_STAT_BUFFER(gBattleTextBuff1, STAT_STAGE_SPEED);
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PREPARE_STAT_BUFFER(gBattleTextBuff1, STAT_SPEED);
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gEffectBattler = battlerId;
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SET_STATCHANGER(STAT_STAGE_SPEED, 1, FALSE);
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gBattleScripting.animArg1 = 0xE + STAT_STAGE_SPEED;
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SET_STATCHANGER(STAT_SPEED, 1, FALSE);
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gBattleScripting.animArg1 = 0xE + STAT_SPEED;
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gBattleScripting.animArg2 = 0;
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BattleScriptExecute(BattleScript_BerryStatRaiseEnd2);
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effect = ITEM_STATS_CHANGE;
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}
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break;
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case HOLD_EFFECT_SP_ATTACK_UP:
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if (gBattleMons[battlerId].hp <= gBattleMons[battlerId].maxHP / bankQuality && !moveTurn && gBattleMons[battlerId].statStages[STAT_STAGE_SPATK] < 0xC)
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if (gBattleMons[battlerId].hp <= gBattleMons[battlerId].maxHP / bankQuality && !moveTurn && gBattleMons[battlerId].statStages[STAT_SPATK] < 0xC)
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{
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PREPARE_STAT_BUFFER(gBattleTextBuff1, STAT_STAGE_SPATK);
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PREPARE_STAT_BUFFER(gBattleTextBuff1, STAT_SPATK);
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gEffectBattler = battlerId;
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SET_STATCHANGER(STAT_STAGE_SPATK, 1, FALSE);
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gBattleScripting.animArg1 = 0xE + STAT_STAGE_SPATK;
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SET_STATCHANGER(STAT_SPATK, 1, FALSE);
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gBattleScripting.animArg1 = 0xE + STAT_SPATK;
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gBattleScripting.animArg2 = 0;
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BattleScriptExecute(BattleScript_BerryStatRaiseEnd2);
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effect = ITEM_STATS_CHANGE;
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}
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break;
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case HOLD_EFFECT_SP_DEFENSE_UP:
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if (gBattleMons[battlerId].hp <= gBattleMons[battlerId].maxHP / bankQuality && !moveTurn && gBattleMons[battlerId].statStages[STAT_STAGE_SPDEF] < 0xC)
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if (gBattleMons[battlerId].hp <= gBattleMons[battlerId].maxHP / bankQuality && !moveTurn && gBattleMons[battlerId].statStages[STAT_SPDEF] < 0xC)
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{
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PREPARE_STAT_BUFFER(gBattleTextBuff1, STAT_STAGE_SPDEF);
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PREPARE_STAT_BUFFER(gBattleTextBuff1, STAT_SPDEF);
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gEffectBattler = battlerId;
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SET_STATCHANGER(STAT_STAGE_SPDEF, 1, FALSE);
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gBattleScripting.animArg1 = 0xE + STAT_STAGE_SPDEF;
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SET_STATCHANGER(STAT_SPDEF, 1, FALSE);
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gBattleScripting.animArg1 = 0xE + STAT_SPDEF;
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gBattleScripting.animArg2 = 0;
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BattleScriptExecute(BattleScript_BerryStatRaiseEnd2);
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effect = ITEM_STATS_CHANGE;
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@@ -2825,7 +2825,7 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
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{
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for (i = 0; i < 5; i++)
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{
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if (gBattleMons[battlerId].statStages[STAT_STAGE_ATK + i] < 0xC)
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if (gBattleMons[battlerId].statStages[STAT_ATK + i] < 0xC)
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break;
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}
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if (i != 5)
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@@ -2833,7 +2833,7 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
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do
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{
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i = Random() % 5;
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} while (gBattleMons[battlerId].statStages[STAT_STAGE_ATK + i] == 0xC);
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} while (gBattleMons[battlerId].statStages[STAT_ATK + i] == 0xC);
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PREPARE_STAT_BUFFER(gBattleTextBuff1, i + 1);
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@@ -2963,7 +2963,7 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
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if (effect)
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{
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gBattleScripting.battler = battlerId;
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gStringBattler = battlerId;
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gPotentialItemEffectBattler = battlerId;
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gActiveBattler = gBattlerAttacker = battlerId;
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switch (effect)
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{
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@@ -3111,7 +3111,7 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
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if (effect)
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{
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gBattleScripting.battler = battlerId;
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gStringBattler = battlerId;
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gPotentialItemEffectBattler = battlerId;
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BattleScriptPushCursor();
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gBattlescriptCurrInstr = BattleScript_WhiteHerbRet;
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return effect; // unnecessary return
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@@ -3121,7 +3121,7 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
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if (effect)
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{
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gBattleScripting.battler = battlerId;
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gStringBattler = battlerId;
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gPotentialItemEffectBattler = battlerId;
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gActiveBattler = battlerId;
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BtlController_EmitSetMonData(0, REQUEST_STATUS_BATTLE, 0, 4, &gBattleMons[gActiveBattler].status1);
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MarkBattlerForControllerExec(gActiveBattler);
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@@ -3156,7 +3156,7 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
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&& gBattleMons[gBattlerAttacker].hp != 0)
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{
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gLastUsedItem = atkItem;
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gStringBattler = gBattlerAttacker;
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gPotentialItemEffectBattler = gBattlerAttacker;
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gBattleScripting.battler = gBattlerAttacker;
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gBattleMoveDamage = (gSpecialStatuses[gBattlerTarget].dmg / atkQuality) * -1;
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if (gBattleMoveDamage == 0)
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