Standarized Solarbeam into Solar Beam
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@@ -8098,7 +8098,7 @@ static bool8 IsTwoTurnsMove(u16 move)
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if (gBattleMoves[move].effect == EFFECT_SKULL_BASH
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|| gBattleMoves[move].effect == EFFECT_RAZOR_WIND
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|| gBattleMoves[move].effect == EFFECT_SKY_ATTACK
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|| gBattleMoves[move].effect == EFFECT_SOLARBEAM
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|| gBattleMoves[move].effect == EFFECT_SOLAR_BEAM
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|| gBattleMoves[move].effect == EFFECT_SEMI_INVULNERABLE
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|| gBattleMoves[move].effect == EFFECT_BIDE)
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return TRUE;
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@@ -8118,14 +8118,14 @@ static bool8 IsInvalidForSleepTalkOrAssist(u16 move)
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static u8 AttacksThisTurn(u8 battlerId, u16 move) // Note: returns 1 if it's a charging turn, otherwise 2
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{
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// first argument is unused
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if (gBattleMoves[move].effect == EFFECT_SOLARBEAM
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if (gBattleMoves[move].effect == EFFECT_SOLAR_BEAM
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&& (gBattleWeather & B_WEATHER_SUN))
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return 2;
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if (gBattleMoves[move].effect == EFFECT_SKULL_BASH
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|| gBattleMoves[move].effect == EFFECT_RAZOR_WIND
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|| gBattleMoves[move].effect == EFFECT_SKY_ATTACK
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|| gBattleMoves[move].effect == EFFECT_SOLARBEAM
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|| gBattleMoves[move].effect == EFFECT_SOLAR_BEAM
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|| gBattleMoves[move].effect == EFFECT_SEMI_INVULNERABLE
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|| gBattleMoves[move].effect == EFFECT_BIDE)
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{
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