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Add unthaw to moves that are missing it
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@ -6373,6 +6373,7 @@ export function initMoves() {
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.target(MoveTarget.ALL_NEAR_ENEMIES),
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new AttackMove(Moves.STEAM_ERUPTION, Type.WATER, MoveCategory.SPECIAL, 110, 95, 5, 30, 0, 6)
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.attr(HealStatusEffectAttr, true, StatusEffect.FREEZE)
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.attr(HealStatusEffectAttr, false, StatusEffect.FREEZE)
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.attr(StatusEffectAttr, StatusEffect.BURN),
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new AttackMove(Moves.HYPERSPACE_HOLE, Type.PSYCHIC, MoveCategory.SPECIAL, 80, -1, 5, -1, 0, 6)
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.ignoresProtect(),
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@ -7049,6 +7050,7 @@ export function initMoves() {
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.attr(MultiHitAttr, MultiHitType._2),
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new AttackMove(Moves.SCORCHING_SANDS, Type.GROUND, MoveCategory.SPECIAL, 70, 100, 10, 30, 0, 8)
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.attr(HealStatusEffectAttr, true, StatusEffect.FREEZE)
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.attr(HealStatusEffectAttr, false, StatusEffect.FREEZE)
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.attr(StatusEffectAttr, StatusEffect.BURN),
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new StatusMove(Moves.JUNGLE_HEALING, Type.GRASS, -1, 10, -1, 0, 8)
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.attr(HealAttr, 0.25, true, false)
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@ -7431,6 +7433,7 @@ export function initMoves() {
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new AttackMove(Moves.MATCHA_GOTCHA, Type.GRASS, MoveCategory.SPECIAL, 80, 90, 15, 20, 0, 9)
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.attr(HitHealAttr)
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.attr(HealStatusEffectAttr, true, StatusEffect.FREEZE)
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.attr(HealStatusEffectAttr, false, StatusEffect.FREEZE)
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.attr(StatusEffectAttr, StatusEffect.BURN)
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.target(MoveTarget.ALL_NEAR_ENEMIES)
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.triageMove()
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