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1-
- The current damage in battle is stored in two 8-bit addresses (will be referred to as a 16-bit address from now on) so it can store values up to 65535. This damage address is shared for both players.
1+
- The current damage in battle is stored in two 8-bit addresses (will be referred to as a 16-bit address from now on) so it can store values up to 65535. Anything that would make the damage overflow, caps it at 65535 instead. This damage address is shared by both players.
2-
	- The damage address isn't cleared (set to 0) when a battle starts or finishes, nor on a switch.
2+
	- The damage address isn't cleared (set to 0) when a battle starts or finishes, nor on a switch. Thus, it will be carried over between battles.
3-
		- It will be carried over between battles.
3+
4
- If the attacker hurts itself due to confusion, the damage stored in the damage address will correspond to the calculated damage that the confused Pokemon deals to itself.
5
6
- If the turn holder is storing energy due to Bide, the content of the damage address is added to the value already stored in a separate Bide damage address (two 8-bit addresses).
7-
- Whenever a move whose effect is NOT on this list is successfully used, the damage address is cleared.
7+
	- Bide's store energy effect won't occur during a turn the Pokemon is asleep, frozen, trapped (from Wrap or a similar move), flinched, or recharging from Hyper Beam.
8
	- If energy is unleashed this turn, the content of the Bide damage address is copied to the damage address and cleared, then the damage address is doubled.
9
10
- Whenever a move whose effect is NOT on the list below is used, the damage address is cleared. 
11
	+ CONVERSION_EFFECT
12
	+ HAZE_EFFECT
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	+ SWITCH_AND_TELEPORT_EFFECT
14
	+ MIST_EFFECT
15
	+ FOCUS_ENERGY_EFFECT
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	+ CONFUSION_EFFECT
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	+ HEAL_EFFECT
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	+ TRANSFORM_EFFECT
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	+ LIGHT_SCREEN_EFFECT
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	+ REFLECT_EFFECT
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	+ POISON_EFFECT
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	+ PARALYZE_EFFECT
23
	+ SUBSTITUTE_EFFECT
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	+ MIMIC_EFFECT
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	+ LEECH_SEED_EFFECT
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	+ SPLASH_EFFECT
27
	- Using a move means actually using it, and not just that its effect gets executed. 
28
		- Recharging from Hyper Beam is not using Hyper Beam.
29
		- Bide storing energy (after the turn it's selected) is not using Bide.
30-
	- Failing because of Mist or because the target is using Fly/Dig is considered missing.
30+
		- Wrap, Bind, Clamp and Fire Spin are only used in the first turn of the sequence (not entirely true, but to this effect, yes).
31
		- Multi-hit moves such as Double Kick and Fury Attack are only used once despite hitting twice or more.
32
33-
		+ Moves that inflict sleep, poison, paralysis, or confusion
33+
34
35
- Whenever a damaging move (including fixed damage moves like Seismic Toss or Super Fang, Counter, and Bide's damage dealing effect) deals damage to the target, the damage dealt corresponds to the value stored in the damage address. The damage stored corresponds to the damage calculated during the last damage calculation process. 
36-
		+ Moves with a stat modifier down effect
36+
37
38
- Whenever any move that goes through standard accuracy checks misses, the damage address is cleared.
39-
- If, as a result of a damage dealing move, the target is KOed, the damage stored is overwritten with the HP the Pokemon had before being KOed.
39+
40-
	- If the target's Substitute faints, the damage stored is NOT overwritten with the HP the Substitute had.
40+
41
		+ Non-damaging moves that inflict sleep, poison, paralysis, or confusion
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		+ Disable
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		+ Mimic
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		+ Non-damaging moves with a stat modifier down effect
45
		+ Leech Seed
46
	- Missing isn't the same as having no effect (e.g. Thunder Wave on a already statused move, Leer on a -6 Def Pokemon). 
47
	- Failing because of Mist, because the target is using Fly/Dig, or because the target is not asleep when the move used is Dream Eater, is considered missing.
48
49
- If Jump Kick or Hi-Jump Kick misses, the attacker takes 1 damage, and 1 is written to the damage address. 
50
	- In reality, it takes damage equal to the maximum of 1, and the value stored in the damage address divided by 8 and rounded down. But because the move missed, the damage address will contain 0 and thus, damage taken will be 1. Damage taken is then written to the damage address. 
51
52
- If a OHKO move like Horn Drill is successful, 65535 is written to the damage damage address.
53
54
- If, as a result of a damage dealing move or self-confusion damage, the target is KOed, the damage stored is overwritten with the HP the Pokemon had before being KOed.
55
	- If the target's Substitute faints, the damage stored is NOT overwritten with the HP the Substitute had.
56
57
- If Absorb, Mega Drain or Leech Life is successful, 1 is written to the damage address if it somehow contains 0, and the attacker gets its HP increased by the value stored in the damage address.
58
	- HP recovery is capped to the attacker's maximum HP, but the damage address isn't updated with the actual HP healed in this case.
59
60
- If the attacker takes recoil damage due to the effect of a recoil move such as Take Down, it will take damage equal to the value stored in the damage address, divided by 4 and rounded down.
61
	- The damage address isn't updated with the recoil damage taken.