mirror of https://github.com/pret/pokecrystal.git
Separate constants in a consistent way
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@ -7,6 +7,7 @@ INCLUDE "constants/wram_constants.asm"
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INCLUDE "constants/pokemon_constants.asm"
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INCLUDE "constants/type_constants.asm"
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INCLUDE "constants/move_constants.asm"
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INCLUDE "constants/move_effect_constants.asm"
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INCLUDE "constants/battle_constants.asm"
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INCLUDE "constants/battle_anim_constants.asm"
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INCLUDE "constants/map_constants.asm"
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@ -16,6 +17,7 @@ INCLUDE "constants/landmark_constants.asm"
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INCLUDE "constants/item_constants.asm"
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INCLUDE "constants/item_data_constants.asm"
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INCLUDE "constants/trainer_constants.asm"
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INCLUDE "constants/trainer_data_constants.asm"
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INCLUDE "constants/script_constants.asm"
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INCLUDE "constants/event_flags.asm"
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INCLUDE "constants/engine_flags.asm"
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@ -213,166 +213,6 @@ SUBSTATUS_CURLED EQU 0
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const WEATHER_SUN_END
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const WEATHER_SANDSTORM_END
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; MoveEffectsPointers indexes (see data/moves/move_effects_pointers.asm)
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const_def
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const EFFECT_NORMAL_HIT
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const EFFECT_SLEEP
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const EFFECT_POISON_HIT
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const EFFECT_LEECH_HIT
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const EFFECT_BURN_HIT
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const EFFECT_FREEZE_HIT
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const EFFECT_PARALYZE_HIT
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const EFFECT_SELFDESTRUCT
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const EFFECT_DREAM_EATER
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const EFFECT_MIRROR_MOVE
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const EFFECT_ATTACK_UP
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const EFFECT_DEFENSE_UP
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const EFFECT_SPEED_UP
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const EFFECT_SP_ATK_UP
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const EFFECT_SP_DEF_UP
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const EFFECT_ACCURACY_UP
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const EFFECT_EVASION_UP
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const EFFECT_ALWAYS_HIT
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const EFFECT_ATTACK_DOWN
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const EFFECT_DEFENSE_DOWN
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const EFFECT_SPEED_DOWN
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const EFFECT_SP_ATK_DOWN
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const EFFECT_SP_DEF_DOWN
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const EFFECT_ACCURACY_DOWN
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const EFFECT_EVASION_DOWN
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const EFFECT_RESET_STATS
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const EFFECT_BIDE
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const EFFECT_RAMPAGE
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const EFFECT_FORCE_SWITCH
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const EFFECT_MULTI_HIT
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const EFFECT_CONVERSION
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const EFFECT_FLINCH_HIT
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const EFFECT_HEAL
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const EFFECT_TOXIC
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const EFFECT_PAY_DAY
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const EFFECT_LIGHT_SCREEN
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const EFFECT_TRI_ATTACK
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const EFFECT_UNUSED_25
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const EFFECT_OHKO
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const EFFECT_RAZOR_WIND
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const EFFECT_SUPER_FANG
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const EFFECT_STATIC_DAMAGE
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const EFFECT_TRAP_TARGET
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const EFFECT_UNUSED_2B
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const EFFECT_DOUBLE_HIT
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const EFFECT_JUMP_KICK
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const EFFECT_MIST
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const EFFECT_FOCUS_ENERGY
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const EFFECT_RECOIL_HIT
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const EFFECT_CONFUSE
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const EFFECT_ATTACK_UP_2
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const EFFECT_DEFENSE_UP_2
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const EFFECT_SPEED_UP_2
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const EFFECT_SP_ATK_UP_2
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const EFFECT_SP_DEF_UP_2
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const EFFECT_ACCURACY_UP_2
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const EFFECT_EVASION_UP_2
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const EFFECT_TRANSFORM
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const EFFECT_ATTACK_DOWN_2
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const EFFECT_DEFENSE_DOWN_2
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const EFFECT_SPEED_DOWN_2
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const EFFECT_SP_ATK_DOWN_2
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const EFFECT_SP_DEF_DOWN_2
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const EFFECT_ACCURACY_DOWN_2
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const EFFECT_EVASION_DOWN_2
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const EFFECT_REFLECT
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const EFFECT_POISON
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const EFFECT_PARALYZE
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const EFFECT_ATTACK_DOWN_HIT
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const EFFECT_DEFENSE_DOWN_HIT
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const EFFECT_SPEED_DOWN_HIT
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const EFFECT_SP_ATK_DOWN_HIT
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const EFFECT_SP_DEF_DOWN_HIT
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const EFFECT_ACCURACY_DOWN_HIT
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const EFFECT_EVASION_DOWN_HIT
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const EFFECT_SKY_ATTACK
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const EFFECT_CONFUSE_HIT
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const EFFECT_POISON_MULTI_HIT
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const EFFECT_UNUSED_4E
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const EFFECT_SUBSTITUTE
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const EFFECT_HYPER_BEAM
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const EFFECT_RAGE
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const EFFECT_MIMIC
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const EFFECT_METRONOME
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const EFFECT_LEECH_SEED
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const EFFECT_SPLASH
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const EFFECT_DISABLE
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const EFFECT_LEVEL_DAMAGE
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const EFFECT_PSYWAVE
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const EFFECT_COUNTER
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const EFFECT_ENCORE
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const EFFECT_PAIN_SPLIT
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const EFFECT_SNORE
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const EFFECT_CONVERSION2
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const EFFECT_LOCK_ON
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const EFFECT_SKETCH
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const EFFECT_DEFROST_OPPONENT
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const EFFECT_SLEEP_TALK
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const EFFECT_DESTINY_BOND
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const EFFECT_REVERSAL
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const EFFECT_SPITE
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const EFFECT_FALSE_SWIPE
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const EFFECT_HEAL_BELL
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const EFFECT_PRIORITY_HIT
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const EFFECT_TRIPLE_KICK
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const EFFECT_THIEF
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const EFFECT_MEAN_LOOK
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const EFFECT_NIGHTMARE
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const EFFECT_FLAME_WHEEL
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const EFFECT_CURSE
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const EFFECT_UNUSED_6E
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const EFFECT_PROTECT
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const EFFECT_SPIKES
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const EFFECT_FORESIGHT
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const EFFECT_PERISH_SONG
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const EFFECT_SANDSTORM
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const EFFECT_ENDURE
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const EFFECT_ROLLOUT
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const EFFECT_SWAGGER
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const EFFECT_FURY_CUTTER
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const EFFECT_ATTRACT
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const EFFECT_RETURN
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const EFFECT_PRESENT
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const EFFECT_FRUSTRATION
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const EFFECT_SAFEGUARD
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const EFFECT_SACRED_FIRE
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const EFFECT_MAGNITUDE
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const EFFECT_BATON_PASS
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const EFFECT_PURSUIT
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const EFFECT_RAPID_SPIN
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const EFFECT_UNUSED_82
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const EFFECT_UNUSED_83
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const EFFECT_MORNING_SUN
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const EFFECT_SYNTHESIS
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const EFFECT_MOONLIGHT
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const EFFECT_HIDDEN_POWER
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const EFFECT_RAIN_DANCE
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const EFFECT_SUNNY_DAY
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const EFFECT_DEFENSE_UP_HIT
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const EFFECT_ATTACK_UP_HIT
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const EFFECT_ALL_UP_HIT
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const EFFECT_FAKE_OUT
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const EFFECT_BELLY_DRUM
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const EFFECT_PSYCH_UP
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const EFFECT_MIRROR_COAT
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const EFFECT_SKULL_BASH
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const EFFECT_TWISTER
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const EFFECT_EARTHQUAKE
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const EFFECT_FUTURE_SIGHT
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const EFFECT_GUST
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const EFFECT_STOMP
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const EFFECT_SOLARBEAM
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const EFFECT_THUNDER
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const EFFECT_TELEPORT
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const EFFECT_BEAT_UP
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const EFFECT_FLY
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const EFFECT_DEFENSE_CURL
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; wBattleAction
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const_def
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const BATTLEACTION_MOVE1
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@ -0,0 +1,159 @@
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; MoveEffectsPointers indexes (see data/moves/move_effects_pointers.asm)
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const_def
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const EFFECT_NORMAL_HIT
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const EFFECT_SLEEP
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const EFFECT_POISON_HIT
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const EFFECT_LEECH_HIT
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const EFFECT_BURN_HIT
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const EFFECT_FREEZE_HIT
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const EFFECT_PARALYZE_HIT
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const EFFECT_SELFDESTRUCT
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const EFFECT_DREAM_EATER
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const EFFECT_MIRROR_MOVE
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const EFFECT_ATTACK_UP
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const EFFECT_DEFENSE_UP
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const EFFECT_SPEED_UP
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const EFFECT_SP_ATK_UP
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const EFFECT_SP_DEF_UP
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const EFFECT_ACCURACY_UP
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const EFFECT_EVASION_UP
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const EFFECT_ALWAYS_HIT
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const EFFECT_ATTACK_DOWN
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const EFFECT_DEFENSE_DOWN
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const EFFECT_SPEED_DOWN
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const EFFECT_SP_ATK_DOWN
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const EFFECT_SP_DEF_DOWN
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const EFFECT_ACCURACY_DOWN
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const EFFECT_EVASION_DOWN
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const EFFECT_RESET_STATS
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const EFFECT_BIDE
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const EFFECT_RAMPAGE
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const EFFECT_FORCE_SWITCH
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const EFFECT_MULTI_HIT
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const EFFECT_CONVERSION
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const EFFECT_FLINCH_HIT
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const EFFECT_HEAL
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const EFFECT_TOXIC
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const EFFECT_PAY_DAY
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const EFFECT_LIGHT_SCREEN
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const EFFECT_TRI_ATTACK
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const EFFECT_UNUSED_25
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const EFFECT_OHKO
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const EFFECT_RAZOR_WIND
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const EFFECT_SUPER_FANG
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const EFFECT_STATIC_DAMAGE
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const EFFECT_TRAP_TARGET
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const EFFECT_UNUSED_2B
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const EFFECT_DOUBLE_HIT
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const EFFECT_JUMP_KICK
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const EFFECT_MIST
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const EFFECT_FOCUS_ENERGY
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const EFFECT_RECOIL_HIT
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const EFFECT_CONFUSE
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const EFFECT_ATTACK_UP_2
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const EFFECT_DEFENSE_UP_2
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const EFFECT_SPEED_UP_2
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const EFFECT_SP_ATK_UP_2
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const EFFECT_SP_DEF_UP_2
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const EFFECT_ACCURACY_UP_2
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const EFFECT_EVASION_UP_2
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const EFFECT_TRANSFORM
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const EFFECT_ATTACK_DOWN_2
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const EFFECT_DEFENSE_DOWN_2
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const EFFECT_SPEED_DOWN_2
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const EFFECT_SP_ATK_DOWN_2
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const EFFECT_SP_DEF_DOWN_2
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const EFFECT_ACCURACY_DOWN_2
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const EFFECT_EVASION_DOWN_2
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const EFFECT_REFLECT
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const EFFECT_POISON
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const EFFECT_PARALYZE
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const EFFECT_ATTACK_DOWN_HIT
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const EFFECT_DEFENSE_DOWN_HIT
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const EFFECT_SPEED_DOWN_HIT
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const EFFECT_SP_ATK_DOWN_HIT
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const EFFECT_SP_DEF_DOWN_HIT
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const EFFECT_ACCURACY_DOWN_HIT
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const EFFECT_EVASION_DOWN_HIT
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const EFFECT_SKY_ATTACK
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const EFFECT_CONFUSE_HIT
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const EFFECT_POISON_MULTI_HIT
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const EFFECT_UNUSED_4E
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const EFFECT_SUBSTITUTE
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const EFFECT_HYPER_BEAM
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const EFFECT_RAGE
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const EFFECT_MIMIC
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const EFFECT_METRONOME
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const EFFECT_LEECH_SEED
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const EFFECT_SPLASH
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const EFFECT_DISABLE
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const EFFECT_LEVEL_DAMAGE
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const EFFECT_PSYWAVE
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const EFFECT_COUNTER
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const EFFECT_ENCORE
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const EFFECT_PAIN_SPLIT
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const EFFECT_SNORE
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const EFFECT_CONVERSION2
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const EFFECT_LOCK_ON
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const EFFECT_SKETCH
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const EFFECT_DEFROST_OPPONENT
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const EFFECT_SLEEP_TALK
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const EFFECT_DESTINY_BOND
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const EFFECT_REVERSAL
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const EFFECT_SPITE
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const EFFECT_FALSE_SWIPE
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const EFFECT_HEAL_BELL
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const EFFECT_PRIORITY_HIT
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const EFFECT_TRIPLE_KICK
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const EFFECT_THIEF
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const EFFECT_MEAN_LOOK
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const EFFECT_NIGHTMARE
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const EFFECT_FLAME_WHEEL
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const EFFECT_CURSE
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const EFFECT_UNUSED_6E
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const EFFECT_PROTECT
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const EFFECT_SPIKES
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const EFFECT_FORESIGHT
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const EFFECT_PERISH_SONG
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const EFFECT_SANDSTORM
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const EFFECT_ENDURE
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const EFFECT_ROLLOUT
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const EFFECT_SWAGGER
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const EFFECT_FURY_CUTTER
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const EFFECT_ATTRACT
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const EFFECT_RETURN
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const EFFECT_PRESENT
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const EFFECT_FRUSTRATION
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const EFFECT_SAFEGUARD
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const EFFECT_SACRED_FIRE
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const EFFECT_MAGNITUDE
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const EFFECT_BATON_PASS
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const EFFECT_PURSUIT
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const EFFECT_RAPID_SPIN
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const EFFECT_UNUSED_82
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const EFFECT_UNUSED_83
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const EFFECT_MORNING_SUN
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const EFFECT_SYNTHESIS
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const EFFECT_MOONLIGHT
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const EFFECT_HIDDEN_POWER
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const EFFECT_RAIN_DANCE
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const EFFECT_SUNNY_DAY
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const EFFECT_DEFENSE_UP_HIT
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const EFFECT_ATTACK_UP_HIT
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const EFFECT_ALL_UP_HIT
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const EFFECT_FAKE_OUT
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const EFFECT_BELLY_DRUM
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const EFFECT_PSYCH_UP
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const EFFECT_MIRROR_COAT
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const EFFECT_SKULL_BASH
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const EFFECT_TWISTER
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const EFFECT_EARTHQUAKE
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const EFFECT_FUTURE_SIGHT
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const EFFECT_GUST
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const EFFECT_STOMP
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const EFFECT_SOLARBEAM
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const EFFECT_THUNDER
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const EFFECT_TELEPORT
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const EFFECT_BEAT_UP
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const EFFECT_FLY
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const EFFECT_DEFENSE_CURL
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@ -677,57 +677,3 @@ KRIS EQU __enum__
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const EUSINE
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NUM_TRAINER_CLASSES EQU __enum__
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; TrainerClassAttributes struct members (see data/trainers/trainer_attributes.asm)
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const_def
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const TRNATTR_ITEM1 ; 0
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const TRNATTR_ITEM2 ; 1
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const TRNATTR_BASEMONEY ; 2
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const TRNATTR_AI_MOVE_WEIGHTS ; 3
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const TRNATTR_AI2 ; 4
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const TRNATTR_AI_ITEM_SWITCH ; 5
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const TRNATTR_AI4 ; 6
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NUM_TRAINER_ATTRIBUTES EQU const_value
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; TRNATTR_AI_MOVE_WEIGHTS bit flags (wEnemyTrainerAIFlags)
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const_def
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const NO_AI
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const_value = 0
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shift_const AI_BASIC
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shift_const AI_SETUP
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shift_const AI_TYPES
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shift_const AI_OFFENSIVE
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shift_const AI_SMART
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shift_const AI_OPPORTUNIST
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shift_const AI_AGGRESSIVE
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shift_const AI_CAUTIOUS
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shift_const AI_STATUS
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shift_const AI_RISKY
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shift_const AI_10
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shift_const AI_11
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shift_const AI_12
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shift_const AI_13
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shift_const AI_14
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shift_const AI_15
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; TRNATTR_AI_ITEM_SWITCH bit flags
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CONTEXT_USE_F EQU 6
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UNKNOWN_USE_F EQU 5
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ALWAYS_USE_F EQU 4
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SWITCH_SOMETIMES_F EQU 2
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SWITCH_RARELY_F EQU 1
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SWITCH_OFTEN_F EQU 0
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CONTEXT_USE EQU 1 << CONTEXT_USE_F
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UNKNOWN_USE EQU 1 << UNKNOWN_USE_F
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ALWAYS_USE EQU 1 << ALWAYS_USE_F
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SWITCH_SOMETIMES EQU 1 << SWITCH_SOMETIMES_F
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SWITCH_RARELY EQU 1 << SWITCH_RARELY_F
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SWITCH_OFTEN EQU 1 << SWITCH_OFTEN_F
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; TrainerTypes indexes (see trainers/read_party.asm)
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const_def
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const TRAINERTYPE_NORMAL
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const TRAINERTYPE_MOVES
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const TRAINERTYPE_ITEM
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const TRAINERTYPE_ITEM_MOVES
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@ -0,0 +1,53 @@
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; TrainerClassAttributes struct members (see data/trainers/trainer_attributes.asm)
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const_def
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const TRNATTR_ITEM1 ; 0
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const TRNATTR_ITEM2 ; 1
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const TRNATTR_BASEMONEY ; 2
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const TRNATTR_AI_MOVE_WEIGHTS ; 3
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const TRNATTR_AI2 ; 4
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const TRNATTR_AI_ITEM_SWITCH ; 5
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const TRNATTR_AI4 ; 6
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NUM_TRAINER_ATTRIBUTES EQU const_value
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; TRNATTR_AI_MOVE_WEIGHTS bit flags (wEnemyTrainerAIFlags)
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const_def
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const NO_AI
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const_value = 0
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shift_const AI_BASIC
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shift_const AI_SETUP
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shift_const AI_TYPES
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shift_const AI_OFFENSIVE
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shift_const AI_SMART
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shift_const AI_OPPORTUNIST
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shift_const AI_AGGRESSIVE
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shift_const AI_CAUTIOUS
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shift_const AI_STATUS
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shift_const AI_RISKY
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shift_const AI_10
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shift_const AI_11
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shift_const AI_12
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shift_const AI_13
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shift_const AI_14
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shift_const AI_15
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; TRNATTR_AI_ITEM_SWITCH bit flags
|
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CONTEXT_USE_F EQU 6
|
||||
UNKNOWN_USE_F EQU 5
|
||||
ALWAYS_USE_F EQU 4
|
||||
SWITCH_SOMETIMES_F EQU 2
|
||||
SWITCH_RARELY_F EQU 1
|
||||
SWITCH_OFTEN_F EQU 0
|
||||
|
||||
CONTEXT_USE EQU 1 << CONTEXT_USE_F
|
||||
UNKNOWN_USE EQU 1 << UNKNOWN_USE_F
|
||||
ALWAYS_USE EQU 1 << ALWAYS_USE_F
|
||||
SWITCH_SOMETIMES EQU 1 << SWITCH_SOMETIMES_F
|
||||
SWITCH_RARELY EQU 1 << SWITCH_RARELY_F
|
||||
SWITCH_OFTEN EQU 1 << SWITCH_OFTEN_F
|
||||
|
||||
; TrainerTypes indexes (see trainers/read_party.asm)
|
||||
const_def
|
||||
const TRAINERTYPE_NORMAL
|
||||
const TRAINERTYPE_MOVES
|
||||
const TRAINERTYPE_ITEM
|
||||
const TRAINERTYPE_ITEM_MOVES
|
Loading…
Reference in New Issue