Multiple changes 2
This commit is contained in:
+100
-98
@@ -135,24 +135,26 @@
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#define STATUS2_TORMENT 0x80000000
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// Seems like per-battler statuses. Not quite sure how to categorize these
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#define STATUS3_LEECHSEED_BATTLER 0x3
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#define STATUS3_LEECHSEED 0x4
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#define STATUS3_ALWAYS_HITS 0x18 // two bits
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#define STATUS3_PERISH_SONG 0x20
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#define STATUS3_ON_AIR 0x40
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#define STATUS3_UNDERGROUND 0x80
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#define STATUS3_MINIMIZED 0x100
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#define STATUS3_ROOTED 0x400
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#define STATUS3_CHARGED_UP 0x200
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#define STATUS3_YAWN 0x1800 // two bits
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#define STATUS3_IMPRISONED_OTHERS 0x2000
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#define STATUS3_GRUDGE 0x4000
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#define STATUS3_CANT_SCORE_A_CRIT 0x8000
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#define STATUS3_MUDSPORT 0x10000
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#define STATUS3_WATERSPORT 0x20000
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#define STATUS3_UNDERWATER 0x40000
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#define STATUS3_INTIMIDATE_POKES 0x80000
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#define STATUS3_TRACE 0x100000
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#define STATUS3_LEECHSEED_BATTLER (1 << 0 | 1 << 1) // The battler to receive HP from Leech Seed
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#define STATUS3_LEECHSEED (1 << 2)
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#define STATUS3_ALWAYS_HITS (1 << 3 | 1 << 4)
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#define STATUS3_ALWAYS_HITS_TURN(num) (((num) << 3) & STATUS3_ALWAYS_HITS) // "Always Hits" is set as a 2 turn timer, i.e. next turn is the last turn when it's active
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#define STATUS3_PERISH_SONG (1 << 5)
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#define STATUS3_ON_AIR (1 << 6)
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#define STATUS3_UNDERGROUND (1 << 7)
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#define STATUS3_MINIMIZED (1 << 8)
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#define STATUS3_CHARGED_UP (1 << 9)
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#define STATUS3_ROOTED (1 << 10)
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#define STATUS3_YAWN (1 << 11 | 1 << 12) // Number of turns to sleep
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#define STATUS3_YAWN_TURN(num) (((num) << 11) & STATUS3_YAWN)
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#define STATUS3_IMPRISONED_OTHERS (1 << 13)
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#define STATUS3_GRUDGE (1 << 14)
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#define STATUS3_CANT_SCORE_A_CRIT (1 << 15)
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#define STATUS3_MUDSPORT (1 << 16)
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#define STATUS3_WATERSPORT (1 << 17)
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#define STATUS3_UNDERWATER (1 << 18)
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#define STATUS3_INTIMIDATE_POKES (1 << 19)
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#define STATUS3_TRACE (1 << 20)
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#define STATUS3_SEMI_INVULNERABLE (STATUS3_UNDERGROUND | STATUS3_ON_AIR | STATUS3_UNDERWATER)
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// Not really sure what a "hitmarker" is.
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@@ -175,7 +177,7 @@
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#define HITMARKER_PASSIVE_DAMAGE 0x00100000
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#define HITMARKER_x200000 0x00200000
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#define HITMARKER_PLAYER_FAINTED 0x00400000
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#define HITMARKER_x800000 0x00800000
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#define HITMARKER_ALLOW_NO_PP 0x00800000
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#define HITMARKER_GRUDGE 0x01000000
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#define HITMARKER_OBEYS 0x02000000
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#define HITMARKER_x4000000 0x04000000
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@@ -205,87 +207,85 @@
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#define MOVE_RESULT_NO_EFFECT (MOVE_RESULT_MISSED | MOVE_RESULT_DOESNT_AFFECT_FOE | MOVE_RESULT_FAILED)
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// Battle Weather flags
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#define WEATHER_RAIN_TEMPORARY (1 << 0)
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#define WEATHER_RAIN_DOWNPOUR (1 << 1) // unused
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#define WEATHER_RAIN_PERMANENT (1 << 2)
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#define WEATHER_RAIN_ANY (WEATHER_RAIN_TEMPORARY | WEATHER_RAIN_DOWNPOUR | WEATHER_RAIN_PERMANENT)
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#define WEATHER_SANDSTORM_TEMPORARY (1 << 3)
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#define WEATHER_SANDSTORM_PERMANENT (1 << 4)
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#define WEATHER_SANDSTORM_ANY (WEATHER_SANDSTORM_TEMPORARY | WEATHER_SANDSTORM_PERMANENT)
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#define WEATHER_SUN_TEMPORARY (1 << 5)
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#define WEATHER_SUN_PERMANENT (1 << 6)
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#define WEATHER_SUN_ANY (WEATHER_SUN_TEMPORARY | WEATHER_SUN_PERMANENT)
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#define WEATHER_HAIL (1 << 7)
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#define WEATHER_HAIL_ANY (WEATHER_HAIL)
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#define WEATHER_ANY (WEATHER_RAIN_ANY | WEATHER_SANDSTORM_ANY | WEATHER_SUN_ANY | WEATHER_HAIL_ANY)
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#define B_WEATHER_RAIN_TEMPORARY (1 << 0)
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#define B_WEATHER_RAIN_DOWNPOUR (1 << 1) // unused
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#define B_WEATHER_RAIN_PERMANENT (1 << 2)
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#define B_WEATHER_RAIN (B_WEATHER_RAIN_TEMPORARY | B_WEATHER_RAIN_DOWNPOUR | B_WEATHER_RAIN_PERMANENT)
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#define B_WEATHER_SANDSTORM_TEMPORARY (1 << 3)
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#define B_WEATHER_SANDSTORM_PERMANENT (1 << 4)
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#define B_WEATHER_SANDSTORM (B_WEATHER_SANDSTORM_TEMPORARY | B_WEATHER_SANDSTORM_PERMANENT)
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#define B_WEATHER_SUN_TEMPORARY (1 << 5)
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#define B_WEATHER_SUN_PERMANENT (1 << 6)
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#define B_WEATHER_SUN (B_WEATHER_SUN_TEMPORARY | B_WEATHER_SUN_PERMANENT)
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#define B_WEATHER_HAIL_TEMPORARY (1 << 7)
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#define B_WEATHER_HAIL (B_WEATHER_HAIL_TEMPORARY)
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#define WEATHER_ANY (B_WEATHER_RAIN | B_WEATHER_SANDSTORM | B_WEATHER_SUN | B_WEATHER_HAIL)
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// Move Effects
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#define MOVE_EFFECT_NOTHING_0 0x0
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#define MOVE_EFFECT_SLEEP 0x1
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#define MOVE_EFFECT_POISON 0x2
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#define MOVE_EFFECT_BURN 0x3
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#define MOVE_EFFECT_FREEZE 0x4
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#define MOVE_EFFECT_PARALYSIS 0x5
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#define MOVE_EFFECT_TOXIC 0x6
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#define MOVE_EFFECT_CONFUSION 0x7
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#define MOVE_EFFECT_FLINCH 0x8
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#define MOVE_EFFECT_TRI_ATTACK 0x9
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#define MOVE_EFFECT_UPROAR 0xA
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#define MOVE_EFFECT_PAYDAY 0xB
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#define MOVE_EFFECT_CHARGING 0xC
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#define MOVE_EFFECT_WRAP 0xD
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#define MOVE_EFFECT_RECOIL_25 0xE
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#define MOVE_EFFECT_ATK_PLUS_1 0xF
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#define MOVE_EFFECT_DEF_PLUS_1 0x10
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#define MOVE_EFFECT_SPD_PLUS_1 0x11
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#define MOVE_EFFECT_SP_ATK_PLUS_1 0x12
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#define MOVE_EFFECT_SP_DEF_PLUS_1 0x13
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#define MOVE_EFFECT_ACC_PLUS_1 0x14
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#define MOVE_EFFECT_EVS_PLUS_1 0x15
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#define MOVE_EFFECT_ATK_MINUS_1 0x16
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#define MOVE_EFFECT_DEF_MINUS_1 0x17
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#define MOVE_EFFECT_SPD_MINUS_1 0x18
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#define MOVE_EFFECT_SP_ATK_MINUS_1 0x19
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#define MOVE_EFFECT_SP_DEF_MINUS_1 0x1A
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#define MOVE_EFFECT_ACC_MINUS_1 0x1B
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#define MOVE_EFFECT_EVS_MINUS_1 0x1C
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#define MOVE_EFFECT_RECHARGE 0x1D
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#define MOVE_EFFECT_RAGE 0x1E
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#define MOVE_EFFECT_STEAL_ITEM 0x1F
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#define MOVE_EFFECT_PREVENT_ESCAPE 0x20
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#define MOVE_EFFECT_NIGHTMARE 0x21
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#define MOVE_EFFECT_ALL_STATS_UP 0x22
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#define MOVE_EFFECT_RAPIDSPIN 0x23
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#define MOVE_EFFECT_REMOVE_PARALYSIS 0x24
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#define MOVE_EFFECT_ATK_DEF_DOWN 0x25
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#define MOVE_EFFECT_RECOIL_33 0x26
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#define MOVE_EFFECT_ATK_PLUS_2 0x27
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#define MOVE_EFFECT_DEF_PLUS_2 0x28
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#define MOVE_EFFECT_SPD_PLUS_2 0x29
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#define MOVE_EFFECT_SP_ATK_PLUS_2 0x2A
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#define MOVE_EFFECT_SP_DEF_PLUS_2 0x2B
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#define MOVE_EFFECT_ACC_PLUS_2 0x2C
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#define MOVE_EFFECT_EVS_PLUS_2 0x2D
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#define MOVE_EFFECT_ATK_MINUS_2 0x2E
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#define MOVE_EFFECT_DEF_MINUS_2 0x2F
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#define MOVE_EFFECT_SPD_MINUS_2 0x30
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#define MOVE_EFFECT_SP_ATK_MINUS_2 0x31
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#define MOVE_EFFECT_SP_DEF_MINUS_2 0x32
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#define MOVE_EFFECT_ACC_MINUS_2 0x33
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#define MOVE_EFFECT_EVS_MINUS_2 0x34
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#define MOVE_EFFECT_THRASH 0x35
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#define MOVE_EFFECT_KNOCK_OFF 0x36
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#define MOVE_EFFECT_NOTHING_37 0x37
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#define MOVE_EFFECT_NOTHING_38 0x38
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#define MOVE_EFFECT_NOTHING_39 0x39
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#define MOVE_EFFECT_NOTHING_3A 0x3A
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#define MOVE_EFFECT_SP_ATK_TWO_DOWN 0x3B
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#define MOVE_EFFECT_NOTHING_3C 0x3C
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#define MOVE_EFFECT_NOTHING_3D 0x3D
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#define MOVE_EFFECT_NOTHING_3E 0x3E
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#define MOVE_EFFECT_NOTHING_3F 0x3F
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#define MOVE_EFFECT_AFFECTS_USER 0x40
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#define MOVE_EFFECT_CERTAIN 0x80
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#define MOVE_EFFECT_SLEEP 1
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#define MOVE_EFFECT_POISON 2
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#define MOVE_EFFECT_BURN 3
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#define MOVE_EFFECT_FREEZE 4
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#define MOVE_EFFECT_PARALYSIS 5
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#define MOVE_EFFECT_TOXIC 6
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#define PRIMARY_STATUS_MOVE_EFFECT MOVE_EFFECT_TOXIC // All above move effects apply primary status
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#define MOVE_EFFECT_CONFUSION 7
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#define MOVE_EFFECT_FLINCH 8
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#define MOVE_EFFECT_TRI_ATTACK 9
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#define MOVE_EFFECT_UPROAR 10
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#define MOVE_EFFECT_PAYDAY 11
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#define MOVE_EFFECT_CHARGING 12
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#define MOVE_EFFECT_WRAP 13
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#define MOVE_EFFECT_RECOIL_25 14
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#define MOVE_EFFECT_ATK_PLUS_1 15
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#define MOVE_EFFECT_DEF_PLUS_1 16
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#define MOVE_EFFECT_SPD_PLUS_1 17
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#define MOVE_EFFECT_SP_ATK_PLUS_1 18
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#define MOVE_EFFECT_SP_DEF_PLUS_1 19
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#define MOVE_EFFECT_ACC_PLUS_1 20
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#define MOVE_EFFECT_EVS_PLUS_1 21
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#define MOVE_EFFECT_ATK_MINUS_1 22
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#define MOVE_EFFECT_DEF_MINUS_1 23
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#define MOVE_EFFECT_SPD_MINUS_1 24
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#define MOVE_EFFECT_SP_ATK_MINUS_1 25
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#define MOVE_EFFECT_SP_DEF_MINUS_1 26
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#define MOVE_EFFECT_ACC_MINUS_1 27
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#define MOVE_EFFECT_EVS_MINUS_1 28
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#define MOVE_EFFECT_RECHARGE 29
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#define MOVE_EFFECT_RAGE 30
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#define MOVE_EFFECT_STEAL_ITEM 31
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#define MOVE_EFFECT_PREVENT_ESCAPE 32
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#define MOVE_EFFECT_NIGHTMARE 33
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#define MOVE_EFFECT_ALL_STATS_UP 34
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#define MOVE_EFFECT_RAPIDSPIN 35
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#define MOVE_EFFECT_REMOVE_PARALYSIS 36
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#define MOVE_EFFECT_ATK_DEF_DOWN 37
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#define MOVE_EFFECT_RECOIL_33 38
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#define MOVE_EFFECT_ATK_PLUS_2 39
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#define MOVE_EFFECT_DEF_PLUS_2 40
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#define MOVE_EFFECT_SPD_PLUS_2 41
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#define MOVE_EFFECT_SP_ATK_PLUS_2 42
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#define MOVE_EFFECT_SP_DEF_PLUS_2 43
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#define MOVE_EFFECT_ACC_PLUS_2 44
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#define MOVE_EFFECT_EVS_PLUS_2 45
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#define MOVE_EFFECT_ATK_MINUS_2 46
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#define MOVE_EFFECT_DEF_MINUS_2 47
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#define MOVE_EFFECT_SPD_MINUS_2 48
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#define MOVE_EFFECT_SP_ATK_MINUS_2 49
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#define MOVE_EFFECT_SP_DEF_MINUS_2 50
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#define MOVE_EFFECT_ACC_MINUS_2 51
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#define MOVE_EFFECT_EVS_MINUS_2 52
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#define MOVE_EFFECT_THRASH 53
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#define MOVE_EFFECT_KNOCK_OFF 54
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#define MOVE_EFFECT_NOTHING_37 55
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#define MOVE_EFFECT_NOTHING_38 56
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#define MOVE_EFFECT_NOTHING_39 57
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#define MOVE_EFFECT_NOTHING_3A 58
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#define MOVE_EFFECT_SP_ATK_TWO_DOWN 59
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#define NUM_MOVE_EFFECTS 60
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#define MOVE_EFFECT_AFFECTS_USER (1 << 6) // 64
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#define MOVE_EFFECT_CERTAIN (1 << 7) // 128
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// Battle terrain defines for gBattleTerrain.
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#define BATTLE_TERRAIN_GRASS 0
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@@ -327,6 +327,8 @@
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#define B_WIN_PP_REMAINING 9
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#define B_WIN_DUMMY 10
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#define B_WIN_SWITCH_PROMPT 11 // "Switch which?"
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#define B_WIN_LEVEL_UP_BOX 12
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#define B_WIN_LEVEL_UP_BANNER 13
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#define B_WIN_YESNO 14
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#define B_WIN_VS_PLAYER 15
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#define B_WIN_VS_OPPONENT 16
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@@ -38,16 +38,16 @@
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#define BS_ATTACKER 1
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#define BS_EFFECT_BATTLER 2
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#define BS_FAINTED 3
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#define BS_ATTACKER_WITH_PARTNER 4 // for atk98_updatestatusicon
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#define BS_ATTACKER_WITH_PARTNER 4 // for Cmd_updatestatusicon
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#define BS_UNKNOWN_5 5 // for openpartyscreen
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#define BS_UNKNOWN_6 6 // for openpartyscreen
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#define BS_BATTLER_0 7
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#define BS_ATTACKER_SIDE 8 // for atk1E_jumpifability
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#define BS_NOT_ATTACKER_SIDE 9 // for atk1E_jumpifability
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#define BS_ATTACKER_SIDE 8 // for Cmd_jumpifability
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#define BS_NOT_ATTACKER_SIDE 9 // for Cmd_jumpifability
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#define BS_SCRIPTING 10
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#define BS_PLAYER1 11
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#define BS_OPPONENT1 12
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#define BS_PLAYER2 13 // for atk98_updatestatusicon
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#define BS_PLAYER2 13 // for Cmd_updatestatusicon
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#define BS_OPPONENT2 14
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// used for openpartyscreen
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@@ -90,35 +90,35 @@
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// atk4F, a flag used for the jumpifcantswitch command
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#define ATK4F_DONT_CHECK_STATUSES 0x80
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// statchange defines
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#define STAT_CHANGE_BS_PTR 0x1
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#define STAT_CHANGE_NOT_PROTECT_AFFECTED 0x20
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// Cmd_statbuffchange
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#define STAT_CHANGE_ALLOW_PTR (1 << 0) // If set, allow use of jumpptr. Set in every use of statbuffchange
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#define STAT_CHANGE_NOT_PROTECT_AFFECTED (1 << 5)
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// atk48
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#define ATK48_STAT_NEGATIVE 0x1
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#define ATK48_STAT_BY_TWO 0x2
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#define ATK48_ONLY_MULTIPLE 0x4
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#define ATK48_DONT_CHECK_LOWER 0x8
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// stat change flags for Cmd_playstatchangeanimation
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#define STAT_CHANGE_NEGATIVE (1 << 0)
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#define STAT_CHANGE_BY_TWO (1 << 1)
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#define STAT_CHANGE_MULTIPLE_STATS (1 << 2)
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#define STAT_CHANGE_CANT_PREVENT (1 << 3)
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// atk49, moveend cases
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#define ATK49_RAGE 0
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#define ATK49_DEFROST 1
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#define ATK49_SYNCHRONIZE_TARGET 2
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#define ATK49_MOVE_END_ABILITIES 3
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#define ATK49_STATUS_IMMUNITY_ABILITIES 4
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#define ATK49_SYNCHRONIZE_ATTACKER 5
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#define ATK49_CHOICE_MOVE 6
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#define ATK49_CHANGED_ITEMS 7
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#define ATK49_ATTACKER_INVISIBLE 8
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#define ATK49_ATTACKER_VISIBLE 9
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#define ATK49_TARGET_VISIBLE 10
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#define ATK49_ITEM_EFFECTS_ALL 11
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#define ATK49_KINGSROCK_SHELLBELL 12
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#define ATK49_SUBSTITUTE 13
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#define ATK49_UPDATE_LAST_MOVES 14
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#define ATK49_MIRROR_MOVE 15
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#define ATK49_NEXT_TARGET 16
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#define ATK49_COUNT 17
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// cases for Cmd_moveend
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#define MOVEEND_RAGE 0
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#define MOVEEND_DEFROST 1
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#define MOVEEND_SYNCHRONIZE_TARGET 2
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#define MOVEEND_ON_DAMAGE_ABILITIES 3
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#define MOVEEND_IMMUNITY_ABILITIES 4
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#define MOVEEND_SYNCHRONIZE_ATTACKER 5
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#define MOVEEND_CHOICE_MOVE 6
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#define MOVEEND_CHANGED_ITEMS 7
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#define MOVEEND_ATTACKER_INVISIBLE 8
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#define MOVEEND_ATTACKER_VISIBLE 9
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#define MOVEEND_TARGET_VISIBLE 10
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#define MOVEEND_ITEM_EFFECTS_ALL 11
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#define MOVEEND_KINGSROCK_SHELLBELL 12
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#define MOVEEND_SUBSTITUTE 13
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#define MOVEEND_UPDATE_LAST_MOVES 14
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#define MOVEEND_MIRROR_MOVE 15
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#define MOVEEND_NEXT_TARGET 16
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#define MOVEEND_COUNT 17
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#define BIT_HP 0x1
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#define BIT_ATK 0x2
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@@ -361,6 +361,9 @@
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#define MOVES_COUNT 355
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// Used for checks for moves affected by Disable, Mimic, etc.
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#define MOVE_UNAVAILABLE 0xFFFF
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#define MOVETUTOR_MEGA_PUNCH 0
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#define MOVETUTOR_SWORDS_DANCE 1
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#define MOVETUTOR_MEGA_KICK 2
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+16
-10
@@ -161,17 +161,23 @@
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#define NATURE_QUIRKY 24
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// Pokemon Stats
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#define STAT_HP 0
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#define STAT_ATK 1
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#define STAT_DEF 2
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#define STAT_SPEED 3
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#define STAT_SPATK 4
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#define STAT_SPDEF 5
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#define STAT_ACC 6 // only in battles
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||||
#define STAT_EVASION 7 // only in battles
|
||||
#define STAT_HP 0
|
||||
#define STAT_ATK 1
|
||||
#define STAT_DEF 2
|
||||
#define STAT_SPEED 3
|
||||
#define STAT_SPATK 4
|
||||
#define STAT_SPDEF 5
|
||||
#define NUM_STATS 6
|
||||
|
||||
#define NUM_STATS 6
|
||||
#define NUM_BATTLE_STATS 8
|
||||
#define STAT_ACC 6 // Only in battles.
|
||||
#define STAT_EVASION 7 // Only in battles.
|
||||
|
||||
#define NUM_NATURE_STATS (NUM_STATS - 1) // excludes HP
|
||||
#define NUM_BATTLE_STATS (NUM_STATS + 2) // includes Accuracy and Evasion
|
||||
|
||||
#define MIN_STAT_STAGE 0
|
||||
#define DEFAULT_STAT_STAGE 6
|
||||
#define MAX_STAT_STAGE 12
|
||||
|
||||
// Shiny odds
|
||||
#define SHINY_ODDS 8 // Actual probability is SHINY_ODDS/65536
|
||||
|
||||
Reference in New Issue
Block a user