Merge branch 'master' into doc-ttower
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@@ -58,14 +58,15 @@
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#define BATTLE_TYPE_EREADER_TRAINER 0x0800
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#define BATTLE_TYPE_KYOGRE_GROUDON 0x1000
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#define BATTLE_TYPE_LEGENDARY 0x2000
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#define BATTLE_TYPE_GHOST_UNVEILED 0x2000 // Re-use of BATTLE_TYPE_LEGENDARY, when combined with BATTLE_TYPE_GHOST
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#define BATTLE_TYPE_REGI 0x4000
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#define BATTLE_TYPE_GHOST 0x8000
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#define BATTLE_TYPE_POKEDUDE 0x10000
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#define BATTLE_TYPE_PALACE 0x20000
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#define BATTLE_TYPE_ARENA 0x40000
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#define BATTLE_TYPE_WILD_SCRIPTED 0x20000
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#define BATTLE_TYPE_LEGENDARY_FRLG 0x40000
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#define BATTLE_TYPE_TRAINER_TOWER 0x80000
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#define BATTLE_TYPE_PIKE 0x100000
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#define BATTLE_TYPE_PYRAMID 0x200000
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#define BATTLE_TYPE_x100000 0x100000
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#define BATTLE_TYPE_x200000 0x200000
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#define BATTLE_TYPE_INGAME_PARTNER 0x400000
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#define BATTLE_TYPE_x800000 0x800000
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#define BATTLE_TYPE_RECORDED 0x1000000
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@@ -76,8 +77,9 @@
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#define BATTLE_TYPE_KYOGRE 0x20000000
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#define BATTLE_TYPE_RAYQUAZA 0x40000000
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#define BATTLE_TYPE_x80000000 0x80000000
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#define BATTLE_TYPE_FRONTIER (BATTLE_TYPE_BATTLE_TOWER | BATTLE_TYPE_DOME | BATTLE_TYPE_PALACE | BATTLE_TYPE_ARENA | BATTLE_TYPE_FACTORY | BATTLE_TYPE_PIKE | BATTLE_TYPE_PYRAMID)
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#define BATTLE_TYPE_FRONTIER_NO_PYRAMID (BATTLE_TYPE_BATTLE_TOWER | BATTLE_TYPE_DOME | BATTLE_TYPE_PALACE | BATTLE_TYPE_ARENA | BATTLE_TYPE_FACTORY | BATTLE_TYPE_PIKE)
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#define IS_BATTLE_TYPE_GHOST_WITHOUT_SCOPE(flags) ((flags) & BATTLE_TYPE_GHOST && !((flags) & BATTLE_TYPE_GHOST_UNVEILED))
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#define IS_BATTLE_TYPE_GHOST_WITH_SCOPE(flags) ((flags) & BATTLE_TYPE_GHOST && (flags) & BATTLE_TYPE_GHOST_UNVEILED)
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// Battle Outcome defines
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#define B_OUTCOME_WON 0x1
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@@ -23,7 +23,7 @@
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#define AI_EFFECTIVENESS_x0 0
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// ai weather
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#define AI_WEATHER_SUNNY 0
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#define AI_WEATHER_SUN 0
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#define AI_WEATHER_RAIN 1
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#define AI_WEATHER_SANDSTORM 2
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#define AI_WEATHER_HAIL 3
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@@ -35,8 +35,8 @@
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// script's table id to bit
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#define AI_SCRIPT_CHECK_BAD_MOVE (1 << 0)
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#define AI_SCRIPT_TRY_TO_FAINT (1 << 1)
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#define AI_SCRIPT_CHECK_VIABILITY (1 << 2)
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#define AI_SCRIPT_CHECK_VIABILITY (1 << 1)
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#define AI_SCRIPT_TRY_TO_FAINT (1 << 2)
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#define AI_SCRIPT_SETUP_FIRST_TURN (1 << 3)
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#define AI_SCRIPT_RISKY (1 << 4)
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#define AI_SCRIPT_PREFER_STRONGEST_MOVE (1 << 5)
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@@ -1,6 +1,7 @@
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#ifndef GUARD_CONSTANTS_EVENT_OBJECT_MOVEMENT_H
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#define GUARD_CONSTANTS_EVENT_OBJECT_MOVEMENT_H
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// FIXME: Different in FRLG
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#define MOVEMENT_TYPE_NONE 0x0
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#define MOVEMENT_TYPE_LOOK_AROUND 0x1
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#define MOVEMENT_TYPE_WANDER_AROUND 0x2
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@@ -239,8 +240,10 @@
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#define MOVEMENT_ACTION_STOP_LEVITATE 0x99
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#define MOVEMENT_ACTION_DESTROY_EXTRA_TASK_IF_AT_TOP 0x9A
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#define MOVEMENT_ACTION_FIGURE_8 0x9B
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#define MOVEMENT_ACTION_FLY_UP 0x9C
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#define MOVEMENT_ACTION_FLY_DOWN 0x9D
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// These two are verified correct in FRLG
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#define MOVEMENT_ACTION_FLY_UP 0xA4
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#define MOVEMENT_ACTION_FLY_DOWN 0xA5
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#define MOVEMENT_ACTION_STEP_END 0xFE
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@@ -37,6 +37,16 @@
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#define METATILE_PokemonMansion_Statue_RedEyes_Shade 0x34E
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#define METATILE_PokemonMansion_Statue_RedEyes_Basement 0x34F
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// Cinnabar Gym
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#define METATILE_CinnabarGym_Floor 0x281
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#define METATILE_CinnabarGym_Floor_ShadeDiagonal 0x282
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#define METATILE_CinnabarGym_Floor_ShadeFull 0x289
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#define METATILE_CinnabarGym_Floor_WallRightCorner 0x2C6
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#define METATILE_CinnabarGym_Floor_WallLeftCorner 0x2C7
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#define METATILE_CinnabarGym_Floor_WallRightEdge 0x2CE
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#define METATILE_CinnabarGym_Floor_WallLeftEdge 0x2CF
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#define METATILE_CinnabarGym_Wall_RetractedBarrier 0x2D1
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// gTileset_82D504C. Below metatile probably needs generic name
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#define METATILE_MtEmber_CaveEntrance 0x346
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@@ -1,6 +1,97 @@
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#ifndef GUARD_CONSTANTS_POKEMON_H
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#define GUARD_CONSTANTS_POKEMON_H
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// For (Set|Get)(Box)?MonData
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#define MON_DATA_PERSONALITY 0
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#define MON_DATA_OT_ID 1
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#define MON_DATA_NICKNAME 2
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#define MON_DATA_LANGUAGE 3
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#define MON_DATA_SANITY_IS_BAD_EGG 4
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#define MON_DATA_SANITY_HAS_SPECIES 5
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#define MON_DATA_SANITY_IS_EGG 6
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#define MON_DATA_OT_NAME 7
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#define MON_DATA_MARKINGS 8
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#define MON_DATA_CHECKSUM 9
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#define MON_DATA_ENCRYPT_SEPARATOR 10
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#define MON_DATA_SPECIES 11
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#define MON_DATA_HELD_ITEM 12
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#define MON_DATA_MOVE1 13
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#define MON_DATA_MOVE2 14
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#define MON_DATA_MOVE3 15
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#define MON_DATA_MOVE4 16
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#define MON_DATA_PP1 17
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#define MON_DATA_PP2 18
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#define MON_DATA_PP3 19
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#define MON_DATA_PP4 20
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#define MON_DATA_PP_BONUSES 21
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#define MON_DATA_COOL 22
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#define MON_DATA_BEAUTY 23
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#define MON_DATA_CUTE 24
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#define MON_DATA_EXP 25
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#define MON_DATA_HP_EV 26
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#define MON_DATA_ATK_EV 27
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#define MON_DATA_DEF_EV 28
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#define MON_DATA_SPEED_EV 29
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#define MON_DATA_SPATK_EV 30
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#define MON_DATA_SPDEF_EV 31
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#define MON_DATA_FRIENDSHIP 32
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#define MON_DATA_SMART 33
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#define MON_DATA_POKERUS 34
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#define MON_DATA_MET_LOCATION 35
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#define MON_DATA_MET_LEVEL 36
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#define MON_DATA_MET_GAME 37
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#define MON_DATA_POKEBALL 38
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#define MON_DATA_HP_IV 39
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#define MON_DATA_ATK_IV 40
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#define MON_DATA_DEF_IV 41
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#define MON_DATA_SPEED_IV 42
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#define MON_DATA_SPATK_IV 43
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#define MON_DATA_SPDEF_IV 44
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#define MON_DATA_IS_EGG 45
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#define MON_DATA_ABILITY_NUM 46
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#define MON_DATA_TOUGH 47
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#define MON_DATA_SHEEN 48
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#define MON_DATA_OT_GENDER 49
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#define MON_DATA_COOL_RIBBON 50
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#define MON_DATA_BEAUTY_RIBBON 51
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#define MON_DATA_CUTE_RIBBON 52
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#define MON_DATA_SMART_RIBBON 53
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#define MON_DATA_TOUGH_RIBBON 54
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#define MON_DATA_STATUS 55
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#define MON_DATA_LEVEL 56
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#define MON_DATA_HP 57
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#define MON_DATA_MAX_HP 58
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#define MON_DATA_ATK 59
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#define MON_DATA_DEF 60
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#define MON_DATA_SPEED 61
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#define MON_DATA_SPATK 62
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#define MON_DATA_SPDEF 63
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#define MON_DATA_MAIL 64
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#define MON_DATA_SPECIES2 65
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#define MON_DATA_IVS 66
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#define MON_DATA_CHAMPION_RIBBON 67
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#define MON_DATA_WINNING_RIBBON 68
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#define MON_DATA_VICTORY_RIBBON 69
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#define MON_DATA_ARTIST_RIBBON 70
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#define MON_DATA_EFFORT_RIBBON 71
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#define MON_DATA_GIFT_RIBBON_1 72
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#define MON_DATA_GIFT_RIBBON_2 73
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#define MON_DATA_GIFT_RIBBON_3 74
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#define MON_DATA_GIFT_RIBBON_4 75
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#define MON_DATA_GIFT_RIBBON_5 76
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#define MON_DATA_GIFT_RIBBON_6 77
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#define MON_DATA_GIFT_RIBBON_7 78
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#define MON_DATA_FATEFUL_ENCOUNTER 79
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#define MON_DATA_OBEDIENCE 80
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#define MON_DATA_KNOWN_MOVES 81
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#define MON_DATA_RIBBON_COUNT 82
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#define MON_DATA_RIBBONS 83
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#define MON_DATA_ATK2 84
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#define MON_DATA_DEF2 85
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#define MON_DATA_SPEED2 86
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#define MON_DATA_SPATK2 87
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#define MON_DATA_SPDEF2 88
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// Pokemon types
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#define TYPE_NORMAL 0x00
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#define TYPE_FIGHTING 0x01
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@@ -93,4 +184,33 @@
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#define PLAYER_HAS_ONE_MON 0x1
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#define PLAYER_HAS_ONE_USABLE_MON 0x2
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#define MAX_LEVEL 100
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#define OT_ID_RANDOM_NO_SHINY 2
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#define OT_ID_PRESET 1
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#define OT_ID_PLAYER_ID 0
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#define MON_GIVEN_TO_PARTY 0x0
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#define MON_GIVEN_TO_PC 0x1
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#define MON_CANT_GIVE 0x2
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#define MON_MALE 0x00
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#define MON_FEMALE 0xFE
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#define MON_GENDERLESS 0xFF
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#define FRIENDSHIP_EVENT_GROW_LEVEL 0x0
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#define FRIENDSHIP_EVENT_VITAMIN 0x1
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#define FRIENDSHIP_EVENT_BATTLE_ITEM 0x2
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#define FRIENDSHIP_EVENT_LEAGUE_BATTLE 0x3
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#define FRIENDSHIP_EVENT_LEARN_TMHM 0x4
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#define FRIENDSHIP_EVENT_WALKING 0x5
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#define FRIENDSHIP_EVENT_FAINT_SMALL 0x6
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#define FRIENDSHIP_EVENT_FAINT_OUTSIDE_BATTLE 0x7
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#define FRIENDSHIP_EVENT_FAINT_LARGE 0x8
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#define PARTY_SIZE 6
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#define MAX_TOTAL_EVS 510
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#define UNOWN_FORM_COUNT 28
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#define MAX_MON_LEVEL 100
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#endif // GUARD_CONSTANTS_POKEMON_H
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