Sync pokemon.c
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@@ -3,7 +3,7 @@
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// field 0 masks
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#define ITEM0_X_ATTACK 0x0F
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#define ITEM0_HIGH_CRIT 0x30 // For Dire Hit, works the same way as move Focus Energy.
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#define ITEM0_DIRE_HIT 0x30 // Works the same way as move Focus Energy.
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#define ITEM0_SACRED_ASH 0x40
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#define ITEM0_INFATUATION 0x80
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@@ -23,7 +23,7 @@
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#define ITEM3_POISON 0x10
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#define ITEM3_SLEEP 0x20
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#define ITEM3_LEVEL_UP 0x40
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#define ITEM3_MIST 0x80 // For Guard Specs, works the same way as move Mist.
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#define ITEM3_GUARD_SPEC 0x80 // Works the same way as the move Mist.
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#define ITEM3_STATUS_ALL (ITEM3_CONFUSION | ITEM3_PARALYSIS | ITEM3_FREEZE | ITEM3_BURN | ITEM3_POISON | ITEM3_SLEEP)
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@@ -50,6 +50,19 @@
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#define ITEM5_FRIENDSHIP_ALL (ITEM5_FRIENDSHIP_LOW | ITEM5_FRIENDSHIP_MID | ITEM5_FRIENDSHIP_HIGH)
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// fields 6 and onwards are item-specific arguments
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#define ITEM_EFFECT_ARG_START 6
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// Special HP recovery amounts for ITEM4_HEAL_HP
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#define ITEM6_HEAL_HP_FULL ((u8) -1)
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#define ITEM6_HEAL_HP_HALF ((u8) -2)
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#define ITEM6_HEAL_HP_LVL_UP ((u8) -3)
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// Special PP recovery amounts for ITEM4_HEAL_PP
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#define ITEM6_HEAL_PP_FULL 0x7F
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// Amount of EV modified by ITEM4_EV_HP, ITEM4_EV_ATK, ITEM5_EV_DEF, ITEM5_EV_SPEED, ITEM5_EV_SPDEF and ITEM5_EV_SPATK
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#define ITEM6_ADD_EV 10
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#define ITEM6_SUBTRACT_EV -10
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// Used for GetItemEffectType.
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#define ITEM_EFFECT_X_ITEM 0
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