STAT_ANIM constant usage
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@@ -374,7 +374,7 @@ void HandleAction_UseItem(void)
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gBattleTextBuff1[2]++;
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}
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gBattleScripting.animArg1 = gBattleTextBuff1[2] + 14;
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gBattleScripting.animArg1 = gBattleTextBuff1[2] + STAT_ANIM_PLUS1;
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gBattleScripting.animArg2 = 0;
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}
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break;
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@@ -2625,7 +2625,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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if (gBattleMons[battler].statStages[STAT_SPEED] < MAX_STAT_STAGE && gDisableStructs[battler].isFirstTurn != 2)
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{
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gBattleMons[battler].statStages[STAT_SPEED]++;
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gBattleScripting.animArg1 = 14 + STAT_SPEED;
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gBattleScripting.animArg1 = STAT_ANIM_PLUS1 + STAT_SPEED;
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gBattleScripting.animArg2 = 0;
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BattleScriptPushCursorAndCallback(BattleScript_SpeedBoostActivates);
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gBattleScripting.battler = battler;
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@@ -3229,7 +3229,7 @@ enum
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PREPARE_STAT_BUFFER(gBattleTextBuff1, stat); \
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gEffectBattler = battlerId; \
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SET_STATCHANGER(stat, 1, FALSE); \
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gBattleScripting.animArg1 = 14 + (stat); \
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gBattleScripting.animArg1 = STAT_ANIM_PLUS1 + (stat); \
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gBattleScripting.animArg2 = 0; \
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BattleScriptExecute(BattleScript_BerryStatRaiseEnd2); \
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effect = ITEM_STATS_CHANGE; \
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@@ -3415,7 +3415,7 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
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PREPARE_STRING_BUFFER(gBattleTextBuff2, STRINGID_STATROSE); // Only the Attack stat-up berry has this
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gEffectBattler = battlerId;
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SET_STATCHANGER(STAT_ATK, 1, FALSE);
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gBattleScripting.animArg1 = 14 + STAT_ATK;
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gBattleScripting.animArg1 = STAT_ANIM_PLUS1 + STAT_ATK;
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gBattleScripting.animArg2 = 0;
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BattleScriptExecute(BattleScript_BerryStatRaiseEnd2);
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effect = ITEM_STATS_CHANGE;
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@@ -3470,7 +3470,7 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
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gEffectBattler = battlerId;
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SET_STATCHANGER(i + 1, 2, FALSE);
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gBattleScripting.animArg1 = 0x21 + i + 6;
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gBattleScripting.animArg1 = STAT_ANIM_PLUS2 + (i + 1);
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gBattleScripting.animArg2 = 0;
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BattleScriptExecute(BattleScript_BerryStatRaiseEnd2);
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effect = ITEM_STATS_CHANGE;
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