Add stat stage constants
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@@ -1978,7 +1978,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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}
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break;
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case ABILITY_SPEED_BOOST:
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if (gBattleMons[battler].statStages[STAT_SPEED] < 0xC && gDisableStructs[battler].isFirstTurn != 2)
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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 = 0x11;
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@@ -2619,9 +2619,9 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
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case HOLD_EFFECT_RESTORE_STATS:
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for (i = 0; i < NUM_BATTLE_STATS; i++)
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{
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if (gBattleMons[battlerId].statStages[i] < 6)
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if (gBattleMons[battlerId].statStages[i] < DEFAULT_STAT_STAGE)
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{
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gBattleMons[battlerId].statStages[i] = 6;
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gBattleMons[battlerId].statStages[i] = DEFAULT_STAT_STAGE;
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effect = ITEM_STATS_CHANGE;
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}
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}
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@@ -2690,9 +2690,9 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
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case HOLD_EFFECT_RESTORE_STATS:
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for (i = 0; i < NUM_BATTLE_STATS; i++)
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{
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if (gBattleMons[battlerId].statStages[i] < 6)
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if (gBattleMons[battlerId].statStages[i] < DEFAULT_STAT_STAGE)
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{
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gBattleMons[battlerId].statStages[i] = 6;
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gBattleMons[battlerId].statStages[i] = DEFAULT_STAT_STAGE;
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effect = ITEM_STATS_CHANGE;
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}
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}
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@@ -2811,7 +2811,8 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
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break;
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// copy/paste again, smh
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case HOLD_EFFECT_ATTACK_UP:
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if (gBattleMons[battlerId].hp <= gBattleMons[battlerId].maxHP / battlerHoldEffectParam && !moveTurn && gBattleMons[battlerId].statStages[STAT_ATK] < 0xC)
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if (gBattleMons[battlerId].hp <= gBattleMons[battlerId].maxHP / battlerHoldEffectParam
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&& !moveTurn && gBattleMons[battlerId].statStages[STAT_ATK] < MAX_STAT_STAGE)
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{
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PREPARE_STAT_BUFFER(gBattleTextBuff1, STAT_ATK);
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PREPARE_STRING_BUFFER(gBattleTextBuff2, STRINGID_STATROSE);
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@@ -2825,7 +2826,8 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
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}
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break;
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case HOLD_EFFECT_DEFENSE_UP:
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if (gBattleMons[battlerId].hp <= gBattleMons[battlerId].maxHP / battlerHoldEffectParam && !moveTurn && gBattleMons[battlerId].statStages[STAT_DEF] < 0xC)
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if (gBattleMons[battlerId].hp <= gBattleMons[battlerId].maxHP / battlerHoldEffectParam && !moveTurn
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&& gBattleMons[battlerId].statStages[STAT_DEF] < MAX_STAT_STAGE)
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{
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PREPARE_STAT_BUFFER(gBattleTextBuff1, STAT_DEF);
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@@ -2838,7 +2840,8 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
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}
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break;
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case HOLD_EFFECT_SPEED_UP:
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if (gBattleMons[battlerId].hp <= gBattleMons[battlerId].maxHP / battlerHoldEffectParam && !moveTurn && gBattleMons[battlerId].statStages[STAT_SPEED] < 0xC)
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if (gBattleMons[battlerId].hp <= gBattleMons[battlerId].maxHP / battlerHoldEffectParam && !moveTurn
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&& gBattleMons[battlerId].statStages[STAT_SPEED] < MAX_STAT_STAGE)
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{
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PREPARE_STAT_BUFFER(gBattleTextBuff1, STAT_SPEED);
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@@ -2851,7 +2854,8 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
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}
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break;
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case HOLD_EFFECT_SP_ATTACK_UP:
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if (gBattleMons[battlerId].hp <= gBattleMons[battlerId].maxHP / battlerHoldEffectParam && !moveTurn && gBattleMons[battlerId].statStages[STAT_SPATK] < 0xC)
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if (gBattleMons[battlerId].hp <= gBattleMons[battlerId].maxHP / battlerHoldEffectParam && !moveTurn
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&& gBattleMons[battlerId].statStages[STAT_SPATK] < MAX_STAT_STAGE)
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{
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PREPARE_STAT_BUFFER(gBattleTextBuff1, STAT_SPATK);
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@@ -2864,7 +2868,8 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
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}
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break;
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case HOLD_EFFECT_SP_DEFENSE_UP:
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if (gBattleMons[battlerId].hp <= gBattleMons[battlerId].maxHP / battlerHoldEffectParam && !moveTurn && gBattleMons[battlerId].statStages[STAT_SPDEF] < 0xC)
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if (gBattleMons[battlerId].hp <= gBattleMons[battlerId].maxHP / battlerHoldEffectParam && !moveTurn
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&& gBattleMons[battlerId].statStages[STAT_SPDEF] < MAX_STAT_STAGE)
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{
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PREPARE_STAT_BUFFER(gBattleTextBuff1, STAT_SPDEF);
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@@ -2877,7 +2882,8 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
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}
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break;
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case HOLD_EFFECT_CRITICAL_UP:
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if (gBattleMons[battlerId].hp <= gBattleMons[battlerId].maxHP / battlerHoldEffectParam && !moveTurn && !(gBattleMons[battlerId].status2 & STATUS2_FOCUS_ENERGY))
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if (gBattleMons[battlerId].hp <= gBattleMons[battlerId].maxHP / battlerHoldEffectParam && !moveTurn
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&& !(gBattleMons[battlerId].status2 & STATUS2_FOCUS_ENERGY))
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{
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gBattleMons[battlerId].status2 |= STATUS2_FOCUS_ENERGY;
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BattleScriptExecute(BattleScript_BerryFocusEnergyEnd2);
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@@ -2889,7 +2895,7 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
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{
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for (i = 0; i < 5; i++)
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{
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if (gBattleMons[battlerId].statStages[STAT_ATK + i] < 0xC)
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if (gBattleMons[battlerId].statStages[STAT_ATK + i] < MAX_STAT_STAGE)
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break;
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}
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if (i != 5)
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@@ -2897,7 +2903,7 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
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do
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{
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i = Random() % 5;
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} while (gBattleMons[battlerId].statStages[STAT_ATK + i] == 0xC);
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} while (gBattleMons[battlerId].statStages[STAT_ATK + i] == MAX_STAT_STAGE);
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PREPARE_STAT_BUFFER(gBattleTextBuff1, i + 1);
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@@ -3166,9 +3172,9 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
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case HOLD_EFFECT_RESTORE_STATS:
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for (i = 0; i < NUM_BATTLE_STATS; i++)
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{
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if (gBattleMons[battlerId].statStages[i] < 6)
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if (gBattleMons[battlerId].statStages[i] < DEFAULT_STAT_STAGE)
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{
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gBattleMons[battlerId].statStages[i] = 6;
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gBattleMons[battlerId].statStages[i] = DEFAULT_STAT_STAGE;
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effect = ITEM_STATS_CHANGE;
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}
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}
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