Document a bit of atk47
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@@ -4378,22 +4378,22 @@ static void atk46_playanimation2(void) // animation Id is stored in the first po
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static void atk47_setgraphicalstatchangevalues(void)
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{
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u8 value = 0;
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switch (gBattleScripting.statChanger & 0xF0)
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switch (GET_STAT_BUFF_VALUE2(gBattleScripting.statChanger))
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{
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case 0x10: // +1
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case SET_STAT_BUFF_VALUE(1): // +1
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value = 0xF;
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break;
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case 0x20: // +2
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case SET_STAT_BUFF_VALUE(2): // +2
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value = 0x27;
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break;
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case 0x90: // -1
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case SET_STAT_BUFF_VALUE(1) | STAT_BUFF_NEGATIVE: // -1
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value = 0x16;
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break;
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case 0xA0: // -2
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case SET_STAT_BUFF_VALUE(2) | STAT_BUFF_NEGATIVE: // -2
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value = 0x2E;
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break;
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}
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gBattleScripting.animArg1 = (gBattleScripting.statChanger & 0xF) + value - 1;
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gBattleScripting.animArg1 = GET_STAT_BUFF_ID(gBattleScripting.statChanger) + value - 1;
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gBattleScripting.animArg2 = 0;
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gBattlescriptCurrInstr++;
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}
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