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@@ -37,146 +37,156 @@
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#define B_SIDE_PLAYER 0
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#define B_SIDE_OPPONENT 1
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#define B_FLANK_LEFT 0
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#define B_FLANK_LEFT 0
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#define B_FLANK_RIGHT 1
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#define BIT_SIDE 1
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#define BIT_FLANK 2
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// Battle Type Flags
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#define BATTLE_TYPE_DOUBLE 0x0001
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#define BATTLE_TYPE_LINK 0x0002
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#define BATTLE_TYPE_IS_MASTER 0x0004 // In not-link battles, it's always set.
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#define BATTLE_TYPE_TRAINER 0x0008
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#define BATTLE_TYPE_FIRST_BATTLE 0x0010
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#define BATTLE_TYPE_20 0x0020
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#define BATTLE_TYPE_MULTI 0x0040
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#define BATTLE_TYPE_SAFARI 0x0080
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#define BATTLE_TYPE_BATTLE_TOWER 0x0100
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#define BATTLE_TYPE_WALLY_TUTORIAL 0x0200
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#define BATTLE_TYPE_ROAMER 0x0400
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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_REGI 0x4000
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#define BATTLE_TYPE_TWO_OPPONENTS 0x8000
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#define BATTLE_TYPE_DOME 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_FACTORY 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_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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#define BATTLE_TYPE_x2000000 0x2000000
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#define BATTLE_TYPE_TRAINER_HILL 0x4000000
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#define BATTLE_TYPE_SECRET_BASE 0x8000000
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#define BATTLE_TYPE_GROUDON 0x10000000
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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_DOUBLE (1 << 0)
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#define BATTLE_TYPE_LINK (1 << 1)
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#define BATTLE_TYPE_IS_MASTER (1 << 2) // In not-link battles, it's always set.
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#define BATTLE_TYPE_TRAINER (1 << 3)
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#define BATTLE_TYPE_FIRST_BATTLE (1 << 4)
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#define BATTLE_TYPE_20 (1 << 5)
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#define BATTLE_TYPE_MULTI (1 << 6)
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#define BATTLE_TYPE_SAFARI (1 << 7)
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#define BATTLE_TYPE_BATTLE_TOWER (1 << 8)
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#define BATTLE_TYPE_WALLY_TUTORIAL (1 << 9)
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#define BATTLE_TYPE_ROAMER (1 << 10)
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#define BATTLE_TYPE_EREADER_TRAINER (1 << 11)
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#define BATTLE_TYPE_KYOGRE_GROUDON (1 << 12)
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#define BATTLE_TYPE_LEGENDARY (1 << 13)
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#define BATTLE_TYPE_REGI (1 << 14)
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#define BATTLE_TYPE_TWO_OPPONENTS (1 << 15)
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#define BATTLE_TYPE_DOME (1 << 16)
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#define BATTLE_TYPE_PALACE (1 << 17)
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#define BATTLE_TYPE_ARENA (1 << 18)
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#define BATTLE_TYPE_FACTORY (1 << 19)
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#define BATTLE_TYPE_PIKE (1 << 20)
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#define BATTLE_TYPE_PYRAMID (1 << 21)
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#define BATTLE_TYPE_INGAME_PARTNER (1 << 22)
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#define BATTLE_TYPE_x800000 (1 << 23)
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#define BATTLE_TYPE_RECORDED (1 << 24)
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#define BATTLE_TYPE_x2000000 (1 << 25)
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#define BATTLE_TYPE_TRAINER_HILL (1 << 26)
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#define BATTLE_TYPE_SECRET_BASE (1 << 27)
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#define BATTLE_TYPE_GROUDON (1 << 28)
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#define BATTLE_TYPE_KYOGRE (1 << 29)
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#define BATTLE_TYPE_RAYQUAZA (1 << 30)
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#define BATTLE_TYPE_x80000000 (1 << 31)
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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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// Battle Outcome defines
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#define B_OUTCOME_WON 0x1
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#define B_OUTCOME_LOST 0x2
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#define B_OUTCOME_DREW 0x3
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#define B_OUTCOME_RAN 0x4
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#define B_OUTCOME_PLAYER_TELEPORTED 0x5
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#define B_OUTCOME_MON_FLED 0x6
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#define B_OUTCOME_CAUGHT 0x7
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#define B_OUTCOME_NO_SAFARI_BALLS 0x8
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#define B_OUTCOME_FORFEITED 0x9
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#define B_OUTCOME_MON_TELEPORTED 0xA
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#define B_OUTCOME_LINK_BATTLE_RAN 0x80
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#define B_OUTCOME_WON 1
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#define B_OUTCOME_LOST 2
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#define B_OUTCOME_DREW 3
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#define B_OUTCOME_RAN 4
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#define B_OUTCOME_PLAYER_TELEPORTED 5
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#define B_OUTCOME_MON_FLED 6
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#define B_OUTCOME_CAUGHT 7
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#define B_OUTCOME_NO_SAFARI_BALLS 8
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#define B_OUTCOME_FORFEITED 9
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#define B_OUTCOME_MON_TELEPORTED 10
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#define B_OUTCOME_LINK_BATTLE_RAN 128
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// Non-volatile status conditions
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// These persist remain outside of battle and after switching out
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#define STATUS1_NONE 0x0
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#define STATUS1_SLEEP 0x7
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#define STATUS1_POISON 0x8
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#define STATUS1_BURN 0x10
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#define STATUS1_FREEZE 0x20
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#define STATUS1_PARALYSIS 0x40
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#define STATUS1_TOXIC_POISON 0x80
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#define STATUS1_TOXIC_COUNTER 0xF00
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#define STATUS1_NONE 0
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#define STATUS1_SLEEP (1 << 0 | 1 << 1 | 1 << 2) // First 3 bits (Number of turns to sleep)
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#define STATUS1_SLEEP_TURN(num) ((num) << 0) // Just for readability (or if rearranging statuses)
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#define STATUS1_POISON (1 << 3)
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#define STATUS1_BURN (1 << 4)
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#define STATUS1_FREEZE (1 << 5)
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#define STATUS1_PARALYSIS (1 << 6)
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#define STATUS1_TOXIC_POISON (1 << 7)
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#define STATUS1_TOXIC_COUNTER (1 << 8 | 1 << 9 | 1 << 10 | 1 << 11)
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#define STATUS1_TOXIC_TURN(num) ((num) << 8)
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#define STATUS1_PSN_ANY (STATUS1_POISON | STATUS1_TOXIC_POISON)
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#define STATUS1_ANY (STATUS1_SLEEP | STATUS1_POISON | STATUS1_BURN | STATUS1_FREEZE | STATUS1_PARALYSIS | STATUS1_TOXIC_POISON)
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// Volatile status ailments
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// These are removed after exiting the battle or switching out
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#define STATUS2_CONFUSION 0x00000007
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#define STATUS2_FLINCHED 0x00000008
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#define STATUS2_UPROAR 0x00000070
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#define STATUS2_BIDE 0x00000300 // two bits 0x100, 0x200
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#define STATUS2_LOCK_CONFUSE 0x00000C00
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#define STATUS2_MULTIPLETURNS 0x00001000
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#define STATUS2_WRAPPED 0x0000E000
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#define STATUS2_INFATUATION 0x000F0000 // 4 bits, one for every battler
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#define STATUS2_CONFUSION (1 << 0 | 1 << 1 | 1 << 2)
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#define STATUS2_CONFUSION_TURN(num) ((num) << 0)
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#define STATUS2_FLINCHED (1 << 3)
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#define STATUS2_UPROAR (1 << 4 | 1 << 5 | 1 << 6)
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#define STATUS2_UPROAR_TURN(num) ((num) << 4)
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#define STATUS2_UNUSED (1 << 7)
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#define STATUS2_BIDE (1 << 8 | 1 << 9)
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#define STATUS2_BIDE_TURN(num) (((num) << 8) & STATUS2_BIDE)
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#define STATUS2_LOCK_CONFUSE (1 << 10 | 1 << 11) // e.g. Thrash
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#define STATUS2_LOCK_CONFUSE_TURN(num)((num) << 10)
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#define STATUS2_MULTIPLETURNS (1 << 12)
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#define STATUS2_WRAPPED (1 << 13 | 1 << 14 | 1 << 15)
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#define STATUS2_WRAPPED_TURN(num) ((num) << 13)
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#define STATUS2_INFATUATION (1 << 16 | 1 << 17 | 1 << 18 | 1 << 19) // 4 bits, one for every battler
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#define STATUS2_INFATUATED_WITH(battler) (gBitTable[battler] << 16)
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#define STATUS2_FOCUS_ENERGY 0x00100000
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#define STATUS2_TRANSFORMED 0x00200000
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#define STATUS2_RECHARGE 0x00400000
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#define STATUS2_RAGE 0x00800000
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#define STATUS2_SUBSTITUTE 0x01000000
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#define STATUS2_DESTINY_BOND 0x02000000
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#define STATUS2_ESCAPE_PREVENTION 0x04000000
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#define STATUS2_NIGHTMARE 0x08000000
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#define STATUS2_CURSED 0x10000000
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#define STATUS2_FORESIGHT 0x20000000
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#define STATUS2_DEFENSE_CURL 0x40000000
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#define STATUS2_TORMENT 0x80000000
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#define STATUS2_FOCUS_ENERGY (1 << 20)
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#define STATUS2_TRANSFORMED (1 << 21)
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#define STATUS2_RECHARGE (1 << 22)
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#define STATUS2_RAGE (1 << 23)
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#define STATUS2_SUBSTITUTE (1 << 24)
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#define STATUS2_DESTINY_BOND (1 << 25)
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#define STATUS2_ESCAPE_PREVENTION (1 << 26)
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#define STATUS2_NIGHTMARE (1 << 27)
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#define STATUS2_CURSED (1 << 28)
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#define STATUS2_FORESIGHT (1 << 29)
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#define STATUS2_DEFENSE_CURL (1 << 30)
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#define STATUS2_TORMENT (1 << 31)
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// Seems like per-battler statuses. Not quite sure how to categorize these
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#define STATUS3_LEECHSEED_BATTLER 0x3
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#define STATUS3_LEECHSEED 0x4
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#define STATUS3_ALWAYS_HITS 0x18 // two bits
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#define STATUS3_PERISH_SONG 0x20
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#define STATUS3_ON_AIR 0x40
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#define STATUS3_UNDERGROUND 0x80
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#define STATUS3_MINIMIZED 0x100
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#define STATUS3_ROOTED 0x400
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#define STATUS3_CHARGED_UP 0x200
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#define STATUS3_YAWN 0x1800 // two bits
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#define STATUS3_IMPRISONED_OTHERS 0x2000
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#define STATUS3_GRUDGE 0x4000
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#define STATUS3_CANT_SCORE_A_CRIT 0x8000
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#define STATUS3_MUDSPORT 0x10000
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#define STATUS3_WATERSPORT 0x20000
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#define STATUS3_UNDERWATER 0x40000
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#define STATUS3_INTIMIDATE_POKES 0x80000
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#define STATUS3_TRACE 0x100000
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#define STATUS3_LEECHSEED_BATTLER (1 << 0 | 1 << 1) // The battler to receive HP from Leech Seed
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#define STATUS3_LEECHSEED (1 << 2)
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#define STATUS3_ALWAYS_HITS (1 << 3 | 1 << 4)
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#define STATUS3_ALWAYS_HITS_TURN(num) (((num) << 3) & STATUS3_ALWAYS_HITS) // "Always Hits" is set as a 2 turn timer, i.e. next turn is the last turn when it's active
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#define STATUS3_PERISH_SONG (1 << 5)
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#define STATUS3_ON_AIR (1 << 6)
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#define STATUS3_UNDERGROUND (1 << 7)
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#define STATUS3_MINIMIZED (1 << 8)
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#define STATUS3_CHARGED_UP (1 << 9)
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#define STATUS3_ROOTED (1 << 10)
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#define STATUS3_YAWN (1 << 11 | 1 << 12) // Number of turns to sleep
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#define STATUS3_YAWN_TURN(num) (((num) << 11) & STATUS3_YAWN)
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#define STATUS3_IMPRISONED_OTHERS (1 << 13)
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#define STATUS3_GRUDGE (1 << 14)
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#define STATUS3_CANT_SCORE_A_CRIT (1 << 15)
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#define STATUS3_MUDSPORT (1 << 16)
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#define STATUS3_WATERSPORT (1 << 17)
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#define STATUS3_UNDERWATER (1 << 18)
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#define STATUS3_INTIMIDATE_POKES (1 << 19)
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#define STATUS3_TRACE (1 << 20)
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#define STATUS3_SEMI_INVULNERABLE (STATUS3_UNDERGROUND | STATUS3_ON_AIR | STATUS3_UNDERWATER)
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// Not really sure what a "hitmarker" is.
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#define HITMARKER_x10 0x00000010
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#define HITMARKER_x20 0x00000020
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#define HITMARKER_DESTINYBOND 0x00000040
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#define HITMARKER_NO_ANIMATIONS 0x00000080
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#define HITMARKER_IGNORE_SUBSTITUTE 0x00000100
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#define HITMARKER_NO_ATTACKSTRING 0x00000200
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#define HITMARKER_ATTACKSTRING_PRINTED 0x00000400
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#define HITMARKER_NO_PPDEDUCT 0x00000800
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#define HITMARKER_SWAP_ATTACKER_TARGET 0x00001000
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#define HITMARKER_IGNORE_SAFEGUARD 0x00002000
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#define HITMARKER_SYNCHRONISE_EFFECT 0x00004000
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#define HITMARKER_RUN 0x00008000
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#define HITMARKER_IGNORE_ON_AIR 0x00010000
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#define HITMARKER_IGNORE_UNDERGROUND 0x00020000
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#define HITMARKER_IGNORE_UNDERWATER 0x00040000
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#define HITMARKER_UNABLE_TO_USE_MOVE 0x00080000
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#define HITMARKER_x100000 0x00100000
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#define HITMARKER_x200000 0x00200000
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#define HITMARKER_x400000 0x00400000
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#define HITMARKER_x800000 0x00800000
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#define HITMARKER_GRUDGE 0x01000000
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#define HITMARKER_OBEYS 0x02000000
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#define HITMARKER_x4000000 0x04000000
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#define HITMARKER_CHARGING 0x08000000
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#define HITMARKER_FAINTED(battler) (gBitTable[battler] << 0x1C)
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#define HITMARKER_UNK(battler) (0x10000000 << battler)
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#define HITMARKER_x10 (1 << 4)
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#define HITMARKER_x20 (1 << 5)
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#define HITMARKER_DESTINYBOND (1 << 6)
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#define HITMARKER_NO_ANIMATIONS (1 << 7)
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#define HITMARKER_IGNORE_SUBSTITUTE (1 << 8)
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#define HITMARKER_NO_ATTACKSTRING (1 << 9)
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#define HITMARKER_ATTACKSTRING_PRINTED (1 << 10)
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#define HITMARKER_NO_PPDEDUCT (1 << 11)
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#define HITMARKER_SWAP_ATTACKER_TARGET (1 << 12)
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#define HITMARKER_IGNORE_SAFEGUARD (1 << 13)
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#define HITMARKER_SYNCHRONISE_EFFECT (1 << 14)
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#define HITMARKER_RUN (1 << 15)
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#define HITMARKER_IGNORE_ON_AIR (1 << 16)
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#define HITMARKER_IGNORE_UNDERGROUND (1 << 17)
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#define HITMARKER_IGNORE_UNDERWATER (1 << 18)
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#define HITMARKER_UNABLE_TO_USE_MOVE (1 << 19)
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#define HITMARKER_x100000 (1 << 20)
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#define HITMARKER_x200000 (1 << 21)
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#define HITMARKER_x400000 (1 << 22)
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#define HITMARKER_x800000 (1 << 23)
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#define HITMARKER_GRUDGE (1 << 24)
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#define HITMARKER_OBEYS (1 << 25)
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#define HITMARKER_x4000000 (1 << 26)
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#define HITMARKER_CHARGING (1 << 27)
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#define HITMARKER_FAINTED(battler) (gBitTable[battler] << 28)
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#define HITMARKER_FAINTED2(battler) (1 << (28 + battler))
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// Per-side statuses that affect an entire party
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#define SIDE_STATUS_REFLECT (1 << 0)
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@@ -215,71 +225,70 @@
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#define WEATHER_ANY (WEATHER_RAIN_ANY | WEATHER_SANDSTORM_ANY | WEATHER_SUN_ANY | WEATHER_HAIL_ANY)
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// Move Effects
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#define MOVE_EFFECT_SLEEP 0x1
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#define MOVE_EFFECT_POISON 0x2
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#define MOVE_EFFECT_BURN 0x3
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#define MOVE_EFFECT_FREEZE 0x4
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#define MOVE_EFFECT_PARALYSIS 0x5
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#define MOVE_EFFECT_TOXIC 0x6
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#define MOVE_EFFECT_CONFUSION 0x7
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#define MOVE_EFFECT_FLINCH 0x8
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#define MOVE_EFFECT_TRI_ATTACK 0x9
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#define MOVE_EFFECT_UPROAR 0xA
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#define MOVE_EFFECT_PAYDAY 0xB
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#define MOVE_EFFECT_CHARGING 0xC
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#define MOVE_EFFECT_WRAP 0xD
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#define MOVE_EFFECT_RECOIL_25 0xE
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#define MOVE_EFFECT_ATK_PLUS_1 0xF
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#define MOVE_EFFECT_DEF_PLUS_1 0x10
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#define MOVE_EFFECT_SPD_PLUS_1 0x11
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#define MOVE_EFFECT_SP_ATK_PLUS_1 0x12
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#define MOVE_EFFECT_SP_DEF_PLUS_1 0x13
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#define MOVE_EFFECT_ACC_PLUS_1 0x14
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#define MOVE_EFFECT_EVS_PLUS_1 0x15
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#define MOVE_EFFECT_ATK_MINUS_1 0x16
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#define MOVE_EFFECT_DEF_MINUS_1 0x17
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#define MOVE_EFFECT_SPD_MINUS_1 0x18
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#define MOVE_EFFECT_SP_ATK_MINUS_1 0x19
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#define MOVE_EFFECT_SP_DEF_MINUS_1 0x1A
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#define MOVE_EFFECT_ACC_MINUS_1 0x1B
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#define MOVE_EFFECT_EVS_MINUS_1 0x1C
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#define MOVE_EFFECT_RECHARGE 0x1D
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#define MOVE_EFFECT_RAGE 0x1E
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#define MOVE_EFFECT_STEAL_ITEM 0x1F
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#define MOVE_EFFECT_PREVENT_ESCAPE 0x20
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#define MOVE_EFFECT_NIGHTMARE 0x21
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#define MOVE_EFFECT_ALL_STATS_UP 0x22
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#define MOVE_EFFECT_RAPIDSPIN 0x23
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#define MOVE_EFFECT_REMOVE_PARALYSIS 0x24
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#define MOVE_EFFECT_ATK_DEF_DOWN 0x25
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#define MOVE_EFFECT_RECOIL_33 0x26
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#define MOVE_EFFECT_ATK_PLUS_2 0x27
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#define MOVE_EFFECT_DEF_PLUS_2 0x28
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#define MOVE_EFFECT_SPD_PLUS_2 0x29
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#define MOVE_EFFECT_SP_ATK_PLUS_2 0x2A
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#define MOVE_EFFECT_SP_DEF_PLUS_2 0x2B
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#define MOVE_EFFECT_ACC_PLUS_2 0x2C
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#define MOVE_EFFECT_EVS_PLUS_2 0x2D
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#define MOVE_EFFECT_ATK_MINUS_2 0x2E
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#define MOVE_EFFECT_DEF_MINUS_2 0x2F
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#define MOVE_EFFECT_SPD_MINUS_2 0x30
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#define MOVE_EFFECT_SP_ATK_MINUS_2 0x31
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#define MOVE_EFFECT_SP_DEF_MINUS_2 0x32
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#define MOVE_EFFECT_ACC_MINUS_2 0x33
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#define MOVE_EFFECT_EVS_MINUS_2 0x34
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#define MOVE_EFFECT_THRASH 0x35
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#define MOVE_EFFECT_KNOCK_OFF 0x36
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#define MOVE_EFFECT_NOTHING_37 0x37
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#define MOVE_EFFECT_NOTHING_38 0x38
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#define MOVE_EFFECT_NOTHING_39 0x39
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#define MOVE_EFFECT_NOTHING_3A 0x3A
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#define MOVE_EFFECT_SP_ATK_TWO_DOWN 0x3B
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#define MOVE_EFFECT_NOTHING_3C 0x3C
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#define MOVE_EFFECT_NOTHING_3D 0x3D
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#define MOVE_EFFECT_NOTHING_3E 0x3E
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#define MOVE_EFFECT_NOTHING_3F 0x3F
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#define MOVE_EFFECT_AFFECTS_USER 0x40
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#define MOVE_EFFECT_CERTAIN 0x80
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#define MOVE_EFFECT_SLEEP 1
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#define MOVE_EFFECT_POISON 2
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#define MOVE_EFFECT_BURN 3
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#define MOVE_EFFECT_FREEZE 4
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#define MOVE_EFFECT_PARALYSIS 5
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#define MOVE_EFFECT_TOXIC 6
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#define PRIMARY_STATUS_MOVE_EFFECT MOVE_EFFECT_TOXIC // All above move effects apply primary status
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#define MOVE_EFFECT_CONFUSION 7
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#define MOVE_EFFECT_FLINCH 8
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#define MOVE_EFFECT_TRI_ATTACK 9
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#define MOVE_EFFECT_UPROAR 10
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#define MOVE_EFFECT_PAYDAY 11
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#define MOVE_EFFECT_CHARGING 12
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#define MOVE_EFFECT_WRAP 13
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#define MOVE_EFFECT_RECOIL_25 14
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#define MOVE_EFFECT_ATK_PLUS_1 15
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#define MOVE_EFFECT_DEF_PLUS_1 16
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#define MOVE_EFFECT_SPD_PLUS_1 17
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#define MOVE_EFFECT_SP_ATK_PLUS_1 18
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#define MOVE_EFFECT_SP_DEF_PLUS_1 19
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#define MOVE_EFFECT_ACC_PLUS_1 20
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#define MOVE_EFFECT_EVS_PLUS_1 21
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#define MOVE_EFFECT_ATK_MINUS_1 22
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#define MOVE_EFFECT_DEF_MINUS_1 23
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#define MOVE_EFFECT_SPD_MINUS_1 24
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#define MOVE_EFFECT_SP_ATK_MINUS_1 25
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#define MOVE_EFFECT_SP_DEF_MINUS_1 26
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#define MOVE_EFFECT_ACC_MINUS_1 27
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#define MOVE_EFFECT_EVS_MINUS_1 28
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#define MOVE_EFFECT_RECHARGE 29
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#define MOVE_EFFECT_RAGE 30
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#define MOVE_EFFECT_STEAL_ITEM 31
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#define MOVE_EFFECT_PREVENT_ESCAPE 32
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#define MOVE_EFFECT_NIGHTMARE 33
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#define MOVE_EFFECT_ALL_STATS_UP 34
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#define MOVE_EFFECT_RAPIDSPIN 35
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#define MOVE_EFFECT_REMOVE_PARALYSIS 36
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#define MOVE_EFFECT_ATK_DEF_DOWN 37
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#define MOVE_EFFECT_RECOIL_33 38
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#define MOVE_EFFECT_ATK_PLUS_2 39
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#define MOVE_EFFECT_DEF_PLUS_2 40
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#define MOVE_EFFECT_SPD_PLUS_2 41
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#define MOVE_EFFECT_SP_ATK_PLUS_2 42
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#define MOVE_EFFECT_SP_DEF_PLUS_2 43
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#define MOVE_EFFECT_ACC_PLUS_2 44
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#define MOVE_EFFECT_EVS_PLUS_2 45
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#define MOVE_EFFECT_ATK_MINUS_2 46
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#define MOVE_EFFECT_DEF_MINUS_2 47
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#define MOVE_EFFECT_SPD_MINUS_2 48
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#define MOVE_EFFECT_SP_ATK_MINUS_2 49
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#define MOVE_EFFECT_SP_DEF_MINUS_2 50
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#define MOVE_EFFECT_ACC_MINUS_2 51
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#define MOVE_EFFECT_EVS_MINUS_2 52
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#define MOVE_EFFECT_THRASH 53
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#define MOVE_EFFECT_KNOCK_OFF 54
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#define MOVE_EFFECT_NOTHING_37 55
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#define MOVE_EFFECT_NOTHING_38 56
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#define MOVE_EFFECT_NOTHING_39 57
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#define MOVE_EFFECT_NOTHING_3A 58
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#define MOVE_EFFECT_SP_ATK_TWO_DOWN 59
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#define NUM_MOVE_EFFECTS 60
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#define MOVE_EFFECT_AFFECTS_USER 64
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#define MOVE_EFFECT_CERTAIN 128
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// Battle terrain defines for gBattleTerrain.
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#define BATTLE_TERRAIN_GRASS 0
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