Clean up some battle scr cmd data

This commit is contained in:
GriffinR
2020-07-16 20:12:12 -04:00
parent 0c4f3b269e
commit aba42513d3
25 changed files with 584 additions and 521 deletions

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@@ -390,7 +390,7 @@ struct BattleStruct
u8 expGetterBattlerId;
u8 unused_5;
u8 field_91; // related to gAbsentBattlerFlags, possibly absent flags turn ago?
u8 field_92; // battle palace related
u8 palaceFlags; // First 4 bits are "is < 50% HP and not asleep" for each battler, last 4 bits are selected moves to pass to AI
u8 field_93; // related to choosing pokemon?
u8 wallyBattleState;
u8 wallyMovesState;

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@@ -1,6 +1,8 @@
#ifndef GUARD_BATTLE_SCRIPT_COMMANDS_H
#define GUARD_BATTLE_SCRIPT_COMMANDS_H
#include "constants/pokemon.h"
#define WINDOW_CLEAR 0x1
#define WINDOW_x80 0x80
@@ -16,6 +18,6 @@ void HandleBattleWindow(u8 xStart, u8 yStart, u8 xEnd, u8 yEnd, u8 flags);
bool8 UproarWakeUpCheck(u8 battlerId);
extern void (* const gBattleScriptingCommandsTable[])(void);
extern const u8 gUnknown_0831C494[][4];
extern const u8 gBattlePalaceNatureToMoveGroupLikelihood[NUM_NATURES][4];
#endif // GUARD_BATTLE_SCRIPT_COMMANDS_H

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@@ -205,7 +205,7 @@ extern const u8 BattleScript_BerryStatRaiseEnd2[];
extern const u8 BattleScript_BerryFocusEnergyEnd2[];
extern const u8 BattleScript_ActionSelectionItemsCantBeUsed[];
extern const u8 BattleScript_ArenaTurnBeginning[];
extern const u8 BattleScript_82DB881[];
extern const u8 BattleScript_PalacePrintFlavorText[];
extern const u8 BattleScript_ArenaDoJudgment[];
extern const u8 BattleScript_82DAA0B[];
extern const u8 BattleScript_AskIfWantsToForfeitMatch[];

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@@ -37,146 +37,156 @@
#define B_SIDE_PLAYER 0
#define B_SIDE_OPPONENT 1
#define B_FLANK_LEFT 0
#define B_FLANK_LEFT 0
#define B_FLANK_RIGHT 1
#define BIT_SIDE 1
#define BIT_FLANK 2
// Battle Type Flags
#define BATTLE_TYPE_DOUBLE 0x0001
#define BATTLE_TYPE_LINK 0x0002
#define BATTLE_TYPE_IS_MASTER 0x0004 // In not-link battles, it's always set.
#define BATTLE_TYPE_TRAINER 0x0008
#define BATTLE_TYPE_FIRST_BATTLE 0x0010
#define BATTLE_TYPE_20 0x0020
#define BATTLE_TYPE_MULTI 0x0040
#define BATTLE_TYPE_SAFARI 0x0080
#define BATTLE_TYPE_BATTLE_TOWER 0x0100
#define BATTLE_TYPE_WALLY_TUTORIAL 0x0200
#define BATTLE_TYPE_ROAMER 0x0400
#define BATTLE_TYPE_EREADER_TRAINER 0x0800
#define BATTLE_TYPE_KYOGRE_GROUDON 0x1000
#define BATTLE_TYPE_LEGENDARY 0x2000
#define BATTLE_TYPE_REGI 0x4000
#define BATTLE_TYPE_TWO_OPPONENTS 0x8000
#define BATTLE_TYPE_DOME 0x10000
#define BATTLE_TYPE_PALACE 0x20000
#define BATTLE_TYPE_ARENA 0x40000
#define BATTLE_TYPE_FACTORY 0x80000
#define BATTLE_TYPE_PIKE 0x100000
#define BATTLE_TYPE_PYRAMID 0x200000
#define BATTLE_TYPE_INGAME_PARTNER 0x400000
#define BATTLE_TYPE_x800000 0x800000
#define BATTLE_TYPE_RECORDED 0x1000000
#define BATTLE_TYPE_x2000000 0x2000000
#define BATTLE_TYPE_TRAINER_HILL 0x4000000
#define BATTLE_TYPE_SECRET_BASE 0x8000000
#define BATTLE_TYPE_GROUDON 0x10000000
#define BATTLE_TYPE_KYOGRE 0x20000000
#define BATTLE_TYPE_RAYQUAZA 0x40000000
#define BATTLE_TYPE_x80000000 0x80000000
#define BATTLE_TYPE_DOUBLE (1 << 0)
#define BATTLE_TYPE_LINK (1 << 1)
#define BATTLE_TYPE_IS_MASTER (1 << 2) // In not-link battles, it's always set.
#define BATTLE_TYPE_TRAINER (1 << 3)
#define BATTLE_TYPE_FIRST_BATTLE (1 << 4)
#define BATTLE_TYPE_20 (1 << 5)
#define BATTLE_TYPE_MULTI (1 << 6)
#define BATTLE_TYPE_SAFARI (1 << 7)
#define BATTLE_TYPE_BATTLE_TOWER (1 << 8)
#define BATTLE_TYPE_WALLY_TUTORIAL (1 << 9)
#define BATTLE_TYPE_ROAMER (1 << 10)
#define BATTLE_TYPE_EREADER_TRAINER (1 << 11)
#define BATTLE_TYPE_KYOGRE_GROUDON (1 << 12)
#define BATTLE_TYPE_LEGENDARY (1 << 13)
#define BATTLE_TYPE_REGI (1 << 14)
#define BATTLE_TYPE_TWO_OPPONENTS (1 << 15)
#define BATTLE_TYPE_DOME (1 << 16)
#define BATTLE_TYPE_PALACE (1 << 17)
#define BATTLE_TYPE_ARENA (1 << 18)
#define BATTLE_TYPE_FACTORY (1 << 19)
#define BATTLE_TYPE_PIKE (1 << 20)
#define BATTLE_TYPE_PYRAMID (1 << 21)
#define BATTLE_TYPE_INGAME_PARTNER (1 << 22)
#define BATTLE_TYPE_x800000 (1 << 23)
#define BATTLE_TYPE_RECORDED (1 << 24)
#define BATTLE_TYPE_x2000000 (1 << 25)
#define BATTLE_TYPE_TRAINER_HILL (1 << 26)
#define BATTLE_TYPE_SECRET_BASE (1 << 27)
#define BATTLE_TYPE_GROUDON (1 << 28)
#define BATTLE_TYPE_KYOGRE (1 << 29)
#define BATTLE_TYPE_RAYQUAZA (1 << 30)
#define BATTLE_TYPE_x80000000 (1 << 31)
#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)
#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)
// Battle Outcome defines
#define B_OUTCOME_WON 0x1
#define B_OUTCOME_LOST 0x2
#define B_OUTCOME_DREW 0x3
#define B_OUTCOME_RAN 0x4
#define B_OUTCOME_PLAYER_TELEPORTED 0x5
#define B_OUTCOME_MON_FLED 0x6
#define B_OUTCOME_CAUGHT 0x7
#define B_OUTCOME_NO_SAFARI_BALLS 0x8
#define B_OUTCOME_FORFEITED 0x9
#define B_OUTCOME_MON_TELEPORTED 0xA
#define B_OUTCOME_LINK_BATTLE_RAN 0x80
#define B_OUTCOME_WON 1
#define B_OUTCOME_LOST 2
#define B_OUTCOME_DREW 3
#define B_OUTCOME_RAN 4
#define B_OUTCOME_PLAYER_TELEPORTED 5
#define B_OUTCOME_MON_FLED 6
#define B_OUTCOME_CAUGHT 7
#define B_OUTCOME_NO_SAFARI_BALLS 8
#define B_OUTCOME_FORFEITED 9
#define B_OUTCOME_MON_TELEPORTED 10
#define B_OUTCOME_LINK_BATTLE_RAN 128
// Non-volatile status conditions
// These persist remain outside of battle and after switching out
#define STATUS1_NONE 0x0
#define STATUS1_SLEEP 0x7
#define STATUS1_POISON 0x8
#define STATUS1_BURN 0x10
#define STATUS1_FREEZE 0x20
#define STATUS1_PARALYSIS 0x40
#define STATUS1_TOXIC_POISON 0x80
#define STATUS1_TOXIC_COUNTER 0xF00
#define STATUS1_NONE 0
#define STATUS1_SLEEP (1 << 0 | 1 << 1 | 1 << 2) // First 3 bits (Number of turns to sleep)
#define STATUS1_SLEEP_TURN(num) ((num) << 0) // Just for readability (or if rearranging statuses)
#define STATUS1_POISON (1 << 3)
#define STATUS1_BURN (1 << 4)
#define STATUS1_FREEZE (1 << 5)
#define STATUS1_PARALYSIS (1 << 6)
#define STATUS1_TOXIC_POISON (1 << 7)
#define STATUS1_TOXIC_COUNTER (1 << 8 | 1 << 9 | 1 << 10 | 1 << 11)
#define STATUS1_TOXIC_TURN(num) ((num) << 8)
#define STATUS1_PSN_ANY (STATUS1_POISON | STATUS1_TOXIC_POISON)
#define STATUS1_ANY (STATUS1_SLEEP | STATUS1_POISON | STATUS1_BURN | STATUS1_FREEZE | STATUS1_PARALYSIS | STATUS1_TOXIC_POISON)
// Volatile status ailments
// These are removed after exiting the battle or switching out
#define STATUS2_CONFUSION 0x00000007
#define STATUS2_FLINCHED 0x00000008
#define STATUS2_UPROAR 0x00000070
#define STATUS2_BIDE 0x00000300 // two bits 0x100, 0x200
#define STATUS2_LOCK_CONFUSE 0x00000C00
#define STATUS2_MULTIPLETURNS 0x00001000
#define STATUS2_WRAPPED 0x0000E000
#define STATUS2_INFATUATION 0x000F0000 // 4 bits, one for every battler
#define STATUS2_CONFUSION (1 << 0 | 1 << 1 | 1 << 2)
#define STATUS2_CONFUSION_TURN(num) ((num) << 0)
#define STATUS2_FLINCHED (1 << 3)
#define STATUS2_UPROAR (1 << 4 | 1 << 5 | 1 << 6)
#define STATUS2_UPROAR_TURN(num) ((num) << 4)
#define STATUS2_UNUSED (1 << 7)
#define STATUS2_BIDE (1 << 8 | 1 << 9)
#define STATUS2_BIDE_TURN(num) (((num) << 8) & STATUS2_BIDE)
#define STATUS2_LOCK_CONFUSE (1 << 10 | 1 << 11) // e.g. Thrash
#define STATUS2_LOCK_CONFUSE_TURN(num)((num) << 10)
#define STATUS2_MULTIPLETURNS (1 << 12)
#define STATUS2_WRAPPED (1 << 13 | 1 << 14 | 1 << 15)
#define STATUS2_WRAPPED_TURN(num) ((num) << 13)
#define STATUS2_INFATUATION (1 << 16 | 1 << 17 | 1 << 18 | 1 << 19) // 4 bits, one for every battler
#define STATUS2_INFATUATED_WITH(battler) (gBitTable[battler] << 16)
#define STATUS2_FOCUS_ENERGY 0x00100000
#define STATUS2_TRANSFORMED 0x00200000
#define STATUS2_RECHARGE 0x00400000
#define STATUS2_RAGE 0x00800000
#define STATUS2_SUBSTITUTE 0x01000000
#define STATUS2_DESTINY_BOND 0x02000000
#define STATUS2_ESCAPE_PREVENTION 0x04000000
#define STATUS2_NIGHTMARE 0x08000000
#define STATUS2_CURSED 0x10000000
#define STATUS2_FORESIGHT 0x20000000
#define STATUS2_DEFENSE_CURL 0x40000000
#define STATUS2_TORMENT 0x80000000
#define STATUS2_FOCUS_ENERGY (1 << 20)
#define STATUS2_TRANSFORMED (1 << 21)
#define STATUS2_RECHARGE (1 << 22)
#define STATUS2_RAGE (1 << 23)
#define STATUS2_SUBSTITUTE (1 << 24)
#define STATUS2_DESTINY_BOND (1 << 25)
#define STATUS2_ESCAPE_PREVENTION (1 << 26)
#define STATUS2_NIGHTMARE (1 << 27)
#define STATUS2_CURSED (1 << 28)
#define STATUS2_FORESIGHT (1 << 29)
#define STATUS2_DEFENSE_CURL (1 << 30)
#define STATUS2_TORMENT (1 << 31)
// Seems like per-battler statuses. Not quite sure how to categorize these
#define STATUS3_LEECHSEED_BATTLER 0x3
#define STATUS3_LEECHSEED 0x4
#define STATUS3_ALWAYS_HITS 0x18 // two bits
#define STATUS3_PERISH_SONG 0x20
#define STATUS3_ON_AIR 0x40
#define STATUS3_UNDERGROUND 0x80
#define STATUS3_MINIMIZED 0x100
#define STATUS3_ROOTED 0x400
#define STATUS3_CHARGED_UP 0x200
#define STATUS3_YAWN 0x1800 // two bits
#define STATUS3_IMPRISONED_OTHERS 0x2000
#define STATUS3_GRUDGE 0x4000
#define STATUS3_CANT_SCORE_A_CRIT 0x8000
#define STATUS3_MUDSPORT 0x10000
#define STATUS3_WATERSPORT 0x20000
#define STATUS3_UNDERWATER 0x40000
#define STATUS3_INTIMIDATE_POKES 0x80000
#define STATUS3_TRACE 0x100000
#define STATUS3_LEECHSEED_BATTLER (1 << 0 | 1 << 1) // The battler to receive HP from Leech Seed
#define STATUS3_LEECHSEED (1 << 2)
#define STATUS3_ALWAYS_HITS (1 << 3 | 1 << 4)
#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
#define STATUS3_PERISH_SONG (1 << 5)
#define STATUS3_ON_AIR (1 << 6)
#define STATUS3_UNDERGROUND (1 << 7)
#define STATUS3_MINIMIZED (1 << 8)
#define STATUS3_CHARGED_UP (1 << 9)
#define STATUS3_ROOTED (1 << 10)
#define STATUS3_YAWN (1 << 11 | 1 << 12) // Number of turns to sleep
#define STATUS3_YAWN_TURN(num) (((num) << 11) & STATUS3_YAWN)
#define STATUS3_IMPRISONED_OTHERS (1 << 13)
#define STATUS3_GRUDGE (1 << 14)
#define STATUS3_CANT_SCORE_A_CRIT (1 << 15)
#define STATUS3_MUDSPORT (1 << 16)
#define STATUS3_WATERSPORT (1 << 17)
#define STATUS3_UNDERWATER (1 << 18)
#define STATUS3_INTIMIDATE_POKES (1 << 19)
#define STATUS3_TRACE (1 << 20)
#define STATUS3_SEMI_INVULNERABLE (STATUS3_UNDERGROUND | STATUS3_ON_AIR | STATUS3_UNDERWATER)
// Not really sure what a "hitmarker" is.
#define HITMARKER_x10 0x00000010
#define HITMARKER_x20 0x00000020
#define HITMARKER_DESTINYBOND 0x00000040
#define HITMARKER_NO_ANIMATIONS 0x00000080
#define HITMARKER_IGNORE_SUBSTITUTE 0x00000100
#define HITMARKER_NO_ATTACKSTRING 0x00000200
#define HITMARKER_ATTACKSTRING_PRINTED 0x00000400
#define HITMARKER_NO_PPDEDUCT 0x00000800
#define HITMARKER_SWAP_ATTACKER_TARGET 0x00001000
#define HITMARKER_IGNORE_SAFEGUARD 0x00002000
#define HITMARKER_SYNCHRONISE_EFFECT 0x00004000
#define HITMARKER_RUN 0x00008000
#define HITMARKER_IGNORE_ON_AIR 0x00010000
#define HITMARKER_IGNORE_UNDERGROUND 0x00020000
#define HITMARKER_IGNORE_UNDERWATER 0x00040000
#define HITMARKER_UNABLE_TO_USE_MOVE 0x00080000
#define HITMARKER_x100000 0x00100000
#define HITMARKER_x200000 0x00200000
#define HITMARKER_x400000 0x00400000
#define HITMARKER_x800000 0x00800000
#define HITMARKER_GRUDGE 0x01000000
#define HITMARKER_OBEYS 0x02000000
#define HITMARKER_x4000000 0x04000000
#define HITMARKER_CHARGING 0x08000000
#define HITMARKER_FAINTED(battler) (gBitTable[battler] << 0x1C)
#define HITMARKER_UNK(battler) (0x10000000 << battler)
#define HITMARKER_x10 (1 << 4)
#define HITMARKER_x20 (1 << 5)
#define HITMARKER_DESTINYBOND (1 << 6)
#define HITMARKER_NO_ANIMATIONS (1 << 7)
#define HITMARKER_IGNORE_SUBSTITUTE (1 << 8)
#define HITMARKER_NO_ATTACKSTRING (1 << 9)
#define HITMARKER_ATTACKSTRING_PRINTED (1 << 10)
#define HITMARKER_NO_PPDEDUCT (1 << 11)
#define HITMARKER_SWAP_ATTACKER_TARGET (1 << 12)
#define HITMARKER_IGNORE_SAFEGUARD (1 << 13)
#define HITMARKER_SYNCHRONISE_EFFECT (1 << 14)
#define HITMARKER_RUN (1 << 15)
#define HITMARKER_IGNORE_ON_AIR (1 << 16)
#define HITMARKER_IGNORE_UNDERGROUND (1 << 17)
#define HITMARKER_IGNORE_UNDERWATER (1 << 18)
#define HITMARKER_UNABLE_TO_USE_MOVE (1 << 19)
#define HITMARKER_x100000 (1 << 20)
#define HITMARKER_x200000 (1 << 21)
#define HITMARKER_x400000 (1 << 22)
#define HITMARKER_x800000 (1 << 23)
#define HITMARKER_GRUDGE (1 << 24)
#define HITMARKER_OBEYS (1 << 25)
#define HITMARKER_x4000000 (1 << 26)
#define HITMARKER_CHARGING (1 << 27)
#define HITMARKER_FAINTED(battler) (gBitTable[battler] << 28)
#define HITMARKER_FAINTED2(battler) (1 << (28 + battler))
// Per-side statuses that affect an entire party
#define SIDE_STATUS_REFLECT (1 << 0)
@@ -215,71 +225,70 @@
#define WEATHER_ANY (WEATHER_RAIN_ANY | WEATHER_SANDSTORM_ANY | WEATHER_SUN_ANY | WEATHER_HAIL_ANY)
// Move Effects
#define MOVE_EFFECT_SLEEP 0x1
#define MOVE_EFFECT_POISON 0x2
#define MOVE_EFFECT_BURN 0x3
#define MOVE_EFFECT_FREEZE 0x4
#define MOVE_EFFECT_PARALYSIS 0x5
#define MOVE_EFFECT_TOXIC 0x6
#define MOVE_EFFECT_CONFUSION 0x7
#define MOVE_EFFECT_FLINCH 0x8
#define MOVE_EFFECT_TRI_ATTACK 0x9
#define MOVE_EFFECT_UPROAR 0xA
#define MOVE_EFFECT_PAYDAY 0xB
#define MOVE_EFFECT_CHARGING 0xC
#define MOVE_EFFECT_WRAP 0xD
#define MOVE_EFFECT_RECOIL_25 0xE
#define MOVE_EFFECT_ATK_PLUS_1 0xF
#define MOVE_EFFECT_DEF_PLUS_1 0x10
#define MOVE_EFFECT_SPD_PLUS_1 0x11
#define MOVE_EFFECT_SP_ATK_PLUS_1 0x12
#define MOVE_EFFECT_SP_DEF_PLUS_1 0x13
#define MOVE_EFFECT_ACC_PLUS_1 0x14
#define MOVE_EFFECT_EVS_PLUS_1 0x15
#define MOVE_EFFECT_ATK_MINUS_1 0x16
#define MOVE_EFFECT_DEF_MINUS_1 0x17
#define MOVE_EFFECT_SPD_MINUS_1 0x18
#define MOVE_EFFECT_SP_ATK_MINUS_1 0x19
#define MOVE_EFFECT_SP_DEF_MINUS_1 0x1A
#define MOVE_EFFECT_ACC_MINUS_1 0x1B
#define MOVE_EFFECT_EVS_MINUS_1 0x1C
#define MOVE_EFFECT_RECHARGE 0x1D
#define MOVE_EFFECT_RAGE 0x1E
#define MOVE_EFFECT_STEAL_ITEM 0x1F
#define MOVE_EFFECT_PREVENT_ESCAPE 0x20
#define MOVE_EFFECT_NIGHTMARE 0x21
#define MOVE_EFFECT_ALL_STATS_UP 0x22
#define MOVE_EFFECT_RAPIDSPIN 0x23
#define MOVE_EFFECT_REMOVE_PARALYSIS 0x24
#define MOVE_EFFECT_ATK_DEF_DOWN 0x25
#define MOVE_EFFECT_RECOIL_33 0x26
#define MOVE_EFFECT_ATK_PLUS_2 0x27
#define MOVE_EFFECT_DEF_PLUS_2 0x28
#define MOVE_EFFECT_SPD_PLUS_2 0x29
#define MOVE_EFFECT_SP_ATK_PLUS_2 0x2A
#define MOVE_EFFECT_SP_DEF_PLUS_2 0x2B
#define MOVE_EFFECT_ACC_PLUS_2 0x2C
#define MOVE_EFFECT_EVS_PLUS_2 0x2D
#define MOVE_EFFECT_ATK_MINUS_2 0x2E
#define MOVE_EFFECT_DEF_MINUS_2 0x2F
#define MOVE_EFFECT_SPD_MINUS_2 0x30
#define MOVE_EFFECT_SP_ATK_MINUS_2 0x31
#define MOVE_EFFECT_SP_DEF_MINUS_2 0x32
#define MOVE_EFFECT_ACC_MINUS_2 0x33
#define MOVE_EFFECT_EVS_MINUS_2 0x34
#define MOVE_EFFECT_THRASH 0x35
#define MOVE_EFFECT_KNOCK_OFF 0x36
#define MOVE_EFFECT_NOTHING_37 0x37
#define MOVE_EFFECT_NOTHING_38 0x38
#define MOVE_EFFECT_NOTHING_39 0x39
#define MOVE_EFFECT_NOTHING_3A 0x3A
#define MOVE_EFFECT_SP_ATK_TWO_DOWN 0x3B
#define MOVE_EFFECT_NOTHING_3C 0x3C
#define MOVE_EFFECT_NOTHING_3D 0x3D
#define MOVE_EFFECT_NOTHING_3E 0x3E
#define MOVE_EFFECT_NOTHING_3F 0x3F
#define MOVE_EFFECT_AFFECTS_USER 0x40
#define MOVE_EFFECT_CERTAIN 0x80
#define MOVE_EFFECT_SLEEP 1
#define MOVE_EFFECT_POISON 2
#define MOVE_EFFECT_BURN 3
#define MOVE_EFFECT_FREEZE 4
#define MOVE_EFFECT_PARALYSIS 5
#define MOVE_EFFECT_TOXIC 6
#define PRIMARY_STATUS_MOVE_EFFECT MOVE_EFFECT_TOXIC // All above move effects apply primary status
#define MOVE_EFFECT_CONFUSION 7
#define MOVE_EFFECT_FLINCH 8
#define MOVE_EFFECT_TRI_ATTACK 9
#define MOVE_EFFECT_UPROAR 10
#define MOVE_EFFECT_PAYDAY 11
#define MOVE_EFFECT_CHARGING 12
#define MOVE_EFFECT_WRAP 13
#define MOVE_EFFECT_RECOIL_25 14
#define MOVE_EFFECT_ATK_PLUS_1 15
#define MOVE_EFFECT_DEF_PLUS_1 16
#define MOVE_EFFECT_SPD_PLUS_1 17
#define MOVE_EFFECT_SP_ATK_PLUS_1 18
#define MOVE_EFFECT_SP_DEF_PLUS_1 19
#define MOVE_EFFECT_ACC_PLUS_1 20
#define MOVE_EFFECT_EVS_PLUS_1 21
#define MOVE_EFFECT_ATK_MINUS_1 22
#define MOVE_EFFECT_DEF_MINUS_1 23
#define MOVE_EFFECT_SPD_MINUS_1 24
#define MOVE_EFFECT_SP_ATK_MINUS_1 25
#define MOVE_EFFECT_SP_DEF_MINUS_1 26
#define MOVE_EFFECT_ACC_MINUS_1 27
#define MOVE_EFFECT_EVS_MINUS_1 28
#define MOVE_EFFECT_RECHARGE 29
#define MOVE_EFFECT_RAGE 30
#define MOVE_EFFECT_STEAL_ITEM 31
#define MOVE_EFFECT_PREVENT_ESCAPE 32
#define MOVE_EFFECT_NIGHTMARE 33
#define MOVE_EFFECT_ALL_STATS_UP 34
#define MOVE_EFFECT_RAPIDSPIN 35
#define MOVE_EFFECT_REMOVE_PARALYSIS 36
#define MOVE_EFFECT_ATK_DEF_DOWN 37
#define MOVE_EFFECT_RECOIL_33 38
#define MOVE_EFFECT_ATK_PLUS_2 39
#define MOVE_EFFECT_DEF_PLUS_2 40
#define MOVE_EFFECT_SPD_PLUS_2 41
#define MOVE_EFFECT_SP_ATK_PLUS_2 42
#define MOVE_EFFECT_SP_DEF_PLUS_2 43
#define MOVE_EFFECT_ACC_PLUS_2 44
#define MOVE_EFFECT_EVS_PLUS_2 45
#define MOVE_EFFECT_ATK_MINUS_2 46
#define MOVE_EFFECT_DEF_MINUS_2 47
#define MOVE_EFFECT_SPD_MINUS_2 48
#define MOVE_EFFECT_SP_ATK_MINUS_2 49
#define MOVE_EFFECT_SP_DEF_MINUS_2 50
#define MOVE_EFFECT_ACC_MINUS_2 51
#define MOVE_EFFECT_EVS_MINUS_2 52
#define MOVE_EFFECT_THRASH 53
#define MOVE_EFFECT_KNOCK_OFF 54
#define MOVE_EFFECT_NOTHING_37 55
#define MOVE_EFFECT_NOTHING_38 56
#define MOVE_EFFECT_NOTHING_39 57
#define MOVE_EFFECT_NOTHING_3A 58
#define MOVE_EFFECT_SP_ATK_TWO_DOWN 59
#define NUM_MOVE_EFFECTS 60
#define MOVE_EFFECT_AFFECTS_USER 64
#define MOVE_EFFECT_CERTAIN 128
// Battle terrain defines for gBattleTerrain.
#define BATTLE_TERRAIN_GRASS 0

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@@ -16,4 +16,14 @@
#define PALACE_DATA_WIN_STREAK 1
#define PALACE_DATA_WIN_STREAK_ACTIVE 2
// Pokemon in Battle Palace have a move "group" type preference depending on nature
#define PALACE_MOVE_GROUP_ATTACK 0
#define PALACE_MOVE_GROUP_DEFENSE 1
#define PALACE_MOVE_GROUP_SUPPORT 2
// In palace doubles battles pokemon have a target preference depending on nature
#define PALACE_TARGET_STRONGER 0
#define PALACE_TARGET_WEAKER 1
#define PALACE_TARGET_RANDOM 2
#endif //GUARD_CONSTANTS_BATTLE_PALACE_H

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@@ -66,8 +66,10 @@
#define VARIOUS_SET_MAGIC_COAT_TARGET 1
#define VARIOUS_IS_RUNNING_IMPOSSIBLE 2
#define VARIOUS_GET_MOVE_TARGET 3
#define VARIOUS_GET_BATTLER_FAINTED 4
#define VARIOUS_RESET_INTIMIDATE_TRACE_BITS 5
#define VARIOUS_UPDATE_CHOICE_MOVE_ON_LVL_UP 6
#define VARIOUS_PALACE_FLAVOR_TEXT 8
#define VARIOUS_ARENA_JUDGMENT_WINDOW 9
#define VARIOUS_ARENA_OPPONENT_MON_LOST 10
#define VARIOUS_ARENA_PLAYER_MON_LOST 11

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@@ -69,6 +69,7 @@
#define NATURE_SASSY 22
#define NATURE_CAREFUL 23
#define NATURE_QUIRKY 24
#define NUM_NATURES 25
// Pokemon Stats
#define STAT_HP 0
@@ -80,7 +81,7 @@
#define STAT_ACC 6 // Only in battles.
#define STAT_EVASION 7 // Only in battles.
#define NUM_EV_STATS NUM_STATS - 1 // excludes HP
#define NUM_NATURE_STATS NUM_STATS - 1 // excludes HP
#define NUM_BATTLE_STATS NUM_STATS + 2 // includes Accuracy and Evasion
// Shiny odds

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@@ -1,6 +1,9 @@
#ifndef GUARD_POKEBLOCK_H
#define GUARD_POKEBLOCK_H
#include "constants/berry.h"
#include "constants/pokemon.h"
#define GFX_TAG_POKEBLOCK 14818
#define GFX_TAG_POKEBLOCK_CASE 14800
@@ -43,7 +46,7 @@ void ChooseMonToGivePokeblock(struct Pokeblock *pokeblock, void (*callback)(void
void CB2_PreparePokeblockFeedScene(void);
// pokeblock
extern const s8 gPokeblockFlavorCompatibilityTable[];
extern const s8 gPokeblockFlavorCompatibilityTable[NUM_NATURES * FLAVOR_COUNT];
extern const u8 *const gPokeblockNames[];
extern const struct CompressedSpriteSheet gPokeblockCase_SpriteSheet;
extern const struct CompressedSpritePalette gPokeblockCase_SpritePal;