Renamed BATTLELINKMSGTYPE_ to BATTLELINKCOMMTYPE_
I want to avoid the word "message" since PRET has already chosen "battle message" as the term for predefined strings usable in the battle scripts and UI.
I was considering the term "battle link packet" instead, but the library for wireless communications already uses the word "packet" even though GBATEK does not. I'm going with "battle link communication type" instead. For this particular context, I don't think we need a compound noun ("X type"); the singular noun "type" is fine enough.
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@@ -759,7 +759,7 @@ void PressurePPLose(u8 target, u8 attacker, u16 move)
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if (MOVE_IS_PERMANENT(attacker, moveIndex))
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{
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gActiveBattler = attacker;
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BtlController_EmitSetMonData(BATTLELINKMSGTYPE_ENGINE_TO_CONTROLLER, REQUEST_PPMOVE1_BATTLE + moveIndex, 0, 1, &gBattleMons[gActiveBattler].pp[moveIndex]);
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BtlController_EmitSetMonData(BATTLELINKCOMMTYPE_ENGINE_TO_CONTROLLER, REQUEST_PPMOVE1_BATTLE + moveIndex, 0, 1, &gBattleMons[gActiveBattler].pp[moveIndex]);
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MarkBattlerForControllerExec(gActiveBattler);
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}
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}
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@@ -791,7 +791,7 @@ void PressurePPLoseOnUsingImprison(u8 attacker)
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if (imprisonPos != MAX_MON_MOVES && MOVE_IS_PERMANENT(attacker, imprisonPos))
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{
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gActiveBattler = attacker;
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BtlController_EmitSetMonData(BATTLELINKMSGTYPE_ENGINE_TO_CONTROLLER, REQUEST_PPMOVE1_BATTLE + imprisonPos, 0, 1, &gBattleMons[gActiveBattler].pp[imprisonPos]);
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BtlController_EmitSetMonData(BATTLELINKCOMMTYPE_ENGINE_TO_CONTROLLER, REQUEST_PPMOVE1_BATTLE + imprisonPos, 0, 1, &gBattleMons[gActiveBattler].pp[imprisonPos]);
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MarkBattlerForControllerExec(gActiveBattler);
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}
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}
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@@ -822,7 +822,7 @@ void PressurePPLoseOnUsingPerishSong(u8 attacker)
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if (perishSongPos != MAX_MON_MOVES && MOVE_IS_PERMANENT(attacker, perishSongPos))
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{
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gActiveBattler = attacker;
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BtlController_EmitSetMonData(BATTLELINKMSGTYPE_ENGINE_TO_CONTROLLER, REQUEST_PPMOVE1_BATTLE + perishSongPos, 0, 1, &gBattleMons[gActiveBattler].pp[perishSongPos]);
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BtlController_EmitSetMonData(BATTLELINKCOMMTYPE_ENGINE_TO_CONTROLLER, REQUEST_PPMOVE1_BATTLE + perishSongPos, 0, 1, &gBattleMons[gActiveBattler].pp[perishSongPos]);
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MarkBattlerForControllerExec(gActiveBattler);
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}
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}
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@@ -905,7 +905,7 @@ bool8 WasUnableToUseMove(u8 battler)
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void PrepareStringBattle(u16 stringId, u8 battler)
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{
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gActiveBattler = battler;
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BtlController_EmitPrintString(BATTLELINKMSGTYPE_ENGINE_TO_CONTROLLER, stringId);
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BtlController_EmitPrintString(BATTLELINKCOMMTYPE_ENGINE_TO_CONTROLLER, stringId);
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MarkBattlerForControllerExec(gActiveBattler);
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}
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@@ -1634,7 +1634,7 @@ u8 DoBattlerEndTurnEffects(void)
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gBattleCommunication[MULTISTRING_CHOOSER] = 1;
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BattleScriptExecute(BattleScript_MonWokeUpInUproar);
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gActiveBattler = gBattlerAttacker;
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BtlController_EmitSetMonData(BATTLELINKMSGTYPE_ENGINE_TO_CONTROLLER, REQUEST_STATUS_BATTLE, 0, 4, &gBattleMons[gActiveBattler].status1);
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BtlController_EmitSetMonData(BATTLELINKCOMMTYPE_ENGINE_TO_CONTROLLER, REQUEST_STATUS_BATTLE, 0, 4, &gBattleMons[gActiveBattler].status1);
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MarkBattlerForControllerExec(gActiveBattler);
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break;
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}
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@@ -1759,7 +1759,7 @@ u8 DoBattlerEndTurnEffects(void)
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{
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CancelMultiTurnMoves(gActiveBattler);
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gBattleMons[gActiveBattler].status1 |= STATUS1_SLEEP_TURN((Random() & 3) + 2); // 2-5 turns of sleep
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BtlController_EmitSetMonData(BATTLELINKMSGTYPE_ENGINE_TO_CONTROLLER, REQUEST_STATUS_BATTLE, 0, 4, &gBattleMons[gActiveBattler].status1);
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BtlController_EmitSetMonData(BATTLELINKCOMMTYPE_ENGINE_TO_CONTROLLER, REQUEST_STATUS_BATTLE, 0, 4, &gBattleMons[gActiveBattler].status1);
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MarkBattlerForControllerExec(gActiveBattler);
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gEffectBattler = gActiveBattler;
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BattleScriptExecute(BattleScript_YawnMakesAsleep);
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@@ -2269,7 +2269,7 @@ u8 AtkCanceller_UnableToUseMove(void)
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if (effect == 2)
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{
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gActiveBattler = gBattlerAttacker;
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BtlController_EmitSetMonData(BATTLELINKMSGTYPE_ENGINE_TO_CONTROLLER, REQUEST_STATUS_BATTLE, 0, 4, &gBattleMons[gActiveBattler].status1);
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BtlController_EmitSetMonData(BATTLELINKCOMMTYPE_ENGINE_TO_CONTROLLER, REQUEST_STATUS_BATTLE, 0, 4, &gBattleMons[gActiveBattler].status1);
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MarkBattlerForControllerExec(gActiveBattler);
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}
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return effect;
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@@ -2633,7 +2633,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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gBattleMons[battler].status2 &= ~STATUS2_NIGHTMARE; // fix nightmare glitch
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gBattleScripting.battler = gActiveBattler = battler;
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BattleScriptPushCursorAndCallback(BattleScript_ShedSkinActivates);
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BtlController_EmitSetMonData(BATTLELINKMSGTYPE_ENGINE_TO_CONTROLLER, REQUEST_STATUS_BATTLE, 0, 4, &gBattleMons[battler].status1);
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BtlController_EmitSetMonData(BATTLELINKCOMMTYPE_ENGINE_TO_CONTROLLER, REQUEST_STATUS_BATTLE, 0, 4, &gBattleMons[battler].status1);
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MarkBattlerForControllerExec(gActiveBattler);
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effect++;
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}
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@@ -2945,7 +2945,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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gBattlescriptCurrInstr = BattleScript_AbilityCuredStatus;
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gBattleScripting.battler = battler;
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gActiveBattler = battler;
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BtlController_EmitSetMonData(BATTLELINKMSGTYPE_ENGINE_TO_CONTROLLER, REQUEST_STATUS_BATTLE, 0, 4, &gBattleMons[gActiveBattler].status1);
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BtlController_EmitSetMonData(BATTLELINKCOMMTYPE_ENGINE_TO_CONTROLLER, REQUEST_STATUS_BATTLE, 0, 4, &gBattleMons[gActiveBattler].status1);
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MarkBattlerForControllerExec(gActiveBattler);
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return effect;
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}
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@@ -3373,7 +3373,7 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
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PREPARE_MOVE_BUFFER(gBattleTextBuff1, move);
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BattleScriptExecute(BattleScript_BerryPPHealEnd2);
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BtlController_EmitSetMonData(BATTLELINKMSGTYPE_ENGINE_TO_CONTROLLER, i + REQUEST_PPMOVE1_BATTLE, 0, 1, &changedPP);
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BtlController_EmitSetMonData(BATTLELINKCOMMTYPE_ENGINE_TO_CONTROLLER, i + REQUEST_PPMOVE1_BATTLE, 0, 1, &changedPP);
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MarkBattlerForControllerExec(gActiveBattler);
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effect = ITEM_PP_CHANGE;
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}
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@@ -3608,7 +3608,7 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
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switch (effect)
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{
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case ITEM_STATUS_CHANGE:
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BtlController_EmitSetMonData(BATTLELINKMSGTYPE_ENGINE_TO_CONTROLLER, REQUEST_STATUS_BATTLE, 0, 4, &gBattleMons[battlerId].status1);
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BtlController_EmitSetMonData(BATTLELINKCOMMTYPE_ENGINE_TO_CONTROLLER, REQUEST_STATUS_BATTLE, 0, 4, &gBattleMons[battlerId].status1);
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MarkBattlerForControllerExec(gActiveBattler);
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break;
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case ITEM_PP_CHANGE:
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@@ -3759,7 +3759,7 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
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gBattleScripting.battler = battlerId;
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gPotentialItemEffectBattler = battlerId;
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gActiveBattler = battlerId;
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BtlController_EmitSetMonData(BATTLELINKMSGTYPE_ENGINE_TO_CONTROLLER, REQUEST_STATUS_BATTLE, 0, 4, &gBattleMons[gActiveBattler].status1);
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BtlController_EmitSetMonData(BATTLELINKCOMMTYPE_ENGINE_TO_CONTROLLER, REQUEST_STATUS_BATTLE, 0, 4, &gBattleMons[gActiveBattler].status1);
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MarkBattlerForControllerExec(gActiveBattler);
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break;
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}
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