document frontier related
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+6
-24
@@ -16,12 +16,6 @@
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#define GET_BATTLER_SIDE(battler) (GetBattlerPosition(battler) & BIT_SIDE)
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#define GET_BATTLER_SIDE2(battler) (GET_BATTLER_POSITION(battler) & BIT_SIDE)
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#define TRAINER_OPPONENT_3FE 0x3FE
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#define TRAINER_OPPONENT_C00 0xC00
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#define TRAINER_OPPONENT_800 0x800
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#define STEVEN_PARTNER_ID 0xC03
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#define SECRET_BASE_OPPONENT 0x400
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// Battle Actions
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// These determine what each battler will do in a turn
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#define B_ACTION_USE_MOVE 0
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@@ -429,7 +423,7 @@ struct BattleTv_Mon
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struct BattleTv
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{
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struct BattleTv_Mon mon[2][6]; // [side][partyId]
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struct BattleTv_Mon mon[2][PARTY_SIZE]; // [side][partyId]
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struct BattleTv_Position pos[2][2]; // [side][flank]
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struct BattleTv_Side side[2]; // [side]
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};
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@@ -479,10 +473,10 @@ struct BattleStruct
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u8 runTries;
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u8 caughtMonNick[11];
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u8 field_78;
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u8 field_79;
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u8 field_7A;
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u8 field_7B;
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u8 field_7C;
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u8 safariGoNearCounter;
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u8 safariPkblThrowCounter;
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u8 safariEscapeFactor;
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u8 safariCatchFactor;
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u8 field_7D;
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u8 field_7E;
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u8 formToChangeInto;
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@@ -526,7 +520,7 @@ struct BattleStruct
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u8 AI_itemFlags[2];
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u16 choicedMove[MAX_BATTLERS_COUNT];
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u16 changedItems[MAX_BATTLERS_COUNT];
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u8 intimidateBank;
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u8 intimidateBattler;
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u8 switchInItemsCounter;
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u8 field_DA;
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u8 turnSideTracker;
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@@ -611,18 +605,6 @@ struct BattleScripting
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u8 multiplayerId;
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};
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enum
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{
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BACK_PIC_BRENDAN,
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BACK_PIC_MAY,
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BACK_PIC_RED,
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BACK_PIC_LEAF,
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BACK_PIC_RS_BRENDAN,
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BACK_PIC_RS_MAY,
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BACK_PIC_WALLY,
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BACK_PIC_STEVEN
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};
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// rom_80A5C6C
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u8 GetBattlerSide(u8 battler);
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u8 GetBattlerPosition(u8 bank);
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+22
-31
@@ -8,27 +8,27 @@
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#define MOVE_LIMITATION_TAUNT (1 << 4)
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#define MOVE_LIMITATION_IMPRISION (1 << 5)
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#define ABILITYEFFECT_ON_SWITCHIN 0x0
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#define ABILITYEFFECT_ENDTURN 0x1
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#define ABILITYEFFECT_MOVES_BLOCK 0x2
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#define ABILITYEFFECT_ABSORBING 0x3
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#define ABILITYEFFECT_CONTACT 0x4
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#define ABILITYEFFECT_IMMUNITY 0x5
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#define ABILITYEFFECT_FORECAST 0x6
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#define ABILITYEFFECT_SYNCHRONIZE 0x7
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#define ABILITYEFFECT_ATK_SYNCHRONIZE 0x8
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#define ABILITYEFFECT_INTIMIDATE1 0x9
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#define ABILITYEFFECT_INTIMIDATE2 0xA
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#define ABILITYEFFECT_TRACE 0xB
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#define ABILITYEFFECT_CHECK_OTHER_SIDE 0xC
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#define ABILITYEFFECT_CHECK_BANK_SIDE 0xD
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#define ABILITYEFFECT_FIELD_SPORT 0xE
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#define ABILITYEFFECT_CHECK_FIELD_EXCEPT_BANK 0xF
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#define ABILITYEFFECT_COUNT_OTHER_SIDE 0x10
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#define ABILITYEFFECT_COUNT_BANK_SIDE 0x11
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#define ABILITYEFFECT_COUNT_ON_FIELD 0x12
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#define ABILITYEFFECT_CHECK_ON_FIELD 0x13
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#define ABILITYEFFECT_SWITCH_IN_WEATHER 0xFF
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#define ABILITYEFFECT_ON_SWITCHIN 0x0
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#define ABILITYEFFECT_ENDTURN 0x1
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#define ABILITYEFFECT_MOVES_BLOCK 0x2
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#define ABILITYEFFECT_ABSORBING 0x3
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#define ABILITYEFFECT_CONTACT 0x4
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#define ABILITYEFFECT_IMMUNITY 0x5
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#define ABILITYEFFECT_FORECAST 0x6
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#define ABILITYEFFECT_SYNCHRONIZE 0x7
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#define ABILITYEFFECT_ATK_SYNCHRONIZE 0x8
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#define ABILITYEFFECT_INTIMIDATE1 0x9
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#define ABILITYEFFECT_INTIMIDATE2 0xA
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#define ABILITYEFFECT_TRACE 0xB
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#define ABILITYEFFECT_CHECK_OTHER_SIDE 0xC
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#define ABILITYEFFECT_CHECK_BATTLER_SIDE 0xD
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#define ABILITYEFFECT_FIELD_SPORT 0xE
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#define ABILITYEFFECT_CHECK_FIELD_EXCEPT_BATTLER 0xF
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#define ABILITYEFFECT_COUNT_OTHER_SIDE 0x10
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#define ABILITYEFFECT_COUNT_BATTLER_SIDE 0x11
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#define ABILITYEFFECT_COUNT_ON_FIELD 0x12
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#define ABILITYEFFECT_CHECK_ON_FIELD 0x13
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#define ABILITYEFFECT_SWITCH_IN_WEATHER 0xFF
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#define ABILITY_ON_OPPOSING_FIELD(battlerId, abilityId)(AbilityBattleEffects(ABILITYEFFECT_CHECK_OTHER_SIDE, battlerId, abilityId, 0, 0))
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#define ABILITY_ON_FIELD(abilityId)(AbilityBattleEffects(ABILITYEFFECT_CHECK_ON_FIELD, 0, abilityId, 0, 0))
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@@ -39,15 +39,6 @@
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#define WEATHER_HAS_EFFECT ((!ABILITY_ON_FIELD(ABILITY_CLOUD_NINE) && !ABILITY_ON_FIELD(ABILITY_AIR_LOCK)))
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#define WEATHER_HAS_EFFECT2 ((!ABILITY_ON_FIELD2(ABILITY_CLOUD_NINE) && !ABILITY_ON_FIELD2(ABILITY_AIR_LOCK)))
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#define BS_GET_TARGET 0
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#define BS_GET_ATTACKER 1
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#define BS_GET_EFFECT_BANK 2
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#define BS_GET_SCRIPTING_BANK 10
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#define BS_GET_PLAYER1 11
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#define BS_GET_OPPONENT1 12
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#define BS_GET_PLAYER2 13
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#define BS_GET_OPPONENT2 14
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u8 GetBattlerForBattleScript(u8 caseId);
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void PressurePPLose(u8 bankDef, u8 bankAtk, u16 move);
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void PressurePPLoseOnUsingPerishSong(u8 bankAtk);
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@@ -74,7 +65,7 @@ bool8 HandleWishPerishSongOnTurnEnd(void);
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bool8 HandleFaintedMonActions(void);
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void TryClearRageStatuses(void);
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u8 AtkCanceller_UnableToUseMove(void);
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bool8 sub_80423F4(u8 battlerId, u8 r1, u8 r2);
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bool8 HasNoMonsToSwitch(u8 battlerId, u8 r1, u8 r2);
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u8 CastformDataTypeChange(u8 battlerId);
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u8 AbilityBattleEffects(u8 caseID, u8 battlerId, u8 ability, u8 special, u16 moveArg);
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void BattleScriptExecute(const u8* BS_ptr);
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@@ -80,4 +80,6 @@
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#define ABILITY_CACOPHONY 76
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#define ABILITY_AIR_LOCK 77
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#define ABILITIES_COUNT 78
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#endif // GUARD_CONSTANTS_ABILITIES_H
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@@ -130,7 +130,7 @@
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#define STATUS2_TORMENT 0x80000000
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// Seems like per-battler statuses. Not quite sure how to categorize these
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#define STATUS3_LEECHSEED_BANK 0x3
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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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@@ -0,0 +1,13 @@
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#ifndef GUARD_CONSTANTS_BATTLE_FRONTIER_H
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#define GUARD_CONSTANTS_BATTLE_FRONTIER_H
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// Battle Frontier facility ids.
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#define FRONTIER_FACILITY_TOWER 0
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#define FRONTIER_FACILITY_DOME 1
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#define FRONTIER_FACILITY_PALACE 2
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#define FRONTIER_FACILITY_ARENA 3
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#define FRONTIER_FACILITY_FACTORY 4
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#define FRONTIER_FACILITY_PIKE 5
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#define FRONTIER_FACILITY_PYRAMID 6
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#endif // GUARD_CONSTANTS_BATTLE_FRONTIER_H
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@@ -37,7 +37,7 @@
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#define BS_ATTACKER 1
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#define BS_EFFECT_BATTLER 2
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#define BS_FAINTED 3
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#define BS_BANK_0 7
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#define BS_BATTLER_0 7
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#define BS_ATTACKER_WITH_PARTNER 4 // for atk98_status_icon_update
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#define BS_ATTACKER_SIDE 8 // for atk1E_jumpifability
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#define BS_NOT_ATTACKER_SIDE 9 // for atk1E_jumpifability
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@@ -357,6 +357,6 @@
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#define MOVE_DOOM_DESIRE 353
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#define MOVE_PSYCHO_BOOST 354
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#define LAST_MOVE_INDEX MOVE_PSYCHO_BOOST
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#define MOVES_COUNT 355
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#endif // GUARD_CONSTANTS_MOVES_H
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@@ -857,7 +857,14 @@
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#define TRAINER_BRENDAN_16 853
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#define TRAINER_MAY_16 854
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#define NO_OF_TRAINERS 854
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#define TRAINERS_COUNT 855
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// Special Trainer Ids.
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#define TRAINER_FRONTIER_BRAIN 1022
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#define TRAINER_SECRET_BASE 1024
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#define TRAINER_LINK_OPPONENT 0x800
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#define TRAINER_OPPONENT_C00 0xC00
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#define TRAINER_STEVEN_PARTNER 0xC03
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#define TRAINER_PIC_HIKER 0
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#define TRAINER_PIC_AQUA_GRUNT_M 1
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@@ -953,6 +960,15 @@
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#define TRAINER_PIC_RUBY_SAPPHIRE_BRENDAN 91
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#define TRAINER_PIC_RUBY_SAPPHIRE_MAY 92
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#define TRAINER_BACK_PIC_BRENDAN 0
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#define TRAINER_BACK_PIC_MAY 1
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#define TRAINER_BACK_PIC_RED 2
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#define TRAINER_BACK_PIC_LEAF 3
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#define TRAINER_BACK_PIC_RUBY_SAPPHIRE_BRENDAN 4
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#define TRAINER_BACK_PIC_RUBY_SAPPHIRE_MAY 5
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#define TRAINER_BACK_PIC_WALLY 6
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#define TRAINER_BACK_PIC_STEVEN 7
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#define FACILITY_CLASS_HIKER 0x0
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#define FACILITY_CLASS_TEAM_AQUA_1 0x1
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#define FACILITY_CLASS_PKMN_BREEDER_1 0x2
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@@ -1,7 +1,7 @@
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#ifndef GUARD_DATA_BATTLE_MOVES
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#define GUARD_DATA_BATTLE_MOVES
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const struct BattleMove gBattleMoves[LAST_MOVE_INDEX + 1] =
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const struct BattleMove gBattleMoves[MOVES_COUNT] =
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{
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{ // MOVE_NONE
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.effect = EFFECT_HIT,
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@@ -80,7 +80,7 @@ static const u8 gShellArmorAbilityDescription[] = _("Blocks critical hits.");
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static const u8 gCacophonyAbilityDescription[] = _("Avoids sound-based moves.");
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static const u8 gAirLockAbilityDescription[] = _("Negates weather effects.");
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const u8 gAbilityNames[][ABILITY_NAME_LENGTH + 1] =
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const u8 gAbilityNames[ABILITIES_COUNT][ABILITY_NAME_LENGTH + 1] =
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{
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_("-------"),
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_("STENCH"),
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@@ -162,7 +162,7 @@ const u8 gAbilityNames[][ABILITY_NAME_LENGTH + 1] =
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_("AIR LOCK"),
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};
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const u8 *const gAbilityDescriptionPointers[] =
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const u8 *const gAbilityDescriptionPointers[ABILITIES_COUNT] =
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{
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gNoneAbilityDescription,
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gStenchAbilityDescription,
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+1
-1
@@ -556,7 +556,7 @@ void sub_806D544(u16 species, u32 personality, u8 *dest);
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void DrawSpindaSpots(u16 species, u32 personality, u8 *dest, u8 a4);
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void EvolutionRenameMon(struct Pokemon *mon, u16 oldSpecies, u16 newSpecies);
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bool8 sub_806D7EC(void);
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bool16 sub_806D82C(u8 id);
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bool16 GetLinkTrainerFlankId(u8 id);
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s32 GetBattlerMultiplayerId(u16 a1);
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u8 GetTrainerEncounterMusicId(u16 trainerOpponentId);
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u16 ModifyStatByNature(u8 nature, u16 n, u8 statIndex);
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@@ -16,7 +16,7 @@ void sub_81851A8(u8 *arg0);
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bool32 CanCopyRecordedBattleSaveData(void);
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u32 MoveRecordedBattleToSaveData(void);
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void PlayRecordedBattle(void (*CB2_After)(void));
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u8 sub_8185EA0(void);
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u8 GetRecordedBattleFrontierFacility(void);
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u8 sub_8185EAC(void);
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void RecordedBattle_SaveParties(void);
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u8 GetActiveBattlerLinkPlayerGender(void);
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