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@@ -8,6 +8,14 @@ typedef struct Hints
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const u8 *body;
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} Hints;
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#define NUM_HINTS 5
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enum HintKind
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{
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HINT_TOWN_CONTROLS_1,
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HINT_TOWN_CONTROLS_2,
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HINT_SAVING,
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HINT_ADVENTURES_WITH_FRIENDS,
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HINT_BUILDING_A_TEAM,
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HINT_MAX
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};
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#endif // GUARD_COMMON_STRINGS_HINTS_H
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@@ -24,9 +24,9 @@ enum KangaskhanStorageDialogue
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KANG_DLG_WITHDRAW_CONFIRMATION,
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KANG_DLG_YOU_HAVE_NOTHING,
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KANG_DLG_YOU_ARE_FULL,
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KANG_DLG_STORAGE_HAS_NOTHING,
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KANG_DLG_DEPOSIT__INVALID_ITEM,
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KANG_DLG_DEPOSIT__TOO_MANY_OF_ITEM,
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KANG_DLG_STORAGE_EMPTY,
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KANG_DLG_DEPOSIT_INVALID_ITEM,
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KANG_DLG_DEPOSIT_TOO_MANY_OF_ITEM,
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KANG_DLG_STORAGE_FULL,
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KANG_DLG_HOW_IT_WORKS,
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KANG_DLG_MAX
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@@ -418,4 +418,6 @@
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#define MOVE_MD1_2 0x19B // Unused
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#define MOVE_PIERCE 0x19C
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#define NUM_MOVE_IDS (MOVE_PIERCE + 1)
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#endif
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@@ -17,15 +17,14 @@ enum NaturePersonalities
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LONELY,
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QUIRKY,
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MISC,
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};
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#define NUM_PARTNERS 10
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#define NUM_QUIZ_QUESTIONS 55
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#define MAX_ASKED_QUESTIONS 8
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#define NUM_PERSONALITIES MISC
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#define NUM_PERSONALITY_TEST_EFFECTS (NUM_PERSONALITIES+3)
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#define NUM_PERSONALITY_TEST_EFFECTS (NUM_PERSONALITIES + 3)
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#define BRAVE_2B_TRIGGER 99
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#endif // GUARD_CONSTANTS_PERSONALITY_TEST_H
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#endif // GUARD_CONSTANTS_PERSONALITY_TEST_H
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@@ -1,7 +1,7 @@
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#ifndef GUARD_CONSTANTS_STATUS_H
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#define GUARD_CONSTANTS_STATUS_H
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// Sleep statuses
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// Sleep class statuses
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#define STATUS_NONE 0
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#define STATUS_SLEEP 1
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#define STATUS_SLEEPLESS 2
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@@ -9,13 +9,13 @@
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#define STATUS_YAWNING 4
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#define STATUS_NAPPING 5
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// Non-volatile statuses
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// Burn class statuses
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#define STATUS_BURN 1
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#define STATUS_POISONED 2
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#define STATUS_BADLY_POISONED 3
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#define STATUS_PARALYSIS 4
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// Immobilize statuses
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// Frozen class statuses
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#define STATUS_FROZEN 1
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#define STATUS_SHADOW_HOLD 2
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#define STATUS_WRAP 3
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@@ -24,7 +24,7 @@
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#define STATUS_PETRIFIED 6
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#define STATUS_CONSTRICTION 7
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// Volatile statuses
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// Cringe class statuses
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#define STATUS_CRINGE 1
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#define STATUS_CONFUSED 2
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#define STATUS_PAUSED 3
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@@ -33,7 +33,7 @@
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#define STATUS_ENCORE 6
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#define STATUS_INFATUATED 7
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// Charging statuses
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// Bide class statuses
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#define STATUS_BIDE 1
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#define STATUS_SOLARBEAM 2
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#define STATUS_SKY_ATTACK 3
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@@ -47,7 +47,7 @@
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#define STATUS_CHARGING 11
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#define STATUS_ENRAGED 12
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// Protection statuses
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// ReflectClassStatus statuses
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#define STATUS_REFLECT 1
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#define STATUS_SAFEGUARD 2
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#define STATUS_LIGHT_SCREEN 3
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@@ -63,31 +63,31 @@
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#define STATUS_VITAL_THROW 13
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#define STATUS_MIST 14
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// Waiting statuses
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// Curse class statuses
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#define STATUS_CURSED 1
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#define STATUS_DECOY 2
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#define STATUS_SNATCH 3
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// Linked statuses
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// Leech Seed class statuses
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#define STATUS_LEECH_SEED 1
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#define STATUS_DESTINY_BOND 2
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// Move statuses
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// Sure Shot class statuses
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#define STATUS_SURE_SHOT 1
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#define STATUS_WHIFFER 2
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#define STATUS_SET_DAMAGE 3
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#define STATUS_FOCUS_ENERGY 4
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// Item statuses
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// Long Toss class statuses
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#define STATUS_LONG_TOSS 1
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#define STATUS_PIERCE 2
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// Transform statuses
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// Invisible class statuses
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#define STATUS_INVISIBLE 1
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#define STATUS_TRANSFORMED 2
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#define STATUS_MOBILE 3
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// Eyesight statuses
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// Blinker class statuses
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#define STATUS_BLINKER 1
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#define STATUS_CROSS_EYED 2
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#define STATUS_EYEDROPS 3
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@@ -1,9 +1,9 @@
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#ifndef GUARD_CONSTANTS_TARGETING_H
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#define GUARD_CONSTANTS_TARGETING_H
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#define TARGETING_DECOY_NONE 0
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#define TARGETING_DECOY_TEAM 1
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#define TARGETING_DECOY_WILD 2
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#define DECOY_AI_NONE 0
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#define DECOY_AI_TEAM 1
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#define DECOY_AI_WILD 2
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#define TREATMENT_TREAT_AS_ALLY 0
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#define TREATMENT_TREAT_AS_ENEMY 1
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