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monster.md functions batch 3
That should be the rest of the functions that have the simple logic.
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@@ -50,3 +50,43 @@ bool8 CanThrowItems(s16 monster_id)
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{
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return MONSTER_DATA_TABLE_PTR->entries[monster_id].flags & 0b00100000 ? TRUE : FALSE;
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}
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bool8 CanEvolve(s16 monster_id)
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{
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return MONSTER_DATA_TABLE_PTR->entries[monster_id].flags & 0b01000000 ? TRUE : FALSE;
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}
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s16 GetMonsterPreEvolution(s16 monster_id)
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{
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return MONSTER_DATA_TABLE_PTR->entries[monster_id].pre_evolution_idx;
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}
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u8 GetBaseOffensiveStat(s16 monster_id, u8 stat_idx)
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{
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return MONSTER_DATA_TABLE_PTR->entries[monster_id].base_atk[stat_idx];
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}
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u8 GetBaseDefensiveStat(s16 monster_id, u8 stat_idx)
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{
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return MONSTER_DATA_TABLE_PTR->entries[monster_id].base_def[stat_idx];
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}
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u8 GetType(s16 monster_id, u8 type_idx)
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{
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return MONSTER_DATA_TABLE_PTR->entries[monster_id].types[type_idx];
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}
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u8 GetAbility(s16 monster_id, u8 ability_idx)
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{
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return MONSTER_DATA_TABLE_PTR->entries[monster_id].abilities[ability_idx];
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}
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s16 GetRecruitRate2(s16 monster_id)
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{
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return MONSTER_DATA_TABLE_PTR->entries[monster_id].recruit_rate_2;
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}
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s16 GetRecruitRate1(s16 monster_id)
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{
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return MONSTER_DATA_TABLE_PTR->entries[monster_id].recruit_rate_1;
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}
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