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309 lines
15 KiB
C
309 lines
15 KiB
C
#ifndef GUARD_CONSTANTS_VARS_FRLG_H
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#define GUARD_CONSTANTS_VARS_FRLG_H
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// If nonzero, counts down by one every step.
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// When it hits zero, repel's effect wears off.
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#define VAR_REPEL_STEP_COUNT_FRLG 0x4020
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// Counts up every step. Wraps around at 128.
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// When wraparound occurs, the friendship of
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// every party poke gets a slight boost.
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#define VAR_HAPPINESS_STEP_COUNTER 0x4021
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// Counts up every step while a party Pokemon is
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// poisoned. Wraps around at 5. When wraparound
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// occurs, every party Pokemon with the PSN status
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// takes 1 point of damage.
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// This is a deviation from the typical rate in
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// the series, which is 1 damage every 4 steps.
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#define VAR_POISON_STEP_COUNTER_FRLG 0x4022
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// Step counter. Caps at 1500. If you enter a map with
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// renewable hidden items and this counter is capped,
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// the counter resets to 0 and all renewable hidden
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// item flags are resampled.
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#define VAR_RENEWABLE_ITEM_STEP_COUNTER 0x4023
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// Determines which wild encounter set to use in the
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// Altering Cave. Incremented by Mystery Event.
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// Wraps around at 10.
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#define VAR_ALTERING_CAVE_WILD_SET_FRLG 0x4024
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// Step counter set to 500 at game start. When you get
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// a massage from Daisy, it resets to 0. Caps at 500.
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#define VAR_MASSAGE_COOLDOWN_STEP_COUNTER 0x4025
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// Step counter. Wraps around at 100. Used to
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// determine whether the player has reached the
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// triangle in time.
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#define VAR_DEOXYS_INTERACTION_STEP_COUNTER 0x4026
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// Bits 0-11 are the number of mons in all boxes
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// with the species sanity bit set.
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// Bits 12-15 are the same for the player's party.
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// Used by Quest Log.
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#define VAR_QUEST_LOG_MON_COUNTS 0x4027
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#define VAR_WONDER_NEWS_STEP_COUNTER_FRLG 0x4028
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#define VAR_0x4029 0x4029
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#define VAR_0x402A 0x402A
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#define VAR_0x402B 0x402B
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#define VAR_DAYS_FRLG 0x402C // was VAR_RESET_RTC_ENABLE
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#define VAR_0x402D 0x402D
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#define VAR_0x402E 0x402E
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#define VAR_0x402F 0x402F
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#define VAR_ICE_STEP_COUNT_FRLG 0x4030
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#define VAR_STARTER_MON_FRLG 0x4031 // 0: Bulbasaur, 1: Squirtle, 2: Charmander
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#define VAR_RESET_RTC_ENABLE_FRLG 0x4032
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#define VAR_ENIGMA_BERRY_AVAILABLE_FRLG 0x4033
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#define VAR_0x4034 0x4034
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#define VAR_RESORT_GOREGEOUS_STEP_COUNTER 0x4035
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#define VAR_RESORT_GORGEOUS_REQUESTED_MON 0x4036
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#define VAR_PC_BOX_TO_SEND_MON_FRLG 0x4037
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#define VAR_FANCLUB_FAN_COUNTER_FRLG 0x4038
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#define VAR_FANCLUB_LOSE_FAN_TIMER_FRLG 0x4039
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#define VAR_ELEVATOR_FLOOR 0x403A
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#define VAR_RESORT_GORGEOUS_REWARD 0x403B
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#define VAR_0x403C 0x403C // Set to 0x0302, never read
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#define VAR_HERACROSS_SIZE_RECORD 0x403D
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#define VAR_DEOXYS_INTERACTION_NUM 0x403E
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#define VAR_0x403F 0x403F
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#define VAR_MAGIKARP_SIZE_RECORD 0x4040
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#define VAR_0x4041 0x4041
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#define VAR_TRAINER_CARD_MON_ICON_TINT_IDX 0x4042
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#define VAR_TRAINER_CARD_MON_ICON_1 0x4043
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#define VAR_TRAINER_CARD_MON_ICON_2 0x4044
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#define VAR_TRAINER_CARD_MON_ICON_3 0x4045
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#define VAR_TRAINER_CARD_MON_ICON_4 0x4046
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#define VAR_TRAINER_CARD_MON_ICON_5 0x4047
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#define VAR_TRAINER_CARD_MON_ICON_6 0x4048
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#define VAR_HOF_BRAG_STATE 0x4049
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#define VAR_EGG_BRAG_STATE 0x404A
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#define VAR_LINK_WIN_BRAG_STATE 0x404B
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#define VAR_POKELOT_RND2 0x404C
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#define VAR_QL_ENTRANCE 0x404D
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#define VAR_NATIONAL_DEX_FRLG 0x404E
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#define VAR_LOTAD_SIZE_RECORD 0x404F
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// Map Scene
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#define VAR_MAP_SCENE_PALLET_TOWN_OAK 0x4050
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#define VAR_MAP_SCENE_VIRIDIAN_CITY_OLD_MAN 0x4051
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#define VAR_MAP_SCENE_CERULEAN_CITY_RIVAL 0x4052
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#define VAR_VERMILION_CITY_TICKET_CHECK_TRIGGER 0x4053
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#define VAR_MAP_SCENE_ROUTE22 0x4054
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#define VAR_MAP_SCENE_PALLET_TOWN_PROFESSOR_OAKS_LAB 0x4055
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#define VAR_MAP_SCENE_PALLET_TOWN_PLAYERS_HOUSE_2F 0x4056
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#define VAR_MAP_SCENE_VIRIDIAN_CITY_MART 0x4057
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#define VAR_MAP_SCENE_PALLET_TOWN_RIVALS_HOUSE 0x4058
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#define VAR_MAP_SCENE_POKEMON_TOWER_6F 0x4059
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#define VAR_MAP_SCENE_VIRIDIAN_CITY_GYM_DOOR 0x405A
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#define VAR_MAP_SCENE_S_S_ANNE_2F_CORRIDOR 0x405B
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#define VAR_MAP_SCENE_SILPH_CO_7F 0x405C
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#define VAR_MAP_SCENE_POKEMON_TOWER_2F 0x405D
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#define VAR_MAP_SCENE_ROUTE16 0x405E
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#define VAR_MAP_SCENE_ROUTE23 0x405F
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#define VAR_MAP_SCENE_SILPH_CO_11F 0x4060
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#define VAR_MAP_SCENE_PEWTER_CITY_MUSEUM_1F 0x4061
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#define VAR_MAP_SCENE_ROUTE5_ROUTE6_ROUTE7_ROUTE8_GATES 0x4062
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#define VAR_MAP_SCENE_SEAFOAM_ISLANDS_B4F 0x4063
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#define VAR_MAP_SCENE_VICTORY_ROAD_1F 0x4064
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#define VAR_MAP_SCENE_VICTORY_ROAD_2F_BOULDER1 0x4065
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#define VAR_MAP_SCENE_VICTORY_ROAD_2F_BOULDER2 0x4066
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#define VAR_MAP_SCENE_VICTORY_ROAD_3F 0x4067
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#define VAR_MAP_SCENE_POKEMON_LEAGUE 0x4068
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#define VAR_MAP_SCENE_CINNABAR_ISLAND_POKEMON_LAB_EXPERIMENT_ROOM_WHICH_FOSSIL 0x4069
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#define VAR_MAP_SCENE_CINNABAR_ISLAND_POKEMON_LAB_EXPERIMENT_ROOM_REVIVE_STATE 0x406A
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#define VAR_MAP_SCENE_ROUTE24 0x406B
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#define VAR_MAP_SCENE_PEWTER_CITY 0x406C
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#define VAR_0x406D 0x406D
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#define VAR_MAP_SCENE_FUCHSIA_CITY_SAFARI_ZONE_ENTRANCE 0x406E
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#define VAR_CABLE_CLUB_STATE_FRLG 0x406F
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#define VAR_MAP_SCENE_PALLET_TOWN_SIGN_LADY 0x4070
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#define VAR_MAP_SCENE_CINNABAR_ISLAND 0x4071
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#define VAR_0x4072 0x4072
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#define VAR_MAP_SCENE_SAFFRON_CITY_POKEMON_TRAINER_FAN_CLUB 0x4073
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#define VAR_MAP_SCENE_SEVEN_ISLAND_HOUSE_ROOM1 0x4074
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#define VAR_MAP_SCENE_ONE_ISLAND_HARBOR 0x4075
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#define VAR_MAP_SCENE_ONE_ISLAND_POKEMON_CENTER_1F 0x4076
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#define VAR_0x4077 0x4077
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#define VAR_MAP_SCENE_TWO_ISLAND 0x4078
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#define VAR_MAP_SCENE_TWO_ISLAND_JOYFUL_GAME_CORNER 0x4079
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#define VAR_0x407A 0x407A
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#define VAR_MAP_SCENE_THREE_ISLAND 0x407B
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#define VAR_MAP_SCENE_POKEMON_CENTER_TEALA 0x407C
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#define VAR_MAP_SCENE_CERULEAN_CITY_ROCKET 0x407D
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#define VAR_MAP_SCENE_VERMILION_CITY 0x407E
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#define VAR_MAP_SCENE_MT_EMBER_EXTERIOR 0x407F
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#define VAR_MAP_SCENE_ICEFALL_CAVE_BACK 0x4080
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#define VAR_MAP_SCENE_SAFFRON_CITY_DOJO 0x4081
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#define VAR_MAP_SCENE_TRAINER_TOWER 0x4082
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#define VAR_MAP_SCENE_FIVE_ISLAND_LOST_CAVE_ROOM10 0x4083
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#define VAR_MAP_SCENE_FIVE_ISLAND_RESORT_GORGEOUS 0x4084
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#define VAR_MAP_SCENE_INDIGO_PLATEAU_EXTERIOR 0x4085
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#define VAR_MAP_SCENE_FOUR_ISLAND 0x4086
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#define VAR_0x4087 0x4087
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#define VAR_MAP_SCENE_ROCKET_WAREHOUSE 0x4088
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#define VAR_MAP_SCENE_SIX_ISLAND_POKEMON_CENTER_1F 0x4089
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#define VAR_MAP_SCENE_CINNABAR_ISLAND_2 0x408A
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#define VAR_MAP_SCENE_MT_MOON_B2F 0x408B
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#define VAR_0x408C 0x408C
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#define VAR_0x408D 0x408D
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#define VAR_0x408E 0x408E
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#define VAR_0x408F 0x408F
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#define VAR_0x4090 0x4090
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#define VAR_0x4091 0x4091
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#define VAR_0x4092 0x4092
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#define VAR_0x4093 0x4093
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#define VAR_0x4094 0x4094
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#define VAR_0x4095 0x4095
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#define VAR_0x4096 0x4096
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#define VAR_0x4097 0x4097
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#define VAR_0x4098 0x4098
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#define VAR_0x4099 0x4099
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#define VAR_0x409A 0x409A
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#define VAR_0x409B 0x409B
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#define VAR_0x409C 0x409C
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#define VAR_0x409D 0x409D
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#define VAR_0x409E 0x409E
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#define VAR_0x409F 0x409F
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#define VAR_0x40A0 0x40A0
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#define VAR_0x40A1 0x40A1
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#define VAR_0x40A2 0x40A2
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#define VAR_0x40A3 0x40A3
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#define VAR_0x40A4 0x40A4
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#define VAR_0x40A5 0x40A5
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#define VAR_0x40A6 0x40A6
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#define VAR_0x40A7 0x40A7
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#define VAR_0x40A8 0x40A8
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#define VAR_0x40A9 0x40A9
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#define VAR_QLBAK_TRAINER_REMATCHES 0x40AA // array of 4
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#define VAR_QLBAK_MAP_LAYOUT 0x40AE
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#define VAR_0x40AF 0x40AF
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#define VAR_0x40B0 0x40B0
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#define VAR_0x40B1 0x40B1
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#define VAR_0x40B2 0x40B2
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#define VAR_0x40B3 0x40B3
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#define VAR_PORTHOLE 0x40B4
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#define VAR_EVENT_PICHU_SLOT 0x40B5
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#define VAR_MYSTERY_GIFT_1 0x40B6
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#define VAR_MYSTERY_GIFT_2 0x40B7
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#define VAR_MYSTERY_GIFT_3 0x40B8
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#define VAR_MYSTERY_GIFT_4 0x40B9
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#define VAR_MYSTERY_GIFT_5 0x40BA
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#define VAR_MYSTERY_GIFT_6 0x40BB
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#define VAR_MYSTERY_GIFT_7 0x40BC
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#define VAR_0x40BD 0x40BD
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#define VAR_0x40BE 0x40BE
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#define VAR_0x40BF 0x40BF
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#define VAR_0x40C0 0x40C0
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#define VAR_0x40C1 0x40C1
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#define VAR_0x40C2 0x40C2
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#define VAR_0x40C3 0x40C3
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#define VAR_0x40C4 0x40C4
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#define VAR_0x40C5 0x40C5
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#define VAR_0x40C6 0x40C6
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#define VAR_0x40C7 0x40C7
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#define VAR_0x40C8 0x40C8
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#define VAR_0x40C9 0x40C9
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#define VAR_0x40CA 0x40CA
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#define VAR_0x40CB 0x40CB
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#define VAR_0x40CC 0x40CC
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#define VAR_0x40CD 0x40CD
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#define VAR_0x40CE 0x40CE
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#define VAR_FRONTIER_FACILITY 0x40CF
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#define VAR_0x40D0 0x40D0
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#define VAR_0x40D1 0x40D1
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#define VAR_0x40D2 0x40D2
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#define VAR_0x40D3 0x40D3
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#define VAR_0x40D4 0x40D4
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#define VAR_0x40D5 0x40D5
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#define VAR_0x40D6 0x40D6
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#define VAR_0x40D7 0x40D7
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#define VAR_0x40D8 0x40D8
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#define VAR_0x40D9 0x40D9
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#define VAR_0x40DA 0x40DA
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#define VAR_0x40DB 0x40DB
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#define VAR_0x40DC 0x40DC
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#define VAR_0x40DD 0x40DD
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#define VAR_0x40DE 0x40DE
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#define VAR_0x40DF 0x40DF
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#define VAR_0x40E0 0x40E0
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#define VAR_0x40E1 0x40E1
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#define VAR_0x40E2 0x40E2
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#define VAR_0x40E3 0x40E3
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#define VAR_0x40E4 0x40E4
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#define VAR_0x40E5 0x40E5
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#define VAR_DAILY_SLOTS 0x40E6
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#define VAR_DAILY_WILDS 0x40E7
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#define VAR_DAILY_BLENDER 0x40E8
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#define VAR_DAILY_PLANTED_BERRIES 0x40E9
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#define VAR_DAILY_PICKED_BERRIES 0x40EA
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#define VAR_DAILY_ROULETTE 0x40EB
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#define VAR_0x40EC 0x40EC
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#define VAR_0x40ED 0x40ED
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#define VAR_0x40EE 0x40EE
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#define VAR_0x40EF 0x40EF
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#define VAR_0x40F0 0x40F0
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#define VAR_DAILY_BP 0x40F1
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#define VAR_0x40F2 0x40F2
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#define VAR_0x40F3 0x40F3
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#define VAR_0x40F4 0x40F4
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#define VAR_0x40F5 0x40F5
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#define VAR_0x40F6 0x40F6
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#define VAR_0x40F7 0x40F7
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#define VAR_0x40F8 0x40F8
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#define VAR_0x40F9 0x40F9
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#define VAR_0x40FA 0x40FA
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#define VAR_0x40FB 0x40FB
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#define VAR_0x40FC 0x40FC
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#define VAR_0x40FD 0x40FD
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#define VAR_0x40FE 0x40FE
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#define VAR_0x40FF 0x40FF
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#define VARS_END_FRLG 0x40FF
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#define VARS_COUNT_FRLG (VARS_END_FRLG - VARS_START_FRLG + 1)
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#define SPECIAL_VARS_START 0x8000
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#define VAR_0x8000 0x8000
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#define VAR_0x8001 0x8001
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#define VAR_0x8002 0x8002
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#define VAR_0x8003 0x8003
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#define VAR_0x8004 0x8004
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#define VAR_0x8005 0x8005
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#define VAR_0x8006 0x8006
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#define VAR_0x8007 0x8007
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#define VAR_0x8008 0x8008
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#define VAR_0x8009 0x8009
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#define VAR_0x800A 0x800A
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#define VAR_0x800B 0x800B
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#define VAR_FACING 0x800C
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#define VAR_RESULT 0x800D
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#define VAR_ITEM_ID 0x800E
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#define VAR_LAST_TALKED 0x800F
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#define VAR_MON_BOX_ID_FRLG 0x8010
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#define VAR_MON_BOX_POS_FRLG 0x8011
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#define VAR_TEXT_COLOR 0x8012
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#define VAR_PREV_TEXT_COLOR 0x8013
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#define VAR_0x8014 0x8014 // Unknown/unused
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#define SPECIAL_VARS_END_FRLG 0x8014
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// Text color ids for VAR_TEXT_COLOR / VAR_PREV_TEXT_COLOR
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#define NPC_TEXT_COLOR_MALE 0 // Blue, for male NPCs
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#define NPC_TEXT_COLOR_FEMALE 1 // Red, for female NPCs
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#define NPC_TEXT_COLOR_MON 2 // Black, for Pokémon
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#define NPC_TEXT_COLOR_NEUTRAL 3 // Black, for inanimate objects and messages from the game
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#define NPC_TEXT_COLOR_DEFAULT 255 // If an NPC is selected, use the color specified by GetColorFromTextColorTable, otherwise use Neutral.
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#endif // GUARD_CONSTANTS_VARS_FRLG_H
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