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Extract pickup and terrain data tables to their own files
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63
include/data/pickup.h
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63
include/data/pickup.h
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@ -0,0 +1,63 @@
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#include "constants/items.h"
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#define COMMON_PICKUP_ENTRIES 9
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static const u16 sCommonPickupItems[] = {
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ITEM_POTION,
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ITEM_ANTIDOTE,
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ITEM_SUPER_POTION,
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ITEM_GREAT_BALL,
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ITEM_REPEL,
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ITEM_ESCAPE_ROPE,
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ITEM_FULL_HEAL,
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ITEM_HYPER_POTION,
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ITEM_ULTRA_BALL,
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ITEM_REVIVE,
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ITEM_RARE_CANDY,
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ITEM_DUSK_STONE,
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ITEM_SHINY_STONE,
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ITEM_DAWN_STONE,
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ITEM_FULL_RESTORE,
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ITEM_MAX_REVIVE,
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ITEM_PP_UP,
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ITEM_MAX_ELIXIR,
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};
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static const u16 sRarePickupItems[] = {
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ITEM_HYPER_POTION,
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ITEM_NUGGET,
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ITEM_KINGS_ROCK,
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ITEM_FULL_RESTORE,
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ITEM_ETHER,
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ITEM_WHITE_HERB,
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ITEM_TM44,
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ITEM_ELIXIR,
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ITEM_TM01,
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ITEM_LEFTOVERS,
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ITEM_TM26,
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};
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static const u8 sCommonPickupRate[] = {
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30,
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40,
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50,
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60,
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70,
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80,
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90,
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94,
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98,
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};
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static const u8 sHoneyGatherRate[] = {
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5,
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10,
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15,
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20,
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25,
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30,
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35,
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40,
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45,
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50,
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};
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18
include/data/terrain/to_move.h
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18
include/data/terrain/to_move.h
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@ -0,0 +1,18 @@
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#include "constants/battle/terrain.h"
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#include "constants/moves.h"
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static const u16 sTerrainMove[] = {
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[TERRAIN_PLAIN] = MOVE_EARTHQUAKE,
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[TERRAIN_SAND] = MOVE_EARTHQUAKE,
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[TERRAIN_GRASS] = MOVE_SEED_BOMB,
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[TERRAIN_PUDDLE] = MOVE_SEED_BOMB,
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[TERRAIN_MOUNTAIN] = MOVE_ROCK_SLIDE,
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[TERRAIN_CAVE] = MOVE_ROCK_SLIDE,
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[TERRAIN_SNOW] = MOVE_BLIZZARD,
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[TERRAIN_WATER] = MOVE_HYDRO_PUMP,
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[TERRAIN_ICE] = MOVE_ICE_BEAM,
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[TERRAIN_BUILDING] = MOVE_TRI_ATTACK,
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[TERRAIN_GREAT_MARSH] = MOVE_MUD_BOMB,
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[TERRAIN_BRIDGE] = MOVE_AIR_SLASH,
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[TERRAIN_SPECIAL] = MOVE_TRI_ATTACK,
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};
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18
include/data/terrain/to_secondary_effect.h
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18
include/data/terrain/to_secondary_effect.h
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@ -0,0 +1,18 @@
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#include "constants/battle/side_effects.h"
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#include "constants/battle/terrain.h"
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static const u32 sTerrainSideEffect[] = {
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[TERRAIN_PLAIN] = MOVE_SIDE_EFFECT_TO_DEFENDER | MOVE_SIDE_EFFECT_ACCURACY_DOWN_1_STAGE,
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[TERRAIN_SAND] = MOVE_SIDE_EFFECT_TO_DEFENDER | MOVE_SIDE_EFFECT_ACCURACY_DOWN_1_STAGE,
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[TERRAIN_GRASS] = MOVE_SIDE_EFFECT_TO_DEFENDER | MOVE_SIDE_EFFECT_SLEEP,
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[TERRAIN_PUDDLE] = MOVE_SIDE_EFFECT_TO_DEFENDER | MOVE_SIDE_EFFECT_SLEEP,
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[TERRAIN_MOUNTAIN] = MOVE_SIDE_EFFECT_TO_DEFENDER | MOVE_SIDE_EFFECT_FLINCH,
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[TERRAIN_CAVE] = MOVE_SIDE_EFFECT_TO_DEFENDER | MOVE_SIDE_EFFECT_FLINCH,
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[TERRAIN_SNOW] = MOVE_SIDE_EFFECT_TO_DEFENDER | MOVE_SIDE_EFFECT_FREEZE,
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[TERRAIN_WATER] = MOVE_SIDE_EFFECT_TO_DEFENDER | MOVE_SIDE_EFFECT_ATTACK_DOWN_1_STAGE,
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[TERRAIN_ICE] = MOVE_SIDE_EFFECT_TO_DEFENDER | MOVE_SIDE_EFFECT_FREEZE,
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[TERRAIN_BUILDING] = MOVE_SIDE_EFFECT_TO_DEFENDER | MOVE_SIDE_EFFECT_PARALYZE,
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[TERRAIN_GREAT_MARSH] = MOVE_SIDE_EFFECT_TO_DEFENDER | MOVE_SIDE_EFFECT_SPEED_DOWN_1_STAGE,
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[TERRAIN_BRIDGE] = MOVE_SIDE_EFFECT_TO_DEFENDER | MOVE_SIDE_EFFECT_EVASION_DOWN_1_STAGE,
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[TERRAIN_SPECIAL] = MOVE_SIDE_EFFECT_TO_DEFENDER | MOVE_SIDE_EFFECT_PARALYZE,
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};
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18
include/data/terrain/to_type.h
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18
include/data/terrain/to_type.h
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@ -0,0 +1,18 @@
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#include "constants/battle/terrain.h"
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#include "constants/pokemon.h"
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static const u8 sTerrainCamouflageType[] = {
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[TERRAIN_PLAIN] = TYPE_GROUND,
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[TERRAIN_SAND] = TYPE_GROUND,
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[TERRAIN_GRASS] = TYPE_GRASS,
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[TERRAIN_PUDDLE] = TYPE_GRASS,
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[TERRAIN_MOUNTAIN] = TYPE_ROCK,
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[TERRAIN_CAVE] = TYPE_ROCK,
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[TERRAIN_SNOW] = TYPE_ICE,
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[TERRAIN_WATER] = TYPE_WATER,
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[TERRAIN_ICE] = TYPE_ICE,
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[TERRAIN_BUILDING] = TYPE_NORMAL,
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[TERRAIN_GREAT_MARSH] = TYPE_GROUND,
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[TERRAIN_BRIDGE] = TYPE_FLYING,
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[TERRAIN_SPECIAL] = TYPE_NORMAL,
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};
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@ -64,6 +64,7 @@
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#include "party.h"
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#include "pokemon.h"
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#include "strbuf.h"
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#include "trainer_data.h"
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#include "trainer_info.h"
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#include "unk_02002F38.h"
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@ -83,7 +84,6 @@
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#include "unk_0201E86C.h"
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#include "unk_020218BC.h"
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#include "unk_02022594.h"
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#include "trainer_data.h"
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#include "unk_020797C8.h"
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#include "unk_02079D40.h"
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#include "unk_0207A274.h"
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@ -8001,67 +8001,7 @@ static BOOL BtlCmd_IfSameSide(BattleSystem *battleSys, BattleContext *battleCtx)
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return FALSE;
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}
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static const u16 sCommonPickupItems[] = {
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ITEM_POTION,
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ITEM_ANTIDOTE,
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ITEM_SUPER_POTION,
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ITEM_GREAT_BALL,
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ITEM_REPEL,
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ITEM_ESCAPE_ROPE,
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ITEM_FULL_HEAL,
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ITEM_HYPER_POTION,
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ITEM_ULTRA_BALL,
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ITEM_REVIVE,
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ITEM_RARE_CANDY,
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ITEM_DUSK_STONE,
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ITEM_SHINY_STONE,
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ITEM_DAWN_STONE,
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ITEM_FULL_RESTORE,
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ITEM_MAX_REVIVE,
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ITEM_PP_UP,
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ITEM_MAX_ELIXIR,
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};
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static const u16 sRarePickupItems[] = {
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ITEM_HYPER_POTION,
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ITEM_NUGGET,
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ITEM_KINGS_ROCK,
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ITEM_FULL_RESTORE,
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ITEM_ETHER,
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ITEM_WHITE_HERB,
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ITEM_TM44,
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ITEM_ELIXIR,
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ITEM_TM01,
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ITEM_LEFTOVERS,
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ITEM_TM26,
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};
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#define COMMON_PICKUP_ENTRIES 9
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static const u8 sCommonPickupRate[] = {
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30,
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40,
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50,
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60,
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70,
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80,
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90,
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94,
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98,
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};
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static const u8 sHoneyGatherRate[] = {
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5,
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10,
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15,
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20,
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25,
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30,
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35,
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40,
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45,
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50,
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};
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#include "data/pickup.h"
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/**
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* @brief Generates an end-of-battle item, if applicable.
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@ -8293,21 +8233,7 @@ static BOOL BtlCmd_GetItemEffectPower(BattleSystem *battleSys, BattleContext *ba
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return FALSE;
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}
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static const u8 sTerrainCamouflageType[] = {
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[TERRAIN_PLAIN] = TYPE_GROUND,
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[TERRAIN_SAND] = TYPE_GROUND,
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[TERRAIN_GRASS] = TYPE_GRASS,
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[TERRAIN_PUDDLE] = TYPE_GRASS,
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[TERRAIN_MOUNTAIN] = TYPE_ROCK,
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[TERRAIN_CAVE] = TYPE_ROCK,
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[TERRAIN_SNOW] = TYPE_ICE,
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[TERRAIN_WATER] = TYPE_WATER,
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[TERRAIN_ICE] = TYPE_ICE,
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[TERRAIN_BUILDING] = TYPE_NORMAL,
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[TERRAIN_GREAT_MARSH] = TYPE_GROUND,
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[TERRAIN_BRIDGE] = TYPE_FLYING,
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[TERRAIN_SPECIAL] = TYPE_NORMAL,
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};
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#include "data/terrain/to_type.h"
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/**
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* @brief Try to change the battler's type to one according to the battle
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@ -8344,21 +8270,7 @@ static BOOL BtlCmd_TryCamouflage(BattleSystem *battleSys, BattleContext *battleC
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return 0;
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}
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static const u16 sTerrainMove[] = {
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[TERRAIN_PLAIN] = MOVE_EARTHQUAKE,
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[TERRAIN_SAND] = MOVE_EARTHQUAKE,
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[TERRAIN_GRASS] = MOVE_SEED_BOMB,
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[TERRAIN_PUDDLE] = MOVE_SEED_BOMB,
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[TERRAIN_MOUNTAIN] = MOVE_ROCK_SLIDE,
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[TERRAIN_CAVE] = MOVE_ROCK_SLIDE,
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[TERRAIN_SNOW] = MOVE_BLIZZARD,
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[TERRAIN_WATER] = MOVE_HYDRO_PUMP,
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[TERRAIN_ICE] = MOVE_ICE_BEAM,
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[TERRAIN_BUILDING] = MOVE_TRI_ATTACK,
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[TERRAIN_GREAT_MARSH] = MOVE_MUD_BOMB,
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[TERRAIN_BRIDGE] = MOVE_AIR_SLASH,
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[TERRAIN_SPECIAL] = MOVE_TRI_ATTACK,
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};
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#include "data/terrain/to_move.h"
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/**
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* @brief Get the move which corresponding to this battle's terrain.
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@ -8385,21 +8297,7 @@ static BOOL BtlCmd_GetTerrainMove(BattleSystem *battleSys, BattleContext *battle
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return FALSE;
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}
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static const u32 sTerrainSideEffect[] = {
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[TERRAIN_PLAIN] = MOVE_SIDE_EFFECT_TO_DEFENDER | MOVE_SIDE_EFFECT_ACCURACY_DOWN_1_STAGE,
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[TERRAIN_SAND] = MOVE_SIDE_EFFECT_TO_DEFENDER | MOVE_SIDE_EFFECT_ACCURACY_DOWN_1_STAGE,
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[TERRAIN_GRASS] = MOVE_SIDE_EFFECT_TO_DEFENDER | MOVE_SIDE_EFFECT_SLEEP,
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[TERRAIN_PUDDLE] = MOVE_SIDE_EFFECT_TO_DEFENDER | MOVE_SIDE_EFFECT_SLEEP,
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[TERRAIN_MOUNTAIN] = MOVE_SIDE_EFFECT_TO_DEFENDER | MOVE_SIDE_EFFECT_FLINCH,
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[TERRAIN_CAVE] = MOVE_SIDE_EFFECT_TO_DEFENDER | MOVE_SIDE_EFFECT_FLINCH,
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[TERRAIN_SNOW] = MOVE_SIDE_EFFECT_TO_DEFENDER | MOVE_SIDE_EFFECT_FREEZE,
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[TERRAIN_WATER] = MOVE_SIDE_EFFECT_TO_DEFENDER | MOVE_SIDE_EFFECT_ATTACK_DOWN_1_STAGE,
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[TERRAIN_ICE] = MOVE_SIDE_EFFECT_TO_DEFENDER | MOVE_SIDE_EFFECT_FREEZE,
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[TERRAIN_BUILDING] = MOVE_SIDE_EFFECT_TO_DEFENDER | MOVE_SIDE_EFFECT_PARALYZE,
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[TERRAIN_GREAT_MARSH] = MOVE_SIDE_EFFECT_TO_DEFENDER | MOVE_SIDE_EFFECT_SPEED_DOWN_1_STAGE,
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[TERRAIN_BRIDGE] = MOVE_SIDE_EFFECT_TO_DEFENDER | MOVE_SIDE_EFFECT_EVASION_DOWN_1_STAGE,
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[TERRAIN_SPECIAL] = MOVE_SIDE_EFFECT_TO_DEFENDER | MOVE_SIDE_EFFECT_PARALYZE,
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};
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#include "data/terrain/to_secondary_effect.h"
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/**
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* @brief Get the secondary effect corresponding to this battle's terrain.
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