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Decompile SetMoveEffect
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@ -384,4 +384,218 @@
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#define STRINGID_TRAINER1WINTEXT 379
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#define STRINGID_TRAINER2WINTEXT 380
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// The below IDs are all indexes into battle message tables,
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// used to determine which of a set of messages to print.
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// They are assigned to the MULTISTRING_CHOOSER byte of gBattleCommunication
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// and read when e.g. the command printfromtable is used.
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// gStatUpStringIds
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#define B_MSG_ATTACKER_STAT_ROSE 0
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#define B_MSG_DEFENDER_STAT_ROSE 1
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#define B_MSG_STAT_WONT_INCREASE 2
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#define B_MSG_STAT_ROSE_EMPTY 3
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#define B_MSG_STAT_ROSE_ITEM 4
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#define B_MSG_USED_DIRE_HIT 5
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// gStatDownStringIds
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#define B_MSG_ATTACKER_STAT_FELL 0
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#define B_MSG_DEFENDER_STAT_FELL 1
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#define B_MSG_STAT_WONT_DECREASE 2
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#define B_MSG_STAT_FELL_EMPTY 3
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// gMissStringIds
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#define B_MSG_MISSED 0
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#define B_MSG_PROTECTED 1
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#define B_MSG_AVOIDED_ATK 2
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#define B_MSG_AVOIDED_DMG 3
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#define B_MSG_GROUND_MISS 4
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// gAbsorbDrainStringIds
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#define B_MSG_ABSORB 0
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#define B_MSG_ABSORB_OOZE 1
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// gLeechSeedStringIds
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#define B_MSG_LEECH_SEED_SET 0
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#define B_MSG_LEECH_SEED_MISS 1
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#define B_MSG_LEECH_SEED_FAIL 2
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#define B_MSG_LEECH_SEED_DRAIN 3
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#define B_MSG_LEECH_SEED_OOZE 4
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// gFirstTurnOfTwoStringIds
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#define B_MSG_TURN1_RAZOR_WIND 0
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#define B_MSG_TURN1_SOLAR_BEAM 1
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#define B_MSG_TURN1_SKULL_BASH 2
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#define B_MSG_TURN1_SKY_ATTACK 3
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#define B_MSG_TURN1_FLY 4
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#define B_MSG_TURN1_DIG 5
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#define B_MSG_TURN1_DIVE 6
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#define B_MSG_TURN1_BOUNCE 7
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// gMoveWeatherChangeStringIds
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#define B_MSG_STARTED_RAIN 0
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#define B_MSG_STARTED_DOWNPOUR 1
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#define B_MSG_WEATHER_FAILED 2
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#define B_MSG_STARTED_SANDSTORM 3
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#define B_MSG_STARTED_SUNLIGHT 4
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#define B_MSG_STARTED_HAIL 5
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// gRainContinuesStringIds
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#define B_MSG_RAIN_CONTINUES 0
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#define B_MSG_DOWNPOUR_CONTINUES 1
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#define B_MSG_RAIN_STOPPED 2
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// gSandStormHailContinuesStringIds / gSandStormHailDmgStringIds/ gSandStormHailEndStringIds
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#define B_MSG_SANDSTORM 0
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#define B_MSG_HAIL 1
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// gReflectLightScreenSafeguardStringIds
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#define B_MSG_SIDE_STATUS_FAILED 0
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#define B_MSG_SET_REFLECT_SINGLE 1
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#define B_MSG_SET_REFLECT_DOUBLE 2
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#define B_MSG_SET_LIGHTSCREEN_SINGLE 3
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#define B_MSG_SET_LIGHTSCREEN_DOUBLE 4
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#define B_MSG_SET_SAFEGUARD 5
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// gProtectLikeUsedStringIds
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#define B_MSG_PROTECTED_ITSELF 0
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#define B_MSG_BRACED_ITSELF 1
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#define B_MSG_PROTECT_FAILED 2
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// gRestUsedStringIds
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#define B_MSG_REST 0
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#define B_MSG_REST_STATUSED 1
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// gWokeUpStringIds
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#define B_MSG_WOKE_UP 0
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#define B_MSG_WOKE_UP_UPROAR 1
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// gUproarAwakeStringIds
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#define B_MSG_CANT_SLEEP_UPROAR 0
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#define B_MSG_UPROAR_KEPT_AWAKE 1
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#define B_MSG_STAYED_AWAKE_USING 2
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// gUproarOverTurnStringIds
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#define B_MSG_UPROAR_CONTINUES 0
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#define B_MSG_UPROAR_ENDS 1
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// gStockpileUsedStringIds
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#define B_MSG_STOCKPILED 0
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#define B_MSG_CANT_STOCKPILE 1
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// gSwallowFailStringIds
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#define B_MSG_SWALLOW_FAILED 0
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#define B_MSG_SWALLOW_FULL_HP 1
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// gKOFailedStringIds
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#define B_MSG_KO_MISS 0
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#define B_MSG_KO_UNAFFECTED 1
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// gMistUsedStringIds
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#define B_MSG_SET_MIST 0
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#define B_MSG_MIST_FAILED 1
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// gFocusEnergyUsedStringIds
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#define B_MSG_GETTING_PUMPED 0
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#define B_MSG_FOCUS_ENERGY_FAILED 1
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// gTransformUsedStringIds
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#define B_MSG_TRANSFORMED 0
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#define B_MSG_TRANSFORM_FAILED 1
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// gSubstituteUsedStringIds
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#define B_MSG_SET_SUBSTITUTE 0
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#define B_MSG_SUBSTITUTE_FAILED 1
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// gPartyStatusHealStringIds
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#define B_MSG_BELL 0
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#define B_MSG_BELL_SOUNDPROOF_ATTACKER 1
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#define B_MSG_BELL_SOUNDPROOF_PARTNER 2
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#define B_MSG_BELL_BOTH_SOUNDPROOF 3
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#define B_MSG_SOOTHING_AROMA 4
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// gFutureMoveUsedStringIds
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#define B_MSG_FUTURE_SIGHT 0
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#define B_MSG_DOOM_DESIRE 1
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// gItemSwapStringIds
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#define B_MSG_ITEM_SWAP_TAKEN 0
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#define B_MSG_ITEM_SWAP_GIVEN 1
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#define B_MSG_ITEM_SWAP_BOTH 2
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// gSportsUsedStringIds
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#define B_MSG_WEAKEN_ELECTRIC 0
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#define B_MSG_WEAKEN_FIRE 1
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// gCaughtMonStringIds
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#define B_MSG_SENT_SOMEONES_PC 0
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#define B_MSG_SENT_LANETTES_PC 1
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#define B_MSG_SOMEONES_BOX_FULL 2
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#define B_MSG_LANETTES_BOX_FULL 3
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// gInobedientStringIds
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#define B_MSG_LOAFING 0
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#define B_MSG_WONT_OBEY 1
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#define B_MSG_TURNED_AWAY 2
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#define B_MSG_PRETEND_NOT_NOTICE 3
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#define B_MSG_INCAPABLE_OF_POWER 4
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// For randomly selecting a disobey string
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// Skips the one used for Battle Palace
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#define NUM_LOAF_STRINGS 4
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// gSafariGetNearStringIds
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#define B_MSG_CREPT_CLOSER 0
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#define B_MSG_CANT_GET_CLOSER 1
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// gSafariPokeblockResultStringIds
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#define B_MSG_MON_CURIOUS 0
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#define B_MSG_MON_ENTHRALLED 1
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#define B_MSG_MON_IGNORED 2
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// gFlashFireStringIds
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#define B_MSG_FLASH_FIRE_BOOST 0
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#define B_MSG_FLASH_FIRE_NO_BOOST 1
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// gBerryEffectStringIds
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#define B_MSG_CURED_PROBLEM 0
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#define B_MSG_NORMALIZED_STATUS 1
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// gNoEscapeStringIds
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#define B_MSG_CANT_ESCAPE 0
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#define B_MSG_DONT_LEAVE_BIRCH 1
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#define B_MSG_PREVENTS_ESCAPE 2
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#define B_MSG_CANT_ESCAPE_2 3
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#define B_MSG_ATTACKER_CANT_ESCAPE 4
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// gGotPoisonedStringIds / gGotParalyzedStringIds / gFellAsleepStringIds
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// gGotBurnedStringIds / gGotFrozenStringIds / gAttractUsedStringIds
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#define B_MSG_STATUSED 0
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#define B_MSG_STATUSED_BY_ABILITY 1
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// gBRNPreventionStringIds / gPRLZPreventionStringIds / gPSNPreventionStringIds
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#define B_MSG_ABILITY_PREVENTS_MOVE_STATUS 0
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#define B_MSG_ABILITY_PREVENTS_ABILITY_STATUS 1
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#define B_MSG_STATUS_HAD_NO_EFFECT 2
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// gGotDefrostedStringIds
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#define B_MSG_DEFROSTED 0
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#define B_MSG_DEFROSTED_BY_MOVE 1
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// gBattlePalaceFlavorTextTable
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#define B_MSG_GLINT_IN_EYE 0
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#define B_MSG_GETTING_IN_POS 1
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#define B_MSG_GROWL_DEEPLY 2
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#define B_MSG_EAGER_FOR_MORE 3
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// gRefereeStringsTable
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#define B_MSG_REF_NOTHING_IS_DECIDED 0
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#define B_MSG_REF_THATS_IT 1
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#define B_MSG_REF_JUDGE_MIND 2
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#define B_MSG_REF_JUDGE_SKILL 3
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#define B_MSG_REF_JUDGE_BODY 4
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#define B_MSG_REF_PLAYER_WON 5
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#define B_MSG_REF_OPPONENT_WON 6
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#define B_MSG_REF_DRAW 7
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#define B_MSG_REF_COMMENCE_BATTLE 8
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#endif // GUARD_BATTLE_STRING_IDS_H
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@ -81,6 +81,7 @@
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// These persist remain outside of battle and after switching out
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#define STATUS1_NONE 0x0
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#define STATUS1_SLEEP 0x7
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#define STATUS1_SLEEP_TURN(num) ((num) << 0)
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#define STATUS1_POISON 0x8
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#define STATUS1_BURN 0x10
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#define STATUS1_FREEZE 0x20
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@ -93,12 +94,16 @@
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// Volatile status ailments
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// These are removed after exiting the battle or switching out
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#define STATUS2_CONFUSION 0x00000007
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#define STATUS2_CONFUSION_TURN(num) ((num) << 0)
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#define STATUS2_FLINCHED 0x00000008
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#define STATUS2_UPROAR 0x00000070
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#define STATUS2_UPROAR_TURN(num) ((num) << 4)
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#define STATUS2_BIDE 0x00000300 // two bits 0x100, 0x200
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#define STATUS2_LOCK_CONFUSE 0x00000C00
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#define STATUS2_LOCK_CONFUSE_TURN(num) ((num) << 10)
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#define STATUS2_MULTIPLETURNS 0x00001000
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#define STATUS2_WRAPPED 0x0000E000
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#define STATUS2_WRAPPED_TURN(num) ((num) << 13)
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#define STATUS2_INFATUATION 0x000F0000 // 4 bits, one for every battler
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#define STATUS2_INFATUATED_WITH(battler) (gBitTable[battler] << 16)
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#define STATUS2_FOCUS_ENERGY 0x00100000
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@ -205,6 +210,7 @@
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#define MOVE_EFFECT_BURN 0x3
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#define MOVE_EFFECT_FREEZE 0x4
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#define MOVE_EFFECT_PARALYSIS 0x5
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#define PRIMARY_STATUS_MOVE_EFFECT MOVE_EFFECT_TOXIC // All above move effects apply primary status
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#define MOVE_EFFECT_TOXIC 0x6
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#define MOVE_EFFECT_CONFUSION 0x7
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#define MOVE_EFFECT_FLINCH 0x8
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