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Move lots of data tables into individual data/ files
(This is not expected to be their final location, but it makes them easier to relocate when necessary, and easier for users to edit until the whole project's file structure is finalized.)
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@@ -55,11 +55,11 @@ ChangeHappiness: ; 71c2
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push de
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ld a, [de]
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cp 100
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cp HAPPINESS_THRESHOLD_1
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ld e, 0
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jr c, .ok
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inc e
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cp 200
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cp HAPPINESS_THRESHOLD_2
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jr c, .ok
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inc e
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@@ -73,7 +73,7 @@ ChangeHappiness: ; 71c2
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ld d, 0
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add hl, de
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ld a, [hl]
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cp 100
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cp $64 ; $80?
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pop de
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ld a, [de]
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@@ -103,25 +103,7 @@ ChangeHappiness: ; 71c2
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ret
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.Actions:
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db +5, +3, +2 ; Gained a level
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db +5, +3, +2 ; Vitamin
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db +1, +1, +0 ; X Item
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db +3, +2, +1 ; Battled a Gym Leader
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db +1, +1, +0 ; Learned a move
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db -1, -1, -1 ; Lost to an enemy
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db -5, -5, -10 ; Fainted due to poison
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db -5, -5, -10 ; Lost to a much stronger enemy
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db +1, +1, +1 ; Haircut (Y1)
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db +3, +3, +1 ; Haircut (Y2)
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db +5, +5, +2 ; Haircut (Y3)
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db +1, +1, +1 ; Haircut (O1)
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db +3, +3, +1 ; Haircut (O2)
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db +10, +10, +4 ; Haircut (O3)
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db -5, -5, -10 ; Used Heal Powder or Energypowder (bitter)
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db -10, -10, -15 ; Used Energy Root (bitter)
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db -15, -15, -20 ; Used Revival Herb (bitter)
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db +3, +3, +1 ; Grooming
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db +10, +6, +4 ; Gained a level in the place where it was caught
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INCLUDE "data/happiness_changes.asm"
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StepHappiness:: ; 725a
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; Raise the party's happiness by 1 point every other step cycle.
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@@ -165,7 +147,7 @@ DayCareStep:: ; 7282
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jr z, .day_care_lady
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ld a, [wBreedMon1Level] ; level
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cp 100
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cp MAX_LEVEL
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jr nc, .day_care_lady
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ld hl, wBreedMon1Exp + 2 ; exp
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inc [hl]
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@@ -187,7 +169,7 @@ DayCareStep:: ; 7282
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jr z, .check_egg
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ld a, [wBreedMon2Level] ; level
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cp 100
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cp MAX_LEVEL
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jr nc, .check_egg
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ld hl, wBreedMon2Exp + 2 ; exp
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inc [hl]
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@@ -80,11 +80,11 @@ CheckBalance_MomItem2: ; fd044
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.check_have_2300
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ld hl, hMoneyTemp
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ld [hl], (2300 / $10000) ; $00
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ld [hl], MOM_MONEY / $10000
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inc hl
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ld [hl], ((2300 % $10000) / $100) ; $08
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ld [hl], MOM_MONEY / $100 % $100
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inc hl
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ld [hl], (2300 % $100) ; $fc
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ld [hl], MOM_MONEY % $100
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.loop
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ld de, MomItemTriggerBalance
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ld bc, wMomsMoney
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@@ -212,31 +212,7 @@ endr
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ret
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; fd136
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momitem: macro
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; money to trigger, cost, kind, item
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dt \1
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dt \2
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db \3, \4
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ENDM
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MomItems_1: ; fd136
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momitem 0, 600, MOM_ITEM, SUPER_POTION
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momitem 0, 90, MOM_ITEM, ANTIDOTE
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momitem 0, 180, MOM_ITEM, POKE_BALL
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momitem 0, 450, MOM_ITEM, ESCAPE_ROPE
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momitem 0, 500, MOM_ITEM, GREAT_BALL
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MomItems_2: ; fd15e
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momitem 900, 600, MOM_ITEM, SUPER_POTION
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momitem 4000, 270, MOM_ITEM, REPEL
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momitem 7000, 600, MOM_ITEM, SUPER_POTION
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momitem 10000, 1800, MOM_DOLL, DECO_CHARMANDER_DOLL
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momitem 15000, 3000, MOM_ITEM, MOON_STONE
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momitem 19000, 600, MOM_ITEM, SUPER_POTION
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momitem 30000, 4800, MOM_DOLL, DECO_CLEFAIRY_DOLL
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momitem 40000, 900, MOM_ITEM, HYPER_POTION
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momitem 50000, 8000, MOM_DOLL, DECO_PIKACHU_DOLL
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momitem 100000, 22800, MOM_DOLL, DECO_BIG_SNORLAX_DOLL
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; fd1ae
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INCLUDE "data/mom_phone_items.asm"
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db 0, 0, 0 ; XXX
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@@ -277,53 +277,9 @@ CheckOverworldTileArrays: ; c840
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xor a
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ret
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CutTreeBlockPointers: ; c862
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; Which tileset are we in?
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dbw TILESET_JOHTO_1, .johto1
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dbw TILESET_JOHTO_2, .johto2
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dbw TILESET_KANTO, .kanto
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dbw TILESET_PARK, .park
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dbw TILESET_ILEX_FOREST, .ilex
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db -1
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.johto1 ; Johto OW
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; Which meta tile are we facing, which should we replace it with, and which animation?
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db $03, $02, $01 ; grass
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db $5b, $3c, $00 ; tree
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db $5f, $3d, $00 ; tree
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db $63, $3f, $00 ; tree
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db $67, $3e, $00 ; tree
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db -1
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INCLUDE "data/hm_blocks.asm"
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.johto2 ; Goldenrod area
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db $03, $02, $01 ; grass
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db -1
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.kanto ; Kanto OW
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db $0b, $0a, $01 ; grass
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db $32, $6d, $00 ; tree
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db $33, $6c, $00 ; tree
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db $34, $6f, $00 ; tree
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db $35, $4c, $00 ; tree
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db $60, $6e, $00 ; tree
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db -1
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.park ; National Park
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db $13, $03, $01 ; grass
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db $03, $04, $01 ; grass
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db -1
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.ilex ; Ilex Forest
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db $0f, $17, $00
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db -1
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WhirlpoolBlockPointers: ; c8a4
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dbw TILESET_JOHTO_1, .johto
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db -1
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.johto ; c8a8
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db $07, $36, $00
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db -1
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OWFlash: ; c8ac
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call .CheckUseFlash
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