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update constants used in scripts and battle engine
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parent
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105
constants.asm
105
constants.asm
@ -1343,6 +1343,7 @@ MAP_MR_POKEMONS_HOUSE EQU $0a
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MAP_ROUTE_31_VIOLET_GATE EQU $0b
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; item constants
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NO_ITEM EQU $00
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MASTER_BALL EQU $01
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ULTRA_BALL EQU $02
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BRIGHTPOWDER EQU $03
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@ -3345,4 +3346,106 @@ callchannel: MACRO
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ENDM
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endchannel: MACRO
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db $ff
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ENDM
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ENDM
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; specials
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NUM_SPECIALS EQU $a8
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SPECIAL_UPDATESPRITETILES EQU $0038
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SPECIAL_WAITSFX EQU $003b
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SPECIAL_BIKESURFMUSIC EQU $003c
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SPECIAL_LOADFACESTEP EQU $003f
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SPECIAL_SNORLAXAWAKE EQU $0060
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SPECIAL_GAMEBOYCHECK EQU $0066
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SPECIAL_TRAINERHOUSE EQU $0067
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SPECIAL_RUSTLETREE EQU $006a
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SPECIAL_ODDEGG EQU $007d
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SPECIAL_MOVETUTOR EQU $0083
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SPECIAL_OMANYTECHAMBER EQU $0084
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SPECIAL_RUINCHAMBERWALL EQU $0087
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SPECIAL_HOOHCHAMBER EQU $008d
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SPECIAL_CELEBI EQU $008f
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SPECIAL_AFTERCELEBI EQU $0090
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SPECIAL_POKESEER EQU $0091
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SPECIAL_DRATINI EQU $0094
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SPECIAL_BEASTSCHECK EQU $0096
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SPECIAL_MONCHECK EQU $0097
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; battle scripts
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BATTLE_FILLPP EQU $05
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BATTLE_FILLSTATS EQU $0C
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BATTLE_FILLMOVES EQU $1B
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BATTLE_GETUNOWNLETTER EQU $2D
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; vars
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NUM_VARS EQU $1b
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VAR_MOVEMENT EQU $08
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; player states
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PLAYER_NORMAL EQU $00
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PLAYER_BIKE EQU $01
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PLAYER_SLIP EQU $02
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PLAYER_SURF EQU $04
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PLAYER_SURF_PIKA EQU $08
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; battle
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MAX_LEVEL EQU 100
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NUM_MOVES EQU 4
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; move struct
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MOVE_LENGTH EQU 7
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MOVE_ANIM EQU 0
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MOVE_EFFECT EQU 1
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MOVE_POWER EQU 2
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MOVE_TYPE EQU 3
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MOVE_ACC EQU 4
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MOVE_PP EQU 5
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MOVE_CHANCE EQU 6
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; stat constants
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NUM_STATS EQU 6
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STAT_HP EQU 1
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STAT_ATK EQU 2
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STAT_DEF EQU 3
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STAT_SPD EQU 4
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STAT_SATK EQU 5
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STAT_SDEF EQU 6
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STAT_MIN_NORMAL EQU 5
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STAT_MIN_HP EQU 10
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; shiny dvs
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ATKDEFDV_SHINY EQU $EA
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SPDSPCDV_SHINY EQU $AA
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; battle classes
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WILD_BATTLE EQU $00
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TRAINER_BATTLE EQU $02
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; battle types
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BATTLETYPE_NORMAL EQU $00
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BATTLETYPE_TUTORIAL EQU $03
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BATTLETYPE_FISH EQU $04
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BATTLETYPE_ROAMING EQU $05
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BATTLETYPE_SHINY EQU $07
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BATTLETYPE_TREE EQU $08
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BATTLETYPE_FORCEITEM EQU $0a
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BATTLETYPE_SUICUNE EQU $0c
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