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Separate home/battle_vars.asm for easy data editing, same as home/hm_moves.asm
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@ -96,7 +96,7 @@ const_value set 1
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const BATTLETYPE_CELEBI
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const BATTLETYPE_CELEBI
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const BATTLETYPE_SUICUNE
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const BATTLETYPE_SUICUNE
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; GetBattleVar and GetBattleVarAddr arguments (see home/battle.asm)
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; BattleVarPairs indexes (see home/battle.asm)
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const_def
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const_def
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const BATTLE_VARS_SUBSTATUS1
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const BATTLE_VARS_SUBSTATUS1
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const BATTLE_VARS_SUBSTATUS2
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const BATTLE_VARS_SUBSTATUS2
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@ -120,7 +120,7 @@ const_value set 1
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const BATTLE_VARS_LAST_MOVE
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const BATTLE_VARS_LAST_MOVE
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const BATTLE_VARS_LAST_MOVE_OPP
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const BATTLE_VARS_LAST_MOVE_OPP
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; GetBattleVar and GetBattleVarAddr internal indexes (see home/battle.asm)
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; BattleVarLocations indexes (see home/battle.asm)
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const_def
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const_def
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const PLAYER_SUBSTATUS_1
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const PLAYER_SUBSTATUS_1
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const ENEMY_SUBSTATUS_1
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const ENEMY_SUBSTATUS_1
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@ -136,100 +136,7 @@ UpdateBattleHuds:: ; 39d4
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; 39e1
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; 39e1
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GetBattleVar:: ; 39e1
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INCLUDE "home/battle_vars.asm"
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; Preserves hl.
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push hl
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call GetBattleVarAddr
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pop hl
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ret
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; 39e7
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GetBattleVarAddr:: ; 39e7
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; Get variable from pair a, depending on whose turn it is.
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; There are 21 variable pairs.
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push bc
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ld hl, .battlevarpairs
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ld c, a
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ld b, 0
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add hl, bc
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add hl, bc
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ld a, [hli]
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ld h, [hl]
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ld l, a
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; Enemy turn uses the second byte instead.
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; This lets battle variable calls be side-neutral.
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ld a, [hBattleTurn]
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and a
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jr z, .getvar
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inc hl
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.getvar
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; var id
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ld a, [hl]
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ld c, a
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ld b, 0
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ld hl, .vars
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add hl, bc
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add hl, bc
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ld a, [hli]
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ld h, [hl]
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ld l, a
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ld a, [hl]
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pop bc
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ret
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.battlevarpairs
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dw .substatus1, .substatus2, .substatus3, .substatus4, .substatus5
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dw .substatus1opp, .substatus2opp, .substatus3opp, .substatus4opp, .substatus5opp
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dw .status, .statusopp, .animation, .effect, .power, .type
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dw .curmove, .lastcounter, .lastcounteropp, .lastmove, .lastmoveopp
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; player enemy
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.substatus1 db PLAYER_SUBSTATUS_1, ENEMY_SUBSTATUS_1
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.substatus1opp db ENEMY_SUBSTATUS_1, PLAYER_SUBSTATUS_1
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.substatus2 db PLAYER_SUBSTATUS_2, ENEMY_SUBSTATUS_2
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.substatus2opp db ENEMY_SUBSTATUS_2, PLAYER_SUBSTATUS_2
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.substatus3 db PLAYER_SUBSTATUS_3, ENEMY_SUBSTATUS_3
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.substatus3opp db ENEMY_SUBSTATUS_3, PLAYER_SUBSTATUS_3
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.substatus4 db PLAYER_SUBSTATUS_4, ENEMY_SUBSTATUS_4
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.substatus4opp db ENEMY_SUBSTATUS_4, PLAYER_SUBSTATUS_4
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.substatus5 db PLAYER_SUBSTATUS_5, ENEMY_SUBSTATUS_5
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.substatus5opp db ENEMY_SUBSTATUS_5, PLAYER_SUBSTATUS_5
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.status db PLAYER_STATUS, ENEMY_STATUS
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.statusopp db ENEMY_STATUS, PLAYER_STATUS
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.animation db PLAYER_MOVE_ANIMATION, ENEMY_MOVE_ANIMATION
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.effect db PLAYER_MOVE_EFFECT, ENEMY_MOVE_EFFECT
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.power db PLAYER_MOVE_POWER, ENEMY_MOVE_POWER
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.type db PLAYER_MOVE_TYPE, ENEMY_MOVE_TYPE
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.curmove db PLAYER_CUR_MOVE, ENEMY_CUR_MOVE
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.lastcounter db PLAYER_COUNTER_MOVE, ENEMY_COUNTER_MOVE
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.lastcounteropp db ENEMY_COUNTER_MOVE, PLAYER_COUNTER_MOVE
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.lastmove db PLAYER_LAST_MOVE, ENEMY_LAST_MOVE
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.lastmoveopp db ENEMY_LAST_MOVE, PLAYER_LAST_MOVE
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.vars
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dw PlayerSubStatus1, EnemySubStatus1
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dw PlayerSubStatus2, EnemySubStatus2
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dw PlayerSubStatus3, EnemySubStatus3
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dw PlayerSubStatus4, EnemySubStatus4
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dw PlayerSubStatus5, EnemySubStatus5
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dw BattleMonStatus, EnemyMonStatus
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dw wPlayerMoveStructAnimation, wEnemyMoveStructAnimation
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dw wPlayerMoveStructEffect, wEnemyMoveStructEffect
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dw wPlayerMoveStructPower, wEnemyMoveStructPower
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dw wPlayerMoveStructType, wEnemyMoveStructType
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dw CurPlayerMove, CurEnemyMove
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dw LastPlayerCounterMove, LastEnemyCounterMove
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dw LastPlayerMove, LastEnemyMove
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; 3a90
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FarCopyRadioText:: ; 3a90
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FarCopyRadioText:: ; 3a90
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113
home/battle_vars.asm
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113
home/battle_vars.asm
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@ -0,0 +1,113 @@
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GetBattleVar:: ; 39e1
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; Preserves hl.
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push hl
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call GetBattleVarAddr
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pop hl
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ret
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; 39e7
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GetBattleVarAddr:: ; 39e7
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; Get variable from pair a, depending on whose turn it is.
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; There are 21 variable pairs.
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push bc
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ld hl, BattleVarPairs
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ld c, a
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ld b, 0
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add hl, bc
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add hl, bc
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ld a, [hli]
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ld h, [hl]
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ld l, a
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; Enemy turn uses the second byte instead.
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; This lets battle variable calls be side-neutral.
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ld a, [hBattleTurn]
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and a
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jr z, .getvar
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inc hl
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.getvar
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; var id
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ld a, [hl]
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ld c, a
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ld b, 0
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ld hl, BattleVarLocations
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add hl, bc
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add hl, bc
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ld a, [hli]
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ld h, [hl]
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ld l, a
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ld a, [hl]
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pop bc
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ret
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BattleVarPairs:
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; entries correspond to BATTLE_VARS_* constants
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dw .substatus1
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dw .substatus2
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dw .substatus3
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dw .substatus4
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dw .substatus5
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dw .substatus1opp
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dw .substatus2opp
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dw .substatus3opp
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dw .substatus4opp
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dw .substatus5opp
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dw .status
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dw .statusopp
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dw .animation
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dw .effect
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dw .power
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dw .type
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dw .curmove
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dw .lastcounter
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dw .lastcounteropp
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dw .lastmove
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dw .lastmoveopp
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; player enemy
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.substatus1: db PLAYER_SUBSTATUS_1, ENEMY_SUBSTATUS_1
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.substatus1opp: db ENEMY_SUBSTATUS_1, PLAYER_SUBSTATUS_1
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.substatus2: db PLAYER_SUBSTATUS_2, ENEMY_SUBSTATUS_2
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.substatus2opp: db ENEMY_SUBSTATUS_2, PLAYER_SUBSTATUS_2
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.substatus3: db PLAYER_SUBSTATUS_3, ENEMY_SUBSTATUS_3
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.substatus3opp: db ENEMY_SUBSTATUS_3, PLAYER_SUBSTATUS_3
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.substatus4: db PLAYER_SUBSTATUS_4, ENEMY_SUBSTATUS_4
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.substatus4opp: db ENEMY_SUBSTATUS_4, PLAYER_SUBSTATUS_4
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.substatus5: db PLAYER_SUBSTATUS_5, ENEMY_SUBSTATUS_5
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.substatus5opp: db ENEMY_SUBSTATUS_5, PLAYER_SUBSTATUS_5
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.status: db PLAYER_STATUS, ENEMY_STATUS
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.statusopp: db ENEMY_STATUS, PLAYER_STATUS
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.animation: db PLAYER_MOVE_ANIMATION, ENEMY_MOVE_ANIMATION
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.effect: db PLAYER_MOVE_EFFECT, ENEMY_MOVE_EFFECT
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.power: db PLAYER_MOVE_POWER, ENEMY_MOVE_POWER
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.type: db PLAYER_MOVE_TYPE, ENEMY_MOVE_TYPE
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.curmove: db PLAYER_CUR_MOVE, ENEMY_CUR_MOVE
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.lastcounter: db PLAYER_COUNTER_MOVE, ENEMY_COUNTER_MOVE
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.lastcounteropp: db ENEMY_COUNTER_MOVE, PLAYER_COUNTER_MOVE
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.lastmove: db PLAYER_LAST_MOVE, ENEMY_LAST_MOVE
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.lastmoveopp: db ENEMY_LAST_MOVE, PLAYER_LAST_MOVE
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BattleVarLocations:
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; entries correspond to PLAYER_* and ENEMY_* constants
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dw PlayerSubStatus1, EnemySubStatus1
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dw PlayerSubStatus2, EnemySubStatus2
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dw PlayerSubStatus3, EnemySubStatus3
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dw PlayerSubStatus4, EnemySubStatus4
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dw PlayerSubStatus5, EnemySubStatus5
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dw BattleMonStatus, EnemyMonStatus
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dw wPlayerMoveStructAnimation, wEnemyMoveStructAnimation
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dw wPlayerMoveStructEffect, wEnemyMoveStructEffect
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dw wPlayerMoveStructPower, wEnemyMoveStructPower
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dw wPlayerMoveStructType, wEnemyMoveStructType
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dw CurPlayerMove, CurEnemyMove
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dw LastPlayerCounterMove, LastEnemyCounterMove
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dw LastPlayerMove, LastEnemyMove
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; 3a90
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@ -276,7 +276,10 @@ CheckObjectTime:: ; 18f5
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ret
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ret
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.TimeOfDayValues_191e:
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.TimeOfDayValues_191e:
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db MORN, DAY, NITE
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; entries correspond to TimeOfDay values
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db MORN
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db DAY
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db NITE
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.check_hour
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.check_hour
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ld hl, MAPOBJECT_HOUR
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ld hl, MAPOBJECT_HOUR
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