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Move some more constants out of misc_constants.asm
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@ -183,3 +183,14 @@ INVISIBLE EQU 0
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FIXED_FACING EQU 2
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SLIDING EQU 3
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EMOTE_OBJECT EQU 7
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; DoPlayerMovement.DoStep arguments (see engine/player_movement.asm)
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const_def
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const STEP_SLOW ; 0
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const STEP_WALK ; 1
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const STEP_BIKE ; 2
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const STEP_LEDGE ; 3
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const STEP_ICE ; 4
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const STEP_TURN ; 5
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const STEP_BACK_LEDGE ; 6
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const STEP_WALK_IN_PLACE ; 7
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@ -65,3 +65,7 @@ MONMENU_FIELD_MOVE EQU 0
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MONMENU_MENUOPTION EQU 1
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NUM_MONMENU_ITEMS EQU 8
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; start/select menu return values
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HMENURETURN_SCRIPT EQU %10000000
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HMENURETURN_ASM EQU %11111111
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@ -18,10 +18,6 @@ GS_VERSION EQU 0
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SAVE_CHECK_VALUE_1 EQU 99
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SAVE_CHECK_VALUE_2 EQU 127
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; hMenuReturn
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HMENURETURN_SCRIPT EQU %10000000
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HMENURETURN_ASM EQU %11111111
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; time of day boundaries
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MORN_HOUR EQU 4 ; 4 AM
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DAY_HOUR EQU 10 ; 10 AM
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@ -35,46 +31,12 @@ MOM_MONEY EQU 2300
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MAX_MONEY EQU 999999
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MAX_COINS EQU 9999
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; link record
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MAX_LINK_RECORD EQU 9999
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; day-care
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MAX_DAY_CARE_EXP EQU $500000
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; DoPlayerMovement.DoStep arguments (see engine/player_movement.asm)
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const_def
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const STEP_SLOW ; 0
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const STEP_WALK ; 1
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const STEP_BIKE ; 2
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const STEP_LEDGE ; 3
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const STEP_ICE ; 4
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const STEP_TURN ; 5
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const STEP_BACK_LEDGE ; 6
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const STEP_WALK_IN_PLACE ; 7
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; ChangeHappiness arguments (see data/happiness_changes.asm)
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const_value = 1
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const HAPPINESS_GAINLEVEL ; 01
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const HAPPINESS_USEDITEM ; 02
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const HAPPINESS_USEDXITEM ; 03
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const HAPPINESS_GYMBATTLE ; 04
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const HAPPINESS_LEARNMOVE ; 05
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const HAPPINESS_FAINTED ; 06
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const HAPPINESS_POISONFAINT ; 07
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const HAPPINESS_BEATENBYSTRONGFOE ; 08
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const HAPPINESS_YOUNGCUT1 ; 09
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const HAPPINESS_YOUNGCUT2 ; 0a
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const HAPPINESS_YOUNGCUT3 ; 0b
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const HAPPINESS_OLDERCUT1 ; 0c
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const HAPPINESS_OLDERCUT2 ; 0d
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const HAPPINESS_OLDERCUT3 ; 0e
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const HAPPINESS_BITTERPOWDER ; 0f
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const HAPPINESS_ENERGYROOT ; 10
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const HAPPINESS_REVIVALHERB ; 11
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const HAPPINESS_GROOMING ; 12
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const HAPPINESS_GAINLEVELATHOME ; 13
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; bug-catching contest
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BUG_CONTEST_MINUTES EQU 20
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BUG_CONTEST_SECONDS EQU 0
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@ -182,6 +182,28 @@ NUM_TREEMON_SETS EQU const_value
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const TREEMON_SCORE_RARE ; 2
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; ChangeHappiness arguments (see data/happiness_changes.asm)
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const_value = 1
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const HAPPINESS_GAINLEVEL ; 01
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const HAPPINESS_USEDITEM ; 02
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const HAPPINESS_USEDXITEM ; 03
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const HAPPINESS_GYMBATTLE ; 04
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const HAPPINESS_LEARNMOVE ; 05
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const HAPPINESS_FAINTED ; 06
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const HAPPINESS_POISONFAINT ; 07
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const HAPPINESS_BEATENBYSTRONGFOE ; 08
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const HAPPINESS_YOUNGCUT1 ; 09
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const HAPPINESS_YOUNGCUT2 ; 0a
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const HAPPINESS_YOUNGCUT3 ; 0b
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const HAPPINESS_OLDERCUT1 ; 0c
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const HAPPINESS_OLDERCUT2 ; 0d
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const HAPPINESS_OLDERCUT3 ; 0e
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const HAPPINESS_BITTERPOWDER ; 0f
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const HAPPINESS_ENERGYROOT ; 10
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const HAPPINESS_REVIVALHERB ; 11
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const HAPPINESS_GROOMING ; 12
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const HAPPINESS_GAINLEVELATHOME ; 13
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; significant happiness values
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BASE_HAPPINESS EQU 70
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FRIEND_BALL_HAPPINESS EQU 200
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