HappinessChanges: ; entries correspond to HAPPINESS_* constants table_width 3, HappinessChanges ; change if happiness < 100, change if happiness < 200, change otherwise db +5, +3, +2 ; Gained a level db +5, +3, +2 ; Vitamin db +1, +1, +0 ; X Item db +3, +2, +1 ; Battled a Gym Leader db +1, +1, +0 ; Learned a move db -1, -1, -1 ; Lost to an enemy db -5, -5, -10 ; Fainted due to poison db -5, -5, -10 ; Lost to a much stronger enemy db +1, +1, +1 ; Haircut (older brother) 1 db +3, +3, +1 ; Haircut (older brother) 2 db +5, +5, +2 ; Haircut (older brother) 3 db +1, +1, +1 ; Haircut (younger brother) 1 db +3, +3, +1 ; Haircut (younger brother) 2 db +10, +10, +4 ; Haircut (younger brother) 3 db -5, -5, -10 ; Used Heal Powder or Energypowder (bitter) db -10, -10, -15 ; Used Energy Root (bitter) db -15, -15, -20 ; Used Revival Herb (bitter) db +3, +3, +1 ; Grooming db +10, +6, +4 ; Gained a level in the place where it was caught assert_table_length NUM_HAPPINESS_CHANGES