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synced 2025-09-17 02:40:50 +12:00
Enumerate move constants and add unnamed animation constants.
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342791a001
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@ -1,184 +1,210 @@
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NUM_ATTACKS EQU $A4
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const_value = 1
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POUND EQU $01
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const POUND
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KARATE_CHOP EQU $02
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const KARATE_CHOP
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DOUBLESLAP EQU $03
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const DOUBLESLAP
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COMET_PUNCH EQU $04
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const COMET_PUNCH
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MEGA_PUNCH EQU $05
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const MEGA_PUNCH
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PAY_DAY EQU $06
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const PAY_DAY
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FIRE_PUNCH EQU $07
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const FIRE_PUNCH
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ICE_PUNCH EQU $08
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const ICE_PUNCH
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THUNDERPUNCH EQU $09
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const THUNDERPUNCH
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SCRATCH EQU $0A
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const SCRATCH
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VICEGRIP EQU $0B
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const VICEGRIP
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GUILLOTINE EQU $0C
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const GUILLOTINE
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RAZOR_WIND EQU $0D
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const RAZOR_WIND
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SWORDS_DANCE EQU $0E
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const SWORDS_DANCE
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CUT EQU $0F
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const CUT
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GUST EQU $10
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const GUST
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WING_ATTACK EQU $11
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const WING_ATTACK
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WHIRLWIND EQU $12
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const WHIRLWIND
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FLY EQU $13
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const FLY
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BIND EQU $14
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const BIND
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SLAM EQU $15
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const SLAM
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VINE_WHIP EQU $16
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const VINE_WHIP
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STOMP EQU $17
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const STOMP
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DOUBLE_KICK EQU $18
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const DOUBLE_KICK
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MEGA_KICK EQU $19
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const MEGA_KICK
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JUMP_KICK EQU $1A
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const JUMP_KICK
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ROLLING_KICK EQU $1B
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const ROLLING_KICK
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SAND_ATTACK EQU $1C
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const SAND_ATTACK
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HEADBUTT EQU $1D
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const HEADBUTT
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HORN_ATTACK EQU $1E
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const HORN_ATTACK
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FURY_ATTACK EQU $1F
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const FURY_ATTACK
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HORN_DRILL EQU $20
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const HORN_DRILL
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TACKLE EQU $21
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const TACKLE
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BODY_SLAM EQU $22
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const BODY_SLAM
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WRAP EQU $23
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const WRAP
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TAKE_DOWN EQU $24
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const TAKE_DOWN
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THRASH EQU $25
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const THRASH
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DOUBLE_EDGE EQU $26
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const DOUBLE_EDGE
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TAIL_WHIP EQU $27
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const TAIL_WHIP
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POISON_STING EQU $28
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const POISON_STING
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TWINEEDLE EQU $29
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const TWINEEDLE
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PIN_MISSILE EQU $2A
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const PIN_MISSILE
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LEER EQU $2B
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const LEER
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BITE EQU $2C
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const BITE
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GROWL EQU $2D
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const GROWL
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ROAR EQU $2E
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const ROAR
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SING EQU $2F
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const SING
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SUPERSONIC EQU $30
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const SUPERSONIC
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SONICBOOM EQU $31
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const SONICBOOM
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DISABLE EQU $32
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const DISABLE
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ACID EQU $33
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const ACID
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EMBER EQU $34
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const EMBER
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FLAMETHROWER EQU $35
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const FLAMETHROWER
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MIST EQU $36
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const MIST
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WATER_GUN EQU $37
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const WATER_GUN
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HYDRO_PUMP EQU $38
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const HYDRO_PUMP
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SURF EQU $39
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const SURF
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ICE_BEAM EQU $3A
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const ICE_BEAM
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BLIZZARD EQU $3B
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const BLIZZARD
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PSYBEAM EQU $3C
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const PSYBEAM
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BUBBLEBEAM EQU $3D
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const BUBBLEBEAM
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AURORA_BEAM EQU $3E
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const AURORA_BEAM
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HYPER_BEAM EQU $3F
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const HYPER_BEAM
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PECK EQU $40
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const PECK
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DRILL_PECK EQU $41
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const DRILL_PECK
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SUBMISSION EQU $42
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const SUBMISSION
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LOW_KICK EQU $43
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const LOW_KICK
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COUNTER EQU $44
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const COUNTER
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SEISMIC_TOSS EQU $45
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const SEISMIC_TOSS
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STRENGTH EQU $46
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const STRENGTH
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ABSORB EQU $47
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const ABSORB
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MEGA_DRAIN EQU $48
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const MEGA_DRAIN
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LEECH_SEED EQU $49
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const LEECH_SEED
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GROWTH EQU $4A
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const GROWTH
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RAZOR_LEAF EQU $4B
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const RAZOR_LEAF
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SOLARBEAM EQU $4C
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const SOLARBEAM
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POISONPOWDER EQU $4D
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const POISONPOWDER
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STUN_SPORE EQU $4E
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const STUN_SPORE
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SLEEP_POWDER EQU $4F
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const SLEEP_POWDER
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PETAL_DANCE EQU $50
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const PETAL_DANCE
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STRING_SHOT EQU $51
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const STRING_SHOT
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DRAGON_RAGE EQU $52
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const DRAGON_RAGE
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FIRE_SPIN EQU $53
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const FIRE_SPIN
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THUNDERSHOCK EQU $54
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const THUNDERSHOCK
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THUNDERBOLT EQU $55
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const THUNDERBOLT
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THUNDER_WAVE EQU $56
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const THUNDER_WAVE
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THUNDER EQU $57
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const THUNDER
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ROCK_THROW EQU $58
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const ROCK_THROW
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EARTHQUAKE EQU $59
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const EARTHQUAKE
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FISSURE EQU $5A
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const FISSURE
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DIG EQU $5B
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const DIG
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TOXIC EQU $5C
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const TOXIC
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CONFUSION EQU $5D
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const CONFUSION
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PSYCHIC_M EQU $5E
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const PSYCHIC_M
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HYPNOSIS EQU $5F
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const HYPNOSIS
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MEDITATE EQU $60
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const MEDITATE
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AGILITY EQU $61
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const AGILITY
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QUICK_ATTACK EQU $62
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const QUICK_ATTACK
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RAGE EQU $63
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const RAGE
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TELEPORT EQU $64
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const TELEPORT
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NIGHT_SHADE EQU $65
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const NIGHT_SHADE
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MIMIC EQU $66
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const MIMIC
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SCREECH EQU $67
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const SCREECH
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DOUBLE_TEAM EQU $68
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const DOUBLE_TEAM
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RECOVER EQU $69
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const RECOVER
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HARDEN EQU $6A
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const HARDEN
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MINIMIZE EQU $6B
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const MINIMIZE
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SMOKESCREEN EQU $6C
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const SMOKESCREEN
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CONFUSE_RAY EQU $6D
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const CONFUSE_RAY
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WITHDRAW EQU $6E
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const WITHDRAW
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DEFENSE_CURL EQU $6F
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const DEFENSE_CURL
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BARRIER EQU $70
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const BARRIER
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LIGHT_SCREEN EQU $71
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const LIGHT_SCREEN
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HAZE EQU $72
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const HAZE
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REFLECT EQU $73
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const REFLECT
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FOCUS_ENERGY EQU $74
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const FOCUS_ENERGY
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BIDE EQU $75
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const BIDE
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METRONOME EQU $76
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const METRONOME
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MIRROR_MOVE EQU $77
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const MIRROR_MOVE
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SELFDESTRUCT EQU $78
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const SELFDESTRUCT
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EGG_BOMB EQU $79
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const EGG_BOMB
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LICK EQU $7A
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const LICK
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SMOG EQU $7B
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const SMOG
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SLUDGE EQU $7C
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const SLUDGE
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BONE_CLUB EQU $7D
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const BONE_CLUB
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FIRE_BLAST EQU $7E
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const FIRE_BLAST
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WATERFALL EQU $7F
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const WATERFALL
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CLAMP EQU $80
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const CLAMP
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SWIFT EQU $81
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const SWIFT
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SKULL_BASH EQU $82
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const SKULL_BASH
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SPIKE_CANNON EQU $83
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const SPIKE_CANNON
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CONSTRICT EQU $84
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const CONSTRICT
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AMNESIA EQU $85
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const AMNESIA
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KINESIS EQU $86
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const KINESIS
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SOFTBOILED EQU $87
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const SOFTBOILED
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HI_JUMP_KICK EQU $88
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const HI_JUMP_KICK
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GLARE EQU $89
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const GLARE
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DREAM_EATER EQU $8A
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const DREAM_EATER
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POISON_GAS EQU $8B
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const POISON_GAS
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BARRAGE EQU $8C
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const BARRAGE
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LEECH_LIFE EQU $8D
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const LEECH_LIFE
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LOVELY_KISS EQU $8E
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const LOVELY_KISS
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SKY_ATTACK EQU $8F
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const SKY_ATTACK
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TRANSFORM EQU $90
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const TRANSFORM
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BUBBLE EQU $91
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const BUBBLE
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DIZZY_PUNCH EQU $92
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const DIZZY_PUNCH
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SPORE EQU $93
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const SPORE
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FLASH EQU $94
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const FLASH
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PSYWAVE EQU $95
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const PSYWAVE
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SPLASH EQU $96
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const SPLASH
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ACID_ARMOR EQU $97
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const ACID_ARMOR
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CRABHAMMER EQU $98
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const CRABHAMMER
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EXPLOSION EQU $99
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const EXPLOSION
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FURY_SWIPES EQU $9A
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const FURY_SWIPES
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BONEMERANG EQU $9B
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const BONEMERANG
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REST EQU $9C
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const REST
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ROCK_SLIDE EQU $9D
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const ROCK_SLIDE
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HYPER_FANG EQU $9E
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const HYPER_FANG
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SHARPEN EQU $9F
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const SHARPEN
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CONVERSION EQU $A0
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const CONVERSION
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TRI_ATTACK EQU $A1
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const TRI_ATTACK
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SUPER_FANG EQU $A2
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const SUPER_FANG
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SLASH EQU $A3
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const SLASH
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SUBSTITUTE EQU $A4
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const SUBSTITUTE
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STRUGGLE EQU $A5
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; these do double duty as animation identifiers
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NUM_ATTACKS EQU const_value + -1
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SHOWPIC_ANIM EQU $A6 ; redraw monster pic
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STATUS_AFFECTED_ANIM EQU $A7 ; effect when monster receives a status aliment
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const STRUGGLE
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XSTATITEM_ANIM EQU $AE ; use X Attack/Defense/Speed/Special
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BURN_PSN_ANIM EQU $BA ; Plays when a monster is burned or poisoned
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; Moves do double duty as animation identifiers.
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SLP_ANIM EQU $BD ; sleeping monster
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CONF_ANIM EQU $BF ; confused monster
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const SHOWPIC_ANIM
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TOSS_ANIM EQU $C1 ; toss Poké Ball
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const STATUS_AFFECTED_ANIM
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SHAKE_ANIM EQU $C2 ; shaking Poké Ball when catching monster
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const ANIM_A8
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POOF_ANIM EQU $C3 ; puff of smoke
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const ANIM_A9
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BLOCKBALL_ANIM EQU $C4 ; trainer knocks away Poké Ball
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const ANIM_AA
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GREATTOSS_ANIM EQU $C5 ; toss Great Ball
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const ANIM_AB
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ULTRATOSS_ANIM EQU $C6 ; toss Ultra Ball or Master Ball
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const ANIM_AC
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HIDEPIC_ANIM EQU $C8 ; monster disappears
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const ANIM_AD
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ROCK_ANIM EQU $C9 ; throw rock
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const XSTATITEM_ANIM ; use X Attack/Defense/Speed/Special
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BAIT_ANIM EQU $CA ; throw bait
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const ANIM_AF
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const ANIM_B0
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const ANIM_B1
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const ANIM_B2
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const ANIM_B3
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const ANIM_B4
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const ANIM_B5
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const ANIM_B6
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const ANIM_B7
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const ANIM_B8
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const ANIM_B9
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const BURN_PSN_ANIM ; Plays when a monster is burned or poisoned
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const ANIM_BB
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const ANIM_BC
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const SLP_ANIM ; sleeping monster
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const ANIM_BE
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const CONF_ANIM ; confused monster
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const ANIM_C0
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const TOSS_ANIM ; toss Poké Ball
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const SHAKE_ANIM ; shaking Poké Ball when catching monster
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const POOF_ANIM ; puff of smoke
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const BLOCKBALL_ANIM ; trainer knocks away Poké Ball
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const GREATTOSS_ANIM ; toss Great Ball
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const ULTRATOSS_ANIM ; toss Ultra Ball or Master Ball
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const ANIM_C7
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const HIDEPIC_ANIM ; monster disappears
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const ROCK_ANIM ; throw rock
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const BAIT_ANIM ; throw bait
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11
macros.asm
11
macros.asm
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@ -14,6 +14,17 @@ dex EQUS "db $5f, $50" ; End a Pokedex entry.
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percent EQUS "* $ff / 100"
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percent EQUS "* $ff / 100"
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; Constant enumeration is useful for monsters, items, moves, etc.
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const_def: MACRO
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const_value = 0
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ENDM
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const: MACRO
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\1 EQU const_value
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const_value = const_value + 1
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ENDM
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homecall: MACRO
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homecall: MACRO
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ld a, [H_LOADEDROMBANK]
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ld a, [H_LOADEDROMBANK]
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push af
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push af
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