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added battle-related constants
hg-commit-id: d312b8d039b0
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@ -89,6 +89,9 @@ TX_RAM: MACRO
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; wram locations
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; wram locations
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W_PLAYERSELECTEDMOVE EQU $CCDC
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W_ENEMYSELECTEDMOVE EQU $CCDD
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W_AICOUNT EQU $CCDF ; number of times remaining that AI action can occur
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W_AICOUNT EQU $CCDF ; number of times remaining that AI action can occur
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W_WHICHTRADE EQU $CD3D ; which entry from TradeMons to select
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W_WHICHTRADE EQU $CD3D ; which entry from TradeMons to select
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@ -97,6 +100,20 @@ W_WHICHPOKEMON EQU $CF92 ; which pokemon you selected
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W_WALKCOUNTER EQU $CFC5 ; walk animation counter
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W_WALKCOUNTER EQU $CFC5 ; walk animation counter
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W_ENEMYMOVENUM EQU $CFCC
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W_ENEMYMOVEEFFECT EQU $CFCD
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W_ENEMYMOVEPOWER EQU $CFCE
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W_ENEMYMOVETYPE EQU $CFCF
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W_ENEMYMOVEACCURACY EQU $CFD0
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W_ENEMYMOVEMAXPP EQU $CFD1
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W_PLAYERMOVENUM EQU $CFD2
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W_PLAYERMOVEEFFECT EQU $CFD3
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W_PLAYERMOVEPOWER EQU $CFD4
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W_PLAYERMOVETYPE EQU $CFD5
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W_PLAYERMOVEACCURACY EQU $CFD6
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W_PLAYERMOVEMAXPP EQU $CFD7
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W_OPPONENTHP EQU $CFE6 ; active opponent's hp (16 bits)
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W_OPPONENTHP EQU $CFE6 ; active opponent's hp (16 bits)
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W_OPPONENTNUMBER EQU $CFE8 ; active opponent's position in team (0 to 5)
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W_OPPONENTNUMBER EQU $CFE8 ; active opponent's position in team (0 to 5)
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W_OPPONENTSTATUS EQU $CFE9 ; active opponent's status condition
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W_OPPONENTSTATUS EQU $CFE9 ; active opponent's status condition
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@ -119,9 +136,6 @@ W_CURMONSTATUS EQU $D018 ; the status of the player’s current monster
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; bit 6 par
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; bit 6 par
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; unused? (XXX confirm)
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; unused? (XXX confirm)
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W_CURMONBATTSTATUS EQU $D067 ; various battle statuses
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; bit 5 held in place (Bind, Clamp, etc.)
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W_TRAINERCLASS EQU $D031
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W_TRAINERCLASS EQU $D031
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W_ISINBATTLE EQU $D057 ; no battle, this is 0
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W_ISINBATTLE EQU $D057 ; no battle, this is 0
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@ -138,6 +152,46 @@ W_BATTLETYPE EQU $D05A ; in normal battle, this is 0
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W_LONEATTACKNO EQU $D05C ; which entry in LoneAttacks to use
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W_LONEATTACKNO EQU $D05C ; which entry in LoneAttacks to use
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W_TRAINERNO EQU $D05D ; which instance of [youngster, lass, etc] is this?
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W_TRAINERNO EQU $D05D ; which instance of [youngster, lass, etc] is this?
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; not entirely sure that all these bits are 100% correct
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; Battle Status Byte 1
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; bit 0 - bide
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; bit 1 - thrash / petal dance
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; bit 2 - attacking multiple times (e.g. double kick)
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; bit 3 - flinch
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; bit 4 - charging up for attack
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; bit 5 - using multi-turn move (e.g. wrap)
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; bit 6 - invulnerable to normal attack (using fly/dig)
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; bit 7 - confusion
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; Battle Status Byte 2
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; bit 0 - X Accuracy effect
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; bit 1 - protected by "mist"
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; bit 2 - focus energy effect
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; bit 4 - has a substitute
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; bit 5 - need to recharge
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; bit 6 - rage
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; bit 7 - leech seeded
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; Battle Status Byte 3
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; bit 0 - toxic
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; bit 1 - light screen
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; bit 2 - reflect
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; bit 3 - tranformed
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W_PLAYERBATTSTATUS1 EQU $D062
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W_PLAYERBATTSTATUS2 EQU $D063
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W_PLAYERBATTSTATUS3 EQU $D062
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W_ENEMYBATTSTATUS1 EQU $D067
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W_ENEMYBATTSTATUS2 EQU $D068
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W_ENEMYBATTSTATUS3 EQU $D069
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W_PLAYERTOXICCOUNTER EQU $D06C
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W_PLAYERDISABLEDMOVE EQU $D06D
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W_ENEMYTOXICCOUNTER EQU $D071
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W_ENEMYDISABLEDMOVE EQU $D072
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W_NUMHITS EQU $D074 ; number of hits in attacks like Doubleslap, etc.
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W_NUMHITS EQU $D074 ; number of hits in attacks like Doubleslap, etc.
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; List type
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; List type
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