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More move effect constants.
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@ -13,14 +13,18 @@ DREAM_EATER_EFFECT EQU $08
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MIRROR_MOVE_EFFECT EQU $09
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ATTACK_UP1_EFFECT EQU $0A
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DEFENSE_UP1_EFFECT EQU $0B
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SPEED_UP1_EFFECT EQU $0C
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SPECIAL_UP1_EFFECT EQU $0D
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ACCURACY_UP1_EFFECT EQU $0E
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EVASION_UP1_EFFECT EQU $0F
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PAY_DAY_EFFECT EQU $10
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SWIFT_EFFECT EQU $11
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ATTACK_DOWN1_EFFECT EQU $12
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DEFENSE_DOWN1_EFFECT EQU $13
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SPEED_DOWN1_EFFECT EQU $14
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SPECIAL_DOWN1_EFFECT EQU $15
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ACCURACY_DOWN1_EFFECT EQU $16
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EVASION_DOWN1_EFFECT EQU $17
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CONVERSION_EFFECT EQU $18
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HAZE_EFFECT EQU $19
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BIDE_EFFECT EQU $1A
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@ -49,9 +53,16 @@ ATTACK_UP2_EFFECT EQU $32
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DEFENSE_UP2_EFFECT EQU $33
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SPEED_UP2_EFFECT EQU $34
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SPECIAL_UP2_EFFECT EQU $35
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ACCURACY_UP2_EFFECT EQU $36
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EVASION_UP2_EFFECT EQU $37
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HEAL_EFFECT EQU $38 ; Recover, Softboiled, Rest
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TRANSFORM_EFFECT EQU $39
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ATTACK_DOWN2_EFFECT EQU $3A
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DEFENSE_DOWN2_EFFECT EQU $3B
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SPEED_DOWN2_EFFECT EQU $3C
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SPECIAL_DOWN2_EFFECT EQU $3D
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ACCURACY_DOWN2_EFFECT EQU $3E
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EVASION_DOWN2_EFFECT EQU $3F
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LIGHT_SCREEN_EFFECT EQU $40
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REFLECT_EFFECT EQU $41
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POISON_EFFECT EQU $42
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94
main.asm
94
main.asm
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@ -56224,22 +56224,94 @@ BattleCore:
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; These are move effects (second value from the Moves table in bank $E).
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EffectsArray1: ; 3c000 (f:4000)
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db $18,$19,$1C,$2E,$2F,$31,$38,$39,$40,$41,$42,$43,$4F,$52,$54,$55,$FF
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db CONVERSION_EFFECT
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db HAZE_EFFECT
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db SWITCH_AND_TELEPORT_EFFECT
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db MIST_EFFECT
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db FOCUS_ENERGY_EFFECT
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db CONFUSION_EFFECT
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db HEAL_EFFECT
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db TRANSFORM_EFFECT
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db LIGHT_SCREEN_EFFECT
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db REFLECT_EFFECT
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db POISON_EFFECT
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db PARALYZE_EFFECT
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db SUBSTITUTE_EFFECT
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db MIMIC_EFFECT
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db LEECH_SEED_EFFECT
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db SPLASH_EFFECT
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db -1
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EffectsArray2: ; 3c011 (f:4011)
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; moves that do damage but not through normal calculations
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; e.g., Super Fang, Psywave
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db $28,$29,$FF
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db SUPER_FANG_EFFECT
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db SPECIAL_DAMAGE_EFFECT
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db -1
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EffectsArray3: ; 3c014 (f:4014)
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; non-damaging, stat‐affecting or status‐causing moves?
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; e.g., Meditate, Bide, Hypnosis
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db $01,$0A,$0B,$0C,$0D,$0E,$0F,$12,$13,$14,$15,$16,$17,$1A,$20,$32,$33,$34,$35,$36,$37,$3A,$3B,$3C,$3D,$3E,$3F,$FF
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db $01
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db ATTACK_UP1_EFFECT
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db DEFENSE_UP1_EFFECT
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db SPEED_UP1_EFFECT
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db SPECIAL_UP1_EFFECT
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db ACCURACY_UP1_EFFECT
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db EVASION_UP1_EFFECT
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db ATTACK_DOWN1_EFFECT
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db DEFENSE_DOWN1_EFFECT
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db SPEED_DOWN1_EFFECT
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db SPECIAL_DOWN1_EFFECT
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db ACCURACY_DOWN1_EFFECT
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db EVASION_DOWN1_EFFECT
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db BIDE_EFFECT
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db SLEEP_EFFECT
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db ATTACK_UP2_EFFECT
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db DEFENSE_UP2_EFFECT
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db SPEED_UP2_EFFECT
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db SPECIAL_UP2_EFFECT
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db ACCURACY_UP2_EFFECT
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db EVASION_UP2_EFFECT
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db ATTACK_DOWN2_EFFECT
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db DEFENSE_DOWN2_EFFECT
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db SPEED_DOWN2_EFFECT
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db SPECIAL_DOWN2_EFFECT
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db ACCURACY_DOWN2_EFFECT
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db EVASION_DOWN2_EFFECT
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db -1
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EffectsArray4: ; 3c030 (f:4030)
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db $03,$07,$08,$10,$1D,$1E,$2C,$30,$4D,$51,$FF
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; Attacks that aren't finished after they faint the opponent.
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db DRAIN_HP_EFFECT
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db EXPLODE_EFFECT
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db DREAM_EATER_EFFECT
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db PAY_DAY_EFFECT
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db TWO_TO_FIVE_ATTACKS_EFFECT
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db $1E
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db ATTACK_TWICE_EFFECT
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db RECOIL_EFFECT
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db TWINEEDLE_EFFECT
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db RAGE_EFFECT
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db -1
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EffectsArray5: ; 3c03b (f:403b)
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db $03,$07,$08,$10,$11,$1D,$1E,$27,$28,$29,$2B,$2C,$2D,$30 ; fallthru
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db DRAIN_HP_EFFECT
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db EXPLODE_EFFECT
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db DREAM_EATER_EFFECT
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db PAY_DAY_EFFECT
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db SWIFT_EFFECT
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db TWO_TO_FIVE_ATTACKS_EFFECT
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db $1E
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db CHARGE_EFFECT
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db SUPER_FANG_EFFECT
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db SPECIAL_DAMAGE_EFFECT
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db FLY_EFFECT
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db ATTACK_TWICE_EFFECT
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db JUMP_KICK_EFFECT
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db RECOIL_EFFECT
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; fallthrough
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EffectsArray5B: ; 3c049 (f:4049)
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; moves that prevent the player from switching moves?
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db $1B,$2A,$FF
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db THRASH_PETAL_DANCE_EFFECT
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db TRAPPING_EFFECT
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db -1
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Func_3c04c: ; 3c04c (f:404c)
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call Func_3ec92
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@ -59361,9 +59433,9 @@ asm_3d74b
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ld c,$1E
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call DelayFrames
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ld a,[W_PLAYERMOVEEFFECT]
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cp a,$2B
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cp a,FLY_EFFECT
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jr z,.next5
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cp a,$27 ; XXX SLP | FRZ ?
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cp a,CHARGE_EFFECT
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jr z,.next5
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jr asm_3d766
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.next5
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@ -59373,7 +59445,7 @@ asm_3d74b
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call PlayMoveAnimation
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asm_3d766
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ld a,[W_PLAYERMOVEEFFECT]
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cp a,9
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cp a,MIRROR_MOVE_EFFECT
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jr nz,.next6 ; 577A
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call MirrorMoveCopyMove
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jp z,Func_3d80a
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@ -59381,7 +59453,7 @@ asm_3d766
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ld [$CCED],a
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jp Func_3d69a
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.next6
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cp a,$53
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cp a,METRONOME_EFFECT
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jr nz,.next7 ; 5784
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call MetronomePickMove
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jp Func_3d69a
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@ -59396,7 +59468,7 @@ asm_3d766
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jr z,.next8 ; 57A6
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call Func_3dbe2
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ld a,[W_PLAYERMOVEEFFECT]
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cp a,7
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cp a,EXPLODE_EFFECT
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jr z,.next9 ; 57B9
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jp Func_3d80a
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.next8
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