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Reorganize constants/
To do: add comments associating constants with data and code
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35 changed files with 2947 additions and 2942 deletions
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@ -1,208 +1,8 @@
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MAX_LEVEL EQU 100
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NUM_MOVES EQU 4
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NUM_STATS EQU 5
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NUM_STAT_MODS EQU 8
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NUM_DVS EQU 2
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PARTY_LENGTH EQU 6
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MONS_PER_BOX EQU 20
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NUM_BOXES EQU 12
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BAG_ITEM_CAPACITY EQU 20
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PC_ITEM_CAPACITY EQU 50
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HOF_MON EQU $10
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HOF_TEAM EQU PARTY_LENGTH * HOF_MON
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HOF_TEAM_CAPACITY EQU 50
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NAME_LENGTH EQU 11
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ITEM_NAME_LENGTH EQU 13
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A_BUTTON EQU %00000001
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B_BUTTON EQU %00000010
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SELECT EQU %00000100
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START EQU %00001000
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D_RIGHT EQU %00010000
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D_LEFT EQU %00100000
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D_UP EQU %01000000
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D_DOWN EQU %10000000
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const_value set 0
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const BIT_A_BUTTON
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const BIT_B_BUTTON
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const BIT_SELECT
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const BIT_START
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const BIT_D_RIGHT
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const BIT_D_LEFT
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const BIT_D_UP
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const BIT_D_DOWN
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SCREEN_WIDTH EQU 20
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SCREEN_HEIGHT EQU 18
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SCREEN_WIDTH_PIXELS EQU SCREEN_WIDTH * 8
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SCREEN_HEIGHT_PIXELS EQU SCREEN_HEIGHT * 8
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BYTES_PER_TILE EQU 16
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BG_MAP_WIDTH EQU 32
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BG_MAP_HEIGHT EQU 32
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SPRITEBUFFERSIZE EQU 7*7 * 8 ; 7 * 7 (tiles) * 8 (bytes per tile)
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NPC_MOVEMENT_DOWN EQU $00
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NPC_MOVEMENT_UP EQU $40
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NPC_MOVEMENT_LEFT EQU $80
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NPC_MOVEMENT_RIGHT EQU $C0
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; text box IDs
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MESSAGE_BOX EQU $01
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FIELD_MOVE_MON_MENU EQU $04
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JP_MOCHIMONO_MENU_TEMPLATE EQU $05
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USE_TOSS_MENU_TEMPLATE EQU $06
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JP_SAVE_MESSAGE_MENU_TEMPLATE EQU $08
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JP_SPEED_OPTIONS_MENU_TEMPLATE EQU $09
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BATTLE_MENU_TEMPLATE EQU $0b
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SWITCH_STATS_CANCEL_MENU_TEMPLATE EQU $0c
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LIST_MENU_BOX EQU $0d
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BUY_SELL_QUIT_MENU_TEMPLATE EQU $0e
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MONEY_BOX_TEMPLATE EQU $0f
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MON_SPRITE_POPUP EQU $11
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JP_AH_MENU_TEMPLATE EQU $12
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MONEY_BOX EQU $13
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TWO_OPTION_MENU EQU $14
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BUY_SELL_QUIT_MENU EQU $15
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JP_POKEDEX_MENU_TEMPLATE EQU $1a
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SAFARI_BATTLE_MENU_TEMPLATE EQU $1b
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; two option menu constants
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YES_NO_MENU EQU 0
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NORTH_WEST_MENU EQU 1
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SOUTH_EAST_MENU EQU 2
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WIDE_YES_NO_MENU EQU 3
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NORTH_EAST_MENU EQU 4
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TRADE_CANCEL_MENU EQU 5
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HEAL_CANCEL_MENU EQU 6
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NO_YES_MENU EQU 7
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; menu exit method constants for list menus and the buy/sell/quit menu
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CHOSE_MENU_ITEM EQU 1 ; pressed A
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CANCELLED_MENU EQU 2 ; pressed B
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; menu exit method constants for two-option menus
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CHOSE_FIRST_ITEM EQU 1
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CHOSE_SECOND_ITEM EQU 2
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; move mon constants
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BOX_TO_PARTY EQU 0
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PARTY_TO_BOX EQU 1
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DAYCARE_TO_PARTY EQU 2
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PARTY_TO_DAYCARE EQU 3
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; emotion bubbles
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EXCLAMATION_BUBBLE EQU 0
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QUESTION_BUBBLE EQU 1
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SMILE_BUBBLE EQU 2
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; slot symbols
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SLOTS7 EQU $0200
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SLOTSBAR EQU $0604
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SLOTSCHERRY EQU $0A08
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SLOTSFISH EQU $0E0C
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SLOTSBIRD EQU $1210
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SLOTSMOUSE EQU $1614
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; party menu types
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NORMAL_PARTY_MENU EQU 0
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USE_ITEM_PARTY_MENU EQU 1
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BATTLE_PARTY_MENU EQU 2
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TMHM_PARTY_MENU EQU 3
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SWAP_MONS_PARTY_MENU EQU 4
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EVO_STONE_PARTY_MENU EQU 5
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; party menu message IDs
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ANTIDOTE_MSG EQU $F0
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BURN_HEAL_MSG EQU $F1
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ICE_HEAL_MSG EQU $F2
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AWAKENING_MSG EQU $F3
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PARALYZ_HEAL_MSG EQU $F4
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POTION_MSG EQU $F5
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FULL_HEAL_MSG EQU $F6
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REVIVE_MSG EQU $F7
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RARE_CANDY_MSG EQU $F8
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; naming screen types
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NAME_PLAYER_SCREEN EQU 0
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NAME_RIVAL_SCREEN EQU 1
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NAME_MON_SCREEN EQU 2
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; mon data locations
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; Note that some values are not supported by all functions that use these values.
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PLAYER_PARTY_DATA EQU 0
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ENEMY_PARTY_DATA EQU 1
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BOX_DATA EQU 2
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DAYCARE_DATA EQU 3
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BATTLE_MON_DATA EQU 4
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; player direction constants
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PLAYER_DIR_BIT_RIGHT EQU 0
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PLAYER_DIR_BIT_LEFT EQU 1
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PLAYER_DIR_BIT_DOWN EQU 2
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PLAYER_DIR_BIT_UP EQU 3
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PLAYER_DIR_RIGHT EQU (1 << PLAYER_DIR_BIT_RIGHT)
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PLAYER_DIR_LEFT EQU (1 << PLAYER_DIR_BIT_LEFT)
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PLAYER_DIR_DOWN EQU (1 << PLAYER_DIR_BIT_DOWN)
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PLAYER_DIR_UP EQU (1 << PLAYER_DIR_BIT_UP)
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; Boolean checks
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FALSE EQU 0
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TRUE EQU 1
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; flag operations
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FLAG_RESET EQU 0
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FLAG_SET EQU 1
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FLAG_TEST EQU 2
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; HP bar
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HP_BAR_GREEN EQU 0
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HP_BAR_YELLOW EQU 1
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HP_BAR_RED EQU 2
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; D733 flags
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BIT_TEST_BATTLE EQU 0
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; battle type constants
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BATTLE_TYPE_NORMAL EQU 0
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BATTLE_TYPE_OLD_MAN EQU 1
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BATTLE_TYPE_SAFARI EQU 2
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; serial
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ESTABLISH_CONNECTION_WITH_INTERNAL_CLOCK EQU $01
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ESTABLISH_CONNECTION_WITH_EXTERNAL_CLOCK EQU $02
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USING_EXTERNAL_CLOCK EQU $01
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USING_INTERNAL_CLOCK EQU $02
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CONNECTION_NOT_ESTABLISHED EQU $ff
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; signals the start of an array of bytes transferred over the link cable
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SERIAL_PREAMBLE_BYTE EQU $FD
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; this byte is used when there is no data to send
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SERIAL_NO_DATA_BYTE EQU $FE
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; signals the end of one part of a patch list (there are two parts) for player/enemy party data
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SERIAL_PATCH_LIST_PART_TERMINATOR EQU $FF
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LINK_STATE_NONE EQU $00 ; not using link
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LINK_STATE_IN_CABLE_CLUB EQU $01 ; in a cable club room (Colosseum or Trade Centre)
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LINK_STATE_START_TRADE EQU $02 ; pre-trade selection screen initialisation
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LINK_STATE_START_BATTLE EQU $03 ; pre-battle initialisation
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LINK_STATE_BATTLING EQU $04 ; in a link battle
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LINK_STATE_RESET EQU $05 ; reset game (unused)
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LINK_STATE_TRADING EQU $32 ; in a link trade
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LINKBATTLE_RUN EQU $F
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LINKBATTLE_STRUGGLE EQU $E
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LINKBATTLE_NO_ACTION EQU $D
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