Implement native opening scenes, battle foundation and overworld movement
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/** Battle constants under their PRET names (constants/*.asm and
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* macros/scripts/battle_commands.asm). `npm run check:reference` compares
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* every entry with the pinned source, so a wrong value cannot ship. */
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export const C = {
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// Move effects (constants/move_effect_constants.asm)
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EFFECT_NORMAL_HIT: 0,
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EFFECT_LEECH_HIT: 3,
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EFFECT_SELFDESTRUCT: 7,
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EFFECT_DREAM_EATER: 8,
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EFFECT_ALWAYS_HIT: 17,
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EFFECT_ATTACK_DOWN: 18,
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EFFECT_EVASION_DOWN: 24,
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EFFECT_BIDE: 26,
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EFFECT_RAMPAGE: 27,
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EFFECT_MULTI_HIT: 29,
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EFFECT_CONVERSION: 30,
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EFFECT_TOXIC: 33,
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EFFECT_RAZOR_WIND: 39,
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EFFECT_DOUBLE_HIT: 44,
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EFFECT_JUMP_KICK: 45,
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EFFECT_ATTACK_DOWN_2: 58,
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EFFECT_EVASION_DOWN_2: 64,
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EFFECT_ATTACK_DOWN_HIT: 68,
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EFFECT_ACCURACY_DOWN_HIT: 73,
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EFFECT_EVASION_DOWN_HIT: 74,
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EFFECT_SKY_ATTACK: 75,
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EFFECT_CONFUSE_HIT: 76,
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EFFECT_POISON_MULTI_HIT: 77,
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EFFECT_RAGE: 81,
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EFFECT_SPLASH: 85,
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EFFECT_SNORE: 92,
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EFFECT_PRIORITY_HIT: 103,
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EFFECT_TRIPLE_KICK: 104,
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EFFECT_PROTECT: 111,
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EFFECT_ENDURE: 116,
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EFFECT_ROLLOUT: 117,
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EFFECT_SWAGGER: 118,
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EFFECT_FURY_CUTTER: 119,
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EFFECT_SKULL_BASH: 145,
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EFFECT_FUTURE_SIGHT: 148,
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EFFECT_SOLARBEAM: 151,
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EFFECT_THUNDER: 152,
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EFFECT_BEAT_UP: 154,
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EFFECT_FLY: 155,
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// Moves (constants/move_constants.asm)
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GUST: 16,
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WHIRLWIND: 18,
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FLY: 19,
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THUNDER: 87,
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EARTHQUAKE: 89,
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FISSURE: 90,
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DIG: 91,
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MIMIC: 102,
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MINIMIZE: 107,
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SUBSTITUTE: 164,
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STRUGGLE: 165,
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FLAME_WHEEL: 172,
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SNORE: 173,
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SLEEP_TALK: 214,
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SACRED_FIRE: 221,
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MAGNITUDE: 222,
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VITAL_THROW: 233,
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TWISTER: 239,
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// Types (constants/type_constants.asm)
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NORMAL: 0,
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FLYING: 2,
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POISON: 3,
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FIRE: 20,
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SPECIAL: 20,
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ICE: 25,
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// Species and items
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PIKACHU: 25,
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FARFETCH_D: 83,
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CUBONE: 104,
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MAROWAK: 105,
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CHANSEY: 113,
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MAGIKARP: 129,
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DITTO: 132,
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UNOWN: 201,
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NO_ITEM: 0,
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LUCKY_PUNCH: 30,
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METAL_POWDER: 35,
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STICK: 105,
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THICK_CLUB: 118,
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EXP_SHARE: 57,
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CLEANSE_TAG: 94,
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LUCKY_EGG: 126,
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LIGHT_BALL: 163,
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// Held item effects (constants/item_data_constants.asm)
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HELD_BERRY: 1,
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HELD_LEFTOVERS: 3,
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HELD_RESTORE_PP: 6,
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HELD_HEAL_POISON: 10,
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HELD_HEAL_PARALYZE: 14,
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HELD_HEAL_STATUS: 15,
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HELD_HEAL_CONFUSION: 16,
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HELD_PREVENT_POISON: 20,
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HELD_PREVENT_BURN: 21,
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HELD_PREVENT_FREEZE: 22,
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HELD_PREVENT_SLEEP: 23,
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HELD_PREVENT_PARALYZE: 24,
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HELD_PREVENT_CONFUSE: 25,
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HELD_ESCAPE: 72,
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HELD_CRITICAL_UP: 73,
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HELD_QUICK_CLAW: 74,
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HELD_FLINCH: 75,
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HELD_ATTACK_UP: 31,
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HELD_EVASION_UP: 37,
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HELD_BRIGHTPOWDER: 77,
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HELD_FOCUS_BAND: 79,
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// Stats and levels
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ATTACK: 0,
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DEFENSE: 1,
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SPEED: 2,
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SP_ATTACK: 3,
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SP_DEFENSE: 4,
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ACCURACY: 5,
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EVASION: 6,
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BASE_STAT_LEVEL: 7,
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MAX_STAT_LEVEL: 13,
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MAX_LEVEL: 100,
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PP_MASK: 63,
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NUM_MOVES: 4,
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BASE_HAPPINESS: 70,
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START_MONEY: 3000,
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MAX_MONEY: 999999,
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// Status bits and masks
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SLP_MASK: 7,
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PSN: 3,
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BRN: 4,
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FRZ: 5,
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PAR: 6,
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// Substatus bits, by byte: 1 (Nightmare..In Love), 2 (Curled),
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// 3 (Bide..Confused), 4 (X Accuracy..Leech Seed), 5 (Toxic..Can't Run)
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SUBSTATUS_NIGHTMARE: 0,
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SUBSTATUS_CURSE: 1,
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SUBSTATUS_PROTECT: 2,
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SUBSTATUS_IDENTIFIED: 3,
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SUBSTATUS_PERISH: 4,
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SUBSTATUS_ENDURE: 5,
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SUBSTATUS_ROLLOUT: 6,
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SUBSTATUS_IN_LOVE: 7,
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SUBSTATUS_CURLED: 0,
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SUBSTATUS_BIDE: 0,
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SUBSTATUS_RAMPAGE: 1,
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SUBSTATUS_IN_LOOP: 2,
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SUBSTATUS_FLINCHED: 3,
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SUBSTATUS_CHARGED: 4,
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SUBSTATUS_UNDERGROUND: 5,
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SUBSTATUS_FLYING: 6,
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SUBSTATUS_CONFUSED: 7,
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SUBSTATUS_X_ACCURACY: 0,
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SUBSTATUS_MIST: 1,
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SUBSTATUS_FOCUS_ENERGY: 2,
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SUBSTATUS_SUBSTITUTE: 4,
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SUBSTATUS_RECHARGE: 5,
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SUBSTATUS_RAGE: 6,
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SUBSTATUS_LEECH_SEED: 7,
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SUBSTATUS_TOXIC: 0,
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SUBSTATUS_TRANSFORMED: 3,
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SUBSTATUS_ENCORED: 4,
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SUBSTATUS_LOCK_ON: 5,
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SUBSTATUS_DESTINY_BOND: 6,
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SUBSTATUS_CANT_RUN: 7,
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// Screens, weather and effectiveness
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SCREENS_SPIKES: 0,
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SCREENS_SAFEGUARD: 2,
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SCREENS_LIGHT_SCREEN: 3,
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SCREENS_REFLECT: 4,
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WEATHER_NONE: 0,
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WEATHER_RAIN: 1,
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WEATHER_SUN: 2,
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NO_EFFECT: 0,
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NOT_VERY_EFFECTIVE: 5,
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EFFECTIVE: 10,
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SUPER_EFFECTIVE: 20,
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STAB_DAMAGE: 128,
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EFFECTIVENESS_MASK: 127,
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BASE_PRIORITY: 1,
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// Battle modes, types and results
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WILD_BATTLE: 1,
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TRAINER_BATTLE: 2,
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BATTLETYPE_NORMAL: 0,
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BATTLETYPE_DEBUG: 2,
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BATTLETYPE_TUTORIAL: 3,
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BATTLETYPE_ROAMING: 5,
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BATTLETYPE_CONTEST: 6,
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BATTLETYPE_FORCESHINY: 7,
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BATTLETYPE_TRAP: 9,
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BATTLETYPE_FORCEITEM: 10,
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BATTLETYPE_CELEBI: 11,
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BATTLETYPE_SUICUNE: 12,
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WIN: 0,
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LOSE: 1,
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DRAW: 2,
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MORN_F: 0,
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DAY_F: 1,
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NITE_F: 2,
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} as const;
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/** Battle command IDs (macros/scripts/battle_commands.asm). */
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export const COMMAND = {
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checkturn: 1,
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checkobedience: 2,
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usedmovetext: 3,
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doturn: 4,
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critical: 5,
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damagestats: 6,
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stab: 7,
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damagevariation: 8,
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checkhit: 9,
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lowersub: 10,
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moveanimnosub: 11,
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raisesub: 12,
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failuretext: 13,
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applydamage: 14,
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criticaltext: 15,
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supereffectivetext: 16,
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checkfaint: 17,
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buildopponentrage: 18,
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poisontarget: 19,
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sleeptarget: 20,
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draintarget: 21,
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burntarget: 23,
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freezetarget: 24,
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paralyzetarget: 25,
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flinchtarget: 37,
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confuse: 42,
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confusetarget: 43,
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poison: 47,
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paralyze: 48,
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splash: 54,
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kingsrock: 77,
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foresight: 87,
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damagecalc: 98,
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checksafeguard: 101,
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healmorn: 106,
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healday: 107,
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healnite: 108,
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attackup: 112,
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defenseup: 113,
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speedup: 114,
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specialattackup: 115,
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specialdefenseup: 116,
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accuracyup: 117,
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evasionup: 118,
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attackup2: 119,
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defenseup2: 120,
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speedup2: 121,
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specialattackup2: 122,
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specialdefenseup2: 123,
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accuracyup2: 124,
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evasionup2: 125,
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attackdown: 126,
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defensedown: 127,
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speeddown: 128,
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specialattackdown: 129,
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specialdefensedown: 130,
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accuracydown: 131,
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evasiondown: 132,
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attackdown2: 133,
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defensedown2: 134,
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speeddown2: 135,
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specialattackdown2: 136,
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specialdefensedown2: 137,
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accuracydown2: 138,
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evasiondown2: 139,
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statupmessage: 140,
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statdownmessage: 141,
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statupfailtext: 142,
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statdownfailtext: 143,
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effectchance: 144,
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statdownanim: 145,
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statupanim: 146,
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switchturn: 147,
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rage: 151,
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doubleflyingdamage: 152,
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ragedamage: 162,
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clearmissdamage: 169,
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movedelay: 170,
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moveanim: 171,
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curl: 175,
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endmove: 0xff,
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endturn: 0xfe,
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} as const;
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