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Indent comments that describe data table macro formats
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20 changed files with 30 additions and 30 deletions
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@ -3,7 +3,7 @@ hidden_coin: MACRO
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ENDM
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HiddenCoinCoords:
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; map id, x, y
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; map id, x, y
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hidden_coin GAME_CORNER, 0, 8
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hidden_coin GAME_CORNER, 1, 16
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hidden_coin GAME_CORNER, 3, 11
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@ -3,7 +3,7 @@ hidden_item: MACRO
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ENDM
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HiddenItemCoords:
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; map id, x, y
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; map id, x, y
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hidden_item VIRIDIAN_FOREST, 1, 18
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hidden_item VIRIDIAN_FOREST, 16, 42
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hidden_item MT_MOON_B2F, 18, 12
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@ -1,5 +1,5 @@
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TradeMons:
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; give mon, get mon, dialog id, nickname
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; give mon, get mon, dialog id, nickname
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db NIDORINO, NIDORINA, TRADE_DIALOGSET_CASUAL, "TERRY@@@@@@"
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db ABRA, MR_MIME, TRADE_DIALOGSET_CASUAL, "MARCEL@@@@@"
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db BUTTERFREE, BEEDRILL, TRADE_DIALOGSET_HAPPY, "CHIKUCHIKU@"
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@ -6,7 +6,7 @@ mon_icon_header: MACRO
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ENDM
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MonPartySpritePointers:
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; gfx pointer, gfx tile offset, # tiles, vSprites tile offset
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; gfx pointer, gfx tile offset, # tiles, vSprites tile offset
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mon_icon_header SlowbroSprite, 12, 4, $00
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mon_icon_header BallSprite, 0, 8, $04
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mon_icon_header ClefairySprite, 12, 4, $0c
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@ -4,7 +4,7 @@ vend_item: MACRO
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ENDM
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VendingPrices:
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; item id, price
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; item id, price
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vend_item FRESH_WATER, 200
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vend_item SODA_POP, 300
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vend_item LEMONADE, 350
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@ -3,7 +3,7 @@ force_bike_surf: MACRO
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ENDM
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ForcedBikeOrSurfMaps:
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; map id, x, y
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; map id, x, y
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force_bike_surf ROUTE_16, 17, 10
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force_bike_surf ROUTE_16, 17, 11
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force_bike_surf ROUTE_18, 33, 8
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@ -5,7 +5,7 @@ ENDM
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; the appearance of towns and routes in the town map
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ExternalMapEntries:
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; x, y, name
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; x, y, name
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external_map 11, 2, PalletTownName
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external_map 8, 2, ViridianCityName
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external_map 3, 2, PewterCityName
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@ -53,7 +53,7 @@ ENDM
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; the appearance of buildings and dungeons in the town map
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InternalMapEntries:
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; maximum map id subject to this rule, x, y, name
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; maximum map id subject to this rule, x, y, name
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internal_map OAKS_LAB, 11, 2, PalletTownName
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internal_map VIRIDIAN_GYM, 8, 2, ViridianCityName
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internal_map VIRIDIAN_FOREST_SOUTH_GATE, 6, 2, Route2Name
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@ -4,7 +4,7 @@ special_effect: MACRO
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ENDM
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SpecialEffectPointers:
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; special effect id, effect routine address
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; special effect id, effect routine address
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special_effect SE_DARK_SCREEN_FLASH, AnimationFlashScreen ; $FE
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special_effect SE_DARK_SCREEN_PALETTE, AnimationDarkScreenPalette ; $FD
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special_effect SE_RESET_SCREEN_PALETTE, AnimationResetScreenPalette ; $FC
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@ -4,7 +4,7 @@ anim_special_effect: MACRO
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ENDM
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AnimationIdSpecialEffects:
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; animation id, effect routine address
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; animation id, effect routine address
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anim_special_effect MEGA_PUNCH, AnimationFlashScreen
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anim_special_effect GUILLOTINE, AnimationFlashScreen
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anim_special_effect MEGA_KICK, AnimationFlashScreen
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@ -45,14 +45,14 @@ SpriteFacingAndAnimationTable:
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.WalkingLeft: db $88, $89, $8a, $8b
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.NormalOAM:
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; y, x, attributes
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; y, x, attributes
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db 0, 0, $00 ; top left
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db 0, 8, $00 ; top right
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db 8, 0, OAMFLAG_CANBEMASKED ; bottom left
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db 8, 8, OAMFLAG_CANBEMASKED | OAMFLAG_ENDOFDATA ; bottom right
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.FlippedOAM:
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; y, x, attributes
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; y, x, attributes
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db 0, 8, OAMFLAG_VFLIPPED ; top left
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db 0, 0, OAMFLAG_VFLIPPED ; top right
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db 8, 8, OAMFLAG_VFLIPPED | OAMFLAG_CANBEMASKED ; bottom left
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@ -5,7 +5,7 @@ overworld_sprite: MACRO
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ENDM
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SpriteSheetPointerTable:
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; graphics, tile count
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; graphics, tile count
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overworld_sprite RedSprite, 12 ; SPRITE_RED
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overworld_sprite BlueSprite, 12 ; SPRITE_BLUE
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overworld_sprite OakSprite, 12 ; SPRITE_OAK
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@ -4,7 +4,7 @@ bookshelf_tile: MACRO
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ENDM
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BookshelfTileIDs:
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; tileset id, bookshelf tile id, text id
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; tileset id, bookshelf tile id, text id
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bookshelf_tile PLATEAU, $30, IndigoPlateauStatues
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bookshelf_tile HOUSE, $3D, TownMapText
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bookshelf_tile HOUSE, $1E, BookOrSculptureText
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@ -1,6 +1,6 @@
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CutTreeBlockSwaps:
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; first byte = tileset block containing the cut tree
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; second byte = corresponding tileset block after the cut animation happens
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; first byte = tileset block containing the cut tree
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; second byte = corresponding tileset block after the cut animation happens
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db $32, $6D
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db $33, $6C
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db $34, $6F
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@ -7,7 +7,7 @@ tileset: MACRO
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ENDM
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Tilesets:
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; block, gfx, coll, 3 counter tiles, grass tile, permission
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; block, gfx, coll, 3 counter tiles, grass tile, permission
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tileset Overworld_Block, Overworld_GFX, Overworld_Coll, $FF,$FF,$FF, $52, OUTDOOR
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tileset RedsHouse1_Block, RedsHouse1_GFX, RedsHouse1_Coll, $FF,$FF,$FF, $FF, INDOOR
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tileset Mart_Block, Mart_GFX, Mart_Coll, $18,$19,$1E, $FF, INDOOR
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@ -1,5 +1,5 @@
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WarpPadAndHoleData:
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; tileset id, tile id, value for [wStandingOnWarpPadOrHole]
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; tileset id, tile id, value for [wStandingOnWarpPadOrHole]
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db FACILITY, $20, 1 ; warp pad
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db FACILITY, $11, 2 ; hole
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db CAVERN, $22, 2 ; hole
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@ -1,8 +1,8 @@
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TrainerAIPointers:
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; one entry per trainer class
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; first byte, number of times (per Pokémon) it can occur
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; next two bytes, pointer to AI subroutine for trainer class
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; subroutines are defined in engine/battle/trainer_ai.asm
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; one entry per trainer class
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; first byte, number of times (per Pokémon) it can occur
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; next two bytes, pointer to AI subroutine for trainer class
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; subroutines are defined in engine/battle/trainer_ai.asm
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dbw 3, GenericAI
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dbw 3, GenericAI
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dbw 3, GenericAI
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@ -4,8 +4,8 @@ pic_money: MACRO
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ENDM
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TrainerPicAndMoneyPointers::
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; pic pointer, base reward money
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; money received after battle = base money × level of highest-level enemy mon
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; pic pointer, base reward money
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; money received after battle = base money × level of highest-level enemy mon
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pic_money YoungsterPic, 1500
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pic_money BugCatcherPic, 1000
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pic_money LassPic, 1500
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@ -1,9 +1,9 @@
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; unique moves for gym leaders
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LoneMoves:
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; pokemon index, move to give nth pokemon
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; this is not automatic! you have to write the index you want to [wLoneAttackNo]
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; first. e.g., erika's script writes 4 to [wLoneAttackNo] to get mega drain,
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; the fourth entry in the list.
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LoneMoves:
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; pokemon index, move to give nth pokemon
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db 1, BIDE
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db 1, BUBBLEBEAM
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db 2, THUNDERBOLT
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db 4, FISSURE
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; unique moves for elite 4
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TeamMoves:
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; trainer, move
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; all trainers in this class are given this move automatically
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; (unrelated to LoneMoves)
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TeamMoves:
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; trainer, move
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db LORELEI, BLIZZARD
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db BRUNO, FISSURE
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db AGATHA, TOXIC
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@ -1,5 +1,5 @@
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; random choice of 2 good rod encounters
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GoodRodMons:
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; level, species
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; level, species
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db 10, GOLDEEN
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db 10, POLIWAG
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@ -1,6 +1,6 @@
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; super rod encounters
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SuperRodData:
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; map, fishing group
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; map, fishing group
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dbw PALLET_TOWN, .Group1
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dbw VIRIDIAN_CITY, .Group1
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dbw CERULEAN_CITY, .Group3
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