Merge branch 'battle_engine' of https://github.com/rh-hideout/pokeemerald-expansion into HEAD
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@@ -604,9 +604,8 @@
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.endm
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@ Blocks script execution until the movements being applied to the specified (localId) object finish.
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@ If the specified object is 0, then the command will block script execution until all objects
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@ affected by applymovement finish their movements. If the specified object is not currently being
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@ manipulated with applymovement, then this command does nothing.
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@ If localId is 0, then the id of the last-moved object will be used instead. If the specified object
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@ is not currently being manipulated with applymovement, then this command does nothing.
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@ If no map is specified, then the current map is used.
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.macro waitmovement localId:req, map
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.ifb \map
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@@ -987,7 +986,7 @@
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@ Gives the player a Pokémon of the specified species and level, holding the specified item. The trailing 0s are unused parameters.
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@ VAR_RESULT will be set to MON_GIVEN_TO_PARTY, MON_GIVEN_TO_PC, or MON_CANT_GIVE depending on the outcome.
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.macro givemon species:req, level:req, item:req
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.macro givemon species:req, level:req, item=ITEM_NONE
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.byte 0x79
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.2byte \species
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.byte \level
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@@ -1436,7 +1435,7 @@
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@ that is also against 'species2' at 'level2' holding 'item2'.
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@ Running this command will not affect normal wild battles. You start the prepared battle with dowildbattle.
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@ If the player only has one Pokemon, a scripted double battle will be buggy.
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.macro setwildbattle species:req, level:req, item:req, species2=SPECIES_NONE, level2=0, item2=ITEM_NONE
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.macro setwildbattle species:req, level:req, item=ITEM_NONE, species2=SPECIES_NONE, level2=0, item2=ITEM_NONE
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.byte 0xb6
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.2byte \species
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.byte \level
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@@ -1939,6 +1938,14 @@
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closebraillemessage
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.endm
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@ Creates an "event legal" Pokémon for an encounter
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.macro seteventmon species:req, level:req, item=ITEM_NONE
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setvar VAR_0x8004, \species
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setvar VAR_0x8005, \level
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setvar VAR_0x8006, \item
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special CreateEventLegalEnemyMon
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.endm
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@ Set up a totem boost for the next battle.
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@ 'battler' is the position of the mon you want to gain a boost. see B_POSITION_xx in include/constants/battle.h.
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@ The rest of the arguments are the stat change values to each stat.
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