Use compound strings in battle debug menu (#7282)
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@ -263,145 +263,10 @@ enum
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static const u8 *GetHoldEffectName(enum ItemHoldEffect holdEffect);
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// const rom data
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static const u8 sText_Moves[] = _("Moves");
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static const u8 sText_Ability[] = _("Ability");
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static const u8 sText_HeldItem[] = _("Held Item");
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static const u8 sText_HoldEffect[] = _("Hold Effect");
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static const u8 sText_PP[] = _("PP");
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static const u8 sText_Types[] = _("Types");
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static const u8 sText_Stats[] = _("Stats");
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static const u8 sText_StatStages[] = _("Stat Stages");
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static const u8 sText_Status1[] = _("Status1");
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static const u8 sText_VolatileStatus[] = _("Volatiles");
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static const u8 sText_Status3[] = _("Status3");
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static const u8 sText_Status4[] = _("Status4");
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static const u8 sText_SideStatus[] = _("Side Status");
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static const u8 sText_AI[] = _("AI");
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static const u8 sText_AIMovePts[] = _("AI Pts/Dmg");
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static const u8 sText_AiKnowledge[] = _("AI Info");
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static const u8 sText_AiParty[] = _("AI Party");
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static const u8 sText_Various[] = _("Various");
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static const u8 sText_CurrHp[] = _("HP Current");
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static const u8 sText_MaxHp[] = _("HP Max");
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static const u8 sText_Attack[] = _("Attack");
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static const u8 sText_Defense[] = _("Defense");
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static const u8 sText_Speed[] = _("Speed");
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static const u8 sText_SpAtk[] = _("Sp. Atk");
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static const u8 sText_SpDef[] = _("Sp. Def");
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static const u8 sText_Sleep[] = _("Sleep");
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static const u8 sText_Poison[] = _("Poison");
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static const u8 sText_Burn[] = _("Burn");
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static const u8 sText_Freeze[] = _("Freeze");
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static const u8 sText_Paralysis[] = _("Paralysis");
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static const u8 sText_ToxicPoison[] = _("Toxic Poison");
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static const u8 sText_ToxicCounter[] = _("Toxic Counter");
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static const u8 sText_Frostbite[] = _("Frostbite");
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static const u8 sText_Confusion[] = _("Confusion");
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static const u8 sText_Flinched[] = _("Flinched");
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static const u8 sText_Uproar[] = _("Uproar");
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static const u8 sText_Torment[] = _("Torment");
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static const u8 sText_Bide[] = _("Bide");
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static const u8 sText_LockConfuse[] = _("Lock Confuse");
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static const u8 sText_MultipleTurns[] = _("Multiple Turns");
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static const u8 sText_Wrapped[] = _("Wrapped");
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static const u8 sText_Powder[] = _("Powder");
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static const u8 sText_Infatuation[] = _("Infatuation");
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static const u8 sText_DefenseCurl[] = _("Defense Curl");
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static const u8 sText_Transformed[] = _("Transformed");
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static const u8 sText_Recharge[] = _("Recharge");
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static const u8 sText_Rage[] = _("Rage");
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static const u8 sText_Substitute[] = _("Substitute");
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static const u8 sText_DestinyBond[] = _("Destiny Bond");
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static const u8 sText_EscapePrevention[] = _("Escape Prevention");
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static const u8 sText_Nightmare[] = _("Nightmare");
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static const u8 sText_Cursed[] = _("Cursed");
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static const u8 sText_Foresight[] = _("Foresight");
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static const u8 sText_DragonCheer[] = _("Dragon Cheer");
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static const u8 sText_FocusEnergy[] = _("Focus Energy");
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static const u8 sText_LeechSeedHealer[] = _("Leech Seed Healer");
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static const u8 sText_LeechSeeded[] = _("Leech Seeded");
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static const u8 sText_AlwaysHits[] = _("Always Hits");
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static const u8 sText_PerishSong[] = _("Perish Song");
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static const u8 sText_OnAir[] = _("On Air");
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static const u8 sText_Underground[] = _("Underground");
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static const u8 sText_Minimized[] = _("Minimized");
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static const u8 sText_ChargedUp[] = _("Charged Up");
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static const u8 sText_Rooted[] = _("Rooted");
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static const u8 sText_Yawn[] = _("Yawn");
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static const u8 sText_ImprisonedOthers[] = _("Imprisoned Others");
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static const u8 sText_Grudge[] = _("Grudge");
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static const u8 sText_GastroAcid[] = _("Gastro Acid");
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static const u8 sText_Embargo[] = _("Embargo");
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static const u8 sText_Underwater[] = _("Underwater");
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static const u8 sText_Trace[] = _("Trace");
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static const u8 sText_SmackedDown[] = _("Smacked Down");
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static const u8 sText_MeFirst[] = _("Me First");
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static const u8 sText_Telekinesis[] = _("Telekinesis");
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static const u8 sText_PhantomForce[] = _("Phantom Force");
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static const u8 sText_MiracleEyed[] = _("Miracle Eyed");
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static const u8 sText_MagnetRise[] = _("Magnet Rise");
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static const u8 sText_HealBlock[] = _("Heal Block");
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static const u8 sText_AquaRing[] = _("Aqua Ring");
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static const u8 sText_LaserFocus[] = _("Laser Focus");
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static const u8 sText_PowerTrick[] = _("Power Trick");
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static const u8 sText_SkyDropped[] = _("Sky Dropped");
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static const u8 sText_Electrified[] = _("Electrified");
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static const u8 sText_InfiniteConfusion[] = _("Infinite Confusion");
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static const u8 sText_SaltCure[] = _("Salt Cure");
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static const u8 sText_SyrupBomb[] = _("Syrup Bomb");
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static const u8 sText_GlaiveRush[] = _("Glaive Rush");
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static const u8 sText_Reflect[] = _("Reflect");
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static const u8 sText_LightScreen[] = _("Light Screen");
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static const u8 sText_StickyWeb[] = _("Sticky Web");
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static const u8 sText_Spikes[] = _("Spikes");
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static const u8 sText_Safeguard[] = _("Safeguard");
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static const u8 sText_FutureAttack[] = _("Future Attack");
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static const u8 sText_Mist[] = _("Mist");
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static const u8 sText_Tailwind[] = _("Tailwind");
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static const u8 sText_AuroraVeil[] = _("Aurora Veil");
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static const u8 sText_LuckyChant[] = _("Lucky Chant");
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static const u8 sText_ToxicSpikes[] = _("Toxic Spikes");
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static const u8 sText_StealthRock[] = _("Stealth Rock");
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static const u8 sText_Steelsurge[] = _("Steelsurge");
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static const u8 sText_DamageNonTypes[] = _("Damage Non-Types");
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static const u8 sText_Rainbow[] = _("Rainbow");
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static const u8 sText_SeaOfFire[] = _("Sea of Fire");
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static const u8 sText_Swamp[] = _("Swamp");
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static const u8 sText_CheckBadMove[] = _("Check Bad Move");
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static const u8 sText_TryToFaint[] = _("Try to Faint");
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static const u8 sText_CheckViability[] = _("Check Viability");
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static const u8 sText_ForceSetupFirstTurn[] = _("Force Setup First Turn");
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static const u8 sText_Risky[] = _("Risky");
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static const u8 sText_TryTo2HKO[] = _("Try to 2HKO");
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static const u8 sText_PreferBatonPass[] = _("Prefer Baton Pass");
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static const u8 sText_DoubleBattle[] = _("Double Battle");
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static const u8 sText_HpAware[] = _("HP Aware");
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static const u8 sText_PowerfulStatus[] = _("Powerful Status");
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static const u8 sText_NegateUnaware[] = _("Negate Unaware");
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static const u8 sText_WillSuicide[] = _("Will Suicide");
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static const u8 sText_PreferStatusMoves[] = _("Prefer Status Moves");
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static const u8 sText_Stall[] = _("Stall");
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static const u8 sText_SmartSwitching[] = _("Smart Switching");
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static const u8 sText_AcePokemon[] = _("Ace Pokémon");
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static const u8 sText_Omniscient[] = _("Omniscient");
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static const u8 sText_SmartMonChoices[] = _("Smart Mon Choices");
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static const u8 sText_Conservative[] = _("Conservative");
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static const u8 sText_SequenceSwitching[] = _("Sequence Switching");
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static const u8 sText_DoubleAcePokemon[] = _("Double Ace Pokémon");
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static const u8 sText_WeighAbilityPrediction[] = _("Weigh Ability Prediction");
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static const u8 sText_PreferHighestDamageMove[] = _("Prefer Highest Damage Move");
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static const u8 sText_PredictSwitch[] = _("Predict Switch");
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static const u8 sText_PredictIncomingMon[] = _("Predict Incoming Mon");
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static const u8 sText_DynamicFunc[] = _("Dynamic Func");
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static const u8 sText_Roaming[] = _("Roaming");
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static const u8 sText_Safari[] = _("Safari");
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static const u8 sText_FirstBattle[] = _("First Battle");
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static const u8 sText_ShowHP[] = _("Show HP");
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static const u8 sText_SubstituteHp[] = _("Substitute HP");
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static const u8 sText_InLove[] = _("In Love");
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static const u8 sText_Unknown[] = _("Unknown");
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static const u8 sText_EmptyString[] = _("");
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static const u8 sText_IsSwitching[] = _("Switching to ");
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static const struct BitfieldInfo sStatus1Bitfield[] =
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{
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@ -487,160 +352,160 @@ static const struct BitfieldInfo sAIBitfield[] =
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static const struct ListMenuItem sMainListItems[] =
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{
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{sText_Moves, LIST_ITEM_MOVES},
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{sText_Ability, LIST_ITEM_ABILITY},
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{sText_HeldItem, LIST_ITEM_HELD_ITEM},
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{sText_PP, LIST_ITEM_PP},
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{sText_Types, LIST_ITEM_TYPES},
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{sText_Stats, LIST_ITEM_STATS},
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{sText_StatStages, LIST_ITEM_STAT_STAGES},
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{sText_Status1, LIST_ITEM_STATUS1},
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{sText_VolatileStatus, LIST_ITEM_VOLATILE},
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{sText_Status3, LIST_ITEM_STATUS3},
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{sText_Status4, LIST_ITEM_STATUS4},
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{sText_SideStatus, LIST_ITEM_SIDE_STATUS},
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{sText_AI, LIST_ITEM_AI},
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{sText_AIMovePts, LIST_ITEM_AI_MOVES_PTS},
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{sText_AiKnowledge, LIST_ITEM_AI_INFO},
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{sText_AiParty, LIST_ITEM_AI_PARTY},
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{sText_Various, LIST_ITEM_VARIOUS},
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{COMPOUND_STRING("Moves"), LIST_ITEM_MOVES},
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{sText_Ability, LIST_ITEM_ABILITY},
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{sText_HeldItem, LIST_ITEM_HELD_ITEM},
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{COMPOUND_STRING("PP"), LIST_ITEM_PP},
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{COMPOUND_STRING("Types"), LIST_ITEM_TYPES},
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{COMPOUND_STRING("Stats"), LIST_ITEM_STATS},
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{COMPOUND_STRING("Stat Stages"), LIST_ITEM_STAT_STAGES},
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{COMPOUND_STRING("Status1"), LIST_ITEM_STATUS1},
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{COMPOUND_STRING("Volatiles"), LIST_ITEM_VOLATILE},
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{COMPOUND_STRING("Status3"), LIST_ITEM_STATUS3},
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{COMPOUND_STRING("Status4"), LIST_ITEM_STATUS4},
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{COMPOUND_STRING("Side Status"), LIST_ITEM_SIDE_STATUS},
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{COMPOUND_STRING("AI"), LIST_ITEM_AI},
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{COMPOUND_STRING("AI Pts/Dmg"), LIST_ITEM_AI_MOVES_PTS},
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{COMPOUND_STRING("AI Info"), LIST_ITEM_AI_INFO},
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{COMPOUND_STRING("AI Party"), LIST_ITEM_AI_PARTY},
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{COMPOUND_STRING("Various"), LIST_ITEM_VARIOUS},
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};
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static const struct ListMenuItem sStatsListItems[] =
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{
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{sText_CurrHp, LIST_STAT_HP_CURRENT},
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{sText_MaxHp, LIST_STAT_HP_MAX},
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{sText_Attack, LIST_STAT_ATTACK},
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{sText_Defense, LIST_STAT_DEFENSE},
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{sText_Speed, LIST_STAT_SPEED},
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{sText_SpAtk, LIST_STAT_SP_ATK},
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{sText_SpDef, LIST_STAT_SP_DEF},
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{COMPOUND_STRING("HP Current"), LIST_STAT_HP_CURRENT},
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{COMPOUND_STRING("HP Max"), LIST_STAT_HP_MAX},
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{COMPOUND_STRING("Attack"), LIST_STAT_ATTACK},
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{COMPOUND_STRING("Defense"), LIST_STAT_DEFENSE},
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{COMPOUND_STRING("Speed"), LIST_STAT_SPEED},
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{COMPOUND_STRING("Sp. Atk"), LIST_STAT_SP_ATK},
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{COMPOUND_STRING("Sp. Def"), LIST_STAT_SP_DEF},
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};
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static const struct ListMenuItem sStatus1ListItems[] =
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{
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{sText_Sleep, LIST_STATUS1_SLEEP},
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{sText_Poison, LIST_STATUS1_POISON},
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{sText_Burn, LIST_STATUS1_BURN},
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{sText_Freeze, LIST_STATUS1_FREEZE},
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{sText_Paralysis, LIST_STATUS1_PARALYSIS},
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{sText_ToxicPoison, LIST_STATUS1_TOXIC_POISON},
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{sText_ToxicCounter, LIST_STATUS1_TOXIC_COUNTER},
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{sText_Frostbite, LIST_STATUS1_FROSTBITE},
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{COMPOUND_STRING("Sleep"), LIST_STATUS1_SLEEP},
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{COMPOUND_STRING("Poison"), LIST_STATUS1_POISON},
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{COMPOUND_STRING("Burn"), LIST_STATUS1_BURN},
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{COMPOUND_STRING("Freeze"), LIST_STATUS1_FREEZE},
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{COMPOUND_STRING("Paralysis"), LIST_STATUS1_PARALYSIS},
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{COMPOUND_STRING("Toxic Poison"), LIST_STATUS1_TOXIC_POISON},
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{COMPOUND_STRING("Toxic Counter"), LIST_STATUS1_TOXIC_COUNTER},
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{COMPOUND_STRING("Frostbite"), LIST_STATUS1_FROSTBITE},
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};
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static const struct ListMenuItem sVolatileStatusListItems[] =
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{
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{COMPOUND_STRING("Confusion"), VOLATILE_CONFUSION},
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{COMPOUND_STRING("Flinched"), VOLATILE_FLINCHED},
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{COMPOUND_STRING("Torment"), VOLATILE_TORMENT},
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{COMPOUND_STRING("Powder"), VOLATILE_POWDER},
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{COMPOUND_STRING("DefenseCurl"), VOLATILE_DEFENSE_CURL},
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{COMPOUND_STRING("Recharge"), VOLATILE_RECHARGE},
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{COMPOUND_STRING("Rage"), VOLATILE_RAGE},
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{COMPOUND_STRING("DestinyBond"), VOLATILE_DESTINY_BOND},
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{COMPOUND_STRING("Confusion"), VOLATILE_CONFUSION},
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{COMPOUND_STRING("Flinched"), VOLATILE_FLINCHED},
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{COMPOUND_STRING("Torment"), VOLATILE_TORMENT},
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{COMPOUND_STRING("Powder"), VOLATILE_POWDER},
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{COMPOUND_STRING("DefenseCurl"), VOLATILE_DEFENSE_CURL},
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{COMPOUND_STRING("Recharge"), VOLATILE_RECHARGE},
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{COMPOUND_STRING("Rage"), VOLATILE_RAGE},
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{COMPOUND_STRING("DestinyBond"), VOLATILE_DESTINY_BOND},
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{COMPOUND_STRING("EscapePrevention"), VOLATILE_ESCAPE_PREVENTION},
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{COMPOUND_STRING("Cursed"), VOLATILE_CURSED},
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{COMPOUND_STRING("Foresight"), VOLATILE_FORESIGHT},
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{COMPOUND_STRING("DragonCheer"), VOLATILE_DRAGON_CHEER},
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{COMPOUND_STRING("FocusEnergy"), VOLATILE_FOCUS_ENERGY},
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{COMPOUND_STRING("MudSport"), VOLATILE_MUD_SPORT},
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{COMPOUND_STRING("WaterSport"), VOLATILE_WATER_SPORT},
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{COMPOUND_STRING("Cursed"), VOLATILE_CURSED},
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{COMPOUND_STRING("Foresight"), VOLATILE_FORESIGHT},
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{COMPOUND_STRING("DragonCheer"), VOLATILE_DRAGON_CHEER},
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{COMPOUND_STRING("FocusEnergy"), VOLATILE_FOCUS_ENERGY},
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{COMPOUND_STRING("MudSport"), VOLATILE_MUD_SPORT},
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{COMPOUND_STRING("WaterSport"), VOLATILE_WATER_SPORT},
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};
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static const struct ListMenuItem sStatus3ListItems[] =
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{
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{sText_LeechSeedHealer, LIST_STATUS3_LEECH_SEED_HEALER},
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{sText_LeechSeeded, LIST_STATUS3_LEECH_SEEDED},
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{sText_AlwaysHits, LIST_STATUS3_ALWAYS_HITS},
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{sText_PerishSong, LIST_STATUS3_PERISH_SONG},
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{sText_OnAir, LIST_STATUS3_ON_AIR},
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{sText_Underground, LIST_STATUS3_UNDERGROUND},
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{sText_Minimized, LIST_STATUS3_MINIMIZED},
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{sText_ChargedUp, LIST_STATUS3_CHARGED_UP},
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{sText_Rooted, LIST_STATUS3_ROOTED},
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{sText_Yawn, LIST_STATUS3_YAWN},
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{sText_ImprisonedOthers, LIST_STATUS3_IMPRISONED_OTHERS},
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{sText_Grudge, LIST_STATUS3_GRUDGE},
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{sText_GastroAcid, LIST_STATUS3_GASTRO_ACID},
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{sText_Embargo, LIST_STATUS3_EMBARGO},
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{sText_Underwater, LIST_STATUS3_UNDERWATER},
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{sText_SmackedDown, LIST_STATUS3_SMACKED_DOWN},
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{sText_Telekinesis, LIST_STATUS3_TELEKINESIS},
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{sText_MiracleEyed, LIST_STATUS3_MIRACLE_EYED},
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{sText_MagnetRise, LIST_STATUS3_MAGNET_RISE},
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{sText_HealBlock, LIST_STATUS3_HEAL_BLOCK},
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{sText_AquaRing, LIST_STATUS3_AQUA_RING},
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{sText_LaserFocus, LIST_STATUS3_LASER_FOCUS},
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{sText_PowerTrick, LIST_STATUS3_POWER_TRICK},
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{COMPOUND_STRING("Leech Seed Healer"), LIST_STATUS3_LEECH_SEED_HEALER},
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{COMPOUND_STRING("Leech Seeded"), LIST_STATUS3_LEECH_SEEDED},
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{COMPOUND_STRING("Always Hits"), LIST_STATUS3_ALWAYS_HITS},
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{COMPOUND_STRING("Perish Song"), LIST_STATUS3_PERISH_SONG},
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{COMPOUND_STRING("On Air"), LIST_STATUS3_ON_AIR},
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{COMPOUND_STRING("Underground"), LIST_STATUS3_UNDERGROUND},
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{COMPOUND_STRING("Minimized"), LIST_STATUS3_MINIMIZED},
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{COMPOUND_STRING("Charged Up"), LIST_STATUS3_CHARGED_UP},
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{COMPOUND_STRING("Rooted"), LIST_STATUS3_ROOTED},
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{COMPOUND_STRING("Yawn"), LIST_STATUS3_YAWN},
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{COMPOUND_STRING("Imprisoned Others"), LIST_STATUS3_IMPRISONED_OTHERS},
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{COMPOUND_STRING("Grudge"), LIST_STATUS3_GRUDGE},
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{COMPOUND_STRING("Gastro Acid"), LIST_STATUS3_GASTRO_ACID},
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{COMPOUND_STRING("Embargo"), LIST_STATUS3_EMBARGO},
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{COMPOUND_STRING("Underwater"), LIST_STATUS3_UNDERWATER},
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{COMPOUND_STRING("Smacked Down"), LIST_STATUS3_SMACKED_DOWN},
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{COMPOUND_STRING("Telekinesis"), LIST_STATUS3_TELEKINESIS},
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{COMPOUND_STRING("Miracle Eyed"), LIST_STATUS3_MIRACLE_EYED},
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{COMPOUND_STRING("Magnet Rise"), LIST_STATUS3_MAGNET_RISE},
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{COMPOUND_STRING("Heal Block"), LIST_STATUS3_HEAL_BLOCK},
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{COMPOUND_STRING("Aqua Ring"), LIST_STATUS3_AQUA_RING},
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{COMPOUND_STRING("Laser Focus"), LIST_STATUS3_LASER_FOCUS},
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{COMPOUND_STRING("Power Trick"), LIST_STATUS3_POWER_TRICK},
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};
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static const struct ListMenuItem sStatus4ListItems[] =
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{
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{sText_Electrified, LIST_STATUS4_ELECTRIFIED},
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{sText_SaltCure, LIST_STATUS4_SALT_CURE},
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{sText_SyrupBomb, LIST_STATUS4_SYRUP_BOMB},
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{sText_GlaiveRush, LIST_STATUS4_GLAIVE_RUSH},
|
||||
{COMPOUND_STRING("Electrified"), LIST_STATUS4_ELECTRIFIED},
|
||||
{COMPOUND_STRING("Salt Cure"), LIST_STATUS4_SALT_CURE},
|
||||
{COMPOUND_STRING("Syrup Bomb"), LIST_STATUS4_SYRUP_BOMB},
|
||||
{COMPOUND_STRING("Glaive Rush"), LIST_STATUS4_GLAIVE_RUSH},
|
||||
};
|
||||
|
||||
static const struct ListMenuItem sSideStatusListItems[] =
|
||||
{
|
||||
{sText_Reflect, LIST_SIDE_REFLECT},
|
||||
{sText_LightScreen, LIST_SIDE_LIGHTSCREEN},
|
||||
{sText_StickyWeb, LIST_SIDE_STICKY_WEB},
|
||||
{sText_Spikes, LIST_SIDE_SPIKES},
|
||||
{sText_Safeguard, LIST_SIDE_SAFEGUARD},
|
||||
{sText_Mist, LIST_SIDE_MIST},
|
||||
{sText_Tailwind, LIST_SIDE_TAILWIND},
|
||||
{sText_AuroraVeil, LIST_SIDE_AURORA_VEIL},
|
||||
{sText_LuckyChant, LIST_SIDE_LUCKY_CHANT},
|
||||
{sText_ToxicSpikes, LIST_SIDE_TOXIC_SPIKES},
|
||||
{sText_StealthRock, LIST_SIDE_STEALTH_ROCK},
|
||||
{sText_Steelsurge, LIST_SIDE_STEELSURGE},
|
||||
{sText_DamageNonTypes, LIST_SIDE_DAMAGE_NON_TYPES},
|
||||
{sText_Rainbow, LIST_SIDE_RAINBOW},
|
||||
{sText_SeaOfFire, LIST_SIDE_SEA_OF_FIRE},
|
||||
{sText_Swamp, LIST_SIDE_SWAMP},
|
||||
{COMPOUND_STRING("Reflect"), LIST_SIDE_REFLECT},
|
||||
{COMPOUND_STRING("Light Screen"), LIST_SIDE_LIGHTSCREEN},
|
||||
{COMPOUND_STRING("Sticky Web"), LIST_SIDE_STICKY_WEB},
|
||||
{COMPOUND_STRING("Spikes"), LIST_SIDE_SPIKES},
|
||||
{COMPOUND_STRING("Safeguard"), LIST_SIDE_SAFEGUARD},
|
||||
{COMPOUND_STRING("Mist"), LIST_SIDE_MIST},
|
||||
{COMPOUND_STRING("Tailwind"), LIST_SIDE_TAILWIND},
|
||||
{COMPOUND_STRING("Aurora Veil"), LIST_SIDE_AURORA_VEIL},
|
||||
{COMPOUND_STRING("Lucky Chant"), LIST_SIDE_LUCKY_CHANT},
|
||||
{COMPOUND_STRING("Toxic Spikes"), LIST_SIDE_TOXIC_SPIKES},
|
||||
{COMPOUND_STRING("Stealth Rock"), LIST_SIDE_STEALTH_ROCK},
|
||||
{COMPOUND_STRING("Steelsurge"), LIST_SIDE_STEELSURGE},
|
||||
{COMPOUND_STRING("Damage Non-Types"), LIST_SIDE_DAMAGE_NON_TYPES},
|
||||
{COMPOUND_STRING("Rainbow"), LIST_SIDE_RAINBOW},
|
||||
{COMPOUND_STRING("Sea of Fire"), LIST_SIDE_SEA_OF_FIRE},
|
||||
{COMPOUND_STRING("Swamp"), LIST_SIDE_SWAMP},
|
||||
};
|
||||
|
||||
static const struct ListMenuItem sAIListItems[] =
|
||||
{
|
||||
{sText_CheckBadMove, LIST_AI_CHECK_BAD_MOVE},
|
||||
{sText_TryToFaint, LIST_AI_TRY_TO_FAINT},
|
||||
{sText_CheckViability, LIST_AI_CHECK_VIABILITY},
|
||||
{sText_ForceSetupFirstTurn, LIST_AI_FORCE_SETUP_FIRST_TURN},
|
||||
{sText_Risky, LIST_AI_RISKY},
|
||||
{sText_TryTo2HKO, LIST_AI_TRY_TO_2HKO},
|
||||
{sText_PreferBatonPass, LIST_AI_PREFER_BATON_PASS},
|
||||
{sText_DoubleBattle, LIST_AI_DOUBLE_BATTLE},
|
||||
{sText_HpAware, LIST_AI_HP_AWARE},
|
||||
{sText_PowerfulStatus, LIST_AI_POWERFUL_STATUS},
|
||||
{sText_NegateUnaware, LIST_AI_NEGATE_UNAWARE},
|
||||
{sText_WillSuicide, LIST_AI_WILL_SUICIDE},
|
||||
{sText_PreferStatusMoves, LIST_AI_PREFER_STATUS_MOVES},
|
||||
{sText_Stall, LIST_AI_STALL},
|
||||
{sText_SmartSwitching, LIST_AI_SMART_SWITCHING},
|
||||
{sText_AcePokemon, LIST_AI_ACE_POKEMON},
|
||||
{sText_Omniscient, LIST_AI_OMNISCIENT},
|
||||
{sText_SmartMonChoices, LIST_AI_SMART_MON_CHOICES},
|
||||
{sText_Conservative, LIST_AI_CONSERVATIVE},
|
||||
{sText_SequenceSwitching, LIST_AI_SEQUENCE_SWITCHING},
|
||||
{sText_DoubleAcePokemon, LIST_AI_DOUBLE_ACE_POKEMON},
|
||||
{sText_WeighAbilityPrediction, LIST_AI_WEIGH_ABILITY_PREDICTION},
|
||||
{sText_PreferHighestDamageMove, LIST_AI_PREFER_HIGHEST_DAMAGE_MOVE},
|
||||
{sText_PredictSwitch, LIST_AI_PREDICT_SWITCH},
|
||||
{sText_PredictIncomingMon, LIST_AI_PREDICT_INCOMING_MON},
|
||||
{sText_DynamicFunc, LIST_AI_DYNAMIC_FUNC},
|
||||
{sText_Roaming, LIST_AI_ROAMING},
|
||||
{sText_Safari, LIST_AI_SAFARI},
|
||||
{sText_FirstBattle, LIST_AI_FIRST_BATTLE},
|
||||
{COMPOUND_STRING("Check Bad Move"), LIST_AI_CHECK_BAD_MOVE},
|
||||
{COMPOUND_STRING("Try to Faint"), LIST_AI_TRY_TO_FAINT},
|
||||
{COMPOUND_STRING("Check Viability"), LIST_AI_CHECK_VIABILITY},
|
||||
{COMPOUND_STRING("Force Setup First Turn"), LIST_AI_FORCE_SETUP_FIRST_TURN},
|
||||
{COMPOUND_STRING("Risky"), LIST_AI_RISKY},
|
||||
{COMPOUND_STRING("Try to 2HKO"), LIST_AI_TRY_TO_2HKO},
|
||||
{COMPOUND_STRING("Prefer Baton Pass"), LIST_AI_PREFER_BATON_PASS},
|
||||
{COMPOUND_STRING("Double Battle"), LIST_AI_DOUBLE_BATTLE},
|
||||
{COMPOUND_STRING("HP Aware"), LIST_AI_HP_AWARE},
|
||||
{COMPOUND_STRING("Powerful Status"), LIST_AI_POWERFUL_STATUS},
|
||||
{COMPOUND_STRING("Negate Unaware"), LIST_AI_NEGATE_UNAWARE},
|
||||
{COMPOUND_STRING("Will Suicide"), LIST_AI_WILL_SUICIDE},
|
||||
{COMPOUND_STRING("Prefer Status Moves"), LIST_AI_PREFER_STATUS_MOVES},
|
||||
{COMPOUND_STRING("Stall"), LIST_AI_STALL},
|
||||
{COMPOUND_STRING("Smart Switching"), LIST_AI_SMART_SWITCHING},
|
||||
{COMPOUND_STRING("Ace Pokémon"), LIST_AI_ACE_POKEMON},
|
||||
{COMPOUND_STRING("Omniscient"), LIST_AI_OMNISCIENT},
|
||||
{COMPOUND_STRING("Smart Mon Choices"), LIST_AI_SMART_MON_CHOICES},
|
||||
{COMPOUND_STRING("Conservative"), LIST_AI_CONSERVATIVE},
|
||||
{COMPOUND_STRING("Sequence Switching"), LIST_AI_SEQUENCE_SWITCHING},
|
||||
{COMPOUND_STRING("Double Ace Pokémon"), LIST_AI_DOUBLE_ACE_POKEMON},
|
||||
{COMPOUND_STRING("Weigh Ability Prediction"), LIST_AI_WEIGH_ABILITY_PREDICTION},
|
||||
{COMPOUND_STRING("Prefer Highest Damage Move"), LIST_AI_PREFER_HIGHEST_DAMAGE_MOVE},
|
||||
{COMPOUND_STRING("Predict Switch"), LIST_AI_PREDICT_SWITCH},
|
||||
{COMPOUND_STRING("Predict Incoming Mon"), LIST_AI_PREDICT_INCOMING_MON},
|
||||
{COMPOUND_STRING("Dynamic Func"), LIST_AI_DYNAMIC_FUNC},
|
||||
{COMPOUND_STRING("Roaming"), LIST_AI_ROAMING},
|
||||
{COMPOUND_STRING("Safari"), LIST_AI_SAFARI},
|
||||
{COMPOUND_STRING("First Battle"), LIST_AI_FIRST_BATTLE},
|
||||
};
|
||||
|
||||
static const struct ListMenuItem sVariousListItems[] =
|
||||
{
|
||||
{sText_ShowHP, VARIOUS_SHOW_HP},
|
||||
{sText_SubstituteHp, VARIOUS_SUBSTITUTE_HP},
|
||||
{sText_InLove, VARIOUS_IN_LOVE},
|
||||
{COMPOUND_STRING("Show HP"), VARIOUS_SHOW_HP},
|
||||
{COMPOUND_STRING("Substitute HP"), VARIOUS_SUBSTITUTE_HP},
|
||||
{COMPOUND_STRING("In Love"), VARIOUS_IN_LOVE},
|
||||
};
|
||||
|
||||
static const struct ListMenuItem sSecondaryListItems[] =
|
||||
@ -934,7 +799,7 @@ static void PutMovesPointsText(struct BattleDebugMenu *data)
|
||||
{
|
||||
u32 switchMon = GetMonData(&gEnemyParty[gAiLogicData->mostSuitableMonId[data->aiBattlerId]], MON_DATA_SPECIES);
|
||||
|
||||
AddTextPrinterParameterized(data->aiMovesWindowId, FONT_NORMAL, sText_IsSwitching, 74, 64, 0, NULL);
|
||||
AddTextPrinterParameterized(data->aiMovesWindowId, FONT_NORMAL, COMPOUND_STRING("Switching to "), 74, 64, 0, NULL);
|
||||
AddTextPrinterParameterized(data->aiMovesWindowId, FONT_NORMAL, gSpeciesInfo[switchMon].speciesName, 74 + 68, 64, 0, NULL);
|
||||
}
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user