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# ifndef GUARD_CONSTANTS_BATTLE_CONFIG_H
# define GUARD_CONSTANTS_BATTLE_CONFIG_H
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// Species with peculiar battle effects. Remove them if they're properly placed in constant/species.h
# define SPECIES_DIALGA 0
# define SPECIES_PALKIA 0
# define SPECIES_GIRATINA 0
# define SPECIES_CHERRIM 0
# define SPECIES_ARCEUS 0
# define SPECIES_SILVALLY 0
# define SPECIES_GENESECT 0
// Items with peculiar battle effects. Remove them if they're properly placed in constant/items.h
# define ITEM_GRISEOUS_ORB 0
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# define ITEM_OCCA_BERRY 204
# define ITEM_PASSHO_BERRY 205
# define ITEM_WACAN_BERRY 206
# define ITEM_RINDO_BERRY 207
# define ITEM_YACHE_BERRY 208
# define ITEM_CHOPLE_BERRY 177
# define ITEM_KEBIA_BERRY 178
# define ITEM_SHUCA_BERRY 179
# define ITEM_COBA_BERRY 180
# define ITEM_PAYAPA_BERRY 181
# define ITEM_TANGA_BERRY 182
# define ITEM_CHARTI_BERRY 183
# define ITEM_KASIB_BERRY 184
# define ITEM_HABAN_BERRY 185
# define ITEM_COLBUR_BERRY 186
# define ITEM_BABIRI_BERRY 187
# define ITEM_CHILAN_BERRY 188
# define ITEM_ROSELI_BERRY 189
# define ITEM_MICLE_BERRY 197
# define ITEM_CUSTAP_BERRY 199
# define ITEM_JABOCA_BERRY 200
# define ITEM_ROWAP_BERRY 201
# define ITEM_KEE_BERRY 202
# define ITEM_MARANGA_BERRY 203
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# define GEN_3 0
# define GEN_4 1
# define GEN_5 2
# define GEN_6 3
# define GEN_7 4
# define B_CRIT_CHANCE GEN_6 // Chances of a critical hit landing. See atk04_critcalc.
# define B_FELL_STINGER_STAT_RAISE GEN_6 // Gen6 Atk+2, Gen7 Atk+3.
# define B_ABILITY_WEATHER GEN_6 // Up to gen5 - weather induced by abilities such as Drought or Drizzle lasted till the battle's end or weather change by a move. From Gen6 onwards, weather caused by abilities lasts the same amount of turns as induced from a move.
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# define B_GALE_WINGS GEN_6 // Gen7 requires full hp.
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# define B_SOUND_SUBSTITUTE GEN_6 // Starting from gen6 sound moves bypass Substitute.
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# define B_EXP_CATCH GEN_6 // Starting from gen6, pokemon get experience from catching.
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# define B_ABILITY_POP_UP GEN_6 // Starting from gen5, the pokemon abilities are displayed in a pop-up, when they activate in battle.
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# define B_FAST_INTRO TRUE // If set to TRUE, battle intro texts print at the same time as animation of a pokemon, as opposing to waiting for the animation to end.
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# endif // GUARD_CONSTANTS_BATTLE_CONFIG_H