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https://github.com/Ninjdai1/pokeemerald.git
synced 2025-02-01 00:40:01 +01:00
Defined a lot of hold effects and added more items data.
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71472b1439
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@ -106,20 +106,30 @@
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#define HOLD_EFFECT_FLOAT_STONE 115
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#define HOLD_EFFECT_FLOAT_STONE 115
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#define HOLD_EFFECT_EVIOLITE 116
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#define HOLD_EFFECT_EVIOLITE 116
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#define HOLD_EFFECT_ASSAULT_VEST 117
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#define HOLD_EFFECT_ASSAULT_VEST 117
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#define HOLD_EFFECT_BINDING_BAND 118
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#define HOLD_EFFECT_DRIVE 118
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#define HOLD_EFFECT_DRIVE 119
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#define HOLD_EFFECT_GEMS 119
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#define HOLD_EFFECT_GEMS 120
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#define HOLD_EFFECT_ROCKY_HELMET 120
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#define HOLD_EFFECT_AIR_BALLOON 121
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#define HOLD_EFFECT_RED_CARD 122
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#define HOLD_EFFECT_RING_TARGET 123
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#define HOLD_EFFECT_BINDING_BAND 124
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#define HOLD_EFFECT_EJECT_BUTTON 125
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#define HOLD_EFFECT_ABSORB_BULB 126
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#define HOLD_EFFECT_CELL_BATTERY 127
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// Gen6 hold effects
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// Gen6 hold effects
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#define HOLD_EFFECT_FAIRY_POWER 129
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#define HOLD_EFFECT_FAIRY_POWER 129
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#define HOLD_EFFECT_MEGA_STONE 130
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#define HOLD_EFFECT_MEGA_STONE 130
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#define HOLD_EFFECT_SAFETY_GOOGLES 131
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#define HOLD_EFFECT_SAFETY_GOOGLES 131
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#define HOLD_EFFECT_LUMINOUS_MOSS 132
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#define HOLD_EFFECT_SNOWBALL 133
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#define HOLD_EFFECT_WEAKNESS_POLICY 134
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// Gen7 hold effects
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// Gen7 hold effects
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#define HOLD_EFFECT_PROTECTIVE_PADS 149
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#define HOLD_EFFECT_PROTECTIVE_PADS 149
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#define HOLD_EFFECT_TERRAIN_EXTENDER 150
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#define HOLD_EFFECT_TERRAIN_EXTENDER 150
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#define HOLD_EFFECT_SEEDS 151
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#define HOLD_EFFECT_SEEDS 151
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#define HOLD_EFFECT_ADRENALINE_ORB 152
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#define HOLD_EFFECT_ADRENALINE_ORB 152
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#define HOLD_EFFECT_CHOICE(holdEffect)((holdEffect == HOLD_EFFECT_CHOICE_BAND || holdEffect == HOLD_EFFECT_CHOICE_SCARF || holdEffect == HOLD_EFFECT_CHOICE_SPECS))
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#define HOLD_EFFECT_CHOICE(holdEffect)((holdEffect == HOLD_EFFECT_CHOICE_BAND || holdEffect == HOLD_EFFECT_CHOICE_SCARF || holdEffect == HOLD_EFFECT_CHOICE_SPECS))
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142
src/data/items.h
142
src/data/items.h
@ -5628,11 +5628,67 @@ const struct Item gItems[] =
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.secondaryId = 0,
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.secondaryId = 0,
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},
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},
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[ITEM_ROCKY_HELMET] =
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{
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.name = _("Rocky Helmet"),
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.itemId = ITEM_ROCKY_HELMET,
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.price = 2000,
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.holdEffect = HOLD_EFFECT_ROCKY_HELMET,
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.holdEffectParam = 0,
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.description = sRockyHelmetDesc,
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.pocket = POCKET_ITEMS,
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.type = 4,
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.fieldUseFunc = ItemUseOutOfBattle_CannotUse,
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.secondaryId = 0,
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},
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[ITEM_AIR_BALLOON] =
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{
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.name = _("Air Balloon"),
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.itemId = ITEM_AIR_BALLOON,
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.price = 2000,
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.holdEffect = HOLD_EFFECT_AIR_BALLOON,
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.holdEffectParam = 0,
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.description = sAirBalloonDesc,
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.pocket = POCKET_ITEMS,
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.type = 4,
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.fieldUseFunc = ItemUseOutOfBattle_CannotUse,
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.secondaryId = 0,
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},
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[ITEM_RED_CARD] =
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{
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.name = _("Red Card"),
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.itemId = ITEM_RED_CARD,
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.price = 2000,
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.holdEffect = HOLD_EFFECT_RED_CARD,
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.holdEffectParam = 0,
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.description = sRedCardDesc,
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.pocket = POCKET_ITEMS,
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.type = 4,
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.fieldUseFunc = ItemUseOutOfBattle_CannotUse,
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.secondaryId = 0,
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},
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[ITEM_RING_TARGET] =
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{
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.name = _("Ring Target"),
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.itemId = ITEM_RING_TARGET,
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.price = 2000,
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.holdEffect = HOLD_EFFECT_RING_TARGET,
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.holdEffectParam = 0,
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.description = sRingTargetDesc,
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.pocket = POCKET_ITEMS,
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.type = 4,
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.fieldUseFunc = ItemUseOutOfBattle_CannotUse,
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.secondaryId = 0,
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},
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[ITEM_BINDING_BAND] =
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[ITEM_BINDING_BAND] =
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{
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{
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.name = _("Binding Band"),
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.name = _("Binding Band"),
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.itemId = ITEM_BINDING_BAND,
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.itemId = ITEM_BINDING_BAND,
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.price = 200,
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.price = 2000,
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.holdEffect = HOLD_EFFECT_BINDING_BAND,
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.holdEffect = HOLD_EFFECT_BINDING_BAND,
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.description = sBindingBandDesc,
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.description = sBindingBandDesc,
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.pocket = POCKET_ITEMS,
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.pocket = POCKET_ITEMS,
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@ -5641,6 +5697,90 @@ const struct Item gItems[] =
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.secondaryId = 0,
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.secondaryId = 0,
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},
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},
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[ITEM_EJECT_BUTTON] =
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{
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.name = _("Eject Button"),
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.itemId = ITEM_EJECT_BUTTON,
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.price = 2000,
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.holdEffect = HOLD_EFFECT_EJECT_BUTTON,
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.holdEffectParam = 0,
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.description = sEjectButtonDesc,
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.pocket = POCKET_ITEMS,
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.type = 4,
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.fieldUseFunc = ItemUseOutOfBattle_CannotUse,
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.secondaryId = 0,
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},
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[ITEM_ABSORB_BULB] =
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{
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.name = _("Absorb Bulb"),
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.itemId = ITEM_ABSORB_BULB,
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.price = 2000,
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.holdEffect = HOLD_EFFECT_ABSORB_BULB,
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.holdEffectParam = 0,
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.description = sAbsorbBulbDesc,
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.pocket = POCKET_ITEMS,
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.type = 4,
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.fieldUseFunc = ItemUseOutOfBattle_CannotUse,
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.secondaryId = 0,
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},
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[ITEM_CELL_BATTERY] =
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{
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.name = _("Cell Battery"),
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.itemId = ITEM_CELL_BATTERY,
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.price = 2000,
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.holdEffect = HOLD_EFFECT_CELL_BATTERY,
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.holdEffectParam = 0,
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.description = sCellBatteryDesc,
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.pocket = POCKET_ITEMS,
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.type = 4,
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.fieldUseFunc = ItemUseOutOfBattle_CannotUse,
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.secondaryId = 0,
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},
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[ITEM_LUMINOUS_MOSS] =
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{
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.name = _("LuminousMoss"),
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.itemId = ITEM_LUMINOUS_MOSS,
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.price = 2000,
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.holdEffect = HOLD_EFFECT_LUMINOUS_MOSS,
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.holdEffectParam = 0,
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.description = sLuminousMossDesc,
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.pocket = POCKET_ITEMS,
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.type = 4,
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.fieldUseFunc = ItemUseOutOfBattle_CannotUse,
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.secondaryId = 0,
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},
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[ITEM_SNOWBALL] =
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{
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.name = _("Snowball"),
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.itemId = ITEM_SNOWBALL,
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.price = 2000,
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.holdEffect = HOLD_EFFECT_SNOWBALL,
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.holdEffectParam = 0,
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.description = sSnowballDesc,
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.pocket = POCKET_ITEMS,
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.type = 4,
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.fieldUseFunc = ItemUseOutOfBattle_CannotUse,
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.secondaryId = 0,
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},
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[ITEM_WEAKNESS_POLICY] =
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{
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.name = _("Weak. Policy"),
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.itemId = ITEM_WEAKNESS_POLICY,
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.price = 1000,
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.holdEffect = HOLD_EFFECT_WEAKNESS_POLICY,
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.holdEffectParam = 0,
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.description = sWeaknessPolicyDesc,
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.pocket = POCKET_ITEMS,
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.type = 4,
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.fieldUseFunc = ItemUseOutOfBattle_CannotUse,
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.secondaryId = 0,
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},
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[ITEM_DOUSE_DRIVE] =
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[ITEM_DOUSE_DRIVE] =
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{
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{
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.name = _("Douse Drive"),
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.name = _("Douse Drive"),
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@ -2126,11 +2126,61 @@ static const u8 sFloatStoneDesc[] = _(
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"reduces the weight\n"
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"reduces the weight\n"
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"of Pokémon when held.");
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"of Pokémon when held.");
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static const u8 sRockyHelmetDesc[] = _(
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"Hurts the foe if\n"
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"they touch its\n"
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"holder.");
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static const u8 sAirBalloonDesc[] = _(
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"Elevates the holder\n"
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"in the air. If hit,\n"
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"this item will burst.");
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static const u8 sRedCardDesc[] = _(
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"Switches out the\n"
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"foe if they hit the\n"
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"holder.");
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static const u8 sRingTargetDesc[] = _(
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"Moves that wouldn't\n"
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"have effect will\n"
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"land on its holder.");
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static const u8 sBindingBandDesc[] = _(
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static const u8 sBindingBandDesc[] = _(
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"This band increases\n"
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"Increases the\n"
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"the power of binding\n"
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"power of binding\n"
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"moves when held.");
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"moves when held.");
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static const u8 sEjectButtonDesc[] = _(
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"Switches out the\n"
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"user if they're hit\n"
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"by the foe.");
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static const u8 sAbsorbBulbDesc[] = _(
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"Raises SP. ATK if\n"
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"the holder is hit by\n"
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"a Water-type move.");
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static const u8 sCellBatteryDesc[] = _(
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"Raises ATK if the\n"
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"holder is hit by an\n"
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"Electric-type move.");
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static const u8 sLuminousMossDesc[] = _(
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"Raises SP. DEF if\n"
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"the holder is hit by\n"
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"a Water-type move.");
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static const u8 sSnowballDesc[] = _(
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"Raises ATK if its\n"
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"holder is hit by an\n"
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"Ice-type move.");
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static const u8 sWeaknessPolicyDesc[] = _(
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"If hit by a Super\n"
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"Effective move, ups\n"
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"ATK and SP. ATK.");
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static const u8 sDouseDriveDesc[] = _(
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static const u8 sDouseDriveDesc[] = _(
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"Changes Genesect's\n"
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"Changes Genesect's\n"
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"Techno Blast so it\n"
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"Techno Blast so it\n"
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@ -2243,8 +2293,8 @@ static const u8 sFairyGemDesc[] = _(
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static const u8 sAssaultVestDesc[] = _(
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static const u8 sAssaultVestDesc[] = _(
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"Raises Sp. Def but\n"
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"Raises Sp. Def but\n"
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"prevents the use of\n"
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"prevents the use\n"
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"status moves.");
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"of status moves.");
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static const u8 sPixiePlateDesc[] = _(
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static const u8 sPixiePlateDesc[] = _(
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"A stone tablet that\n"
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"A stone tablet that\n"
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