mirror of
https://github.com/Ninjdai1/pokeemerald.git
synced 2024-12-27 20:24:18 +01:00
2487 lines
64 KiB
PHP
2487 lines
64 KiB
PHP
.align 2
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gContestMoves:: @ 858C2B4
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@ -
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.byte 0x00 @ effect ID
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.byte CONTEST_COOL
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.byte 0 @ combo starter ID
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.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Pound
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.byte 0x00 @ effect ID
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.byte CONTEST_TOUGH
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.byte COMBO_STARTER_POUND @ combo starter ID
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.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Karate Chop
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.byte 0x25 @ effect ID
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.byte CONTEST_TOUGH
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.byte 0 @ combo starter ID
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.byte COMBO_STARTER_FOCUS_ENERGY, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Double Slap
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.byte 0x11 @ effect ID
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.byte CONTEST_TOUGH
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.byte 0 @ combo starter ID
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.byte COMBO_STARTER_POUND, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Comet Punch
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.byte 0x23 @ effect ID
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.byte CONTEST_TOUGH
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.byte 0 @ combo starter ID
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.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Mega Punch
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.byte 0x00 @ effect ID
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.byte CONTEST_TOUGH
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.byte 0 @ combo starter ID
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.byte COMBO_STARTER_FOCUS_ENERGY, COMBO_STARTER_MIND_READER, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Pay Day
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.byte 0x2e @ effect ID
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.byte CONTEST_SMART
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.byte 0 @ combo starter ID
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.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Fire Punch
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.byte 0x00 @ effect ID
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.byte CONTEST_BEAUTY
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.byte COMBO_STARTER_FIRE_PUNCH @ combo starter ID
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.byte COMBO_STARTER_SUNNY_DAY, COMBO_STARTER_THUNDER_PUNCH, COMBO_STARTER_ICE_PUNCH, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Ice Punch
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.byte 0x00 @ effect ID
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.byte CONTEST_BEAUTY
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.byte COMBO_STARTER_ICE_PUNCH @ combo starter ID
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.byte COMBO_STARTER_THUNDER_PUNCH, COMBO_STARTER_FIRE_PUNCH, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Thunder Punch
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.byte 0x00 @ effect ID
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.byte CONTEST_COOL
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.byte COMBO_STARTER_THUNDER_PUNCH @ combo starter ID
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.byte COMBO_STARTER_CHARGE, COMBO_STARTER_FIRE_PUNCH, COMBO_STARTER_ICE_PUNCH, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Scratch
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.byte 0x00 @ effect ID
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.byte CONTEST_TOUGH
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.byte COMBO_STARTER_SCRATCH @ combo starter ID
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.byte COMBO_STARTER_LEER, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Vice Grip
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.byte 0x00 @ effect ID
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.byte CONTEST_TOUGH
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.byte COMBO_STARTER_VICE_GRIP @ combo starter ID
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.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Guillotine
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.byte 0x2d @ effect ID
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.byte CONTEST_COOL
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.byte 0 @ combo starter ID
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.byte COMBO_STARTER_VICE_GRIP, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Razor Wind
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.byte 0x25 @ effect ID
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.byte CONTEST_COOL
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.byte 0 @ combo starter ID
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.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Swords Dance
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.byte 0x26 @ effect ID
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.byte CONTEST_BEAUTY
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.byte COMBO_STARTER_SWORDS_DANCE @ combo starter ID
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.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Cut
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.byte 0x2d @ effect ID
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.byte CONTEST_COOL
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.byte 0 @ combo starter ID
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.byte COMBO_STARTER_SWORDS_DANCE, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Gust
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.byte 0x2b @ effect ID
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.byte CONTEST_SMART
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.byte 0 @ combo starter ID
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.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Wing Attack
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.byte 0x23 @ effect ID
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.byte CONTEST_COOL
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.byte 0 @ combo starter ID
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.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Whirlwind
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.byte 0x2b @ effect ID
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.byte CONTEST_SMART
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.byte 0 @ combo starter ID
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.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Fly
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.byte 0x05 @ effect ID
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.byte CONTEST_SMART
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.byte 0 @ combo starter ID
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.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Bind
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.byte 0x2f @ effect ID
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.byte CONTEST_TOUGH
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.byte 0 @ combo starter ID
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.byte COMBO_STARTER_VICE_GRIP, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Slam
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.byte 0x13 @ effect ID
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.byte CONTEST_TOUGH
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.byte 0 @ combo starter ID
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.byte COMBO_STARTER_POUND, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Vine Whip
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.byte 0x00 @ effect ID
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.byte CONTEST_COOL
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.byte 0 @ combo starter ID
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.byte COMBO_STARTER_GROWTH, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Stomp
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.byte 0x0c @ effect ID
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.byte CONTEST_TOUGH
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.byte 0 @ combo starter ID
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.byte 0, COMBO_STARTER_LEER, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Double Kick
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.byte 0x23 @ effect ID
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.byte CONTEST_COOL
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.byte 0 @ combo starter ID
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.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Mega Kick
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.byte 0x00 @ effect ID
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.byte CONTEST_COOL
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.byte 0 @ combo starter ID
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.byte COMBO_STARTER_FOCUS_ENERGY, COMBO_STARTER_MIND_READER, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Jump Kick
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.byte 0x01 @ effect ID
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.byte CONTEST_COOL
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.byte 0 @ combo starter ID
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.byte COMBO_STARTER_MIND_READER, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Rolling Kick
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.byte 0x0d @ effect ID
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.byte CONTEST_COOL
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.byte 0 @ combo starter ID
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.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Sand-Attack
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.byte 0x11 @ effect ID
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.byte CONTEST_CUTE
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.byte COMBO_STARTER_SAND_ATTACK @ combo starter ID
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.byte COMBO_STARTER_MUD_SLAP, COMBO_STARTER_SANDSTORM, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Headbutt
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.byte 0x0a @ effect ID
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.byte CONTEST_TOUGH
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.byte 0 @ combo starter ID
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.byte COMBO_STARTER_FOCUS_ENERGY, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Horn Attack
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.byte 0x00 @ effect ID
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.byte CONTEST_COOL
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.byte COMBO_STARTER_HORN_ATTACK @ combo starter ID
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.byte COMBO_STARTER_LEER, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Fury Attack
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.byte 0x11 @ effect ID
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.byte CONTEST_COOL
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.byte 0 @ combo starter ID
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.byte COMBO_STARTER_HORN_ATTACK, COMBO_STARTER_PECK, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Horn Drill
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.byte 0x2d @ effect ID
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.byte CONTEST_COOL
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.byte 0 @ combo starter ID
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.byte COMBO_STARTER_HORN_ATTACK, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Tackle
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.byte 0x00 @ effect ID
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.byte CONTEST_TOUGH
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.byte 0 @ combo starter ID
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.byte COMBO_STARTER_DEFENSE_CURL, COMBO_STARTER_LEER, COMBO_STARTER_HARDEN, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Body Slam
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.byte 0x0c @ effect ID
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.byte CONTEST_TOUGH
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.byte 0 @ combo starter ID
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.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Wrap
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.byte 0x2f @ effect ID
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.byte CONTEST_TOUGH
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.byte 0 @ combo starter ID
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.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Take Down
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.byte 0x01 @ effect ID
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.byte CONTEST_TOUGH
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.byte 0 @ combo starter ID
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.byte COMBO_STARTER_FOCUS_ENERGY, COMBO_STARTER_HARDEN, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Thrash
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.byte 0x12 @ effect ID
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.byte CONTEST_TOUGH
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.byte 0 @ combo starter ID
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.byte COMBO_STARTER_RAGE, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Double-Edge
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.byte 0x01 @ effect ID
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.byte CONTEST_TOUGH
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.byte 0 @ combo starter ID
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.byte COMBO_STARTER_FOCUS_ENERGY, COMBO_STARTER_HARDEN, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Tail Whip
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.byte 0x1e @ effect ID
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.byte CONTEST_CUTE
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.byte 0 @ combo starter ID
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.byte COMBO_STARTER_CHARM, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Poison Sting
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.byte 0x0a @ effect ID
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.byte CONTEST_SMART
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.byte 0 @ combo starter ID
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.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Twineedle
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.byte 0x0a @ effect ID
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.byte CONTEST_COOL
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.byte 0 @ combo starter ID
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.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Pin Missile
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.byte 0x11 @ effect ID
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.byte CONTEST_COOL
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.byte 0 @ combo starter ID
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.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Leer
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.byte 0x2f @ effect ID
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.byte CONTEST_COOL
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.byte COMBO_STARTER_LEER @ combo starter ID
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.byte COMBO_STARTER_RAGE, COMBO_STARTER_SCARY_FACE, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Bite
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.byte 0x0d @ effect ID
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.byte CONTEST_TOUGH
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.byte 0 @ combo starter ID
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.byte COMBO_STARTER_LEER, COMBO_STARTER_SCARY_FACE, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Growl
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.byte 0x1e @ effect ID
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.byte CONTEST_CUTE
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.byte 0 @ combo starter ID
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.byte COMBO_STARTER_CHARM, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Roar
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.byte 0x2b @ effect ID
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.byte CONTEST_COOL
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.byte 0 @ combo starter ID
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.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Sing
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.byte 0x1a @ effect ID
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.byte CONTEST_CUTE
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.byte COMBO_STARTER_SING @ combo starter ID
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.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Supersonic
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.byte 0x2b @ effect ID
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.byte CONTEST_SMART
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.byte 0 @ combo starter ID
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.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Sonic Boom
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.byte 0x23 @ effect ID
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.byte CONTEST_COOL
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.byte 0 @ combo starter ID
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.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Disable
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.byte 0x1a @ effect ID
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.byte CONTEST_SMART
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.byte 0 @ combo starter ID
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.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Acid
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.byte 0x0c @ effect ID
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.byte CONTEST_SMART
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.byte 0 @ combo starter ID
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.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Ember
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.byte 0x00 @ effect ID
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.byte CONTEST_BEAUTY
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.byte 0 @ combo starter ID
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.byte COMBO_STARTER_SUNNY_DAY, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Flamethrower
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.byte 0x00 @ effect ID
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.byte CONTEST_BEAUTY
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.byte 0 @ combo starter ID
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.byte COMBO_STARTER_SUNNY_DAY, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Mist
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.byte 0x05 @ effect ID
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.byte CONTEST_BEAUTY
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.byte 0 @ combo starter ID
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.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Water Gun
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.byte 0x00 @ effect ID
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.byte CONTEST_CUTE
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.byte 0 @ combo starter ID
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.byte COMBO_STARTER_RAIN_DANCE, COMBO_STARTER_WATER_SPORT, COMBO_STARTER_MUD_SPORT, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Hydro Pump
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.byte 0x00 @ effect ID
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.byte CONTEST_BEAUTY
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.byte 0 @ combo starter ID
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.byte COMBO_STARTER_RAIN_DANCE, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Surf
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.byte 0x25 @ effect ID
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.byte CONTEST_BEAUTY
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.byte COMBO_STARTER_SURF @ combo starter ID
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.byte COMBO_STARTER_RAIN_DANCE, COMBO_STARTER_DIVE, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Ice Beam
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.byte 0x13 @ effect ID
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.byte CONTEST_BEAUTY
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.byte 0 @ combo starter ID
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.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Blizzard
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.byte 0x00 @ effect ID
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.byte CONTEST_BEAUTY
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.byte 0 @ combo starter ID
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.byte COMBO_STARTER_POWDER_SNOW, COMBO_STARTER_HAIL, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Psybeam
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.byte 0x2b @ effect ID
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.byte CONTEST_BEAUTY
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.byte 0 @ combo starter ID
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.byte COMBO_STARTER_CALM_MIND, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Bubble Beam
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.byte 0x0d @ effect ID
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.byte CONTEST_BEAUTY
|
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.byte 0 @ combo starter ID
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.byte COMBO_STARTER_RAIN_DANCE, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Aurora Beam
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.byte 0x13 @ effect ID
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.byte CONTEST_BEAUTY
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.byte 0 @ combo starter ID
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.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
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.byte 0 @ padding
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@ Hyper Beam
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.byte 0x12 @ effect ID
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.byte CONTEST_COOL
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.byte 0 @ combo starter ID
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.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
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.byte 0 @ padding
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@ Peck
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.byte 0x00 @ effect ID
|
|
.byte CONTEST_COOL
|
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.byte COMBO_STARTER_PECK @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
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@ Drill Peck
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|
.byte 0x00 @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_PECK, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
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@ Submission
|
|
.byte 0x01 @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
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.byte COMBO_STARTER_MIND_READER, 0, 0, 0 @ moves this move can follow to make a combo
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.byte 0 @ padding
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@ Low Kick
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.byte 0x0c @ effect ID
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.byte CONTEST_TOUGH
|
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.byte 0 @ combo starter ID
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.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
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@ Counter
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|
.byte 0x04 @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_TAUNT, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
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@ Seismic Toss
|
|
.byte 0x13 @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_FAKE_OUT, 0, 0, 0 @ moves this move can follow to make a combo
|
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.byte 0 @ padding
|
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|
@ Strength
|
|
.byte 0x13 @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
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|
@ Absorb
|
|
.byte 0x0a @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_GROWTH, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Mega Drain
|
|
.byte 0x0c @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_GROWTH, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Leech Seed
|
|
.byte 0x0b @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Growth
|
|
.byte 0x26 @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte COMBO_STARTER_GROWTH @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Razor Leaf
|
|
.byte 0x25 @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_GROWTH, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Solar Beam
|
|
.byte 0x00 @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_SUNNY_DAY, COMBO_STARTER_GROWTH, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Poison Powder
|
|
.byte 0x1b @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_SWEET_SCENT, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Stun Spore
|
|
.byte 0x2d @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_SWEET_SCENT, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Sleep Powder
|
|
.byte 0x0d @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_SWEET_SCENT, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Petal Dance
|
|
.byte 0x12 @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_GROWTH, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ String Shot
|
|
.byte 0x0a @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte COMBO_STARTER_STRING_SHOT @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Dragon Rage
|
|
.byte 0x21 @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte COMBO_STARTER_DRAGON_RAGE @ combo starter ID
|
|
.byte COMBO_STARTER_DRAGON_BREATH, COMBO_STARTER_DRAGON_DANCE, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Fire Spin
|
|
.byte 0x2f @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_SUNNY_DAY, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Thunder Shock
|
|
.byte 0x00 @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_CHARGE, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Thunderbolt
|
|
.byte 0x00 @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_CHARGE, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Thunder Wave
|
|
.byte 0x2d @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_CHARGE, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Thunder
|
|
.byte 0x0b @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_CHARGE, COMBO_STARTER_RAIN_DANCE, COMBO_STARTER_LOCK_ON, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Rock Throw
|
|
.byte 0x23 @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte COMBO_STARTER_ROCK_THROW @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Earthquake
|
|
.byte 0x0d @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte COMBO_STARTER_EARTHQUAKE @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Fissure
|
|
.byte 0x2d @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_EARTHQUAKE, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Dig
|
|
.byte 0x05 @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Toxic
|
|
.byte 0x1b @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Confusion
|
|
.byte 0x0a @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte COMBO_STARTER_CONFUSION @ combo starter ID
|
|
.byte COMBO_STARTER_PSYCHIC, COMBO_STARTER_KINESIS, COMBO_STARTER_CALM_MIND, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Psychic
|
|
.byte 0x0d @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte COMBO_STARTER_PSYCHIC @ combo starter ID
|
|
.byte COMBO_STARTER_KINESIS, COMBO_STARTER_CONFUSION, COMBO_STARTER_CALM_MIND, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Hypnosis
|
|
.byte 0x0d @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte COMBO_STARTER_HYPNOSIS @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Meditate
|
|
.byte 0x26 @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_CALM_MIND, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Agility
|
|
.byte 0x28 @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_DOUBLE_TEAM, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Quick Attack
|
|
.byte 0x28 @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_DOUBLE_TEAM, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Rage
|
|
.byte 0x03 @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte COMBO_STARTER_RAGE @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Teleport
|
|
.byte 0x05 @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_DOUBLE_TEAM, COMBO_STARTER_PSYCHIC, COMBO_STARTER_KINESIS, COMBO_STARTER_CONFUSION @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Night Shade
|
|
.byte 0x13 @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Mimic
|
|
.byte 0x20 @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Screech
|
|
.byte 0x0d @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Double Team
|
|
.byte 0x04 @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte COMBO_STARTER_DOUBLE_TEAM @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Recover
|
|
.byte 0x13 @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Harden
|
|
.byte 0x04 @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte COMBO_STARTER_HARDEN @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Minimize
|
|
.byte 0x04 @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Smokescreen
|
|
.byte 0x10 @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_SMOG, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Confuse Ray
|
|
.byte 0x2b @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Withdraw
|
|
.byte 0x05 @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_RAIN_DANCE, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Defense Curl
|
|
.byte 0x04 @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte COMBO_STARTER_DEFENSE_CURL @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Barrier
|
|
.byte 0x05 @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Light Screen
|
|
.byte 0x05 @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_CALM_MIND, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Haze
|
|
.byte 0x1b @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Reflect
|
|
.byte 0x05 @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_CALM_MIND, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Focus Energy
|
|
.byte 0x0d @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte COMBO_STARTER_FOCUS_ENERGY @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Bide
|
|
.byte 0x05 @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Metronome
|
|
.byte 0x03 @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Mirror Move
|
|
.byte 0x20 @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Self-Destruct
|
|
.byte 0x02 @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Egg Bomb
|
|
.byte 0x00 @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_SOFT_BOILED, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Lick
|
|
.byte 0x0c @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Smog
|
|
.byte 0x0d @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte COMBO_STARTER_SMOG @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Sludge
|
|
.byte 0x0c @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte COMBO_STARTER_SLUDGE @ combo starter ID
|
|
.byte COMBO_STARTER_SLUDGE_BOMB, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Bone Club
|
|
.byte 0x11 @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte COMBO_STARTER_BONE_CLUB @ combo starter ID
|
|
.byte COMBO_STARTER_BONEMERANG, COMBO_STARTER_BONE_RUSH, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Fire Blast
|
|
.byte 0x00 @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_SUNNY_DAY, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Waterfall
|
|
.byte 0x1e @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_RAIN_DANCE, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Clamp
|
|
.byte 0x2f @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_RAIN_DANCE, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Swift
|
|
.byte 0x1d @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Skull Bash
|
|
.byte 0x0c @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Spike Cannon
|
|
.byte 0x11 @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Constrict
|
|
.byte 0x0a @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Amnesia
|
|
.byte 0x26 @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Kinesis
|
|
.byte 0x2f @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte COMBO_STARTER_KINESIS @ combo starter ID
|
|
.byte COMBO_STARTER_PSYCHIC, COMBO_STARTER_CONFUSION, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Soft-Boiled
|
|
.byte 0x00 @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte COMBO_STARTER_SOFT_BOILED @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Hi Jump Kick
|
|
.byte 0x01 @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_MIND_READER, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Glare
|
|
.byte 0x0d @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_LEER, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Dream Eater
|
|
.byte 0x0b @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_HYPNOSIS, COMBO_STARTER_CALM_MIND, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Poison Gas
|
|
.byte 0x1b @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Barrage
|
|
.byte 0x23 @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Leech Life
|
|
.byte 0x0a @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Lovely Kiss
|
|
.byte 0x0d @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Sky Attack
|
|
.byte 0x25 @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Transform
|
|
.byte 0x03 @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Bubble
|
|
.byte 0x0b @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_RAIN_DANCE, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Dizzy Punch
|
|
.byte 0x0c @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Spore
|
|
.byte 0x0d @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Flash
|
|
.byte 0x10 @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Psywave
|
|
.byte 0x2d @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_CALM_MIND, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Splash
|
|
.byte 0x1e @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Acid Armor
|
|
.byte 0x26 @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Crabhammer
|
|
.byte 0x25 @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_RAIN_DANCE, COMBO_STARTER_SWORDS_DANCE, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Explosion
|
|
.byte 0x02 @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Fury Swipes
|
|
.byte 0x11 @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_SCRATCH, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Bonemerang
|
|
.byte 0x00 @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte COMBO_STARTER_BONEMERANG @ combo starter ID
|
|
.byte COMBO_STARTER_BONE_CLUB, COMBO_STARTER_BONE_RUSH, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Rest
|
|
.byte 0x04 @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte COMBO_STARTER_REST @ combo starter ID
|
|
.byte COMBO_STARTER_BELLY_DRUM, COMBO_STARTER_CHARM, COMBO_STARTER_YAWN, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Rock Slide
|
|
.byte 0x0d @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_ROCK_THROW, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Hyper Fang
|
|
.byte 0x0c @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Sharpen
|
|
.byte 0x26 @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Conversion
|
|
.byte 0x23 @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Tri Attack
|
|
.byte 0x0b @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_LOCK_ON, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Super Fang
|
|
.byte 0x2d @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_SCARY_FACE, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Slash
|
|
.byte 0x25 @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_SWORDS_DANCE, COMBO_STARTER_SCRATCH, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Substitute
|
|
.byte 0x04 @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Struggle
|
|
.byte 0x00 @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Sketch
|
|
.byte 0x20 @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Triple Kick
|
|
.byte 0x00 @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_FOCUS_ENERGY, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Thief
|
|
.byte 0x1f @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Spider Web
|
|
.byte 0x1a @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_STRING_SHOT, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Mind Reader
|
|
.byte 0x2f @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte COMBO_STARTER_MIND_READER @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Nightmare
|
|
.byte 0x0d @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_HYPNOSIS, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Flame Wheel
|
|
.byte 0x00 @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_SUNNY_DAY, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Snore
|
|
.byte 0x00 @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_REST, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Curse
|
|
.byte 0x29 @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte COMBO_STARTER_CURSE @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Flail
|
|
.byte 0x21 @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_ENDURE, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Conversion 2
|
|
.byte 0x23 @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Aeroblast
|
|
.byte 0x25 @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Cotton Spore
|
|
.byte 0x11 @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Reversal
|
|
.byte 0x1e @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_ENDURE, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Spite
|
|
.byte 0x21 @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_CURSE, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Powder Snow
|
|
.byte 0x00 @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte COMBO_STARTER_POWDER_SNOW @ combo starter ID
|
|
.byte COMBO_STARTER_HAIL, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Protect
|
|
.byte 0x05 @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_HARDEN, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Mach Punch
|
|
.byte 0x28 @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Scary Face
|
|
.byte 0x11 @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte COMBO_STARTER_SCARY_FACE @ combo starter ID
|
|
.byte COMBO_STARTER_RAGE, COMBO_STARTER_LEER, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Faint Attack
|
|
.byte 0x1d @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_FAKE_OUT, COMBO_STARTER_LEER, COMBO_STARTER_POUND, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Sweet Kiss
|
|
.byte 0x1a @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_CHARM, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Belly Drum
|
|
.byte 0x26 @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte COMBO_STARTER_BELLY_DRUM @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Sludge Bomb
|
|
.byte 0x11 @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte COMBO_STARTER_SLUDGE_BOMB @ combo starter ID
|
|
.byte COMBO_STARTER_SLUDGE, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Mud-Slap
|
|
.byte 0x11 @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte COMBO_STARTER_MUD_SLAP @ combo starter ID
|
|
.byte COMBO_STARTER_SAND_ATTACK, COMBO_STARTER_MUD_SPORT, COMBO_STARTER_SANDSTORM, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Octazooka
|
|
.byte 0x11 @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_RAIN_DANCE, COMBO_STARTER_LOCK_ON, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Spikes
|
|
.byte 0x1a @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Zap Cannon
|
|
.byte 0x00 @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_LOCK_ON, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Foresight
|
|
.byte 0x1b @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Destiny Bond
|
|
.byte 0x02 @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_MEAN_LOOK, COMBO_STARTER_CURSE, COMBO_STARTER_ENDURE, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Perish Song
|
|
.byte 0x2d @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_MEAN_LOOK, COMBO_STARTER_SING, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Icy Wind
|
|
.byte 0x0d @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Detect
|
|
.byte 0x04 @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_TAUNT, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Bone Rush
|
|
.byte 0x00 @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte COMBO_STARTER_BONE_RUSH @ combo starter ID
|
|
.byte COMBO_STARTER_FOCUS_ENERGY, COMBO_STARTER_BONE_CLUB, COMBO_STARTER_BONEMERANG, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Lock-On
|
|
.byte 0x2f @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte COMBO_STARTER_LOCK_ON @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Outrage
|
|
.byte 0x12 @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Sandstorm
|
|
.byte 0x2b @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte COMBO_STARTER_SANDSTORM @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Giga Drain
|
|
.byte 0x11 @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_GROWTH, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Endure
|
|
.byte 0x04 @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte COMBO_STARTER_ENDURE @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Charm
|
|
.byte 0x13 @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte COMBO_STARTER_CHARM @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Rollout
|
|
.byte 0x2f @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_DEFENSE_CURL, COMBO_STARTER_HARDEN, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ False Swipe
|
|
.byte 0x0d @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_SWORDS_DANCE, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Swagger
|
|
.byte 0x1d @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Milk Drink
|
|
.byte 0x23 @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Spark
|
|
.byte 0x0c @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_CHARGE, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Fury Cutter
|
|
.byte 0x03 @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_SWORDS_DANCE, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Steel Wing
|
|
.byte 0x23 @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Mean Look
|
|
.byte 0x1a @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte COMBO_STARTER_MEAN_LOOK @ combo starter ID
|
|
.byte COMBO_STARTER_CURSE, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Attract
|
|
.byte 0x1a @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Sleep Talk
|
|
.byte 0x03 @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_REST, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Heal Bell
|
|
.byte 0x1e @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Return
|
|
.byte 0x2c @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Present
|
|
.byte 0x03 @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Frustration
|
|
.byte 0x2c @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Safeguard
|
|
.byte 0x05 @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Pain Split
|
|
.byte 0x0c @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_ENDURE, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Sacred Fire
|
|
.byte 0x00 @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_SUNNY_DAY, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Magnitude
|
|
.byte 0x2e @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Dynamic Punch
|
|
.byte 0x11 @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_FOCUS_ENERGY, COMBO_STARTER_MIND_READER, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Megahorn
|
|
.byte 0x23 @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Dragon Breath
|
|
.byte 0x0d @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte COMBO_STARTER_DRAGON_BREATH @ combo starter ID
|
|
.byte COMBO_STARTER_DRAGON_RAGE, COMBO_STARTER_DRAGON_DANCE, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Baton Pass
|
|
.byte 0x1a @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Encore
|
|
.byte 0x1a @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Pursuit
|
|
.byte 0x2d @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Rapid Spin
|
|
.byte 0x04 @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Sweet Scent
|
|
.byte 0x0d @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte COMBO_STARTER_SWEET_SCENT @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Iron Tail
|
|
.byte 0x0c @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Metal Claw
|
|
.byte 0x00 @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_METAL_SOUND, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Vital Throw
|
|
.byte 0x29 @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_FAKE_OUT, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Morning Sun
|
|
.byte 0x22 @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_SUNNY_DAY, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Synthesis
|
|
.byte 0x22 @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_SUNNY_DAY, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Moonlight
|
|
.byte 0x22 @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_SUNNY_DAY, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Hidden Power
|
|
.byte 0x03 @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Cross Chop
|
|
.byte 0x25 @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_FOCUS_ENERGY, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Twister
|
|
.byte 0x2b @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Rain Dance
|
|
.byte 0x2e @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte COMBO_STARTER_RAIN_DANCE @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Sunny Day
|
|
.byte 0x2e @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte COMBO_STARTER_SUNNY_DAY @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Crunch
|
|
.byte 0x0c @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_SCARY_FACE, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Mirror Coat
|
|
.byte 0x04 @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_TAUNT, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Psych Up
|
|
.byte 0x23 @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Extreme Speed
|
|
.byte 0x28 @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Ancient Power
|
|
.byte 0x26 @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Shadow Ball
|
|
.byte 0x10 @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Future Sight
|
|
.byte 0x2f @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_PSYCHIC, COMBO_STARTER_KINESIS, COMBO_STARTER_CONFUSION, COMBO_STARTER_CALM_MIND @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Rock Smash
|
|
.byte 0x27 @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Whirlpool
|
|
.byte 0x2f @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_RAIN_DANCE, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Beat Up
|
|
.byte 0x2d @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Fake Out
|
|
.byte 0x13 @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte COMBO_STARTER_FAKE_OUT @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Uproar
|
|
.byte 0x2b @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Stockpile
|
|
.byte 0x04 @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte COMBO_STARTER_STOCKPILE @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Spit Up
|
|
.byte 0x00 @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_STOCKPILE, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Swallow
|
|
.byte 0x26 @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_STOCKPILE, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Heat Wave
|
|
.byte 0x00 @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_SUNNY_DAY, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Hail
|
|
.byte 0x0d @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte COMBO_STARTER_HAIL @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Torment
|
|
.byte 0x1a @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Flatter
|
|
.byte 0x1a @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_CHARM, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Will-O-Wisp
|
|
.byte 0x0c @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_SUNNY_DAY, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Memento
|
|
.byte 0x02 @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Facade
|
|
.byte 0x1e @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Focus Punch
|
|
.byte 0x29 @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_FOCUS_ENERGY, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Smelling Salt
|
|
.byte 0x0a @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Follow Me
|
|
.byte 0x2f @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Nature Power
|
|
.byte 0x2e @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Charge
|
|
.byte 0x23 @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte COMBO_STARTER_CHARGE @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Taunt
|
|
.byte 0x1a @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte COMBO_STARTER_TAUNT @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Helping Hand
|
|
.byte 0x1a @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Trick
|
|
.byte 0x23 @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Role Play
|
|
.byte 0x1f @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Wish
|
|
.byte 0x2f @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Assist
|
|
.byte 0x22 @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Ingrain
|
|
.byte 0x05 @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Superpower
|
|
.byte 0x01 @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_LOCK_ON, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Magic Coat
|
|
.byte 0x05 @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Recycle
|
|
.byte 0x03 @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Revenge
|
|
.byte 0x29 @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Brick Break
|
|
.byte 0x0c @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_FOCUS_ENERGY, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Yawn
|
|
.byte 0x1a @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte COMBO_STARTER_YAWN @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Knock Off
|
|
.byte 0x0c @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_FAKE_OUT, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Endeavor
|
|
.byte 0x1e @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_ENDURE, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Eruption
|
|
.byte 0x21 @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_ENDURE, COMBO_STARTER_EARTHQUAKE, COMBO_STARTER_SUNNY_DAY, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Skill Swap
|
|
.byte 0x1f @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Imprison
|
|
.byte 0x1b @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Refresh
|
|
.byte 0x26 @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_WATER_SPORT, COMBO_STARTER_SING, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Grudge
|
|
.byte 0x21 @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_CURSE, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Snatch
|
|
.byte 0x2d @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Secret Power
|
|
.byte 0x27 @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Dive
|
|
.byte 0x04 @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte COMBO_STARTER_DIVE @ combo starter ID
|
|
.byte COMBO_STARTER_RAIN_DANCE, COMBO_STARTER_SURF, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Arm Thrust
|
|
.byte 0x11 @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_FOCUS_ENERGY, COMBO_STARTER_FAKE_OUT, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Camouflage
|
|
.byte 0x25 @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Tail Glow
|
|
.byte 0x26 @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Luster Purge
|
|
.byte 0x0a @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_CALM_MIND, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Mist Ball
|
|
.byte 0x0c @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_CALM_MIND, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Feather Dance
|
|
.byte 0x1e @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Teeter Dance
|
|
.byte 0x12 @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Blaze Kick
|
|
.byte 0x00 @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_SUNNY_DAY, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Mud Sport
|
|
.byte 0x00 @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte COMBO_STARTER_MUD_SPORT @ combo starter ID
|
|
.byte COMBO_STARTER_MUD_SLAP, COMBO_STARTER_WATER_SPORT, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Ice Ball
|
|
.byte 0x2f @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Needle Arm
|
|
.byte 0x0c @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Slack Off
|
|
.byte 0x21 @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_YAWN, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Hyper Voice
|
|
.byte 0x0d @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Poison Fang
|
|
.byte 0x1b @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Crush Claw
|
|
.byte 0x0c @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_SWORDS_DANCE, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Blast Burn
|
|
.byte 0x12 @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_SUNNY_DAY, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Hydro Cannon
|
|
.byte 0x12 @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_RAIN_DANCE, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Meteor Mash
|
|
.byte 0x23 @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Astonish
|
|
.byte 0x0a @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Weather Ball
|
|
.byte 0x00 @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_RAIN_DANCE, COMBO_STARTER_SUNNY_DAY, COMBO_STARTER_HAIL, COMBO_STARTER_SANDSTORM @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Aromatherapy
|
|
.byte 0x1e @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Fake Tears
|
|
.byte 0x1e @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Air Cutter
|
|
.byte 0x13 @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Overheat
|
|
.byte 0x01 @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_SUNNY_DAY, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Odor Sleuth
|
|
.byte 0x1b @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Rock Tomb
|
|
.byte 0x2f @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_ROCK_THROW, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Silver Wind
|
|
.byte 0x26 @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Metal Sound
|
|
.byte 0x0d @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte COMBO_STARTER_METAL_SOUND @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Grass Whistle
|
|
.byte 0x0d @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Tickle
|
|
.byte 0x1b @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Cosmic Power
|
|
.byte 0x26 @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Water Spout
|
|
.byte 0x21 @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_RAIN_DANCE, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Signal Beam
|
|
.byte 0x2b @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Shadow Punch
|
|
.byte 0x1d @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Extrasensory
|
|
.byte 0x0c @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Sky Uppercut
|
|
.byte 0x13 @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_FOCUS_ENERGY, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Sand Tomb
|
|
.byte 0x2f @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_SANDSTORM, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Sheer Cold
|
|
.byte 0x2d @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Muddy Water
|
|
.byte 0x11 @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_RAIN_DANCE, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Bullet Seed
|
|
.byte 0x2d @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_GROWTH, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Aerial Ace
|
|
.byte 0x1d @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Icicle Spear
|
|
.byte 0x13 @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Iron Defense
|
|
.byte 0x05 @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Block
|
|
.byte 0x1a @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Howl
|
|
.byte 0x26 @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Dragon Claw
|
|
.byte 0x13 @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_DRAGON_BREATH, COMBO_STARTER_DRAGON_RAGE, COMBO_STARTER_DRAGON_DANCE, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Frenzy Plant
|
|
.byte 0x12 @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_GROWTH, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Bulk Up
|
|
.byte 0x26 @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Bounce
|
|
.byte 0x05 @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Mud Shot
|
|
.byte 0x0d @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Poison Tail
|
|
.byte 0x1b @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Covet
|
|
.byte 0x1f @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Volt Tackle
|
|
.byte 0x01 @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_CHARGE, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Magical Leaf
|
|
.byte 0x1d @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_GROWTH, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Water Sport
|
|
.byte 0x00 @ effect ID
|
|
.byte CONTEST_CUTE
|
|
.byte COMBO_STARTER_WATER_SPORT @ combo starter ID
|
|
.byte COMBO_STARTER_RAIN_DANCE, COMBO_STARTER_MUD_SPORT, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Calm Mind
|
|
.byte 0x04 @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte COMBO_STARTER_CALM_MIND @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Leaf Blade
|
|
.byte 0x25 @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Dragon Dance
|
|
.byte 0x26 @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte COMBO_STARTER_DRAGON_DANCE @ combo starter ID
|
|
.byte COMBO_STARTER_DRAGON_RAGE, COMBO_STARTER_DRAGON_BREATH, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Rock Blast
|
|
.byte 0x23 @ effect ID
|
|
.byte CONTEST_TOUGH
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Shock Wave
|
|
.byte 0x1d @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_CHARGE, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Water Pulse
|
|
.byte 0x2b @ effect ID
|
|
.byte CONTEST_BEAUTY
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_RAIN_DANCE, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Doom Desire
|
|
.byte 0x2f @ effect ID
|
|
.byte CONTEST_COOL
|
|
.byte 0 @ combo starter ID
|
|
.byte 0, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|
|
|
|
@ Psycho Boost
|
|
.byte 0x01 @ effect ID
|
|
.byte CONTEST_SMART
|
|
.byte 0 @ combo starter ID
|
|
.byte COMBO_STARTER_CALM_MIND, 0, 0, 0 @ moves this move can follow to make a combo
|
|
.byte 0 @ padding
|