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authorDiegoisawesome <Diegoisawesome@users.noreply.github.com>2018-08-16 14:16:00 -0700
committerGitHub <noreply@github.com>2018-08-16 14:16:00 -0700
commit1fd1faef922b1aba700c65ac0c7c647e4e37e1df (patch)
treed2e95d116ee3515fbaeb38169c63f40f80c5e13a /data
parent2b81db7acecd8baa3e343de66fd229040ec81381 (diff)
parent5dd1afd383fafda3bb8b956073e426ffad42fa00 (diff)
Merge pull request #297 from DizzyEggg/contest_table
Decompile contest_effect
Diffstat (limited to 'data')
-rw-r--r--data/contest_effect.s22
-rw-r--r--data/contest_effect_function_table.inc50
-rw-r--r--data/contest_effects.inc289
-rw-r--r--data/contest_moves.inc2486
4 files changed, 0 insertions, 2847 deletions
diff --git a/data/contest_effect.s b/data/contest_effect.s
deleted file mode 100644
index 31b294836..000000000
--- a/data/contest_effect.s
+++ /dev/null
@@ -1,22 +0,0 @@
- .include "asm/macros.inc"
- .include "constants/constants.inc"
-
- .section .rodata
-
-@ 858C2B4
- .include "data/contest_moves.inc"
-
-@ 858CDCC
- .include "data/contest_effects.inc"
-
-@ A lookup table with a 1 for each combo starter ID and a 0 for ID 0,
-@ which means "not a combo starter move".
-gComboStarterLookupTable:: @ 858CE8C
- .byte 0
- .rept 62
- .byte 1
- .endr
-
- .align 2
-@ 858CECC
- .include "data/contest_effect_function_table.inc"
diff --git a/data/contest_effect_function_table.inc b/data/contest_effect_function_table.inc
deleted file mode 100644
index 57d106844..000000000
--- a/data/contest_effect_function_table.inc
+++ /dev/null
@@ -1,50 +0,0 @@
- .align 2
-gContestEffectFunctionTable:: @ 858CECC
- .4byte ContestEffectFunc_080E547C
- .4byte ContestEffectFunc_080E5480
- .4byte ContestEffectFunc_080E54B0
- .4byte ContestEffectFunc_080E54E0
- .4byte ContestEffectFunc_080E5534
- .4byte ContestEffectFunc_080E5560
- .4byte ContestEffectFunc_080E5590
- .4byte ContestEffectFunc_080E55BC
- .4byte ContestEffectFunc_080E55EC
- .4byte ContestEffectFunc_080E5664
- .4byte ContestEffectFunc_080E55EC
- .4byte ContestEffectFunc_080E5664
- .4byte ContestEffectFunc_080E55EC
- .4byte ContestEffectFunc_080E5664
- .4byte ContestEffectFunc_080E56E0
- .4byte ContestEffectFunc_080E5718
- .4byte ContestEffectFunc_080E57CC
- .4byte ContestEffectFunc_080E588C
- .4byte ContestEffectFunc_080E5938
- .4byte ContestEffectFunc_080E5970
- .4byte ContestEffectFunc_080E59B0
- .4byte ContestEffectFunc_080E59D0
- .4byte ContestEffectFunc_080E59F0
- .4byte ContestEffectFunc_080E5A10
- .4byte ContestEffectFunc_080E5A30
- .4byte ContestEffectFunc_080E5A50
- .4byte ContestEffectFunc_080E5AD4
- .4byte ContestEffectFunc_080E5CD4
- .4byte ContestEffectFunc_080E5D7C
- .4byte ContestEffectFunc_080E5E04
- .4byte ContestEffectFunc_080E5E5C
- .4byte ContestEffectFunc_080E5EB4
- .4byte ContestEffectFunc_080E5F64
- .4byte ContestEffectFunc_080E5FE4
- .4byte ContestEffectFunc_080E6068
- .4byte ContestEffectFunc_080E611C
- .4byte ContestEffectFunc_080E620C
- .4byte ContestEffectFunc_080E62B8
- .4byte ContestEffectFunc_080E6334
- .4byte ContestEffectFunc_080E6398
- .4byte ContestEffectFunc_080E63E8
- .4byte ContestEffectFunc_080E6520
- .4byte ContestEffectFunc_080E6664
- .4byte ContestEffectFunc_080E6668
- .4byte ContestEffectFunc_080E6778
- .4byte ContestEffectFunc_080E67BC
- .4byte ContestEffectFunc_080E6868
- .4byte ContestEffectFunc_080E68EC
diff --git a/data/contest_effects.inc b/data/contest_effects.inc
deleted file mode 100644
index 46da79e45..000000000
--- a/data/contest_effects.inc
+++ /dev/null
@@ -1,289 +0,0 @@
- .align 2
-gContestEffects:: @ 858CDCC
-@ 0x00
- .byte 0 @ effect type
- .byte 40 @ appeal
- .byte 0 @ jam
- .byte 0 @ padding
-
-@ 0x01
- .byte 0 @ effect type
- .byte 60 @ appeal
- .byte 0 @ jam
- .byte 0 @ padding
-
-@ 0x02
- .byte 0 @ effect type
- .byte 80 @ appeal
- .byte 0 @ jam
- .byte 0 @ padding
-
-@ 0x03
- .byte 0 @ effect type
- .byte 30 @ appeal
- .byte 0 @ jam
- .byte 0 @ padding
-
-@ 0x04
- .byte 1 @ effect type
- .byte 20 @ appeal
- .byte 0 @ jam
- .byte 0 @ padding
-
-@ 0x05
- .byte 1 @ effect type
- .byte 10 @ appeal
- .byte 0 @ jam
- .byte 0 @ padding
-
-@ 0x06
- .byte 1 @ effect type
- .byte 30 @ appeal
- .byte 0 @ jam
- .byte 0 @ padding
-
-@ 0x07
- .byte 1 @ effect type
- .byte 30 @ appeal
- .byte 0 @ jam
- .byte 0 @ padding
-
-@ 0x08
- .byte 2 @ effect type
- .byte 30 @ appeal
- .byte 20 @ jam
- .byte 0 @ padding
-
-@ 0x09
- .byte 3 @ effect type
- .byte 30 @ appeal
- .byte 10 @ jam
- .byte 0 @ padding
-
-@ 0x0a
- .byte 2 @ effect type
- .byte 20 @ appeal
- .byte 30 @ jam
- .byte 0 @ padding
-
-@ 0x0b
- .byte 3 @ effect type
- .byte 20 @ appeal
- .byte 20 @ jam
- .byte 0 @ padding
-
-@ 0x0c
- .byte 2 @ effect type
- .byte 10 @ appeal
- .byte 40 @ jam
- .byte 0 @ padding
-
-@ 0x0d
- .byte 3 @ effect type
- .byte 10 @ appeal
- .byte 30 @ jam
- .byte 0 @ padding
-
-@ 0x0e
- .byte 2 @ effect type
- .byte 30 @ appeal
- .byte 20 @ jam
- .byte 0 @ padding
-
-@ 0x0f
- .byte 3 @ effect type
- .byte 30 @ appeal
- .byte 10 @ jam
- .byte 0 @ padding
-
-@ 0x10
- .byte 4 @ effect type
- .byte 30 @ appeal
- .byte 0 @ jam
- .byte 0 @ padding
-
-@ 0x11
- .byte 3 @ effect type
- .byte 20 @ appeal
- .byte 10 @ jam
- .byte 0 @ padding
-
-@ 0x12
- .byte 3 @ effect type
- .byte 40 @ appeal
- .byte 40 @ jam
- .byte 0 @ padding
-
-@ 0x13
- .byte 3 @ effect type
- .byte 20 @ appeal
- .byte 10 @ jam
- .byte 0 @ padding
-
-@ 0x14
- .byte 3 @ effect type
- .byte 20 @ appeal
- .byte 10 @ jam
- .byte 0 @ padding
-
-@ 0x15
- .byte 3 @ effect type
- .byte 20 @ appeal
- .byte 10 @ jam
- .byte 0 @ padding
-
-@ 0x16
- .byte 3 @ effect type
- .byte 20 @ appeal
- .byte 10 @ jam
- .byte 0 @ padding
-
-@ 0x17
- .byte 3 @ effect type
- .byte 20 @ appeal
- .byte 10 @ jam
- .byte 0 @ padding
-
-@ 0x18
- .byte 3 @ effect type
- .byte 20 @ appeal
- .byte 10 @ jam
- .byte 0 @ padding
-
-@ 0x19
- .byte 4 @ effect type
- .byte 20 @ appeal
- .byte 0 @ jam
- .byte 0 @ padding
-
-@ 0x1a
- .byte 4 @ effect type
- .byte 20 @ appeal
- .byte 0 @ jam
- .byte 0 @ padding
-
-@ 0x1b
- .byte 4 @ effect type
- .byte 30 @ appeal
- .byte 0 @ jam
- .byte 0 @ padding
-
-@ 0x1c
- .byte 3 @ effect type
- .byte 30 @ appeal
- .byte 10 @ jam
- .byte 0 @ padding
-
-@ 0x1d
- .byte 5 @ effect type
- .byte 20 @ appeal
- .byte 0 @ jam
- .byte 0 @ padding
-
-@ 0x1e
- .byte 5 @ effect type
- .byte 20 @ appeal
- .byte 0 @ jam
- .byte 0 @ padding
-
-@ 0x1f
- .byte 5 @ effect type
- .byte 10 @ appeal
- .byte 0 @ jam
- .byte 0 @ padding
-
-@ 0x20
- .byte 5 @ effect type
- .byte 10 @ appeal
- .byte 0 @ jam
- .byte 0 @ padding
-
-@ 0x21
- .byte 5 @ effect type
- .byte 10 @ appeal
- .byte 0 @ jam
- .byte 0 @ padding
-
-@ 0x22
- .byte 5 @ effect type
- .byte 10 @ appeal
- .byte 0 @ jam
- .byte 0 @ padding
-
-@ 0x23
- .byte 5 @ effect type
- .byte 20 @ appeal
- .byte 0 @ jam
- .byte 0 @ padding
-
-@ 0x24
- .byte 5 @ effect type
- .byte 20 @ appeal
- .byte 0 @ jam
- .byte 0 @ padding
-
-@ 0x25
- .byte 5 @ effect type
- .byte 30 @ appeal
- .byte 0 @ jam
- .byte 0 @ padding
-
-@ 0x26
- .byte 5 @ effect type
- .byte 10 @ appeal
- .byte 0 @ jam
- .byte 0 @ padding
-
-@ 0x27
- .byte 5 @ effect type
- .byte 10 @ appeal
- .byte 0 @ jam
- .byte 0 @ padding
-
-@ 0x28
- .byte 6 @ effect type
- .byte 30 @ appeal
- .byte 0 @ jam
- .byte 0 @ padding
-
-@ 0x29
- .byte 6 @ effect type
- .byte 30 @ appeal
- .byte 0 @ jam
- .byte 0 @ padding
-
-@ 0x2a
- .byte 6 @ effect type
- .byte 30 @ appeal
- .byte 0 @ jam
- .byte 0 @ padding
-
-@ 0x2b
- .byte 6 @ effect type
- .byte 30 @ appeal
- .byte 0 @ jam
- .byte 0 @ padding
-
-@ 0x2c
- .byte 5 @ effect type
- .byte 10 @ appeal
- .byte 0 @ jam
- .byte 0 @ padding
-
-@ 0x2d
- .byte 3 @ effect type
- .byte 20 @ appeal
- .byte 10 @ jam
- .byte 0 @ padding
-
-@ 0x2e
- .byte 5 @ effect type
- .byte 10 @ appeal
- .byte 0 @ jam
- .byte 0 @ padding
-
-@ 0x2f
- .byte 4 @ effect type
- .byte 30 @ appeal
- .byte 0 @ jam
- .byte 0 @ padding
diff --git a/data/contest_moves.inc b/data/contest_moves.inc
deleted file mode 100644
index aecea3a8d..000000000
--- a/data/contest_moves.inc
+++ /dev/null
@@ -1,2486 +0,0 @@
- .align 2
-gContestMoves:: @ 858C2B4
-@ -
- .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
-
-@ Pound
- .byte 0x00 @ effect ID
- .byte CONTEST_TOUGH
- .byte COMBO_STARTER_POUND @ combo starter ID
- .byte 0, 0, 0, 0 @ moves this move can follow to make a combo
- .byte 0 @ padding
-
-@ Karate Chop
- .byte 0x25 @ 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
-
-@ Double Slap
- .byte 0x11 @ effect ID
- .byte CONTEST_TOUGH
- .byte 0 @ combo starter ID
- .byte COMBO_STARTER_POUND, 0, 0, 0 @ moves this move can follow to make a combo
- .byte 0 @ padding
-
-@ Comet Punch
- .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
-
-@ Mega Punch
- .byte 0x00 @ effect ID
- .byte CONTEST_TOUGH
- .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
-
-@ Pay Day
- .byte 0x2e @ 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
-
-@ Fire Punch
- .byte 0x00 @ effect ID
- .byte CONTEST_BEAUTY
- .byte COMBO_STARTER_FIRE_PUNCH @ combo starter ID
- .byte COMBO_STARTER_SUNNY_DAY, COMBO_STARTER_THUNDER_PUNCH, COMBO_STARTER_ICE_PUNCH, 0 @ moves this move can follow to make a combo
- .byte 0 @ padding
-
-@ Ice Punch
- .byte 0x00 @ effect ID
- .byte CONTEST_BEAUTY
- .byte COMBO_STARTER_ICE_PUNCH @ combo starter ID
- .byte COMBO_STARTER_THUNDER_PUNCH, COMBO_STARTER_FIRE_PUNCH, 0, 0 @ moves this move can follow to make a combo
- .byte 0 @ padding
-
-@ Thunder Punch
- .byte 0x00 @ effect ID
- .byte CONTEST_COOL
- .byte COMBO_STARTER_THUNDER_PUNCH @ combo starter ID
- .byte COMBO_STARTER_CHARGE, COMBO_STARTER_FIRE_PUNCH, COMBO_STARTER_ICE_PUNCH, 0 @ moves this move can follow to make a combo
- .byte 0 @ padding
-
-@ Scratch
- .byte 0x00 @ effect ID
- .byte CONTEST_TOUGH
- .byte COMBO_STARTER_SCRATCH @ combo starter ID
- .byte COMBO_STARTER_LEER, 0, 0, 0 @ moves this move can follow to make a combo
- .byte 0 @ padding
-
-@ Vice Grip
- .byte 0x00 @ effect ID
- .byte CONTEST_TOUGH
- .byte COMBO_STARTER_VICE_GRIP @ combo starter ID
- .byte 0, 0, 0, 0 @ moves this move can follow to make a combo
- .byte 0 @ padding
-
-@ Guillotine
- .byte 0x2d @ effect ID
- .byte CONTEST_COOL
- .byte 0 @ combo starter ID
- .byte COMBO_STARTER_VICE_GRIP, 0, 0, 0 @ moves this move can follow to make a combo
- .byte 0 @ padding
-
-@ Razor Wind
- .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
-
-@ Swords Dance
- .byte 0x26 @ effect ID
- .byte CONTEST_BEAUTY
- .byte COMBO_STARTER_SWORDS_DANCE @ combo starter ID
- .byte 0, 0, 0, 0 @ moves this move can follow to make a combo
- .byte 0 @ padding
-
-@ Cut
- .byte 0x2d @ 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
-
-@ Gust
- .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
-
-@ Wing Attack
- .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
-
-@ Whirlwind
- .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
-
-@ Fly
- .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
-
-@ Bind
- .byte 0x2f @ effect ID
- .byte CONTEST_TOUGH
- .byte 0 @ combo starter ID
- .byte COMBO_STARTER_VICE_GRIP, 0, 0, 0 @ moves this move can follow to make a combo
- .byte 0 @ padding
-
-@ Slam
- .byte 0x13 @ effect ID
- .byte CONTEST_TOUGH
- .byte 0 @ combo starter ID
- .byte COMBO_STARTER_POUND, 0, 0, 0 @ moves this move can follow to make a combo
- .byte 0 @ padding
-
-@ Vine Whip
- .byte 0x00 @ 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
-
-@ Stomp
- .byte 0x0c @ effect ID
- .byte CONTEST_TOUGH
- .byte 0 @ combo starter ID
- .byte 0, COMBO_STARTER_LEER, 0, 0 @ moves this move can follow to make a combo
- .byte 0 @ padding
-
-@ Double Kick
- .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
-
-@ Mega Kick
- .byte 0x00 @ 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
-
-@ 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
-
-@ Rolling Kick
- .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
-
-@ Sand-Attack
- .byte 0x11 @ effect ID
- .byte CONTEST_CUTE
- .byte COMBO_STARTER_SAND_ATTACK @ combo starter ID
- .byte COMBO_STARTER_MUD_SLAP, COMBO_STARTER_SANDSTORM, 0, 0 @ moves this move can follow to make a combo
- .byte 0 @ padding
-
-@ Headbutt
- .byte 0x0a @ 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
-
-@ Horn Attack
- .byte 0x00 @ effect ID
- .byte CONTEST_COOL
- .byte COMBO_STARTER_HORN_ATTACK @ combo starter ID
- .byte COMBO_STARTER_LEER, 0, 0, 0 @ moves this move can follow to make a combo
- .byte 0 @ padding
-
-@ Fury Attack
- .byte 0x11 @ effect ID
- .byte CONTEST_COOL
- .byte 0 @ combo starter ID
- .byte COMBO_STARTER_HORN_ATTACK, COMBO_STARTER_PECK, 0, 0 @ moves this move can follow to make a combo
- .byte 0 @ padding
-
-@ Horn Drill
- .byte 0x2d @ effect ID
- .byte CONTEST_COOL
- .byte 0 @ combo starter ID
- .byte COMBO_STARTER_HORN_ATTACK, 0, 0, 0 @ moves this move can follow to make a combo
- .byte 0 @ padding
-
-@ Tackle
- .byte 0x00 @ effect ID
- .byte CONTEST_TOUGH
- .byte 0 @ combo starter ID
- .byte COMBO_STARTER_DEFENSE_CURL, COMBO_STARTER_LEER, COMBO_STARTER_HARDEN, 0 @ moves this move can follow to make a combo
- .byte 0 @ padding
-
-@ Body Slam
- .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
-
-@ Wrap
- .byte 0x2f @ 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
-
-@ Take Down
- .byte 0x01 @ effect ID
- .byte CONTEST_TOUGH
- .byte 0 @ combo starter ID
- .byte COMBO_STARTER_FOCUS_ENERGY, COMBO_STARTER_HARDEN, 0, 0 @ moves this move can follow to make a combo
- .byte 0 @ padding
-
-@ Thrash
- .byte 0x12 @ effect ID
- .byte CONTEST_TOUGH
- .byte 0 @ combo starter ID
- .byte COMBO_STARTER_RAGE, 0, 0, 0 @ moves this move can follow to make a combo
- .byte 0 @ padding
-
-@ Double-Edge
- .byte 0x01 @ effect ID
- .byte CONTEST_TOUGH
- .byte 0 @ combo starter ID
- .byte COMBO_STARTER_FOCUS_ENERGY, COMBO_STARTER_HARDEN, 0, 0 @ moves this move can follow to make a combo
- .byte 0 @ padding
-
-@ Tail Whip
- .byte 0x1e @ 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
-
-@ Poison Sting
- .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
-
-@ Twineedle
- .byte 0x0a @ 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
-
-@ Pin Missile
- .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
-
-@ Leer
- .byte 0x2f @ effect ID
- .byte CONTEST_COOL
- .byte COMBO_STARTER_LEER @ combo starter ID
- .byte COMBO_STARTER_RAGE, COMBO_STARTER_SCARY_FACE, 0, 0 @ moves this move can follow to make a combo
- .byte 0 @ padding
-
-@ Bite
- .byte 0x0d @ effect ID
- .byte CONTEST_TOUGH
- .byte 0 @ combo starter ID
- .byte COMBO_STARTER_LEER, COMBO_STARTER_SCARY_FACE, 0, 0 @ moves this move can follow to make a combo
- .byte 0 @ padding
-
-@ Growl
- .byte 0x1e @ 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
-
-@ Roar
- .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
-
-@ Sing
- .byte 0x1a @ effect ID
- .byte CONTEST_CUTE
- .byte COMBO_STARTER_SING @ combo starter ID
- .byte 0, 0, 0, 0 @ moves this move can follow to make a combo
- .byte 0 @ padding
-
-@ Supersonic
- .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
-
-@ Sonic Boom
- .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
-
-@ Disable
- .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
-
-@ Acid
- .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
-
-@ Ember
- .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
-
-@ Flamethrower
- .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
-
-@ Mist
- .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
-
-@ Water Gun
- .byte 0x00 @ effect ID
- .byte CONTEST_CUTE
- .byte 0 @ combo starter ID
- .byte COMBO_STARTER_RAIN_DANCE, COMBO_STARTER_WATER_SPORT, COMBO_STARTER_MUD_SPORT, 0 @ moves this move can follow to make a combo
- .byte 0 @ padding
-
-@ Hydro Pump
- .byte 0x00 @ 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
-
-@ Surf
- .byte 0x25 @ effect ID
- .byte CONTEST_BEAUTY
- .byte COMBO_STARTER_SURF @ combo starter ID
- .byte COMBO_STARTER_RAIN_DANCE, COMBO_STARTER_DIVE, 0, 0 @ moves this move can follow to make a combo
- .byte 0 @ padding
-
-@ Ice Beam
- .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
-
-@ Blizzard
- .byte 0x00 @ effect ID
- .byte CONTEST_BEAUTY
- .byte 0 @ combo starter ID
- .byte COMBO_STARTER_POWDER_SNOW, COMBO_STARTER_HAIL, 0, 0 @ moves this move can follow to make a combo
- .byte 0 @ padding
-
-@ Psybeam
- .byte 0x2b @ 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
-
-@ Bubble Beam
- .byte 0x0d @ 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
-
-@ Aurora Beam
- .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
-
-@ Hyper Beam
- .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
-
-@ Peck
- .byte 0x00 @ effect ID
- .byte CONTEST_COOL
- .byte COMBO_STARTER_PECK @ combo starter ID
- .byte 0, 0, 0, 0 @ moves this move can follow to make a combo
- .byte 0 @ padding
-
-@ Drill Peck
- .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
-
-@ Submission
- .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
-
-@ Low Kick
- .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
-
-@ Counter
- .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
-
-@ 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
- .byte 0 @ padding
-
-@ 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
-
-@ 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