diff options
author | Diegoisawesome <Diegoisawesome@users.noreply.github.com> | 2018-08-16 14:16:00 -0700 |
---|---|---|
committer | GitHub <noreply@github.com> | 2018-08-16 14:16:00 -0700 |
commit | 1fd1faef922b1aba700c65ac0c7c647e4e37e1df (patch) | |
tree | d2e95d116ee3515fbaeb38169c63f40f80c5e13a /data | |
parent | 2b81db7acecd8baa3e343de66fd229040ec81381 (diff) | |
parent | 5dd1afd383fafda3bb8b956073e426ffad42fa00 (diff) |
Merge pull request #297 from DizzyEggg/contest_table
Decompile contest_effect
Diffstat (limited to 'data')
-rw-r--r-- | data/contest_effect.s | 22 | ||||
-rw-r--r-- | data/contest_effect_function_table.inc | 50 | ||||
-rw-r--r-- | data/contest_effects.inc | 289 | ||||
-rw-r--r-- | data/contest_moves.inc | 2486 |
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 |