diff options
Diffstat (limited to 'data')
-rw-r--r-- | data/contest_moves.s | 2487 | ||||
-rw-r--r-- | data/data2.s | 4 |
2 files changed, 2489 insertions, 2 deletions
diff --git a/data/contest_moves.s b/data/contest_moves.s new file mode 100644 index 000000000..d8ec9e0e3 --- /dev/null +++ b/data/contest_moves.s @@ -0,0 +1,2487 @@ + .align 2, 0 + +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 diff --git a/data/data2.s b/data/data2.s index 493e36f31..80e59dc06 100644 --- a/data/data2.s +++ b/data/data2.s @@ -4478,8 +4478,8 @@ gUnknown_0858C2A4: ; 858C2A4 gUnknown_0858C2AC: ; 858C2AC .incbin "base_emerald.gba", 0x58c2ac, 0x8 -gUnknown_0858C2B4: ; 858C2B4 - .incbin "base_emerald.gba", 0x58c2b4, 0xb18 +; 858C2B4 + .include "data/contest_moves.s" gUnknown_0858CDCC: ; 858CDCC .incbin "base_emerald.gba", 0x58cdcc, 0xc0 |