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Added conversion of berry plant data, removed all uses of ID numbers for abilities and berry plants, fixed mulch not being consumed, removed use of ID numbers in map of moves to animation IDs
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@@ -128,7 +128,7 @@ module GameData
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else
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pkmn.reset_moves
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end
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pkmn.ability_index = pkmn_data[:ability_index]
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pkmn.ability_index = pkmn_data[:ability_index] || 0
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pkmn.ability = pkmn_data[:ability]
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pkmn.gender = pkmn_data[:gender] || ((trainer.male?) ? 0 : 1)
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pkmn.shiny = (pkmn_data[:shininess]) ? true : false
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@@ -137,7 +137,8 @@ module GameData
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else # Make the nature random but consistent for the same species used by the same trainer type
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species_num = GameData::Species.keys.index(species) || 1
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tr_type_num = GameData::TrainerType.keys.index(@trainer_type) || 1
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pkmn.nature = (species_num + tr_type_num) % GameData::Nature.count
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idx = (species_num + tr_type_num) % GameData::Nature.count
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pkmn.nature = GameData::Nature.get(GameData::Nature.keys[idx]).id
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end
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GameData::Stat.each_main do |s|
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if pkmn_data[:iv]
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