Contest data structure in Generation III

Format
Information about a move's Appeal/Jam and other Contest-related data in the, , and games are stored in a 4-byte data structure.


 * Effect is a broad description of the effects, and takes on the following values.
 * 0 - The appeal effect of this move is constant.
 * 1 - Prevents the user from being startled.
 * 2 - Startles the previous appealer by the jam effect.
 * 3 - Startles all previous appealers by the jam effect.
 * 4 - Affects appealers other than startling them.
 * 5 - Appeal effect may change.
 * 6 - The appeal order changes for the next round.


 * Appeal indicates how much appeal this move receives, multiplied by 10. A value of 0x14 (decimal 20) therefore indicates 2 appeal points.


 * Jam indicates how much jamming this move produces, multiplied by 10. A value of 0x0A (decimal 10) therefore indicates 1 jam point.


 * Padding consists of 1 byte and should always be set to 0x00 (aligns the structure on 4-bytes boundaries).

Fingerprint
Since this array uses the move's Contest description ID as its index, we chose to display the corresponding description after each structure.

00 28 00 00 // "A highly appealing move!" 00 3c 00 00 // "After this move, the user is more easily startled!" 00 50 00 00 // "Makes a great appeal, but allows no more to the end!" 00 1e 00 00 // "Can be repeatedly used without boring the JUDGE!" 01 14 00 00 // "Can avoid being startled by others once!" 01 0a 00 00 // "Can avoid being startled!" 01 1e 00 00 // "Can avoid being startled by others a little!" 01 1e 00 00 // "After this move, the user is less likely to be startled!" ...