Setup Secondary effect initialise table

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000687bc: a4a000a4 sh r0,0x00a4(r5)		Store ? = 0
000687c0: 90830004 lbu r3,0x0004(r4)		Load Unit ID
000687c4: 34020001 ori r2,r0,0x0001		r2 = 1
000687c8: a4a20000 sh r2,0x0000(r5)		Store No. targets = 1
000687cc: a4a00004 sh r0,0x0004(r5)		Store animate on miss flag = 0
000687d0: a0a300a6 sb r3,0x00a6(r5)		Store caster ID
000687d4: 90820004 lbu r2,0x0004(r4)		Load Unit ID
000687d8: 03e00008 jr r31
000687dc: a0a20006 sb r2,0x0006(r5)		Store Target Id

Return locations

Battle.bin
00069ef0: 00069ee0 - 00069f10	Transfer Palette and store 0x7F in misc data
00068a38: 00068a20 - 00068a70	Set some palette stuff

< BATTLE.BIN Routines

< Clear 960f8 and 960fc
Set evade special effects based on Evade Type >


Referenced in as struct

Initialise Secondary Effect
Ability animation