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@@ -594,7 +594,6 @@ AI_Smart_DreamEater:
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ret
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AI_Smart_EvasionUp:
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; Dismiss this move if enemy's evasion can't raise anymore.
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ld a, [wEnemyEvaLevel]
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cp $d
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@@ -725,7 +724,6 @@ AI_Smart_AlwaysHit:
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ret
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AI_Smart_MirrorMove:
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; If the player did not use any move last turn...
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ld a, [wLastPlayerCounterMove]
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and a
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@@ -767,7 +765,6 @@ AI_Smart_MirrorMove:
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ret
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AI_Smart_AccuracyDown:
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; If player's HP is full...
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call AICheckPlayerMaxHP
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jr nc, .asm_389a0
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@@ -872,7 +869,6 @@ AI_Smart_AccuracyDown:
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ret
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AI_Smart_ResetStats:
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; 85% chance to encourage this move if any of enemy's stat levels is lower than -2.
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push hl
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ld hl, wEnemyAtkLevel
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@@ -1090,7 +1086,6 @@ AI_Smart_Unused2B:
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ret
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AI_Smart_Confuse:
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; 90% chance to discourage this move if player's HP is between 25% and 50%.
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call AICheckPlayerHalfHP
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ret c
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@@ -1107,7 +1102,6 @@ AI_Smart_Confuse:
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ret
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AI_Smart_SpDefenseUp2:
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; Discourage this move if enemy's HP is lower than 50%.
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call AICheckEnemyHalfHP
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jr nc, .asm_38b10
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@@ -1167,7 +1161,6 @@ AI_Smart_SuperFang:
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ret
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AI_Smart_Paralyze:
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; 50% chance to discourage this move if player's HP is below 25%.
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call AICheckPlayerQuarterHP
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jr nc, .asm_38b3a
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@@ -2025,7 +2018,6 @@ AI_Smart_PerishSong:
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ret
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AI_Smart_Sandstorm:
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; Greatly discourage this move if the player is immune to Sandstorm damage.
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ld a, [wBattleMonType1]
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push hl
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@@ -2207,7 +2199,6 @@ AI_Smart_Safeguard:
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AI_Smart_Magnitude:
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AI_Smart_Earthquake:
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; Greatly encourage this move if the player is underground and the enemy is faster.
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ld a, [wLastPlayerCounterMove]
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cp DIG
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@@ -2330,7 +2321,6 @@ AI_Smart_HiddenPower:
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ret
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AI_Smart_RainDance:
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; Greatly discourage this move if it would favour the player type-wise.
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; Particularly, if the player is a Water-type.
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ld a, [wBattleMonType1]
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@@ -2352,7 +2342,6 @@ AI_Smart_RainDance:
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INCLUDE "data/battle/ai/rain_dance_moves.asm"
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AI_Smart_SunnyDay:
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; Greatly discourage this move if it would favour the player type-wise.
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; Particularly, if the player is a Fire-type.
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ld a, [wBattleMonType1]
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@@ -2566,7 +2555,6 @@ AI_Smart_MirrorCoat:
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AI_Smart_Twister:
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AI_Smart_Gust:
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; Greatly encourage this move if the player is flying and the enemy is faster.
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ld a, [wLastPlayerCounterMove]
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cp FLY
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@@ -435,8 +435,9 @@ FindAliveEnemyMonsWithASuperEffectiveMove:
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and c
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ld c, a
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FindEnemyMonsWithASuperEffectiveMove:
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; fallthrough
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FindEnemyMonsWithASuperEffectiveMove:
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ld a, -1
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ld [wEnemyAISwitchScore], a
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ld hl, wOTPartyMon1Moves
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@@ -6036,7 +6036,6 @@ LoadEnemyMon:
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jp .Happiness
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.InitDVs:
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; Trainer DVs
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; All trainers have preset DVs, determined by class
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@@ -68,7 +68,6 @@ DoMove:
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ld [wBattleScriptBufferAddress + 1], a
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.ReadMoveEffectCommand:
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; ld a, [wBattleScriptBufferAddress++]
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ld a, [wBattleScriptBufferAddress]
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ld l, a
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@@ -136,7 +135,6 @@ BattleCommand_CheckTurn:
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jp nz, CheckEnemyTurn
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CheckPlayerTurn:
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ld hl, wPlayerSubStatus4
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bit SUBSTATUS_RECHARGE, [hl]
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jr z, .no_recharge
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@@ -366,7 +364,6 @@ OpponentCantMove:
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jp BattleCommand_SwitchTurn
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CheckEnemyTurn:
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ld hl, wEnemySubStatus4
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bit SUBSTATUS_RECHARGE, [hl]
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jr z, .no_recharge
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@@ -589,7 +586,6 @@ EndTurn:
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jp ResetDamage
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MoveDisabled:
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; Make sure any charged moves fail
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ld a, BATTLE_VARS_SUBSTATUS3
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call GetBattleVarAddr
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@@ -604,7 +600,6 @@ MoveDisabled:
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jp StdBattleTextBox
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HitConfusion:
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ld hl, HurtItselfText
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call StdBattleTextBox
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@@ -811,7 +806,6 @@ BattleCommand_CheckObedience:
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jp .EndDisobedience
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.UseInstead:
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; Can't use another move if the monster only has one!
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ld a, [wBattleMonMoves + 1]
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and a
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@@ -919,7 +913,6 @@ BattleCommand_CheckObedience:
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jp EndMoveEffect
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IgnoreSleepOnly:
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ld a, BATTLE_VARS_MOVE_ANIM
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call GetBattleVar
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@@ -952,7 +945,6 @@ BattleCommand_UsedMoveText:
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ret
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CheckUserIsCharging:
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ld a, [hBattleTurn]
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and a
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ld a, [wPlayerCharging] ; player
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@@ -1775,7 +1767,6 @@ BattleCommand_CheckHit:
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ret
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.StatModifiers:
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ld a, [hBattleTurn]
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and a
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@@ -3066,8 +3057,8 @@ BattleCommand_DamageCalc:
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ld [hDivisor], a
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ld b, 4
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call Divide
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.DoneItem:
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.DoneItem:
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; Critical hits
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call .CriticalMultiplier
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@@ -3583,7 +3574,6 @@ DoSubstituteDamage:
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jp ResetDamage
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UpdateMoveData:
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ld a, BATTLE_VARS_MOVE_ANIM
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call GetBattleVarAddr
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ld d, h
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@@ -50,7 +50,6 @@ GetPlayerBackpicCoords:
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ret
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DoWeatherModifiers:
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ld de, WeatherTypeModifiers
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ld a, [wBattleWeather]
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ld b, a
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@@ -45,7 +45,6 @@ BattleCommand_BatonPass:
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ret
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.Enemy:
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; Wildmons don't have anything to switch to
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ld a, [wBattleMode]
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dec a ; WILDMON
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@@ -39,7 +39,6 @@ BattleCommand_FuryCutter:
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ret
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ResetFuryCutterCount:
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push hl
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ld hl, wPlayerFuryCutterCount
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@@ -13,7 +13,6 @@ BattleCommand_Protect:
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jp StdBattleTextBox
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ProtectChance:
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ld de, wPlayerProtectCount
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ld a, [hBattleTurn]
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and a
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