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Use constants for move struct positioning.
This eliminates the need for arbitrary move labels like Move2 and Move1 that don't have anything to do with their respective moves.
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@@ -1658,8 +1658,8 @@ AIScoring_Conversion2: ; 38d98
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push hl
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dec a
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ld hl, Moves + PlayerMoveType - PlayerMoveStruct
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ld bc, Move2 - Move1
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ld hl, Moves + MOVE_TYPE
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ld bc, MOVE_LENGTH
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call AddNTimes
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ld a, BANK(Moves)
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@@ -3314,7 +3314,7 @@ AIGetEnemyMove: ; 39508
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push bc
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dec a
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ld hl, Moves
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ld bc, Move2 - Move1
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ld bc, MOVE_LENGTH
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call AddNTimes
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ld de, EnemyMoveStruct
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@@ -915,7 +915,7 @@ GetMoveEffect: ; 3c5ec
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ld a, b
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dec a
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ld hl, Moves + MOVE_EFFECT
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ld bc, Move2 - Move1
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ld bc, MOVE_LENGTH
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call AddNTimes
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ld a, BANK(Moves)
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call GetFarByte
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@@ -3436,7 +3436,7 @@ Function3d5d7: ; 3d5d7
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push bc
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dec a
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ld hl, Moves + MOVE_ANIM
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ld bc, Move2 - Move1
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ld bc, MOVE_LENGTH
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call AddNTimes
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ld de, EnemyMoveAnimation
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ld a, BANK(Moves)
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@@ -8580,7 +8580,7 @@ Function3f662: ; 3f662
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push hl
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dec a
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ld hl, Moves + MOVE_PP
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ld bc, Move2 - Move1
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ld bc, MOVE_LENGTH
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call AddNTimes
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ld a, BANK(Moves)
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call GetFarByte
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@@ -1675,7 +1675,7 @@ Function3484e: ; 3484e
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jr z, .asm_3489f ; 0x34863 $3a
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push hl
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dec a
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ld hl, Moves + PlayerMovePower - PlayerMoveStruct
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ld hl, Moves + MOVE_POWER
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call GetMoveAttr
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and a
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jr z, .asm_3489b ; 0x3486e $2b
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@@ -1761,7 +1761,7 @@ Function348de: ; 348de
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inc de
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dec a
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ld hl, Moves + PlayerMovePower - PlayerMoveStruct
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ld hl, Moves + MOVE_POWER
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call GetMoveAttr
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and a
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jr z, .loop
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@@ -2024,7 +2024,7 @@ Function34a2a: ; 34a2a
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call GetBaseData
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ld a, [LastEnemyCounterMove]
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dec a
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ld hl, Moves + PlayerMovePower - PlayerMoveStruct
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ld hl, Moves + MOVE_POWER
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call GetMoveAttr
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and a
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jr z, .asm_34a77
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@@ -2114,7 +2114,7 @@ Function34aa7: ; 34aa7
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jr z, .asm_34aef
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dec a
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ld hl, Moves + PlayerMovePower - PlayerMoveStruct
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ld hl, Moves + MOVE_POWER
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call GetMoveAttr
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and a
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jr z, .asm_34ae9
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@@ -2207,7 +2207,7 @@ Function34b20: ; 34b20
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jr z, .asm_34b4a
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dec a
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ld hl, Moves + PlayerMovePower - PlayerMoveStruct
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ld hl, Moves + MOVE_POWER
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call GetMoveAttr
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and a
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jr z, .asm_34b4a
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@@ -4779,7 +4779,7 @@ BattleCommand44: ; 359e6
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jr z, .asm_35a50 ; 359fd $51
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push hl
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dec a
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ld hl, Moves + PlayerMoveType - PlayerMoveStruct
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ld hl, Moves + MOVE_TYPE
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call GetMoveAttr
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ld d, a
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pop hl
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@@ -4904,10 +4904,10 @@ BattleCommand46: ; 35a74
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push bc
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push hl
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dec a
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ld hl, Moves + PlayerMovePP - PlayerMoveStruct
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ld hl, Moves + MOVE_PP
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call GetMoveAttr
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pop hl
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ld bc, $0006
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ld bc, BattleMonPP - BattleMonMoves
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add hl, bc
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ld [hl], a
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pop bc
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@@ -8653,7 +8653,7 @@ BattleCommand1f: ; 3707f
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push hl
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push bc
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dec a
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ld hl, Moves + PlayerMoveType - PlayerMoveStruct
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ld hl, Moves + MOVE_TYPE
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call GetMoveAttr
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ld [de], a
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inc de
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@@ -10656,7 +10656,7 @@ SkipToBattleCommand: ; 37e8c
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GetMoveAttr: ; 37ea1
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; Assuming hl = Moves + x, return attribute x of move a.
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push bc
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ld bc, Move2 - Move1
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ld bc, MOVE_LENGTH
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call AddNTimes
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call GetMoveByte
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pop bc
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@@ -10667,7 +10667,7 @@ GetMoveAttr: ; 37ea1
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GetMoveData: ; 37ead
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; Copy move struct a to de.
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ld hl, Moves
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ld bc, Move2 - Move1
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ld bc, MOVE_LENGTH
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call AddNTimes
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ld a, Bank(Moves)
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jp FarCopyBytes
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@@ -1,22 +1,17 @@
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Moves: ; 41afb
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; Characteristics of each move
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; animation, effect, power, type, accuracy, PP, effect chance
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; Characteristics of each move.
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move: MACRO
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db \1 ; animation
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db \2 ; effect
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db \3 ; power
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db \4 ; type
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db \5 * $ff / 100 ; accuracy (percent)
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db \5 percent ; accuracy
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db \6 ; pp
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db \7 * $ff / 100 ; effect chance (percent)
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db \7 percent ; effect chance
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ENDM
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Move1:
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move POUND, EFFECT_NORMAL_HIT, 40, NORMAL, 100, 35, 0
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Move2:
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move KARATE_CHOP, EFFECT_NORMAL_HIT, 50, FIGHTING, 100, 25, 0
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move DOUBLESLAP, EFFECT_MULTI_HIT, 15, NORMAL, 85, 10, 0
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move COMET_PUNCH, EFFECT_MULTI_HIT, 18, NORMAL, 85, 15, 0
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