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Fix more uses of EFFECTIVE
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@@ -30,11 +30,11 @@ CheckPlayerMoveTypeMatchups:
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ld hl, wEnemyMonType
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call CheckTypeMatchup
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ld a, [wTypeMatchup]
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cp 10 + 1 ; 1.0 + 0.1
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cp EFFECTIVE + 1 ; 1.0 + 0.1
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jr nc, .super_effective
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and a
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jr z, .next
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cp 10 ; 1.0
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cp EFFECTIVE ; 1.0
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jr nc, .neutral
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.not_very_effective
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@@ -75,7 +75,7 @@ CheckPlayerMoveTypeMatchups:
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ld hl, wEnemyMonType1
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call CheckTypeMatchup
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ld a, [wTypeMatchup]
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cp 10 + 1 ; 1.0 + 0.1
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cp EFFECTIVE + 1 ; 1.0 + 0.1
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jr c, .ok
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call .DecreaseScore
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.ok
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@@ -84,7 +84,7 @@ CheckPlayerMoveTypeMatchups:
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jr z, .ok2
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call CheckTypeMatchup
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ld a, [wTypeMatchup]
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cp 10 + 1 ; 1.0 + 0.1
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cp EFFECTIVE + 1 ; 1.0 + 0.1
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jr c, .ok2
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call .DecreaseScore
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.ok2
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@@ -130,7 +130,7 @@ CheckPlayerMoveTypeMatchups:
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; not very effective
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inc c
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cp 10
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cp EFFECTIVE
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jr c, .loop2
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; neutral
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@@ -139,7 +139,7 @@ CheckPlayerMoveTypeMatchups:
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inc c
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inc c
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inc c
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cp 10
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cp EFFECTIVE
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jr z, .loop2
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; super effective
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@@ -481,7 +481,7 @@ FindEnemyMonsWithASuperEffectiveMove:
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; if neutral: load 1 and continue
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ld e, 1
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cp 10 + 1
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cp EFFECTIVE + 1
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jr c, .nope
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; if super-effective: load 2 and break
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@@ -584,7 +584,7 @@ FindEnemyMonsThatResistPlayer:
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ld hl, wBaseType
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call CheckTypeMatchup
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ld a, [wTypeMatchup]
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cp 10 + 1
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cp EFFECTIVE + 1
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jr nc, .dont_choose_mon
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ld a, b
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