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51bad5a606
@ -4676,21 +4676,21 @@ HandleStatBoostingHeldItems: ; 3de97
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ld a, [hLinkPlayerNumber]
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cp $1
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jr z, .player_1
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call .DoEnemy
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jp .DoPlayer
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.player_1
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call .DoPlayer
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jp .DoEnemy
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.player_1
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call .DoEnemy
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jp .DoPlayer
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; 3dea9
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.DoEnemy: ; 3dea9
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.DoPlayer: ; 3dea9
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call GetPartymonItem
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ld a, $0
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jp .HandleItem
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; 3deb1
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.DoPlayer: ; 3deb1
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.DoEnemy: ; 3deb1
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call GetOTPartymonItem
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ld a, $1
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.HandleItem: ; 3deb6
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@ -6682,6 +6682,10 @@ BattleCommand_Teleport: ; 36778
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srl b
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srl b
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cp b
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; This does the wrong thing. What was
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; probably intended was jr c, .failed
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; The way this is made makes enemy use
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; of Teleport always succeed if able
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jr nc, .run_away
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.run_away
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call UpdateBattleMonInParty
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@ -9745,6 +9749,7 @@ BattleCommand_ThunderAccuracy: ; 37d94
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ret
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.rain
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; Redundant with CheckHit guranteeing hit
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ld [hl], 100 percent
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ret
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@ -88,7 +88,7 @@ CheckBreedmonCompatibility: ; 16e1d
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.CheckDVs: ; 16ebc (5:6ebc)
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; If Defense DVs match and the lower 3 bits of the Special DVs match,
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; maximize the chances of spawning an egg regardless of species.
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; avoid breeding
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ld a, [wBreedMon1DVs]
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and %1111
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ld b, a
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4
wram.asm
4
wram.asm
@ -414,7 +414,7 @@ AttackMissed:: ; c667
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PlayerSubStatus1:: ; c668
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; bit
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; 7 attract
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; 6 encore
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; 6 rollout
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; 5 endure
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; 4 perish song
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; 3 identified
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@ -453,7 +453,7 @@ PlayerSubStatus4:: ; c66b
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; 3
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; 2 focus energy
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; 1 mist
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; 0 bide: unleashed energy
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; 0 x accuracy
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ds 1
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PlayerSubStatus5:: ; c66c
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; bit
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