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Clean up some percentage values
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@@ -1,5 +1,6 @@
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AIScoring: ; used only for BANK(AIScoring)
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AI_Basic:
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; Don't do anything redundant:
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; -Using status-only moves if the player can't be statused
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@@ -458,15 +459,15 @@ AI_Smart_LockOn:
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.asm_38834
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ld a, [wPlayerEvaLevel]
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cp $a
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cp BASE_STAT_LEVEL + 3
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jr nc, .asm_3887a
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cp $8
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cp BASE_STAT_LEVEL + 1
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jr nc, .asm_38875
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ld a, [wEnemyAccLevel]
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cp $5
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cp BASE_STAT_LEVEL - 2
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jr c, .asm_3887a
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cp $7
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cp BASE_STAT_LEVEL
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jr c, .asm_38875
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ld hl, wEnemyMonMoves
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@@ -572,7 +573,7 @@ AI_Smart_Selfdestruct:
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; If enemy's HP is between 25% and 50%,
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; over 90% chance to greatly discourage this move.
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call Random
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cp 9 percent - 2
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cp 8 percent
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ret c
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.asm_388c6
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@@ -596,7 +597,7 @@ AI_Smart_DreamEater:
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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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cp MAX_STAT_LEVEL
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jp nc, AIDiscourageMove
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; If enemy's HP is full...
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@@ -707,12 +708,12 @@ AI_Smart_AlwaysHit:
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; ...enemy's accuracy level has been lowered three or more stages
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ld a, [wEnemyAccLevel]
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cp $5
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cp BASE_STAT_LEVEL - 2
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jr c, .asm_38954
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; ...or player's evasion level has been raised three or more stages.
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ld a, [wPlayerEvaLevel]
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cp $a
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cp BASE_STAT_LEVEL + 3
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ret c
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.asm_38954
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@@ -872,12 +873,12 @@ 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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ld c, $8
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ld c, NUM_LEVEL_STATS
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.asm_389fb
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dec c
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jr z, .asm_38a05
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ld a, [hli]
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cp $5
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cp BASE_STAT_LEVEL - 2
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jr c, .asm_38a12
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jr .asm_389fb
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@@ -889,7 +890,7 @@ AI_Smart_ResetStats:
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dec c
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jr z, .asm_38a1b
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ld a, [hli]
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cp $a
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cp BASE_STAT_LEVEL + 3
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jr c, .asm_38a0a
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.asm_38a12
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@@ -1108,12 +1109,12 @@ AI_Smart_SpDefenseUp2:
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; Discourage this move if enemy's special defense level is higher than +3.
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ld a, [wEnemySDefLevel]
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cp $b
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cp BASE_STAT_LEVEL + 4
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jr nc, .asm_38b10
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; 80% chance to greatly encourage this move if
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; enemy's Special Defense level is lower than +2, and the player is of a special type.
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cp $9
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cp BASE_STAT_LEVEL + 2
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ret nc
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ld a, [wBattleMonType1]
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@@ -1252,11 +1253,11 @@ AI_Smart_Rage:
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; Encourage this move based on Rage's counter.
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.asm_38b8c
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ld a, [wEnemyRageCounter]
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cp $2
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cp 2
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ret c
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dec [hl]
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ld a, [wEnemyRageCounter]
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cp $3
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cp 3
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ret c
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dec [hl]
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ret
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@@ -1328,7 +1329,7 @@ AI_Smart_Mimic:
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AI_Smart_Counter:
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push hl
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ld hl, wPlayerUsedMoves
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ld c, 4
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ld c, NUM_MOVES
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ld b, 0
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.asm_38bf9
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@@ -1467,8 +1468,8 @@ AI_Smart_SleepTalk:
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; Greatly discourage this move otherwise.
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ld a, [wEnemyMonStatus]
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and $7
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cp $1
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and SLP
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cp 1
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jr z, .asm_38cc7
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dec [hl]
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@@ -1529,9 +1530,9 @@ AI_Smart_Spite:
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.asm_38cfb
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pop hl
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ld a, [de]
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cp $6
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cp 6
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jr c, .asm_38d0d
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cp $f
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cp 15
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jr nc, .asm_38d0b
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call Random
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@@ -1828,9 +1829,9 @@ AI_Smart_Curse:
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jr nc, .asm_38e93
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ld a, [wEnemyAtkLevel]
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cp $b
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cp BASE_STAT_LEVEL + 4
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jr nc, .asm_38e93
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cp $9
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cp BASE_STAT_LEVEL + 2
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ret nc
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ld a, [wBattleMonType1]
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@@ -1954,10 +1955,10 @@ AI_Smart_Protect:
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AI_Smart_Foresight:
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ld a, [wEnemyAccLevel]
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cp $5
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cp BASE_STAT_LEVEL - 2
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jr c, .asm_38f41
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ld a, [wPlayerEvaLevel]
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cp $a
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cp BASE_STAT_LEVEL + 3
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jr nc, .asm_38f41
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ld a, [wBattleMonType1]
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@@ -2417,7 +2418,7 @@ AI_Smart_BellyDrum:
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; Else, discourage this move if enemy's HP is not full.
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ld a, [wEnemyAtkLevel]
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cp $a
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cp BASE_STAT_LEVEL + 3
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jr nc, .asm_3914d
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call AICheckEnemyMaxHP
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@@ -2472,12 +2473,12 @@ AI_Smart_PsychUp:
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; Else, 80% chance to encourage this move unless player's accuracy level is lower than -1...
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ld a, [wPlayerAccLevel]
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cp $6
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cp BASE_STAT_LEVEL - 1
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ret c
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; ...or enemy's evasion level is higher than +0.
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ld a, [wEnemyEvaLevel]
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cp $8
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cp BASE_STAT_LEVEL + 1
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ret nc
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call AI_80_20
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@@ -2494,8 +2495,8 @@ AI_Smart_PsychUp:
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AI_Smart_MirrorCoat:
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push hl
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ld hl, wPlayerUsedMoves
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ld c, $4
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ld b, $0
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ld c, NUM_MOVES
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ld b, 0
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.asm_39193
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ld a, [hli]
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@@ -2828,7 +2829,7 @@ AIHasMoveInArray:
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.next
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ld a, [hli]
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cp $ff
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cp -1
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jr z, .done
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ld b, a
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@@ -6200,7 +6200,7 @@ LoadEnemyMon:
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jr z, .Happiness
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; 40% chance of not flooring
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call Random
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cp 40 percent - 2
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cp 39 percent + 1
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jr c, .Happiness
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; Try again if length < 1024 mm (i.e. if HIGH(length) < 3 feet)
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ld a, [wMagikarpLength]
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