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Trainer data structure and field move functions
Trainer data in map scripts is now a macro-defined structure. Field move functions in main.asm are now nearly completely annotated, with local references. Trailing white space deleted.
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@@ -151,7 +151,7 @@ AI_Setup: ; 385e0
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AI_Types: ; 38635
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; Dismiss any move that the player is immune to.
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; Encourage super-effective moves.
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; Discourage not very effective moves unless
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; Discourage not very effective moves unless
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; all damaging moves are of the same type.
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ld hl, Buffer1 - 1
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@@ -963,9 +963,9 @@ AI_Smart_Bide: ; 38a1e
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AI_Smart_Whirlwind: ; 38a2a
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; Whirlwind, Roar.
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; Discourage this move if the player has not shown
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; Discourage this move if the player has not shown
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; a super-effective move against the enemy.
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; Consider player's type(s) if its moves are unknown.
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; Consider player's type(s) if its moves are unknown.
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push hl
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callab Function3484e
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@@ -1231,7 +1231,7 @@ AI_Smart_Paralyze: ; 38b26
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call AICheckPlayerQuarterHP
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jr nc, .asm_38b3a
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; 80% chance to greatly encourage this move
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; 80% chance to greatly encourage this move
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; if enemy is slower than player and its HP is above 25%.
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call AICompareSpeed
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ret c
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@@ -1879,7 +1879,7 @@ AI_Smart_MeanLook: ; 38dfb
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bit SUBSTATUS_TOXIC, a
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jr nz, .asm_38e26
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; 80% chance to greatly encourage this move if the player is either
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; 80% chance to greatly encourage this move if the player is either
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; in love, identified, stuck in Rollout, or has a Nightmare.
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ld a, [PlayerSubStatus1]
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and 1<<SUBSTATUS_IN_LOVE | 1<<SUBSTATUS_ROLLOUT | 1<<SUBSTATUS_IDENTIFIED | 1<<SUBSTATUS_NIGHTMARE
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@@ -3292,7 +3292,7 @@ AI_Aggressive: ; 39369
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call AIGetEnemyMove
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; Ignore this move if its power is 0 or 1.
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; Moves such as Seismic Toss, Hidden Power,
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; Moves such as Seismic Toss, Hidden Power,
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; Counter and Fissure have a base power of 1.
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ld a, [wEnemyMoveStruct + MOVE_POWER]
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cp 2
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