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More AI commentary/labels
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@ -70,8 +70,8 @@ AIScoring_RedStatus: ; 38591
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AIScoring_RedStatMods: ; 385e0
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; 50% chance to greatly encourage stat-up moves during enemy's first turn.
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; 50% chance to greatly encourage stat-down moves during player's first turn.
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; 50% chance to greatly encourage stat-up moves during the first turn of enemy's Pokemon.
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; 50% chance to greatly encourage stat-down moves during the first turn of player's Pokemon.
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; Almost 90% chance to greatly discourage stat-modifying moves otherwise.
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ld hl, Buffer1 - 1
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@ -561,6 +561,7 @@ AIScoring_LockOn: ; 3881d
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AIScoring_Explosion: ; 388a6
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; Selfdestruct, Explosion
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; Unless this is the enemy's last Pokemon...
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push hl
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@ -954,14 +955,16 @@ AIScoring_Bide: ; 38a1e
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AIScoring_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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; a super-effective move against the enemy.
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; Consider player's type 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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ld a, [$c716]
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cp $a
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cp 10 ; neutral
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pop hl
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ret c
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inc [hl]
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@ -1020,7 +1023,7 @@ AIScoring_Reflect: ; 38a54
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AIScoring_Ohko: ; 38a60
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; Dismiss this move if player's level is higher than enemy's level
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; Dismiss this move if player's level is higher than enemy's level.
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; Otherwise, discourage this move is player's HP is below 50%.
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ld a, [BattleMonLevel]
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@ -1036,6 +1039,8 @@ AIScoring_Ohko: ; 38a60
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AIScoring_Bind: ; 38a71
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; Bind, Wrap, Fire Spin, Clamp
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ld a, [$c730]
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and a
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jr nz, .asm_38a8b
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@ -1144,15 +1149,20 @@ AIScoring_Confuse: ; 38adb
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AIScoring_SpDefenseUp2: ; 38aed
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; Discourage this move if enemy's HP is lower than 50%.
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call AICheckEnemyHalfHP
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jr nc, .asm_38b10
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; Discourage this move if enemy's special defense level is higher than +3.
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ld a, [EnemySDefLevel]
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cp $b
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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 $9
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ret nc
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ld a, [BattleMonType1]
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cp SPECIAL
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jr nc, .asm_38b09
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@ -1226,6 +1236,13 @@ AIScoring_Paralyze: ; 38b26
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AIScoring_SpeedDownHit: ; 38b40
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; Icy Wind
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; Almost 90% chance to greatly encourage this move if the following conditions all meet:
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; Enemy's HP is higher than 25%.
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; It's the first turn of player's Pokemon.
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; Player is faster than enemy.
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ld a, [wEnemyMoveStruct + MOVE_ANIM]
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cp ICY_WIND
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ret nz
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@ -1284,11 +1301,12 @@ AIScoring_Rage: ; 38b7f
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bit SUBSTATUS_RAGE, a
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jr z, .asm_38b9b
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; If enemy's Rage is building, 50% chance to encourage this move.
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call Function39527
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jr c, .asm_38b8c
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dec [hl]
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; Encourage this move based on Rage's counter.
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.asm_38b8c
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ld a, [$c72c]
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cp $2
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@ -1301,9 +1319,11 @@ AIScoring_Rage: ; 38b7f
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ret
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.asm_38b9b
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; If enemy's Rage is not building, discourage this move if enemy's HP is below 50%.
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call AICheckEnemyHalfHP
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jr nc, .asm_38ba6
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; 50% chance to encourage this move otherwise.
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call Function39521
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ret nc
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dec [hl]
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@ -1463,7 +1483,7 @@ AIScoring_Encore: ; 38c3b
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.asm_38c68
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push hl
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ld a, [LastEnemyCounterMove]
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ld hl, .table_38c85
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ld hl, .encoremoves
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ld de, 1
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call IsInArray
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pop hl
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@ -1483,7 +1503,7 @@ AIScoring_Encore: ; 38c3b
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inc [hl]
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ret
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.table_38c85
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.encoremoves
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db SWORDS_DANCE
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db WHIRLWIND
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db LEER
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@ -1519,6 +1539,8 @@ AIScoring_Encore: ; 38c3b
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AIScoring_PainSplit: ; 38ca4
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; Discourage this move if [enemy's current HP * 2 > player's current HP].
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push hl
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ld hl, EnemyMonHP
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ld b, [hl]
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@ -1540,6 +1562,9 @@ AIScoring_PainSplit: ; 38ca4
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AIScoring_Snore:
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AIScoring_SleepTalk: ; 38cba
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; Greatly encourage this move if enemy is fast asleep.
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; Greatly discourage this move otherwise.
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ld a, [EnemyMonStatus]
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and $7
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cp $1
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@ -1559,6 +1584,9 @@ AIScoring_SleepTalk: ; 38cba
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AIScoring_DefrostOpponent: ; 38ccb
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; Greatly encourage this move if enemy is frozen.
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; No move has EFFECT_DEFROST_OPPONENT, so this layer is unused.
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ld a, [EnemyMonStatus]
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and $20
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ret z
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@ -1635,6 +1663,8 @@ Function_0x38d16; 38d16
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AIScoring_DestinyBond:
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AIScoring_Reversal:
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AIScoring_SkullBash: ; 38d19
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; Discourage this move if enemy's HP is above 25%.
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call AICheckEnemyQuarterHP
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ret nc
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inc [hl]
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@ -1643,6 +1673,10 @@ AIScoring_SkullBash: ; 38d19
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AIScoring_HealBell: ; 38d1f
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; Dismiss this move if none of the opponent's Pokemon is statused.
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; Encourage this move if the enemy is statused.
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; 50% chance to greatly encourage this move if the enemy is fast asleep or frozen.
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push hl
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ld a, [OTPartyCount]
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ld b, a
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@ -1658,8 +1692,8 @@ AIScoring_HealBell: ; 38d1f
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dec hl
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dec hl
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dec hl
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ld a, [hl]
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dec hl ; status
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ld a, [hl]
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or c
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ld c, a
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@ -1698,12 +1732,14 @@ AIScoring_HealBell: ; 38d1f
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AIScoring_PriorityHit: ; 38d5a
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call AICompareSpeed
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ret c
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; Dismiss this move if the player is flying or underground.
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ld a, [PlayerSubStatus3]
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and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND
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jp nz, AIDiscourageMove
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; Greatly encourage this move if it will KO the player.
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ld a, $1
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ld [hBattleTurn], a
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push hl
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@ -1821,18 +1857,22 @@ AIScoring_MeanLook: ; 38dfb
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pop hl
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jp z, AIDiscourageMove
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; 80% chance to greatly encourage this move if the enemy is badly poisoned (weird).
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ld a, [EnemySubStatus5]
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bit SUBSTATUS_TOXIC, a
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jr nz, .asm_38e26
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; 80% chance to greatly encourage this move if the player is either
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; in love, identified, stuck in Rollout, or has a Nightmare.
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ld a, [PlayerSubStatus1]
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and 1<<SUBSTATUS_IN_LOVE | 1<<SUBSTATUS_ROLLOUT | 1<<SUBSTATUS_IDENTIFIED | 1<<SUBSTATUS_NIGHTMARE
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jr nz, .asm_38e26
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; Otherwise, discourage this move unless the player only has not very effective moves against the enemy.
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push hl
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callab Function3484e
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ld a, [$c716]
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cp $b
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cp $b ; not very effective
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pop hl
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ret nc
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@ -1878,6 +1918,10 @@ AICheckLastPlayerMon: ; 38e2e
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AIScoring_Nightmare: ; 38e4a
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; 50% chance to encourage this move.
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; The AIScoring_RedStatus layer will make sure that
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; Dream Eater is only used against sleeping targets.
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call Function39527
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ret c
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dec [hl]
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@ -2194,6 +2238,8 @@ AIScoring_Endure: ; 38fac
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AIScoring_FuryCutter: ; 38fdb
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; Encourage this move based on Fury Cutter's count.
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ld a, [EnemyFuryCutterCount]
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and a
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jr z, .end
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@ -2211,12 +2257,14 @@ AIScoring_FuryCutter: ; 38fdb
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dec [hl]
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.end
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; fallthrough
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; 38fef
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AIScoring_Rollout: ; 38fef
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; Rollout, Fury Cutter
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; 80% chance to discourage this move if the enemy is in love, confused, or paralyzed.
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ld a, [EnemySubStatus1]
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bit SUBSTATUS_IN_LOVE, a
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jr nz, .asm_39020
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@ -2229,6 +2277,8 @@ AIScoring_Rollout: ; 38fef
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bit PAR, a
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jr nz, .asm_39020
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; 80% chance to discourage this move if the enemy's HP is below 25%,
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; or if accuracy or evasion modifiers favor the player.
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call AICheckEnemyQuarterHP
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jr nc, .asm_39020
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@ -2239,6 +2289,7 @@ AIScoring_Rollout: ; 38fef
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cp 8
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jr nc, .asm_39020
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; Otherwise, 80% chance to greatly encourage this move.
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call Random
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cp 200
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ret nc
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@ -2256,6 +2307,9 @@ AIScoring_Rollout: ; 38fef
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AIScoring_Swagger:
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AIScoring_Attract: ; 39026
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; 80% chance to encourage this move during the first turn of player's Pokemon.
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; 80% chance to discourage this move otherwise.
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ld a, [PlayerTurnsTaken]
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and a
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jr z, .first_turn
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@ -2275,6 +2329,8 @@ AIScoring_Attract: ; 39026
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AIScoring_Safeguard: ; 3903a
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; 80% chance to discourage this move if player's HP is below 50%.
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call AICheckPlayerHalfHP
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ret c
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call Function39521
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@ -2286,6 +2342,8 @@ AIScoring_Safeguard: ; 3903a
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AIScoring_Magnitude:
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AIScoring_Earthquake: ; 39044
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; Greatly encourage this move if the player is underground and the enemy is faster.
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ld a, [LastEnemyCounterMove]
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cp DIG
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ret nz
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@ -2300,9 +2358,11 @@ AIScoring_Earthquake: ; 39044
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dec [hl]
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ret
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.could_dig
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; Try to predict if the player
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; will use Dig this turn.
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; Try to predict if the player will use Dig this turn
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; even if the player doesn't know or can't learn it.
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.could_dig
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; 50% chance to encourage this move if the enemy is slower than the player.
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call AICompareSpeed
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ret c
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call Function39527
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@ -2313,10 +2373,13 @@ AIScoring_Earthquake: ; 39044
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AIScoring_BatonPass: ; 39062
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; Discourage this move if the player hasn't shown super-effective moves against the enemy.
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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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ld a, [$c716]
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cp 10 ; 1.0
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cp 10 ; neutral
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pop hl
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ret c
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inc [hl]
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