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Identify more uses of wBuffer1-6
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@@ -1,5 +1,5 @@
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AIChooseMove:
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; Score each move in wEnemyMonMoves starting from wBuffer1. Lower is better.
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; Score each move of wEnemyMonMoves in wEnemyAIMoveScores. Lower is better.
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; Pick the move with the lowest score.
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; Wildmons attack at random.
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@@ -17,7 +17,7 @@ AIChooseMove:
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; The default score is 20. Unusable moves are given a score of 80.
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ld a, 20
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ld hl, wBuffer1
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ld hl, wEnemyAIMoveScores
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ld [hli], a
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ld [hli], a
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ld [hli], a
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@@ -37,14 +37,14 @@ AIChooseMove:
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inc hl
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jr .CheckDisabledMove
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.ScoreDisabledMove:
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ld hl, wBuffer1
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ld hl, wEnemyAIMoveScores
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ld b, 0
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add hl, bc
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ld [hl], 80
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; Don't pick moves with 0 PP.
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.CheckPP:
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ld hl, wBuffer1 - 1
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ld hl, wEnemyAIMoveScores - 1
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ld de, wEnemyMonPP
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ld b, 0
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.CheckMovePP:
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@@ -117,7 +117,7 @@ AIChooseMove:
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; Decrement the scores of all moves one by one until one reaches 0.
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.DecrementScores:
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ld hl, wBuffer1
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ld hl, wEnemyAIMoveScores
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ld de, wEnemyMonMoves
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ld c, NUM_MOVES
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@@ -152,7 +152,7 @@ AIChooseMove:
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cp NUM_MOVES + 1
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jr nz, .move_loop
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ld hl, wBuffer1
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ld hl, wEnemyAIMoveScores
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ld de, wEnemyMonMoves
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ld c, NUM_MOVES
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@@ -182,7 +182,7 @@ AIChooseMove:
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; Randomly choose one of the moves with a score of 1
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.ChooseMove:
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ld hl, wBuffer1
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ld hl, wEnemyAIMoveScores
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call Random
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maskbits NUM_MOVES
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ld c, a
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