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Move AI data tables into data/battle/ai (mirroring engine/battle/ai) so they're more discoverable.
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11
data/battle/ai/constant_damage_effects.asm
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11
data/battle/ai/constant_damage_effects.asm
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; AIDamageCalc uses BattleCommand_ConstantDamage
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; to calculate damage for these instead of
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; BattleCommand_DamageCalc and BattleCommand_Stab.
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ConstantDamageEffects: ; 39413
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db EFFECT_SUPER_FANG
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db EFFECT_STATIC_DAMAGE
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db EFFECT_LEVEL_DAMAGE
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db EFFECT_PSYWAVE
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db -1 ; end
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; 39418
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35
data/battle/ai/encore_moves.asm
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35
data/battle/ai/encore_moves.asm
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; AI_SMART encourages these moves with Encore.
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EncoreMoves: ; 38c85
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db SWORDS_DANCE
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db WHIRLWIND
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db LEER
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db ROAR
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db DISABLE
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db MIST
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db LEECH_SEED
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db GROWTH
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db POISONPOWDER
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db STRING_SHOT
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db MEDITATE
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db AGILITY
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db TELEPORT
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db SCREECH
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db HAZE
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db FOCUS_ENERGY
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db DREAM_EATER
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db POISON_GAS
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db SPLASH
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db SHARPEN
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db CONVERSION
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db SUPER_FANG
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db SUBSTITUTE
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db TRIPLE_KICK
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db SPIDER_WEB
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db MIND_READER
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db FLAME_WHEEL
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db AEROBLAST
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db COTTON_SPORE
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db POWDER_SNOW
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db -1 ; end
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; 38ca4
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16
data/battle/ai/rain_dance_moves.asm
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16
data/battle/ai/rain_dance_moves.asm
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; AI_SMART prefers these moves during rain.
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RainDanceMoves: ; 390e7
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db WATER_GUN
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db HYDRO_PUMP
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db SURF
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db BUBBLEBEAM
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db THUNDER
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db WATERFALL
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db CLAMP
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db BUBBLE
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db CRABHAMMER
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db OCTAZOOKA
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db WHIRLPOOL
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db -1 ; end
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; 390f3
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10
data/battle/ai/reckless_moves.asm
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10
data/battle/ai/reckless_moves.asm
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; AI_AGGRESSIVE does not discourage these moves
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; even if a stronger one is available.
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RecklessMoves: ; 393e2
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db EFFECT_SELFDESTRUCT
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db EFFECT_RAMPAGE
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db EFFECT_MULTI_HIT
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db EFFECT_DOUBLE_HIT
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db -1 ; end
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; 393e7
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17
data/battle/ai/residual_moves.asm
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data/battle/ai/residual_moves.asm
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; AI_CAUTIOUS discourages these moves after the first turn.
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ResidualMoves:
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db MIST
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db LEECH_SEED
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db POISONPOWDER
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db STUN_SPORE
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db THUNDER_WAVE
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db FOCUS_ENERGY
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db BIDE
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db POISON_GAS
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db TRANSFORM
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db CONVERSION
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db SUBSTITUTE
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db SPIKES
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db -1 ; end
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; 39453
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8
data/battle/ai/risky_effects.asm
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8
data/battle/ai/risky_effects.asm
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; AI_RISKY will not use these effects at max HP
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; even if they would KO the player.
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RiskyEffects: ; 394ff
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db EFFECT_SELFDESTRUCT
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db EFFECT_OHKO
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db -1 ; end
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; 39502
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38
data/battle/ai/stall_moves.asm
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38
data/battle/ai/stall_moves.asm
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; AI_OPPORTUNIST discourages these moves
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; when the player's HP is low.
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StallMoves: ; 39348
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db SWORDS_DANCE
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db TAIL_WHIP
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db LEER
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db GROWL
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db DISABLE
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db MIST
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db COUNTER
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db LEECH_SEED
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db GROWTH
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db STRING_SHOT
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db MEDITATE
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db AGILITY
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db RAGE
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db MIMIC
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db SCREECH
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db HARDEN
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db WITHDRAW
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db DEFENSE_CURL
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db BARRIER
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db LIGHT_SCREEN
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db HAZE
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db REFLECT
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db FOCUS_ENERGY
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db BIDE
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db AMNESIA
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db TRANSFORM
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db SPLASH
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db ACID_ARMOR
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db SHARPEN
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db CONVERSION
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db SUBSTITUTE
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db FLAME_WHEEL
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db -1 ; end
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; 39369
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10
data/battle/ai/status_only_effects.asm
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10
data/battle/ai/status_only_effects.asm
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; AI_BASIC discourages these effects if the player
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; already has a status condition.
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StatusOnlyEffects: ; 385db
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db EFFECT_SLEEP
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db EFFECT_TOXIC
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db EFFECT_POISON
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db EFFECT_PARALYZE
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db -1 ; end
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; 385e0
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13
data/battle/ai/sunny_day_moves.asm
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13
data/battle/ai/sunny_day_moves.asm
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; AI_SMART prefers these moves during harsh sunlight.
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SunnyDayMoves: ; 39134
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db FIRE_PUNCH
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db EMBER
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db FLAMETHROWER
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db FIRE_SPIN
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db FIRE_BLAST
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db SACRED_FIRE
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db MORNING_SUN
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db SYNTHESIS
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db -1 ; end
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; 3913d
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24
data/battle/ai/useful_moves.asm
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24
data/battle/ai/useful_moves.asm
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; AI_SMART knows these moves are usable all-around.
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UsefulMoves: ; 39301
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db DOUBLE_EDGE
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db SING
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db FLAMETHROWER
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db HYDRO_PUMP
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db SURF
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db ICE_BEAM
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db BLIZZARD
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db HYPER_BEAM
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db SLEEP_POWDER
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db THUNDERBOLT
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db THUNDER
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db EARTHQUAKE
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db TOXIC
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db PSYCHIC_M
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db HYPNOSIS
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db RECOVER
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db FIRE_BLAST
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db SOFTBOILED
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db SUPER_FANG
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db -1 ; end
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; 39315
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