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Strong Arm, Water Sport, and more HMs.
This adds Rock Climb functionality to Strong Arm and Dive functionality to Water Sport, as discussed in the server. HMs have been added, but we need 16bit Items to add Wind Ride, and I haven't finished their functionality.
The Rock Climb tile is a bit terrible, it's not easy to notice. Maybe change so that it works well with yellow or another colour?
This does not build due to issues with effect_commands.asm, but since Zeta is meant to be working on the mapping and Water Sport anyway, it seems to be up his alley.
I ported over much of the underwater assets Rangi was using as they looked very pretty. I imagine it'll be fun to utilise going forward. May as well, right?
I shall now lay down in a dark room.
Review: c21561ea71 (diff-5508f3b794fc68821ba35e94b6a293b2aaaa16c02a1b34fac70d03fd2f74c4b2R113)
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parent
4b11121836
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77 changed files with 993 additions and 97 deletions
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@ -387,6 +387,8 @@ AI_Smart_EffectHandlers:
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dbw EFFECT_SOLARBEAM, AI_Smart_Solarbeam
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dbw EFFECT_THUNDER, AI_Smart_Thunder
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dbw EFFECT_FLY, AI_Smart_Fly
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dbw EFFECT_SURF, AI_Smart_Surf
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dbw EFFECT_WHIRLPOOL, AI_Smart_Whirlpool
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db -1 ; end
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AI_Smart_Sleep:
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@ -1137,15 +1139,19 @@ AI_Smart_SpDefenseUp2:
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ret
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AI_Smart_Fly:
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; Fly, Dig
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; Fly, Dig, Dive, Bounce
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; Greatly encourage this move if the player is
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; flying or underground, and slower than the enemy.
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ld a, [wPlayerSubStatus3]
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and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND
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jr nz, .player_hidden
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ld a, [wPlayerSubStatus4]
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and 1 << SUBSTATUS_UNDERWATER
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ret z
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.player_hidden
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call AICompareSpeed
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ret nc
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@ -1637,10 +1643,13 @@ AI_Smart_PriorityHit:
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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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; Dismiss this move if the player is flying, underwater, or underground.
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ld a, [wPlayerSubStatus3]
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and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND
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jp nz, AIDiscourageMove
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ld a, [wPlayerSubStatus4]
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and 1 << SUBSTATUS_UNDERWATER
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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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@ -1663,6 +1672,30 @@ AI_Smart_PriorityHit:
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dec [hl]
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dec [hl]
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ret
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AI_Smart_Surf:
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AI_Smart_Whirlpool:
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; Greatly encourage this move if the player is underwater and the enemy is faster.
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ld a, [wLastPlayerCounterMove]
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cp DIVE
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ret nz
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ld a, [wPlayerSubStatus4]
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bit SUBSTATUS_UNDERWATER, a
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jr z, .could_dive
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call AICompareSpeed
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ret nc
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dec [hl]
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dec [hl]
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ret
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.could_dive
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; Try to predict if the player will use Dive this turn.
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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 AI_50_50
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ret c
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dec [hl]
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ret
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AI_Smart_Thief:
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; Don't use Thief unless it's the only move available.
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@ -2633,15 +2666,19 @@ AI_Smart_Gust:
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AI_Smart_FutureSight:
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; Greatly encourage this move if the player is
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; flying or underground, and slower than the enemy.
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; flying, underwater, or underground, and slower than the enemy.
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call AICompareSpeed
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ret nc
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ld a, [wPlayerSubStatus3]
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and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND
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jr nz, .player_hidden
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ld a, [wPlayerSubStatus4]
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and 1 << SUBSTATUS_UNDERWATER
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ret z
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.player_hidden
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dec [hl]
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dec [hl]
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ret
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