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Indent comments that describe data table macro formats
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20 changed files with 30 additions and 30 deletions
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@ -1,8 +1,8 @@
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TrainerAIPointers:
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; one entry per trainer class
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; first byte, number of times (per Pokémon) it can occur
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; next two bytes, pointer to AI subroutine for trainer class
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; subroutines are defined in engine/battle/trainer_ai.asm
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; one entry per trainer class
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; first byte, number of times (per Pokémon) it can occur
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; next two bytes, pointer to AI subroutine for trainer class
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; subroutines are defined in engine/battle/trainer_ai.asm
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dbw 3, GenericAI
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dbw 3, GenericAI
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dbw 3, GenericAI
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@ -4,8 +4,8 @@ pic_money: MACRO
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ENDM
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TrainerPicAndMoneyPointers::
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; pic pointer, base reward money
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; money received after battle = base money × level of highest-level enemy mon
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; pic pointer, base reward money
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; money received after battle = base money × level of highest-level enemy mon
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pic_money YoungsterPic, 1500
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pic_money BugCatcherPic, 1000
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pic_money LassPic, 1500
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@ -1,9 +1,9 @@
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; unique moves for gym leaders
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LoneMoves:
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; pokemon index, move to give nth pokemon
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; this is not automatic! you have to write the index you want to [wLoneAttackNo]
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; first. e.g., erika's script writes 4 to [wLoneAttackNo] to get mega drain,
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; the fourth entry in the list.
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LoneMoves:
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; pokemon index, move to give nth pokemon
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db 1, BIDE
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db 1, BUBBLEBEAM
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db 2, THUNDERBOLT
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@ -14,10 +14,10 @@ LoneMoves:
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db 4, FISSURE
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; unique moves for elite 4
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TeamMoves:
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; trainer, move
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; all trainers in this class are given this move automatically
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; (unrelated to LoneMoves)
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TeamMoves:
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; trainer, move
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db LORELEI, BLIZZARD
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db BRUNO, FISSURE
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db AGATHA, TOXIC
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