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Further document AI stuff
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@ -991,7 +991,7 @@ ReplaceFaintedEnemyMon: ; 3c664 (f:4664)
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xor a
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ld [W_ENEMYMOVENUM], a
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ld [wcd6a], a
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ld [wccd5], a
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ld [wAILayer2Encouragement], a
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inc a ; reset Z flag
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ret
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@ -3128,7 +3128,7 @@ ExecutePlayerMove: ; 3d65e (f:565e)
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jp z, ExecutePlayerMoveDone ; for selected move = FF, skip most of player's turn
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xor a
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ld [W_MOVEMISSED], a
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ld [wcced], a
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ld [wMonIsDisobedient], a
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ld [wMoveDidntMiss], a
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ld a, $a
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ld [wDamageMultipliers], a
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@ -3251,7 +3251,7 @@ MirrorMoveCheck
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call MirrorMoveCopyMove
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jp z,ExecutePlayerMoveDone
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xor a
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ld [wcced],a
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ld [wMonIsDisobedient],a
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jp CheckIfPlayerNeedsToChargeUp ; if Mirror Move was successful go back to damage calculation for copied move
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.metronomeCheck
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cp a,METRONOME_EFFECT
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@ -3778,7 +3778,7 @@ MonName1Text: ; 3dafb (f:5afb)
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ld [hl], a
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ld [wd11e], a
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call Func_3db85
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ld a, [wcced]
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ld a, [wMonIsDisobedient]
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and a
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ld hl, Used2Text
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ret nz
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@ -3799,7 +3799,7 @@ Used2Text: ; 3db34 (f:5b34)
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db $08 ; asm
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PrintInsteadText: ; 3db39 (f:5b39)
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ld a, [wcced]
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ld a, [wMonIsDisobedient]
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and a
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jr z, PrintCF4BText
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ld hl, InsteadText
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@ -4007,7 +4007,7 @@ OHKOText: ; 3dc83 (f:5c83)
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; stores whether the mon will use a move in Z flag
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CheckForDisobedience: ; 3dc88 (f:5c88)
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xor a
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ld [wcced], a
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ld [wMonIsDisobedient], a
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ld a, [wLinkState]
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cp LINK_STATE_BATTLING
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jr nz, .checkIfMonIsTraded
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@ -4148,7 +4148,7 @@ CheckForDisobedience: ; 3dc88 (f:5c88)
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cp b
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jr z, .monDoesNothing ; mon will not use move if only one move has remaining PP
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ld a, $1
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ld [wcced], a
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ld [wMonIsDisobedient], a
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ld a, [wMaxMenuItem]
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ld b, a
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ld a, [wCurrentMenuItem]
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@ -5655,7 +5655,7 @@ ExecuteEnemyMove: ; 3e6bc (f:66bc)
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cp $4
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ret nc
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.executeEnemyMove
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ld hl, wccd5
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ld hl, wAILayer2Encouragement
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inc [hl]
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xor a
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ld [W_MOVEMISSED], a
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@ -5693,7 +5693,7 @@ EnemyCanExecuteChargingMove: ; 3e70b (f:670b)
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call CopyStringToCF4B
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EnemyCanExecuteMove: ; 3e72b (f:672b)
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xor a
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ld [wcced], a
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ld [wMonIsDisobedient], a
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call PrintMonName1Text
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ld a, [W_ENEMYMOVEEFFECT]
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ld hl, ResidualEffects1
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@ -230,7 +230,7 @@ AIMoveChoiceModification1: ; 397ab (e:57ab)
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ret z ; return if no status ailment on player's mon
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ld hl, wBuffer - 1 ; temp move selection array (-1 byte offest)
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ld de, wEnemyMonMoves ; enemy moves
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ld b, $5
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ld b, NUM_MOVES + 1
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.nextMove
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dec b
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ret z ; processed all 4 moves
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@ -255,25 +255,27 @@ AIMoveChoiceModification1: ; 397ab (e:57ab)
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pop hl
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jr nc, .nextMove
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ld a, [hl]
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add $5 ; discourage move
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add $5 ; heavily discourage move
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ld [hl], a
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jr .nextMove
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StatusAilmentMoveEffects ; 57e2
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db $01 ; some sleep effect?
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db $01 ; unused sleep effect
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db SLEEP_EFFECT
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db POISON_EFFECT
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db PARALYZE_EFFECT
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db $FF
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; slightly encourage moves with specific effects
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; slightly encourage moves with specific effects.
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; in particular, stat-modifying moves and other move effects
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; that fall in-bewteen
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AIMoveChoiceModification2: ; 397e7 (e:57e7)
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ld a, [wccd5]
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ld a, [wAILayer2Encouragement]
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cp $1
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ret nz
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ld hl, wBuffer - 1 ; temp move selection array (-1 byte offest)
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ld de, wEnemyMonMoves ; enemy moves
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ld b, $5
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ld b, NUM_MOVES + 1
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.nextMove
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dec b
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ret z ; processed all 4 moves
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@ -294,10 +296,12 @@ AIMoveChoiceModification2: ; 397e7 (e:57e7)
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jr c, .preferMove
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jr .nextMove
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.preferMove
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dec [hl] ; slighly encourage this move
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dec [hl] ; sligthly encourage this move
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jr .nextMove
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; encourages moves that are effective against the player's mon
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; encourages moves that are effective against the player's mon (even if non-damaging).
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; discourage damaging moves that are ineffective or not very effective against the player's mon,
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; unless there's no damaging move that deals at least neutral damage
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AIMoveChoiceModification3: ; 39817 (e:5817)
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ld hl, wBuffer - 1 ; temp move selection array (-1 byte offest)
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ld de, wEnemyMonMoves ; enemy moves
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@ -322,7 +326,7 @@ AIMoveChoiceModification3: ; 39817 (e:5817)
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cp $10
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jr z, .nextMove
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jr c, .notEffectiveMove
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dec [hl] ; slighly encourage this move
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dec [hl] ; sligthly encourage this move
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jr .nextMove
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.notEffectiveMove ; discourages non-effective moves if better moves are available
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push hl
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@ -363,7 +367,7 @@ AIMoveChoiceModification3: ; 39817 (e:5817)
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pop hl
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and a
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jr z, .nextMove
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inc [hl] ; slighly discourage this move
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inc [hl] ; sligthly discourage this move
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jr .nextMove
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AIMoveChoiceModification4: ; 39883 (e:5883)
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ret
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8
wram.asm
8
wram.asm
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@ -378,7 +378,11 @@ wSimulatedJoypadStatesEnd:: ; ccd3
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wccd3:: ds 1
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wccd4:: ds 1
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wccd5:: ds 2
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; if [ccd5] != 1, the second AI layer is not applied
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wAILayer2Encouragement:: ; ccd5
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ds 1
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ds 1
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; current HP of player and enemy substitutes
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wPlayerSubstituteHP:: ; ccd7
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@ -425,7 +429,7 @@ wSafariBaitFactor:: ; cce9
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wcceb:: ds 1
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wccec:: ds 1
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wcced:: ds 1
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wMonIsDisobedient:: ds 1
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wccee:: ds 1
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wccef:: ds 1
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wccf0:: ds 1
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