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Identify some percentage constant values
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@ -653,7 +653,7 @@ INCLUDE "data/battle_anims/special_effects.asm"
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DoBallTossSpecialEffects:
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DoBallTossSpecialEffects:
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ld a, [wcf91]
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ld a, [wcf91]
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cp 3 ; is it a Master Ball or Ultra Ball?
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cp ULTRA_BALL + 1 ; is it a Master Ball or Ultra Ball?
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jr nc, .skipFlashingEffect
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jr nc, .skipFlashingEffect
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.flashingEffect ; do a flashing effect if it's Master Ball or Ultra Ball
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.flashingEffect ; do a flashing effect if it's Master Ball or Ultra Ball
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ldh a, [rOBP0]
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ldh a, [rOBP0]
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@ -668,7 +668,7 @@ DoBallTossSpecialEffects:
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call PlaySound
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call PlaySound
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.skipPlayingSound
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.skipPlayingSound
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ld a, [wIsInBattle]
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ld a, [wIsInBattle]
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cp 02 ; is it a trainer battle?
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cp 2 ; is it a trainer battle?
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jr z, .isTrainerBattle
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jr z, .isTrainerBattle
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ld a, [wd11e]
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ld a, [wd11e]
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cp $10 ; is the enemy pokemon the Ghost Marowak?
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cp $10 ; is the enemy pokemon the Ghost Marowak?
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@ -402,12 +402,12 @@ MainInBattleLoop:
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cp USING_INTERNAL_CLOCK
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cp USING_INTERNAL_CLOCK
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jr z, .invertOutcome
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jr z, .invertOutcome
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call BattleRandom
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call BattleRandom
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cp $80
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cp 50 percent + 1
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jr c, .playerMovesFirst
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jr c, .playerMovesFirst
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jr .enemyMovesFirst
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jr .enemyMovesFirst
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.invertOutcome
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.invertOutcome
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call BattleRandom
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call BattleRandom
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cp $80
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cp 50 percent + 1
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jr c, .enemyMovesFirst
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jr c, .enemyMovesFirst
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jr .playerMovesFirst
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jr .playerMovesFirst
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.enemyMovesFirst
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.enemyMovesFirst
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@ -1319,7 +1319,7 @@ EnemySendOutFirstMon:
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ld [wWhichPokemon], a
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ld [wWhichPokemon], a
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jr .next3
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jr .next3
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.next
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.next
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ld b, $FF
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ld b, $ff
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.next2
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.next2
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inc b
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inc b
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ld a, [wEnemyMonPartyPos]
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ld a, [wEnemyMonPartyPos]
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@ -2962,19 +2962,19 @@ SelectEnemyMove:
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.chooseRandomMove
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.chooseRandomMove
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push hl
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push hl
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call BattleRandom
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call BattleRandom
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ld b, $1
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ld b, 1 ; 25% chance to select move 1
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cp $3f ; select move 1, [0,3e] (63/256 chance)
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cp 25 percent
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jr c, .moveChosen
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jr c, .moveChosen
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inc hl
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inc hl
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inc b
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inc b ; 25% chance to select move 2
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cp $7f ; select move 2, [3f,7e] (64/256 chance)
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cp 50 percent
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jr c, .moveChosen
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jr c, .moveChosen
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inc hl
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inc hl
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inc b
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inc b ; 25% chance to select move 3
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cp $be ; select move 3, [7f,bd] (63/256 chance)
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cp 75 percent - 1
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jr c, .moveChosen
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jr c, .moveChosen
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inc hl
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inc hl
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inc b ; select move 4, [be,ff] (66/256 chance)
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inc b ; 25% chance to select move 4
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.moveChosen
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.moveChosen
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ld a, b
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ld a, b
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dec a
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dec a
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@ -3398,7 +3398,7 @@ CheckPlayerStatusConditions:
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ld a, CONF_ANIM - 1
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ld a, CONF_ANIM - 1
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call PlayMoveAnimation
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call PlayMoveAnimation
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call BattleRandom
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call BattleRandom
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cp $80 ; 50% chance to hurt itself
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cp 50 percent + 1 ; chance to hurt itself
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jr c, .TriedToUseDisabledMoveCheck
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jr c, .TriedToUseDisabledMoveCheck
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ld hl, wPlayerBattleStatus1
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ld hl, wPlayerBattleStatus1
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ld a, [hl]
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ld a, [hl]
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@ -4607,7 +4607,7 @@ CriticalHitTest:
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dec hl
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dec hl
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ld c, [hl] ; read move id
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ld c, [hl] ; read move id
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ld a, [de]
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ld a, [de]
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bit GETTING_PUMPED, a ; test for focus energy
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bit GETTING_PUMPED, a ; test for focus energy
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jr nz, .focusEnergyUsed ; bug: using focus energy causes a shift to the right instead of left,
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jr nz, .focusEnergyUsed ; bug: using focus energy causes a shift to the right instead of left,
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; resulting in 1/4 the usual crit chance
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; resulting in 1/4 the usual crit chance
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sla b ; (effective (base speed/2)*2)
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sla b ; (effective (base speed/2)*2)
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@ -5932,7 +5932,7 @@ CheckEnemyStatusConditions:
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bit PAR, [hl]
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bit PAR, [hl]
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jr z, .checkIfUsingBide
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jr z, .checkIfUsingBide
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call BattleRandom
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call BattleRandom
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cp $3f ; 25% to be fully paralysed
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cp 25 percent ; chance to be fully paralysed
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jr nc, .checkIfUsingBide
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jr nc, .checkIfUsingBide
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ld hl, FullyParalyzedText
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ld hl, FullyParalyzedText
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call PrintText
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call PrintText
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@ -98,10 +98,10 @@ PoisonEffect:
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jr z, .noEffect
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jr z, .noEffect
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ld a, [de]
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ld a, [de]
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cp POISON_SIDE_EFFECT1
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cp POISON_SIDE_EFFECT1
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ld b, $34 ; ~20% chance of poisoning
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ld b, 20 percent + 1 ; chance of poisoning
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jr z, .sideEffectTest
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jr z, .sideEffectTest
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cp POISON_SIDE_EFFECT2
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cp POISON_SIDE_EFFECT2
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ld b, $67 ; ~40% chance of poisoning
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ld b, 40 percent + 1 ; chance of poisoning
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jr z, .sideEffectTest
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jr z, .sideEffectTest
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push hl
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push hl
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push de
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push de
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@ -548,7 +548,7 @@ StatModifierDownEffect:
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cp LINK_STATE_BATTLING
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cp LINK_STATE_BATTLING
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jr z, .statModifierDownEffect
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jr z, .statModifierDownEffect
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call BattleRandom
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call BattleRandom
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cp $40 ; 1/4 chance to miss by in regular battle
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cp 25 percent + 1 ; chance to miss by in regular battle
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jp c, MoveMissed
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jp c, MoveMissed
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.statModifierDownEffect
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.statModifierDownEffect
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call CheckTargetSubstitute ; can't hit through substitute
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call CheckTargetSubstitute ; can't hit through substitute
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@ -557,7 +557,7 @@ StatModifierDownEffect:
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cp ATTACK_DOWN_SIDE_EFFECT
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cp ATTACK_DOWN_SIDE_EFFECT
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jr c, .nonSideEffect
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jr c, .nonSideEffect
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call BattleRandom
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call BattleRandom
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cp $55 ; 85/256 chance for side effects
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cp 33 percent + 1 ; chance for side effects
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jp nc, CantLowerAnymore
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jp nc, CantLowerAnymore
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ld a, [de]
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ld a, [de]
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sub ATTACK_DOWN_SIDE_EFFECT ; map each stat to 0-3
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sub ATTACK_DOWN_SIDE_EFFECT ; map each stat to 0-3
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@ -979,9 +979,9 @@ FlinchSideEffect:
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.flinchSideEffect
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.flinchSideEffect
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ld a, [de]
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ld a, [de]
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cp FLINCH_SIDE_EFFECT1
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cp FLINCH_SIDE_EFFECT1
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ld b, $1a ; ~10% chance of flinch
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ld b, 10 percent + 1 ; chance of flinch (FLINCH_SIDE_EFFECT1)
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jr z, .gotEffectChance
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jr z, .gotEffectChance
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ld b, $4d ; ~30% chance of flinch
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ld b, 30 percent + 1 ; chance of flinch otherwise
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.gotEffectChance
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.gotEffectChance
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call BattleRandom
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call BattleRandom
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cp b
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cp b
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@ -1111,7 +1111,7 @@ RecoilEffect:
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ConfusionSideEffect:
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ConfusionSideEffect:
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call BattleRandom
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call BattleRandom
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cp $19 ; ~10% chance
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cp 10 percent ; chance of confusion
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ret nc
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ret nc
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jr ConfusionSideEffectSuccess
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jr ConfusionSideEffectSuccess
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