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Clean up some percentage values
This commit is contained in:
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8c51de1aba
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@ -27,11 +27,11 @@ BASE_TMHM EQUS "(wBaseTMHM - wCurBaseData)"
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BASE_DATA_SIZE EQUS "(wCurBaseDataEnd - wCurBaseData)"
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; gender ratio constants
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GENDER_F0 EQU 0 percent
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GENDER_F12_5 EQU 12 percent + 1
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GENDER_F25 EQU 25 percent
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GENDER_F50 EQU 50 percent
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GENDER_F75 EQU 75 percent
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GENDER_F0 EQU 0 percent
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GENDER_F12_5 EQU 12 percent + 1
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GENDER_F25 EQU 25 percent
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GENDER_F50 EQU 50 percent
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GENDER_F75 EQU 75 percent
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GENDER_F100 EQU 100 percent - 1
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GENDER_UNKNOWN EQU -1
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@ -1,8 +1,8 @@
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CriticalHitChances:
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db 7 percent ; 0
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db 12 percent + 2 ; +1
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db 25 percent + 1 ; +2
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db 33 percent + 1 ; +3
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db 50 percent + 1 ; +4
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db 50 percent + 1 ; +5
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db 50 percent + 1 ; +6
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db 1 out_of 15 ; 0
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db 1 out_of 8 ; +1
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db 1 out_of 4 ; +2
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db 1 out_of 3 ; +3
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db 1 out_of 2 ; +4
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db 1 out_of 2 ; +5
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db 1 out_of 2 ; +6
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@ -1,12 +1,12 @@
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HappinessData_OlderHaircutBrother:
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db $4c, 2, HAPPINESS_OLDERCUT1 ; 30% chance
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db $80, 3, HAPPINESS_OLDERCUT2 ; 50% chance
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db $ff, 4, HAPPINESS_OLDERCUT3 ; 20% chance
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db 30 percent, 2, HAPPINESS_OLDERCUT1 ; 30% chance
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db 50 percent + 1, 3, HAPPINESS_OLDERCUT2 ; 50% chance
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db 100 percent, 4, HAPPINESS_OLDERCUT3 ; 20% chance
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HappinessData_YoungerHaircutBrother:
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db $9a, 2, HAPPINESS_YOUNGCUT1 ; 60% chance
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db $4c, 3, HAPPINESS_YOUNGCUT2 ; 30% chance
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db $ff, 4, HAPPINESS_YOUNGCUT3 ; 10% chance
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db 60 percent + 1, 2, HAPPINESS_YOUNGCUT1 ; 60% chance
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db 30 percent, 3, HAPPINESS_YOUNGCUT2 ; 30% chance
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db 100 percent, 4, HAPPINESS_YOUNGCUT3 ; 10% chance
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HappinessData_DaisysGrooming:
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db $ff, 2, HAPPINESS_GROOMING ; 99.6% chance
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db 100 percent, 2, HAPPINESS_GROOMING ; 99.6% chance
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@ -1,9 +1,9 @@
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MagnitudePower:
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; chance, power, magnitude #
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db 13, 10, 4
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db 38, 30, 5
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db 89, 50, 6
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db 166, 70, 7
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db 217, 90, 8
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db 242, 110, 9
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db 255, 150, 10
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db 5 percent + 1, 10, 4 ; 5%
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db 15 percent, 30, 5 ; 10%
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db 35 percent, 50, 6 ; 20%
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db 65 percent + 1, 70, 7 ; 30%
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db 85 percent + 1, 90, 8 ; 20%
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db 95 percent, 110, 9 ; 10%
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db 100 percent, 150, 10 ; 5%
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@ -1,6 +1,6 @@
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PresentPower:
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; chance, power
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db 40 percent, 40 ; 40%
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db 70 percent + 1, 80 ; 30%
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db 80 percent, 120 ; 10%
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db 40 percent, 40 ; 40% chance
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db 70 percent + 1, 80 ; 30% chance
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db 80 percent, 120 ; 10% chance
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db -1 ; 20% chance to heal instead
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@ -1198,6 +1198,7 @@ GrimerEvosAttacks:
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MukEvosAttacks:
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db 0 ; no more evolutions
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; moves are not sorted by level
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db 1, POISON_GAS
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db 1, POUND
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db 1, HARDEN
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@ -1,5 +1,6 @@
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AIScoring: ; used only for BANK(AIScoring)
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AI_Basic:
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; Don't do anything redundant:
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; -Using status-only moves if the player can't be statused
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@ -458,15 +459,15 @@ AI_Smart_LockOn:
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.asm_38834
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ld a, [wPlayerEvaLevel]
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cp $a
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cp BASE_STAT_LEVEL + 3
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jr nc, .asm_3887a
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cp $8
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cp BASE_STAT_LEVEL + 1
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jr nc, .asm_38875
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ld a, [wEnemyAccLevel]
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cp $5
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cp BASE_STAT_LEVEL - 2
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jr c, .asm_3887a
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cp $7
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cp BASE_STAT_LEVEL
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jr c, .asm_38875
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ld hl, wEnemyMonMoves
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@ -572,7 +573,7 @@ AI_Smart_Selfdestruct:
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; If enemy's HP is between 25% and 50%,
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; over 90% chance to greatly discourage this move.
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call Random
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cp 9 percent - 2
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cp 8 percent
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ret c
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.asm_388c6
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@ -596,7 +597,7 @@ AI_Smart_DreamEater:
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AI_Smart_EvasionUp:
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; Dismiss this move if enemy's evasion can't raise anymore.
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ld a, [wEnemyEvaLevel]
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cp $d
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cp MAX_STAT_LEVEL
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jp nc, AIDiscourageMove
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; If enemy's HP is full...
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@ -707,12 +708,12 @@ AI_Smart_AlwaysHit:
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; ...enemy's accuracy level has been lowered three or more stages
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ld a, [wEnemyAccLevel]
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cp $5
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cp BASE_STAT_LEVEL - 2
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jr c, .asm_38954
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; ...or player's evasion level has been raised three or more stages.
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ld a, [wPlayerEvaLevel]
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cp $a
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cp BASE_STAT_LEVEL + 3
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ret c
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.asm_38954
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@ -872,12 +873,12 @@ AI_Smart_ResetStats:
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; 85% chance to encourage this move if any of enemy's stat levels is lower than -2.
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push hl
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ld hl, wEnemyAtkLevel
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ld c, $8
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ld c, NUM_LEVEL_STATS
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.asm_389fb
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dec c
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jr z, .asm_38a05
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ld a, [hli]
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cp $5
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cp BASE_STAT_LEVEL - 2
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jr c, .asm_38a12
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jr .asm_389fb
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@ -889,7 +890,7 @@ AI_Smart_ResetStats:
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dec c
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jr z, .asm_38a1b
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ld a, [hli]
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cp $a
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cp BASE_STAT_LEVEL + 3
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jr c, .asm_38a0a
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.asm_38a12
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@ -1108,12 +1109,12 @@ AI_Smart_SpDefenseUp2:
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; Discourage this move if enemy's special defense level is higher than +3.
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ld a, [wEnemySDefLevel]
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cp $b
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cp BASE_STAT_LEVEL + 4
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jr nc, .asm_38b10
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; 80% chance to greatly encourage this move if
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; enemy's Special Defense level is lower than +2, and the player is of a special type.
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cp $9
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cp BASE_STAT_LEVEL + 2
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ret nc
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ld a, [wBattleMonType1]
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@ -1252,11 +1253,11 @@ AI_Smart_Rage:
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; Encourage this move based on Rage's counter.
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.asm_38b8c
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ld a, [wEnemyRageCounter]
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cp $2
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cp 2
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ret c
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dec [hl]
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ld a, [wEnemyRageCounter]
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cp $3
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cp 3
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ret c
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dec [hl]
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ret
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@ -1328,7 +1329,7 @@ AI_Smart_Mimic:
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AI_Smart_Counter:
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push hl
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ld hl, wPlayerUsedMoves
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ld c, 4
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ld c, NUM_MOVES
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ld b, 0
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.asm_38bf9
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@ -1467,8 +1468,8 @@ AI_Smart_SleepTalk:
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; Greatly discourage this move otherwise.
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ld a, [wEnemyMonStatus]
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and $7
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cp $1
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and SLP
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cp 1
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jr z, .asm_38cc7
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dec [hl]
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@ -1529,9 +1530,9 @@ AI_Smart_Spite:
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.asm_38cfb
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pop hl
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ld a, [de]
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cp $6
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cp 6
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jr c, .asm_38d0d
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cp $f
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cp 15
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jr nc, .asm_38d0b
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call Random
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@ -1828,9 +1829,9 @@ AI_Smart_Curse:
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jr nc, .asm_38e93
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ld a, [wEnemyAtkLevel]
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cp $b
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cp BASE_STAT_LEVEL + 4
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jr nc, .asm_38e93
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cp $9
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cp BASE_STAT_LEVEL + 2
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ret nc
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ld a, [wBattleMonType1]
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@ -1954,10 +1955,10 @@ AI_Smart_Protect:
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AI_Smart_Foresight:
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ld a, [wEnemyAccLevel]
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cp $5
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cp BASE_STAT_LEVEL - 2
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jr c, .asm_38f41
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ld a, [wPlayerEvaLevel]
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cp $a
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cp BASE_STAT_LEVEL + 3
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jr nc, .asm_38f41
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ld a, [wBattleMonType1]
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@ -2417,7 +2418,7 @@ AI_Smart_BellyDrum:
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; Else, discourage this move if enemy's HP is not full.
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ld a, [wEnemyAtkLevel]
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cp $a
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cp BASE_STAT_LEVEL + 3
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jr nc, .asm_3914d
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call AICheckEnemyMaxHP
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@ -2472,12 +2473,12 @@ AI_Smart_PsychUp:
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; Else, 80% chance to encourage this move unless player's accuracy level is lower than -1...
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ld a, [wPlayerAccLevel]
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cp $6
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cp BASE_STAT_LEVEL - 1
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ret c
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; ...or enemy's evasion level is higher than +0.
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ld a, [wEnemyEvaLevel]
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cp $8
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cp BASE_STAT_LEVEL + 1
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ret nc
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call AI_80_20
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@ -2494,8 +2495,8 @@ AI_Smart_PsychUp:
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AI_Smart_MirrorCoat:
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push hl
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ld hl, wPlayerUsedMoves
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ld c, $4
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ld b, $0
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ld c, NUM_MOVES
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ld b, 0
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.asm_39193
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ld a, [hli]
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@ -2828,7 +2829,7 @@ AIHasMoveInArray:
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.next
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ld a, [hli]
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cp $ff
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cp -1
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jr z, .done
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ld b, a
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@ -6200,7 +6200,7 @@ LoadEnemyMon:
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jr z, .Happiness
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; 40% chance of not flooring
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call Random
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cp 40 percent - 2
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cp 39 percent + 1
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jr c, .Happiness
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; Try again if length < 1024 mm (i.e. if HIGH(length) < 3 feet)
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ld a, [wMagikarpLength]
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@ -198,7 +198,7 @@ DayCareStep::
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callfar CheckBreedmonCompatibility
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ld a, [wBreedingCompatibility]
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cp 230
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ld b, 32 percent - 1
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ld b, 31 percent + 1
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jr nc, .okay
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ld a, [wBreedingCompatibility]
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cp 170
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@ -26,8 +26,8 @@ GivePokerusAndConvertBerries:
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and a
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ret nz
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ldh a, [hRandomSub]
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cp $3
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ret nc ; 3/65536 chance (00 00, 00 01 or 00 02)
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cp 3
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ret nc ; 3/65536 chance (00 00, 00 01 or 00 02)
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ld a, [wPartyCount]
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ld b, a
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.randomMonSelectLoop
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@ -36,11 +36,11 @@ GivePokerusAndConvertBerries:
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cp b
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jr nc, .randomMonSelectLoop
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ld hl, wPartyMon1PokerusStatus
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call GetPartyLocation ; get pokerus byte of random mon
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call GetPartyLocation ; get pokerus byte of random mon
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ld a, [hl]
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and $f0
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ret nz ; if it already has pokerus, do nothing
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.randomPokerusLoop ; Simultaneously sample the strain and duration
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ret nz ; if it already has pokerus, do nothing
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.randomPokerusLoop ; Simultaneously sample the strain and duration
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call Random
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and a
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jr z, .randomPokerusLoop
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@ -62,20 +62,20 @@ GivePokerusAndConvertBerries:
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.TrySpreadPokerus:
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call Random
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cp 33 percent + 1
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ret nc ; 1/3 chance
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ret nc ; 1/3 chance
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ld a, [wPartyCount]
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cp 1
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ret z ; only one mon, nothing to do
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ret z ; only one mon, nothing to do
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ld c, [hl]
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ld a, b
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cp 2
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jr c, .checkPreviousMonsLoop ; no more mons after this one, go backwards
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jr c, .checkPreviousMonsLoop ; no more mons after this one, go backwards
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call Random
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cp 50 percent + 1
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jr c, .checkPreviousMonsLoop ; 1/2 chance, go backwards
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jr c, .checkPreviousMonsLoop ; 1/2 chance, go backwards
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.checkFollowingMonsLoop
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add hl, de
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ld a, [hl]
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@ -83,8 +83,8 @@ GivePokerusAndConvertBerries:
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jr z, .infectMon
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ld c, a
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and $3
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ret z ; if mon has cured pokerus, stop searching
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dec b ; go on to next mon
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ret z ; if mon has cured pokerus, stop searching
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dec b ; go on to next mon
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ld a, b
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cp 1
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jr nz, .checkFollowingMonsLoop ; no more mons left
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@ -93,7 +93,7 @@ GivePokerusAndConvertBerries:
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.checkPreviousMonsLoop
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ld a, [wPartyCount]
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cp b
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ret z ; no more mons
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ret z ; no more mons
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ld a, l
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sub e
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ld l, a
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@ -105,8 +105,8 @@ GivePokerusAndConvertBerries:
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jr z, .infectMon
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ld c, a
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and $3
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ret z ; if mon has cured pokerus, stop searching
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inc b ; go on to next mon
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ret z ; if mon has cured pokerus, stop searching
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inc b ; go on to next mon
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jr .checkPreviousMonsLoop
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.infectMon
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@ -128,7 +128,7 @@ ConvertBerriesToBerryJuice:
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bit STATUSFLAGS2_REACHED_GOLDENROD_F, [hl]
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ret z
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call Random
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cp 6 percent + 1 ; 1/16 chance
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cp 1 out_of 16 ; 6.25% chance
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ret nc
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ld hl, wPartyMons
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ld a, [wPartyCount]
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@ -586,7 +586,7 @@ Slots_StopReel2:
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call .CheckReel1ForASeven
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jr nz, .dont_jump
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call Random
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cp $50 ; 32%
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cp 31 percent + 1
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jr nc, .dont_jump
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ld a, REEL_ACTION_SET_UP_REEL2_SKIP_TO_7
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ret
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@ -632,20 +632,20 @@ Slots_StopReel3:
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and a
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jr nz, .biased
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call Random
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cp 180
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cp 71 percent - 1
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jr nc, .stop
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cp 120
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cp 47 percent + 1
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jr nc, .slow_advance
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cp 60
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cp 24 percent - 1
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jr nc, .golem
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ld a, REEL_ACTION_INIT_CHANSEY
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ret
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.biased
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call Random
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cp 160
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cp 63 percent
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jr nc, .stop
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cp 80
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cp 31 percent + 1
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jr nc, .slow_advance
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.golem
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ld a, REEL_ACTION_INIT_GOLEM
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@ -1608,7 +1608,7 @@ Slots_GetNumberOfGolems:
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.not_biased_to_seven
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call Random
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and $7
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cp $4 ; ((50 percent) & 7) + 1
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cp $8 / 2 ; 50%
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jr c, .not_biased_to_seven
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ld e, a
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.loop2
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@ -1649,22 +1649,22 @@ Slots_InitBias:
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ret
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.Normal:
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db $01, SLOTS_SEVEN ; 1/256
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db $03, SLOTS_POKEBALL ; 1/128
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db $0a, SLOTS_STARYU ; 7/256
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db $14, SLOTS_SQUIRTLE ; 5/128
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db $28, SLOTS_PIKACHU ; 5/64
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db $30, SLOTS_CHERRY ; 1/32
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db $ff, SLOTS_NO_BIAS ; everything else
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db 1 percent - 1, SLOTS_SEVEN
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db 1 percent + 1, SLOTS_POKEBALL
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db 4 percent, SLOTS_STARYU
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db 8 percent, SLOTS_SQUIRTLE
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db 16 percent, SLOTS_PIKACHU
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db 19 percent, SLOTS_CHERRY
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db 100 percent, SLOTS_NO_BIAS
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.Lucky:
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db $02, SLOTS_SEVEN ; 1/128
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||||
db $03, SLOTS_POKEBALL ; 1/256
|
||||
db $08, SLOTS_STARYU ; 5/256
|
||||
db $10, SLOTS_SQUIRTLE ; 1/32
|
||||
db $1e, SLOTS_PIKACHU ; 7/128
|
||||
db $50, SLOTS_CHERRY ; 25/128
|
||||
db $ff, SLOTS_NO_BIAS ; everything else
|
||||
db 1 percent, SLOTS_SEVEN
|
||||
db 1 percent + 1, SLOTS_POKEBALL
|
||||
db 3 percent + 1, SLOTS_STARYU
|
||||
db 6 percent + 1, SLOTS_SQUIRTLE
|
||||
db 12 percent, SLOTS_PIKACHU
|
||||
db 31 percent + 1, SLOTS_CHERRY
|
||||
db 100 percent, SLOTS_NO_BIAS
|
||||
|
||||
Slots_IlluminateBetLights:
|
||||
ld b, $14 ; turned on
|
||||
|
@ -80,7 +80,7 @@ PrepMysteryGiftDataToSend:
|
||||
|
||||
.tenpercent
|
||||
call Random
|
||||
cp 20 percent - 1
|
||||
cp 20 percent - 1 ; 50
|
||||
jr c, .twopercent
|
||||
call Random
|
||||
and %011
|
||||
|
@ -1,7 +1,30 @@
|
||||
; Value macros
|
||||
|
||||
; Many arbitrary percentages are simple base-10 or base-16 values:
|
||||
; - 10 = 4 percent
|
||||
; - 15 = 6 percent
|
||||
; - $10 = 6 percent + 1 = 7 percent - 1
|
||||
; - 20 = 8 percent
|
||||
; - 25 = 10 percent
|
||||
; - 30 = 12 percent
|
||||
; - 40 = 16 percent
|
||||
; - 50 = 20 percent - 1
|
||||
; - 60 = 24 percent - 1
|
||||
; - 70 = 28 percent - 1
|
||||
; - 80 = 31 percent + 1 = 32 percent - 1
|
||||
; - 85 = 33 percent + 1 = 34 percent - 1
|
||||
; - 100 = 39 percent + 1 = 40 percent - 2
|
||||
; - 120 = 47 percent + 1
|
||||
; - 123 = 49 percent - 1
|
||||
; - 160 = 63 percent
|
||||
; - 180 = 71 percent - 1 = 70 percent + 2
|
||||
; - 200 = 79 percent - 1
|
||||
; - 230 = 90 percent + 1
|
||||
percent EQUS "* $ff / 100"
|
||||
|
||||
; e.g. 1 out_of 2 == 50 percent + 1 == $80
|
||||
out_of EQUS "* $100 /"
|
||||
|
||||
; Constant data (db, dw, dl) macros
|
||||
|
||||
dwb: MACRO
|
||||
|
Loading…
Reference in New Issue
Block a user