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https://github.com/Ninjdai1/pokeemerald.git
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fix MOVE_TARGET_ALL_BATTLERS and other u8 vars
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5509ceea04
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@ -386,6 +386,6 @@
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#define MOVE_TARGET_FOES_AND_ALLY 0x20
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#define MOVE_TARGET_FOES_AND_ALLY 0x20
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#define MOVE_TARGET_OPPONENTS_FIELD 0x40
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#define MOVE_TARGET_OPPONENTS_FIELD 0x40
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#define MOVE_TARGET_ALLY 0x80
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#define MOVE_TARGET_ALLY 0x80
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#define MOVE_TARGET_ALL_BATTLERS 0x100
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#define MOVE_TARGET_ALL_BATTLERS (0x100 | MOVE_TARGET_USER)
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#endif // GUARD_CONSTANTS_BATTLE_H
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#endif // GUARD_CONSTANTS_BATTLE_H
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@ -216,7 +216,7 @@ struct BattleMove
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u8 accuracy;
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u8 accuracy;
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u8 pp;
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u8 pp;
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u8 secondaryEffectChance;
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u8 secondaryEffectChance;
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u8 target;
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u16 target;
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s8 priority;
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s8 priority;
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u32 flags;
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u32 flags;
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u8 split;
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u8 split;
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@ -517,7 +517,7 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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u8 atkPriority = GetMovePriority(battlerAtk, move);
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u8 atkPriority = GetMovePriority(battlerAtk, move);
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u16 moveEffect = gBattleMoves[move].effect;
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u16 moveEffect = gBattleMoves[move].effect;
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s32 moveType;
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s32 moveType;
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u8 moveTarget = gBattleMoves[move].target;
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u16 moveTarget = gBattleMoves[move].target;
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u16 accuracy = AI_GetMoveAccuracy(battlerAtk, battlerDef, AI_DATA->atkAbility, AI_DATA->defAbility, AI_DATA->atkHoldEffect, AI_DATA->defHoldEffect, move);
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u16 accuracy = AI_GetMoveAccuracy(battlerAtk, battlerDef, AI_DATA->atkAbility, AI_DATA->defAbility, AI_DATA->atkHoldEffect, AI_DATA->defHoldEffect, move);
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u8 effectiveness = AI_GetMoveEffectiveness(move, battlerAtk, battlerDef);
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u8 effectiveness = AI_GetMoveEffectiveness(move, battlerAtk, battlerDef);
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bool32 isDoubleBattle = IsValidDoubleBattle(battlerAtk);
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bool32 isDoubleBattle = IsValidDoubleBattle(battlerAtk);
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@ -2514,7 +2514,7 @@ static s16 AI_DoubleBattle(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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// move data
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// move data
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u8 moveType = gBattleMoves[move].type;
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u8 moveType = gBattleMoves[move].type;
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u16 effect = gBattleMoves[move].effect;
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u16 effect = gBattleMoves[move].effect;
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u8 target = gBattleMoves[move].target;
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u16 target = gBattleMoves[move].target;
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// ally data
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// ally data
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u8 battlerAtkPartner = AI_DATA->battlerAtkPartner;
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u8 battlerAtkPartner = AI_DATA->battlerAtkPartner;
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u16 atkPartnerAbility = AI_DATA->atkPartnerAbility;
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u16 atkPartnerAbility = AI_DATA->atkPartnerAbility;
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@ -644,7 +644,7 @@ static void HandleInputChooseMove(void)
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// Show all available targets for multi-target moves
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// Show all available targets for multi-target moves
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if (B_SHOW_TARGETS)
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if (B_SHOW_TARGETS)
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{
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{
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if (moveTarget & MOVE_TARGET_ALL_BATTLERS)
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if ((moveTarget & MOVE_TARGET_ALL_BATTLERS) == MOVE_TARGET_ALL_BATTLERS)
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{
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{
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u32 i = 0;
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u32 i = 0;
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for (i = 0; i < gBattlersCount; i++)
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for (i = 0; i < gBattlersCount; i++)
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