Battle animation annotations
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@@ -7,7 +7,7 @@ DoBattle: ; 3c000
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ld [wPlayerAction], a
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ld [BattleEnded], a
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inc a
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ld [wd264], a
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ld [wAISwitch], a
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ld hl, OTPartyMon1HP
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ld bc, PARTYMON_STRUCT_LENGTH - 1
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ld d, BATTLEACTION_SWITCH1 - 1
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@@ -60,7 +60,7 @@ DoBattle: ; 3c000
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xor a
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ld [CurPartyMon], a
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.loop2
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call CheckIfPartyHasPkmnToBattleWith
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call CheckIfCurPartyMonIsFitToFight
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jr nz, .alive2
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ld hl, CurPartyMon
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inc [hl]
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@@ -170,7 +170,7 @@ BattleTurn: ; 3c12f
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xor a
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ld [wPlayerIsSwitching], a
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ld [wEnemyIsSwitching], a
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ld [wd264], a
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ld [wAISwitch], a
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ld [wPlayerJustGotFrozen], a
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ld [wEnemyJustGotFrozen], a
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ld [CurDamage], a
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@@ -2497,7 +2497,7 @@ WinTrainerBattle: ; 3cfa4
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call PrintWinLossText
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.skip_win_loss_text
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jp HandleBattleReward
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jp .GiveMoney
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.mobile
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call BattleWinSlideInEnemyTrainerFrontpic
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@@ -2524,9 +2524,8 @@ WinTrainerBattle: ; 3cfa4
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call ClearTileMap
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call ClearBGPalettes
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ret
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; 3d02b
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HandleBattleReward: ; 3d02b
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.GiveMoney
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ld a, [wAmuletCoin]
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and a
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call nz, .DoubleReward
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@@ -3024,7 +3023,7 @@ PickPartyMonInBattle: ; 3d33c
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call JumpToPartyMenuAndPrintText
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call SelectBattleMon
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ret c
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call CheckIfPartyHasPkmnToBattleWith
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call CheckIfCurPartyMonIsFitToFight
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jr z, .loop
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xor a
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ret
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@@ -3373,14 +3372,14 @@ CheckWhetherSwitchmonIsPredetermined: ; 3d533
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.not_linked
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ld a, [wEnemySwitchMonIndex]
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and a
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jr z, .check_wd264
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jr z, .check_wAISwitch
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dec a
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ld b, a
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jr .return_carry
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.check_wd264
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ld a, [wd264]
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.check_wAISwitch
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ld a, [wAISwitch]
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and a
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ld b, $0
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jr nz, .return_carry
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@@ -3656,7 +3655,7 @@ LoadEnemyPkmnToSwitchTo: ; 3d6ca
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; 3d714
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CheckWhetherToAskSwitch: ; 3d714
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ld a, [wd264]
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ld a, [wAISwitch]
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dec a
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jp z, .return_nc
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ld a, [PartyCount]
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@@ -3836,19 +3835,19 @@ CheckPlayerPartyForFitPkmn: ; 3d873
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xor a
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ld hl, PartyMon1HP
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ld bc, PartyMon2 - (PartyMon1 + 1)
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.asm_3d87e
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.loop
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or [hl]
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inc hl
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or [hl]
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add hl, bc
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dec e
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jr nz, .asm_3d87e
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jr nz, .loop
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ld d, a
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ret
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; 3d887
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CheckIfPartyHasPkmnToBattleWith: ; 3d887
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CheckIfCurPartyMonIsFitToFight: ; 3d887
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ld a, [CurPartyMon]
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ld hl, PartyMon1HP
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call GetPartyLocation
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@@ -3856,9 +3855,9 @@ CheckIfPartyHasPkmnToBattleWith: ; 3d887
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or [hl]
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ret nz
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ld a, [wd264]
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ld a, [wAISwitch]
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and a
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jr nz, .asm_3d8b1
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jr nz, .finish_fail
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ld hl, PartySpecies
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ld a, [CurPartyMon]
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ld c, a
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@@ -3867,14 +3866,14 @@ CheckIfPartyHasPkmnToBattleWith: ; 3d887
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ld a, [hl]
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cp EGG
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ld hl, BattleText_AnEGGCantBattle
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jr z, .asm_3d8ae
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jr z, .print_textbox
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ld hl, BattleText_TheresNoWillToBattle
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.asm_3d8ae
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.print_textbox
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call StdBattleTextBox
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.asm_3d8b1
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.finish_fail
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xor a
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ret
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; 3d8b3
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@@ -4501,6 +4500,8 @@ HandleHPHealingItem: ; 3dd2f
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ld hl, BattleMonMaxHP
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.go
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; If, and only if, Pokemon's HP is less than half max, use the item.
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; Store current HP in Buffer 3/4
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push bc
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ld a, [de]
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ld [Buffer3], a
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@@ -4528,6 +4529,7 @@ HandleHPHealingItem: ; 3dd2f
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.less
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call ItemRecoveryAnim
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; store max HP in Buffer1/2
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ld a, [hli]
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ld [Buffer2], a
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ld a, [hl]
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@@ -5434,7 +5436,7 @@ TryPlayerSwitch: ; 3e358
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jp BattleMenuPKMN_Loop
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.try_switch
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call CheckIfPartyHasPkmnToBattleWith
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call CheckIfCurPartyMonIsFitToFight
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jp z, BattleMenuPKMN_Loop
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ld a, [CurBattleMon]
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ld [LastPlayerMon], a
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@@ -5675,15 +5677,15 @@ MoveSelectionScreen: ; 3e4bc
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ld c, $2c
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ld a, [wMoveSelectionMenuType]
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dec a
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ld b, $c1
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ld b, D_DOWN | D_UP | A_BUTTON
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jr z, .okay
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dec a
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ld b, $c3
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ld b, D_DOWN | D_UP | A_BUTTON | B_BUTTON
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jr z, .okay
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ld a, [wLinkMode]
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and a
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jr nz, .okay
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ld b, $c7
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ld b, D_DOWN | D_UP | A_BUTTON | B_BUTTON | SELECT
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.okay
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ld a, b
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@@ -5727,6 +5729,7 @@ MoveSelectionScreen: ; 3e4bc
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bit SELECT_F, a
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jp nz, .pressed_select
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bit B_BUTTON_F, a
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; A button
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push af
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xor a
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@@ -6106,7 +6109,7 @@ ParseEnemyAction: ; 3e7c1
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jp .finish
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.skip_encore
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call CheckSubstatus_RechargeChargedRampageBideRollout
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call CheckEnemyLockedIn
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jp nz, ResetVarsForSubstatusRage
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jr .continue
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@@ -6173,7 +6176,7 @@ ParseEnemyAction: ; 3e7c1
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.skip_load
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call SetEnemyTurn
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callab UpdateMoveData
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call CheckSubstatus_RechargeChargedRampageBideRollout
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call CheckEnemyLockedIn
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jr nz, .raging
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xor a
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ld [wEnemyCharging], a
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@@ -6219,7 +6222,7 @@ ResetVarsForSubstatusRage: ; 3e8c1
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ret
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; 3e8d1
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CheckSubstatus_RechargeChargedRampageBideRollout: ; 3e8d1
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CheckEnemyLockedIn: ; 3e8d1
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ld a, [EnemySubStatus4]
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and 1 << SUBSTATUS_RECHARGE
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ret nz
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@@ -8025,7 +8028,7 @@ SendOutPkmnText: ; 3f26d
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ld hl, JumpText_GoPkmn ; If we're in a LinkBattle print just "Go <PlayerMon>"
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ld a, [wd264] ; unless this (unidentified) variable is set
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ld a, [wAISwitch] ; unless this (unidentified) variable is set
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and a
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jr nz, .skip_to_textbox
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@@ -8482,7 +8485,7 @@ BattleIntro: ; 3f4dd
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ld [hMapAnims], a
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callba PlayBattleMusic
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callba ShowLinkBattleParticipants
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callba FindFirstAliveMon
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callba FindFirstAliveMonAndStartBattle
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call DisableSpriteUpdates
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callba ClearBattleRAM
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call InitEnemy
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