Consistent code formatting: no redundant a
s and spaces after commas
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@@ -6267,13 +6267,13 @@ LoadEnemyMon: ; 3e8eb
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; 25% chance of getting an item
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call BattleRandom
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cp a, 1 + (75 percent)
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cp 1 + (75 percent)
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ld a, NO_ITEM
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jr c, .UpdateItem
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; From there, an 8% chance for Item2
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call BattleRandom
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cp a, 8 percent ; 8% of 25% = 2% Item2
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cp 8 percent ; 8% of 25% = 2% Item2
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ld a, [BaseItems]
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jr nc, .UpdateItem
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ld a, [BaseItems+1]
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@@ -6320,7 +6320,7 @@ LoadEnemyMon: ; 3e8eb
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; Roaming monsters (Entei, Raikou) work differently
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; They have their own structs, which are shorter than normal
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ld a, [BattleType]
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cp a, BATTLETYPE_ROAMING
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cp BATTLETYPE_ROAMING
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jr nz, .NotRoaming
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; Grab HP
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@@ -6361,7 +6361,7 @@ LoadEnemyMon: ; 3e8eb
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; Forced shiny battle type
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; Used by Red Gyarados at Lake of Rage
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cp a, BATTLETYPE_SHINY
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cp BATTLETYPE_SHINY
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jr nz, .GenerateDVs
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ld b, ATKDEFDV_SHINY ; $ea
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@@ -6391,7 +6391,7 @@ LoadEnemyMon: ; 3e8eb
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; Unown
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ld a, [TempEnemyMonSpecies]
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cp a, UNOWN
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cp UNOWN
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jr nz, .Magikarp
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; Get letter based on DVs
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@@ -6406,7 +6406,7 @@ LoadEnemyMon: ; 3e8eb
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; Skimming this part recommended
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ld a, [TempEnemyMonSpecies]
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cp a, MAGIKARP
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cp MAGIKARP
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jr nz, .Happiness
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; Get Magikarp's length
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@@ -6416,25 +6416,25 @@ LoadEnemyMon: ; 3e8eb
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; We're clear if the length is < 1536
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ld a, [wMagikarpLength]
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cp a, $06 ; $600 = 1536
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cp $06 ; $600 = 1536
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jr nz, .CheckMagikarpArea
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; 5% chance of skipping size checks
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call Random
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cp a, $0c ; / $100
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cp $0c ; / $100
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jr c, .CheckMagikarpArea
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; Try again if > 1614
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ld a, [wMagikarpLength + 1]
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cp a, $50
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cp $50
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jr nc, .GenerateDVs
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; 20% chance of skipping this check
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call Random
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cp a, $32 ; / $100
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cp $32 ; / $100
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jr c, .CheckMagikarpArea
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; Try again if > 1598
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ld a, [wMagikarpLength + 1]
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cp a, $40
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cp $40
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jr nc, .GenerateDVs
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.CheckMagikarpArea:
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@@ -6448,18 +6448,18 @@ LoadEnemyMon: ; 3e8eb
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; Intended behavior enforces a minimum size at Lake of Rage
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; The real behavior prevents size flooring in the Lake of Rage area
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ld a, [MapGroup]
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cp a, GROUP_LAKE_OF_RAGE
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cp GROUP_LAKE_OF_RAGE
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jr z, .Happiness
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ld a, [MapNumber]
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cp a, MAP_LAKE_OF_RAGE
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cp MAP_LAKE_OF_RAGE
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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 a, $64 ; / $100
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cp $64 ; / $100
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jr c, .Happiness
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; Floor at length 1024
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ld a, [wMagikarpLength]
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cp a, 1024 >> 8
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cp 1024 >> 8
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jr c, .GenerateDVs ; try again
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; Finally done with DVs
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@@ -6480,7 +6480,7 @@ LoadEnemyMon: ; 3e8eb
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; If we're in a trainer battle,
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; get the rest of the parameters from the party struct
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ld a, [wBattleMode]
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cp a, TRAINER_BATTLE
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cp TRAINER_BATTLE
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jr z, .OpponentParty
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; If we're in a wild battle, check wild-specific stuff
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@@ -6515,7 +6515,7 @@ LoadEnemyMon: ; 3e8eb
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; ..unless it's a RoamMon
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ld a, [BattleType]
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cp a, BATTLETYPE_ROAMING
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cp BATTLETYPE_ROAMING
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jr nz, .Moves
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; Grab HP
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@@ -6568,7 +6568,7 @@ LoadEnemyMon: ; 3e8eb
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ld de, EnemyMonMoves
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; Are we in a trainer battle?
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ld a, [wBattleMode]
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cp a, TRAINER_BATTLE
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cp TRAINER_BATTLE
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jr nz, .WildMoves
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; Then copy moves from the party struct
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ld hl, OTPartyMon1Moves
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@@ -6595,7 +6595,7 @@ LoadEnemyMon: ; 3e8eb
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.PP:
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; Trainer battle?
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ld a, [wBattleMode]
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cp a, TRAINER_BATTLE
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cp TRAINER_BATTLE
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jr z, .TrainerPP
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; Fill wild PP
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@@ -6670,13 +6670,13 @@ CheckSleepingTreeMon: ; 3eb38
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; Don't do anything if this isn't a tree encounter
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ld a, [BattleType]
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cp a, BATTLETYPE_TREE
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cp BATTLETYPE_TREE
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jr nz, .NotSleeping
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; Get list for the time of day
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ld hl, .Morn
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ld a, [TimeOfDay]
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cp a, DAY
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cp DAY
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jr c, .Check
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ld hl, .Day
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jr z, .Check
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@@ -6759,7 +6759,7 @@ CheckUnownLetter: ; 3eb75
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inc e
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inc e
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ld a, e
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cp a, .Set1 - .LetterSets
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cp .Set1 - .LetterSets
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jr c, .loop
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; Hasn't been unlocked, or the letter is invalid
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