Add AIField property for GM Moves
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@ -193,6 +193,138 @@
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move.UseOppEvasion = CBool(value)
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Case "deductpp"
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move.gmDeductPP = CBool(value)
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Case "aifield1", "aifield2", "aifield3"
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Dim AIFieldType As Attack.AIField = Attack.AIField.Nothing
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Select Case value
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Case "damage"
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AIFieldType = Attack.AIField.Damage
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Case "poison"
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AIFieldType = Attack.AIField.Poison
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Case "burn"
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AIFieldType = Attack.AIField.Burn
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Case "paralysis"
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AIFieldType = Attack.AIField.Paralysis
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Case "sleep"
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AIFieldType = Attack.AIField.Sleep
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Case "freeze"
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AIFieldType = Attack.AIField.Freeze
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Case "confusion"
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AIFieldType = Attack.AIField.Confusion
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Case "confuseown"
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AIFieldType = Attack.AIField.ConfuseOwn
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Case "canpoison"
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AIFieldType = Attack.AIField.CanPoison
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Case "canburn"
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AIFieldType = Attack.AIField.CanBurn
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Case "canparalyse"
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AIFieldType = Attack.AIField.CanParalyse
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Case "cansleep"
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AIFieldType = Attack.AIField.CanSleep
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Case "canfreeze"
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AIFieldType = Attack.AIField.CanFreeze
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Case "canconfuse"
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AIFieldType = Attack.AIField.CanConfuse
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Case "raiseattack"
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AIFieldType = Attack.AIField.RaiseAttack
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Case "raisedefense"
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AIFieldType = Attack.AIField.RaiseDefense
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Case "raisespattack"
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AIFieldType = Attack.AIField.RaiseSpAttack
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Case "raisespdefense"
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AIFieldType = Attack.AIField.RaiseSpDefense
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Case "raisespeed"
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AIFieldType = Attack.AIField.RaiseSpeed
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Case "raiseaccuracy"
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AIFieldType = Attack.AIField.RaiseAccuracy
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Case "raiseevasion"
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AIFieldType = Attack.AIField.RaiseEvasion
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Case "lowerattack"
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AIFieldType = Attack.AIField.LowerAttack
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Case "lowerdefense"
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AIFieldType = Attack.AIField.LowerDefense
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Case "lowerspattack"
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AIFieldType = Attack.AIField.LowerSpAttack
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Case "lowerspdefense"
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AIFieldType = Attack.AIField.LowerSpDefense
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Case "lowerspeed"
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AIFieldType = Attack.AIField.LowerSpeed
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Case "loweraccuracy"
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AIFieldType = Attack.AIField.LowerAccuracy
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Case "lowerevasion"
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AIFieldType = Attack.AIField.LowerEvasion
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Case "canraiseattack"
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AIFieldType = Attack.AIField.CanRaiseAttack
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Case "canraisedefense"
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AIFieldType = Attack.AIField.CanRaiseDefense
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Case "canraisespattack"
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AIFieldType = Attack.AIField.CanRaiseSpAttack
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Case "canraisespdefense"
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AIFieldType = Attack.AIField.CanRaiseSpDefense
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Case "canraisespeed"
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AIFieldType = Attack.AIField.CanRaiseSpeed
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Case "canraiseaccuracy"
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AIFieldType = Attack.AIField.CanRaiseAccuracy
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Case "canrauseevasion"
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AIFieldType = Attack.AIField.CanRauseEvasion
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Case "canlowerattack"
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AIFieldType = Attack.AIField.CanLowerAttack
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Case "canlowerdefense"
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AIFieldType = Attack.AIField.CanLowerDefense
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Case "canlowerspattack"
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AIFieldType = Attack.AIField.CanLowerSpAttack
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Case "canlowerspdefense"
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AIFieldType = Attack.AIField.CanLowerSpDefense
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Case "canlowerspeed"
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AIFieldType = Attack.AIField.CanLowerSpeed
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Case "canloweraccuracy"
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AIFieldType = Attack.AIField.CanLowerAccuracy
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Case "canlowerevasion"
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AIFieldType = Attack.AIField.CanLowerEvasion
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Case "flinch"
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AIFieldType = Attack.AIField.Flinch
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Case "canflinch"
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AIFieldType = Attack.AIField.CanFlinch
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Case "infatuation"
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AIFieldType = Attack.AIField.Infatuation
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Case "trap"
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AIFieldType = Attack.AIField.Trap
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Case "ohko"
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AIFieldType = Attack.AIField.OHKO
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Case "multiturn"
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AIFieldType = Attack.AIField.MultiTurn
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Case "recoil"
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AIFieldType = Attack.AIField.Recoil
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Case "healing"
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AIFieldType = Attack.AIField.Healing
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Case "curestatus"
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AIFieldType = Attack.AIField.CureStatus
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Case "support"
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AIFieldType = Attack.AIField.Support
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Case "recharge"
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AIFieldType = Attack.AIField.Recharge
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Case "highpriority"
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AIFieldType = Attack.AIField.HighPriority
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Case "absorbing"
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AIFieldType = Attack.AIField.Absorbing
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Case "selfdestruct"
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AIFieldType = Attack.AIField.Selfdestruct
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Case "thrawout"
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AIFieldType = Attack.AIField.ThrawOut
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Case "cannotmiss"
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AIFieldType = Attack.AIField.CannotMiss
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Case "removereflectlightscreen"
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AIFieldType = Attack.AIField.RemoveReflectLightscreen
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End Select
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If AIFieldType <> Attack.AIField.Nothing Then
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If key.EndsWith("1") Then
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move.AIField1 = AIFieldType
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ElseIf key.EndsWith("2") Then
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move.AIField2 = AIFieldType
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ElseIf key.EndsWith("3") Then
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move.AIField3 = AIFieldType
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End If
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End If
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End Select
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End If
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Next
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