DEF wild_chance_slot = 0
DEF wild_chance_total = 0
MACRO wild_chance
DEF wild_chance_total += \1
db wild_chance_total - 1
db wild_chance_slot * 2
DEF wild_chance_slot += 1
ENDM
WildMonEncounterSlotChances:
; There are 10 slots for wild pokemon, and this is the list that defines how common each of
; those 10 slots is. A random number is generated and then the cumulative chance value up to the current
; slot (included) is compared against that random number. If the random number is less than or equal
; to said cumulative value, then that slot is chosen.
table_width 2
wild_chance 51 ; 51/256 = 19.9% chance of slot 0
wild_chance 51 ; 51/256 = 19.9% chance of slot 1
wild_chance 39 ; 39/256 = 15.2% chance of slot 2
wild_chance 25 ; 25/256 = 9.8% chance of slot 3
wild_chance 25 ; 25/256 = 9.8% chance of slot 4
wild_chance 25 ; 25/256 = 9.8% chance of slot 5
wild_chance 13 ; 13/256 = 5.1% chance of slot 6
wild_chance 13 ; 13/256 = 5.1% chance of slot 7
wild_chance 11 ; 11/256 = 4.3% chance of slot 8
wild_chance 3 ; 3/256 = 1.2% chance of slot 9
assert_table_length NUM_WILDMONS
ASSERT wild_chance_total == 256, "WildMonEncounterSlotChances sum to {d:wild_chance_total}, not 256!"