#include "constants/battle.h" #include "constants/battle_ai.h" #include "constants/abilities.h" #include "constants/items.h" #include "constants/moves.h" #include "constants/battle_move_effects.h" #include "constants/hold_effects.h" #include "constants/pokemon.h" .include "asm/macros/battle_ai_script.inc" .section script_data, "aw", %progbits @ The FRLG scripts are improved subtly by Emerald in a few places @ To make adding these improvements easier they are commented and tagged with "Improvement in Emerald" @ Emerald also adds a few entirely new AI commands (mostly to expand Double Battle AI), which are not included .align 2 gBattleAI_ScriptsTable:: .4byte AI_CheckBadMove .4byte AI_CheckViability .4byte AI_TryToFaint .4byte AI_SetupFirstTurn .4byte AI_Risky .4byte AI_PreferStrongestMove .4byte AI_PreferBatonPass .4byte AI_DoubleBattle .4byte AI_HPAware .4byte AI_Unknown .4byte AI_Ret .4byte AI_Ret .4byte AI_Ret .4byte AI_Ret .4byte AI_Ret .4byte AI_Ret .4byte AI_Ret .4byte AI_Ret .4byte AI_Ret .4byte AI_Ret .4byte AI_Ret .4byte AI_Ret .4byte AI_Ret .4byte AI_Ret .4byte AI_Ret .4byte AI_Ret .4byte AI_Ret .4byte AI_Ret .4byte AI_Ret .4byte AI_Roaming .4byte AI_Safari .4byte AI_FirstBattle AI_CheckBadMove:: @ if_move MOVE_FISSURE, AI_CBM_CheckIfNegatesType @ Improvement in Emerald @ if_move MOVE_HORN_DRILL, AI_CBM_CheckIfNegatesType get_how_powerful_move_is if_equal MOVE_POWER_DISCOURAGED, AI_CheckBadMove_CheckSoundproof AI_CBM_CheckIfNegatesType:: if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10 get_ability AI_TARGET if_equal ABILITY_VOLT_ABSORB, CheckIfVoltAbsorbCancelsElectric if_equal ABILITY_WATER_ABSORB, CheckIfWaterAbsorbCancelsWater if_equal ABILITY_FLASH_FIRE, CheckIfFlashFireCancelsFire if_equal ABILITY_WONDER_GUARD, CheckIfWonderGuardCancelsMove if_equal ABILITY_LEVITATE, CheckIfLevitateCancelsGroundMove goto AI_CheckBadMove_CheckSoundproof CheckIfVoltAbsorbCancelsElectric:: get_curr_move_type if_equal_ TYPE_ELECTRIC, Score_Minus12 goto AI_CheckBadMove_CheckSoundproof CheckIfWaterAbsorbCancelsWater:: get_curr_move_type if_equal_ TYPE_WATER, Score_Minus12 goto AI_CheckBadMove_CheckSoundproof CheckIfFlashFireCancelsFire:: get_curr_move_type if_equal_ TYPE_FIRE, Score_Minus12 goto AI_CheckBadMove_CheckSoundproof CheckIfWonderGuardCancelsMove:: if_type_effectiveness AI_EFFECTIVENESS_x2, AI_CheckBadMove_CheckSoundproof goto Score_Minus10 CheckIfLevitateCancelsGroundMove:: get_curr_move_type if_equal_ TYPE_GROUND, Score_Minus10 AI_CheckBadMove_CheckSoundproof:: get_ability AI_TARGET if_not_equal ABILITY_SOUNDPROOF, AI_CheckBadMove_CheckEffect if_move MOVE_GROWL, Score_Minus10 if_move MOVE_ROAR, Score_Minus10 if_move MOVE_SING, Score_Minus10 if_move MOVE_SUPERSONIC, Score_Minus10 if_move MOVE_SCREECH, Score_Minus10 if_move MOVE_SNORE, Score_Minus10 if_move MOVE_UPROAR, Score_Minus10 if_move MOVE_METAL_SOUND, Score_Minus10 if_move MOVE_GRASS_WHISTLE, Score_Minus10 AI_CheckBadMove_CheckEffect:: if_effect EFFECT_SLEEP, AI_CBM_Sleep if_effect EFFECT_EXPLOSION, AI_CBM_Explosion if_effect EFFECT_DREAM_EATER, AI_CBM_DreamEater if_effect EFFECT_ATTACK_UP, AI_CBM_AttackUp if_effect EFFECT_DEFENSE_UP, AI_CBM_DefenseUp if_effect EFFECT_SPEED_UP, AI_CBM_SpeedUp if_effect EFFECT_SPECIAL_ATTACK_UP, AI_CBM_SpAtkUp if_effect EFFECT_SPECIAL_DEFENSE_UP, AI_CBM_SpDefUp if_effect EFFECT_ACCURACY_UP, AI_CBM_AccUp if_effect EFFECT_EVASION_UP, AI_CBM_EvasionUp if_effect EFFECT_ATTACK_DOWN, AI_CBM_AttackDown if_effect EFFECT_DEFENSE_DOWN, AI_CBM_DefenseDown if_effect EFFECT_SPEED_DOWN, AI_CBM_SpeedDown if_effect EFFECT_SPECIAL_ATTACK_DOWN, AI_CBM_SpAtkDown if_effect EFFECT_SPECIAL_DEFENSE_DOWN, AI_CBM_SpDefDown if_effect EFFECT_ACCURACY_DOWN, AI_CBM_AccDown if_effect EFFECT_EVASION_DOWN, AI_CBM_EvasionDown if_effect EFFECT_HAZE, AI_CBM_Haze if_effect EFFECT_BIDE, AI_CBM_HighRiskForDamage if_effect EFFECT_ROAR, AI_CBM_Roar if_effect EFFECT_TOXIC, AI_CBM_Poison if_effect EFFECT_LIGHT_SCREEN, AI_CBM_LightScreen if_effect EFFECT_OHKO, AI_CBM_OneHitKO if_effect EFFECT_RAZOR_WIND, AI_CBM_HighRiskForDamage if_effect EFFECT_SUPER_FANG, AI_CBM_HighRiskForDamage if_effect EFFECT_MIST, AI_CBM_Mist if_effect EFFECT_FOCUS_ENERGY, AI_CBM_FocusEnergy if_effect EFFECT_CONFUSE, AI_CBM_Confuse if_effect EFFECT_ATTACK_UP_2, AI_CBM_AttackUp if_effect EFFECT_DEFENSE_UP_2, AI_CBM_DefenseUp if_effect EFFECT_SPEED_UP_2, AI_CBM_SpeedUp if_effect EFFECT_SPECIAL_ATTACK_UP_2, AI_CBM_SpAtkUp if_effect EFFECT_SPECIAL_DEFENSE_UP_2, AI_CBM_SpDefUp if_effect EFFECT_ACCURACY_UP_2, AI_CBM_AccUp if_effect EFFECT_EVASION_UP_2, AI_CBM_EvasionUp if_effect EFFECT_ATTACK_DOWN_2, AI_CBM_AttackDown if_effect EFFECT_DEFENSE_DOWN_2, AI_CBM_DefenseDown if_effect EFFECT_SPEED_DOWN_2, AI_CBM_SpeedDown if_effect EFFECT_SPECIAL_ATTACK_DOWN_2, AI_CBM_SpAtkDown if_effect EFFECT_SPECIAL_DEFENSE_DOWN_2, AI_CBM_SpDefDown if_effect EFFECT_ACCURACY_DOWN_2, AI_CBM_AccDown if_effect EFFECT_EVASION_DOWN_2, AI_CBM_EvasionDown if_effect EFFECT_REFLECT, AI_CBM_Reflect if_effect EFFECT_POISON, AI_CBM_Poison if_effect EFFECT_PARALYZE, AI_CBM_Paralyze if_effect EFFECT_SUBSTITUTE, AI_CBM_Substitute if_effect EFFECT_RECHARGE, AI_CBM_HighRiskForDamage if_effect EFFECT_LEECH_SEED, AI_CBM_LeechSeed if_effect EFFECT_DISABLE, AI_CBM_Disable if_effect EFFECT_LEVEL_DAMAGE, AI_CBM_HighRiskForDamage if_effect EFFECT_PSYWAVE, AI_CBM_HighRiskForDamage if_effect EFFECT_COUNTER, AI_CBM_HighRiskForDamage if_effect EFFECT_ENCORE, AI_CBM_Encore if_effect EFFECT_SNORE, AI_CBM_DamageDuringSleep if_effect EFFECT_SLEEP_TALK, AI_CBM_DamageDuringSleep if_effect EFFECT_FLAIL, AI_CBM_HighRiskForDamage if_effect EFFECT_MEAN_LOOK, AI_CBM_CantEscape if_effect EFFECT_NIGHTMARE, AI_CBM_Nightmare if_effect EFFECT_MINIMIZE, AI_CBM_EvasionUp if_effect EFFECT_CURSE, AI_CBM_Curse if_effect EFFECT_SPIKES, AI_CBM_Spikes if_effect EFFECT_FORESIGHT, AI_CBM_Foresight if_effect EFFECT_PERISH_SONG, AI_CBM_PerishSong if_effect EFFECT_SANDSTORM, AI_CBM_Sandstorm if_effect EFFECT_SWAGGER, AI_CBM_Confuse if_effect EFFECT_ATTRACT, AI_CBM_Attract if_effect EFFECT_RETURN, AI_CBM_HighRiskForDamage if_effect EFFECT_PRESENT, AI_CBM_HighRiskForDamage if_effect EFFECT_FRUSTRATION, AI_CBM_HighRiskForDamage if_effect EFFECT_SAFEGUARD, AI_CBM_Safeguard if_effect EFFECT_MAGNITUDE, AI_CBM_Magnitude if_effect EFFECT_BATON_PASS, AI_CBM_BatonPass if_effect EFFECT_SONICBOOM, AI_CBM_HighRiskForDamage if_effect EFFECT_RAIN_DANCE, AI_CBM_RainDance if_effect EFFECT_SUNNY_DAY, AI_CBM_SunnyDay if_effect EFFECT_BELLY_DRUM, AI_CBM_BellyDrum if_effect EFFECT_PSYCH_UP, AI_CBM_Haze if_effect EFFECT_MIRROR_COAT, AI_CBM_HighRiskForDamage if_effect EFFECT_SKULL_BASH, AI_CBM_HighRiskForDamage if_effect EFFECT_FUTURE_SIGHT, AI_CBM_FutureSight if_effect EFFECT_TELEPORT, Score_Minus10 if_effect EFFECT_DEFENSE_CURL, AI_CBM_DefenseUp if_effect EFFECT_FAKE_OUT, AI_CBM_FakeOut if_effect EFFECT_STOCKPILE, AI_CBM_Stockpile if_effect EFFECT_SPIT_UP, AI_CBM_SpitUpAndSwallow if_effect EFFECT_SWALLOW, AI_CBM_SpitUpAndSwallow if_effect EFFECT_HAIL, AI_CBM_Hail if_effect EFFECT_TORMENT, AI_CBM_Torment if_effect EFFECT_FLATTER, AI_CBM_Confuse if_effect EFFECT_WILL_O_WISP, AI_CBM_WillOWisp if_effect EFFECT_MEMENTO, AI_CBM_Memento if_effect EFFECT_FOCUS_PUNCH, AI_CBM_HighRiskForDamage if_effect EFFECT_HELPING_HAND, AI_CBM_HelpingHand if_effect EFFECT_TRICK, AI_CBM_TrickAndKnockOff if_effect EFFECT_INGRAIN, AI_CBM_Ingrain if_effect EFFECT_SUPERPOWER, AI_CBM_HighRiskForDamage if_effect EFFECT_RECYCLE, AI_CBM_Recycle if_effect EFFECT_KNOCK_OFF, AI_CBM_TrickAndKnockOff if_effect EFFECT_ENDEAVOR, AI_CBM_HighRiskForDamage if_effect EFFECT_IMPRISON, AI_CBM_Imprison if_effect EFFECT_REFRESH, AI_CBM_Refresh if_effect EFFECT_LOW_KICK, AI_CBM_HighRiskForDamage if_effect EFFECT_MUD_SPORT, AI_CBM_MudSport if_effect EFFECT_TICKLE, AI_CBM_Tickle if_effect EFFECT_COSMIC_POWER, AI_CBM_CosmicPower if_effect EFFECT_BULK_UP, AI_CBM_BulkUp if_effect EFFECT_WATER_SPORT, AI_CBM_WaterSport if_effect EFFECT_CALM_MIND, AI_CBM_CalmMind if_effect EFFECT_DRAGON_DANCE, AI_CBM_DragonDance end AI_CBM_Sleep:: get_ability AI_TARGET if_equal ABILITY_INSOMNIA, Score_Minus10 if_equal ABILITY_VITAL_SPIRIT, Score_Minus10 if_status AI_TARGET, STATUS1_ANY, Score_Minus10 @ if_side_affecting AI_TARGET, SIDE_STATUS_SAFEGUARD, Score_Minus10 @ Improvement in Emerald end AI_CBM_Explosion:: if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10 get_ability AI_TARGET if_equal ABILITY_DAMP, Score_Minus10 count_alive_pokemon AI_USER if_not_equal 0, AI_CBM_Explosion_End count_alive_pokemon AI_TARGET if_not_equal 0, Score_Minus10 goto Score_Minus1 AI_CBM_Explosion_End:: end AI_CBM_Nightmare:: if_status2 AI_TARGET, STATUS2_NIGHTMARE, Score_Minus10 if_not_status AI_TARGET, STATUS1_SLEEP, Score_Minus8 end AI_CBM_DreamEater:: if_not_status AI_TARGET, STATUS1_SLEEP, Score_Minus8 if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10 end AI_CBM_BellyDrum:: if_hp_less_than AI_USER, 51, Score_Minus10 AI_CBM_AttackUp:: if_stat_level_equal AI_USER, STAT_ATK, 12, Score_Minus10 end AI_CBM_DefenseUp:: if_stat_level_equal AI_USER, STAT_DEF, 12, Score_Minus10 end AI_CBM_SpeedUp:: if_stat_level_equal AI_USER, STAT_SPEED, 12, Score_Minus10 end AI_CBM_SpAtkUp:: if_stat_level_equal AI_USER, STAT_SPATK, 12, Score_Minus10 end AI_CBM_SpDefUp:: if_stat_level_equal AI_USER, STAT_SPDEF, 12, Score_Minus10 end AI_CBM_AccUp:: if_stat_level_equal AI_USER, STAT_ACC, 12, Score_Minus10 end AI_CBM_EvasionUp:: if_stat_level_equal AI_USER, STAT_EVASION, 12, Score_Minus10 end AI_CBM_AttackDown:: if_stat_level_equal AI_TARGET, STAT_ATK, 0, Score_Minus10 get_ability AI_TARGET if_equal ABILITY_HYPER_CUTTER, Score_Minus10 goto CheckIfAbilityBlocksStatChange AI_CBM_DefenseDown:: if_stat_level_equal AI_TARGET, STAT_DEF, 0, Score_Minus10 goto CheckIfAbilityBlocksStatChange AI_CBM_SpeedDown:: if_stat_level_equal AI_TARGET, STAT_SPEED, 0, Score_Minus10 @ get_ability AI_TARGET @ Improvement in Emerald @ if_equal ABILITY_SPEED_BOOST, Score_Minus10 goto CheckIfAbilityBlocksStatChange AI_CBM_SpAtkDown:: if_stat_level_equal AI_TARGET, STAT_SPATK, 0, Score_Minus10 goto CheckIfAbilityBlocksStatChange AI_CBM_SpDefDown:: if_stat_level_equal AI_TARGET, STAT_SPDEF, 0, Score_Minus10 goto CheckIfAbilityBlocksStatChange AI_CBM_AccDown:: if_stat_level_equal AI_TARGET, STAT_ACC, 0, Score_Minus10 get_ability AI_TARGET if_equal ABILITY_KEEN_EYE, Score_Minus10 goto CheckIfAbilityBlocksStatChange AI_CBM_EvasionDown:: if_stat_level_equal AI_TARGET, STAT_EVASION, 0, Score_Minus10 CheckIfAbilityBlocksStatChange:: get_ability AI_TARGET if_equal ABILITY_CLEAR_BODY, Score_Minus10 if_equal ABILITY_WHITE_SMOKE, Score_Minus10 end AI_CBM_Haze:: if_stat_level_less_than AI_USER, STAT_ATK, 6, AI_CBM_Haze_End if_stat_level_less_than AI_USER, STAT_DEF, 6, AI_CBM_Haze_End if_stat_level_less_than AI_USER, STAT_SPEED, 6, AI_CBM_Haze_End if_stat_level_less_than AI_USER, STAT_SPATK, 6, AI_CBM_Haze_End if_stat_level_less_than AI_USER, STAT_SPDEF, 6, AI_CBM_Haze_End if_stat_level_less_than AI_USER, STAT_ACC, 6, AI_CBM_Haze_End if_stat_level_less_than AI_USER, STAT_EVASION, 6, AI_CBM_Haze_End if_stat_level_more_than AI_TARGET, STAT_ATK, 6, AI_CBM_Haze_End if_stat_level_more_than AI_TARGET, STAT_DEF, 6, AI_CBM_Haze_End if_stat_level_more_than AI_TARGET, STAT_SPEED, 6, AI_CBM_Haze_End if_stat_level_more_than AI_TARGET, STAT_SPATK, 6, AI_CBM_Haze_End if_stat_level_more_than AI_TARGET, STAT_SPDEF, 6, AI_CBM_Haze_End if_stat_level_more_than AI_TARGET, STAT_ACC, 6, AI_CBM_Haze_End if_stat_level_more_than AI_TARGET, STAT_EVASION, 6, AI_CBM_Haze_End goto Score_Minus10 AI_CBM_Haze_End:: end AI_CBM_Roar:: count_alive_pokemon AI_TARGET if_equal 0, Score_Minus10 get_ability AI_TARGET if_equal ABILITY_SUCTION_CUPS, Score_Minus10 end AI_CBM_Poison:: get_target_type1 if_equal TYPE_STEEL, Score_Minus10 if_equal TYPE_POISON, Score_Minus10 get_target_type2 if_equal TYPE_STEEL, Score_Minus10 if_equal TYPE_POISON, Score_Minus10 get_ability AI_TARGET if_equal ABILITY_IMMUNITY, Score_Minus10 if_status AI_TARGET, STATUS1_ANY, Score_Minus10 @ if_side_affecting AI_TARGET, SIDE_STATUS_SAFEGUARD, Score_Minus10 @ Improvement in Emerald end AI_CBM_LightScreen:: if_side_affecting AI_USER, SIDE_STATUS_LIGHTSCREEN, Score_Minus8 end AI_CBM_OneHitKO:: if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10 get_ability AI_TARGET if_equal ABILITY_STURDY, Score_Minus10 if_level_cond 1, Score_Minus10 end AI_CBM_Magnitude:: get_ability AI_TARGET if_equal ABILITY_LEVITATE, Score_Minus10 AI_CBM_HighRiskForDamage:: if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10 get_ability AI_TARGET if_not_equal ABILITY_WONDER_GUARD, AI_CBM_HighRiskForDamage_End if_type_effectiveness AI_EFFECTIVENESS_x2, AI_CBM_HighRiskForDamage_End goto Score_Minus10 AI_CBM_HighRiskForDamage_End:: end AI_CBM_Mist:: if_side_affecting AI_USER, SIDE_STATUS_MIST, Score_Minus8 end AI_CBM_FocusEnergy:: if_status2 AI_USER, STATUS2_FOCUS_ENERGY, Score_Minus10 end AI_CBM_Confuse:: if_status2 AI_TARGET, STATUS2_CONFUSION, Score_Minus5 get_ability AI_TARGET if_equal ABILITY_OWN_TEMPO, Score_Minus10 @ if_side_affecting AI_TARGET, SIDE_STATUS_SAFEGUARD, Score_Minus10 @ Improvement in Emerald end AI_CBM_Reflect:: if_side_affecting AI_USER, SIDE_STATUS_REFLECT, Score_Minus8 end AI_CBM_Paralyze:: if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10 get_ability AI_TARGET if_equal ABILITY_LIMBER, Score_Minus10 if_status AI_TARGET, STATUS1_ANY, Score_Minus10 @ if_side_affecting AI_TARGET, SIDE_STATUS_SAFEGUARD, Score_Minus10 @ Improvement in Emerald end AI_CBM_Substitute:: if_status2 AI_USER, STATUS2_SUBSTITUTE, Score_Minus8 if_hp_less_than AI_USER, 26, Score_Minus10 end AI_CBM_LeechSeed:: if_status3 AI_TARGET, STATUS3_LEECHSEED, Score_Minus10 get_target_type1 if_equal TYPE_GRASS, Score_Minus10 get_target_type2 if_equal TYPE_GRASS, Score_Minus10 end AI_CBM_Disable:: if_any_move_disabled AI_TARGET, Score_Minus8 end AI_CBM_Encore:: if_any_move_encored AI_TARGET, Score_Minus8 end AI_CBM_DamageDuringSleep:: if_not_status AI_USER, STATUS1_SLEEP, Score_Minus8 end AI_CBM_CantEscape:: if_status2 AI_TARGET, STATUS2_ESCAPE_PREVENTION, Score_Minus10 end AI_CBM_Curse:: if_stat_level_equal AI_USER, STAT_ATK, 12, Score_Minus10 if_stat_level_equal AI_USER, STAT_DEF, 12, Score_Minus8 end AI_CBM_Spikes:: if_side_affecting AI_TARGET, SIDE_STATUS_SPIKES, Score_Minus10 end AI_CBM_Foresight:: if_status2 AI_TARGET, STATUS2_FORESIGHT, Score_Minus10 end AI_CBM_PerishSong:: if_status3 AI_TARGET, STATUS3_PERISH_SONG, Score_Minus10 end AI_CBM_Sandstorm:: get_weather if_equal AI_WEATHER_SANDSTORM, Score_Minus8 end AI_CBM_Attract:: if_status2 AI_TARGET, STATUS2_INFATUATION, Score_Minus10 get_ability AI_TARGET if_equal ABILITY_OBLIVIOUS, Score_Minus10 get_gender AI_USER if_equal MON_MALE, AI_CBM_Attract_CheckIfTargetIsFemale if_equal MON_FEMALE, AI_CBM_Attract_CheckIfTargetIsMale goto Score_Minus10 AI_CBM_Attract_CheckIfTargetIsFemale:: get_gender AI_TARGET if_equal MON_FEMALE, AI_CBM_Attract_End goto Score_Minus10 AI_CBM_Attract_CheckIfTargetIsMale:: get_gender AI_TARGET if_equal MON_MALE, AI_CBM_Attract_End goto Score_Minus10 AI_CBM_Attract_End:: end AI_CBM_Safeguard:: if_side_affecting AI_USER, SIDE_STATUS_SAFEGUARD, Score_Minus8 end AI_CBM_Memento:: if_stat_level_equal AI_TARGET, STAT_ATK, 0, Score_Minus10 if_stat_level_equal AI_TARGET, STAT_SPATK, 0, Score_Minus8 AI_CBM_BatonPass:: count_alive_pokemon AI_USER if_equal 0, Score_Minus10 end AI_CBM_RainDance:: get_weather if_equal AI_WEATHER_RAIN, Score_Minus8 end AI_CBM_SunnyDay:: get_weather if_equal AI_WEATHER_SUN, Score_Minus8 end AI_CBM_FutureSight:: if_side_affecting AI_TARGET, SIDE_STATUS_FUTUREATTACK, Score_Minus10 @ if_side_affecting AI_USER, SIDE_STATUS_FUTUREATTACK, Score_Minus12 @ Improvement in Emerald end AI_CBM_FakeOut:: is_first_turn_for AI_USER if_equal 0, Score_Minus10 end AI_CBM_Stockpile:: get_stockpile_count AI_USER if_equal 3, Score_Minus10 end AI_CBM_SpitUpAndSwallow:: if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10 get_stockpile_count AI_USER if_equal 0, Score_Minus10 end AI_CBM_Hail:: get_weather if_equal AI_WEATHER_HAIL, Score_Minus8 end AI_CBM_Torment:: if_status2 AI_TARGET, STATUS2_TORMENT, Score_Minus10 end AI_CBM_WillOWisp:: get_ability AI_TARGET if_equal ABILITY_WATER_VEIL, Score_Minus10 if_status AI_TARGET, STATUS1_ANY, Score_Minus10 if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10 if_type_effectiveness AI_EFFECTIVENESS_x0_5, Score_Minus10 if_type_effectiveness AI_EFFECTIVENESS_x0_25, Score_Minus10 @ if_side_affecting AI_TARGET, SIDE_STATUS_SAFEGUARD, Score_Minus10 @ Improvement in Emerald end AI_CBM_HelpingHand:: if_not_double_battle Score_Minus10 end AI_CBM_TrickAndKnockOff:: get_ability AI_TARGET if_equal ABILITY_STICKY_HOLD, Score_Minus10 end AI_CBM_Ingrain:: if_status3 AI_USER, STATUS3_ROOTED, Score_Minus10 end AI_CBM_Recycle:: get_used_held_item AI_USER if_equal ITEM_NONE, Score_Minus10 end AI_CBM_Imprison:: if_status3 AI_USER, STATUS3_IMPRISONED_OTHERS, Score_Minus10 end AI_CBM_Refresh:: if_not_status AI_USER, STATUS1_POISON | STATUS1_BURN | STATUS1_PARALYSIS | STATUS1_TOXIC_POISON, Score_Minus10 end AI_CBM_MudSport:: if_status3 AI_USER, STATUS3_MUDSPORT, Score_Minus10 end AI_CBM_Tickle:: if_stat_level_equal AI_TARGET, STAT_ATK, 0, Score_Minus10 if_stat_level_equal AI_TARGET, STAT_DEF, 0, Score_Minus8 end AI_CBM_CosmicPower:: if_stat_level_equal AI_USER, STAT_DEF, 12, Score_Minus10 if_stat_level_equal AI_USER, STAT_SPDEF, 12, Score_Minus8 end AI_CBM_BulkUp:: if_stat_level_equal AI_USER, STAT_ATK, 12, Score_Minus10 if_stat_level_equal AI_USER, STAT_DEF, 12, Score_Minus8 end AI_CBM_WaterSport:: if_status3 AI_USER, STATUS3_WATERSPORT, Score_Minus10 end AI_CBM_CalmMind:: if_stat_level_equal AI_USER, STAT_SPATK, 12, Score_Minus10 if_stat_level_equal AI_USER, STAT_SPDEF, 12, Score_Minus8 end AI_CBM_DragonDance:: if_stat_level_equal AI_USER, STAT_ATK, 12, Score_Minus10 if_stat_level_equal AI_USER, STAT_SPEED, 12, Score_Minus8 end Score_Minus1:: score -1 end Score_Minus2:: score -2 end Score_Minus3:: score -3 end Score_Minus5:: score -5 end Score_Minus8:: score -8 end Score_Minus10:: score -10 end Score_Minus12:: score -12 end Score_Plus1:: score +1 end Score_Plus2:: score +2 end Score_Plus3:: score +3 end Score_Plus5:: score +5 end @ Improvement in Emerald @Score_Plus10:: @ score +10 @ end AI_CheckViability:: if_effect EFFECT_SLEEP, AI_CV_Sleep if_effect EFFECT_ABSORB, AI_CV_Absorb if_effect EFFECT_EXPLOSION, AI_CV_SelfKO if_effect EFFECT_DREAM_EATER, AI_CV_DreamEater if_effect EFFECT_MIRROR_MOVE, AI_CV_MirrorMove if_effect EFFECT_ATTACK_UP, AI_CV_AttackUp if_effect EFFECT_DEFENSE_UP, AI_CV_DefenseUp if_effect EFFECT_SPEED_UP, AI_CV_SpeedUp if_effect EFFECT_SPECIAL_ATTACK_UP, AI_CV_SpAtkUp if_effect EFFECT_SPECIAL_DEFENSE_UP, AI_CV_SpDefUp if_effect EFFECT_ACCURACY_UP, AI_CV_AccuracyUp if_effect EFFECT_EVASION_UP, AI_CV_EvasionUp if_effect EFFECT_ALWAYS_HIT, AI_CV_AlwaysHit if_effect EFFECT_ATTACK_DOWN, AI_CV_AttackDown if_effect EFFECT_DEFENSE_DOWN, AI_CV_DefenseDown if_effect EFFECT_SPEED_DOWN, AI_CV_SpeedDown if_effect EFFECT_SPECIAL_ATTACK_DOWN, AI_CV_SpAtkDown if_effect EFFECT_SPECIAL_DEFENSE_DOWN, AI_CV_SpDefDown if_effect EFFECT_ACCURACY_DOWN, AI_CV_AccuracyDown if_effect EFFECT_EVASION_DOWN, AI_CV_EvasionDown if_effect EFFECT_HAZE, AI_CV_Haze if_effect EFFECT_BIDE, AI_CV_Bide if_effect EFFECT_ROAR, AI_CV_Roar if_effect EFFECT_CONVERSION, AI_CV_Conversion if_effect EFFECT_RESTORE_HP, AI_CV_Heal if_effect EFFECT_TOXIC, AI_CV_Toxic if_effect EFFECT_LIGHT_SCREEN, AI_CV_LightScreen if_effect EFFECT_REST, AI_CV_Rest if_effect EFFECT_OHKO, AI_CV_OneHitKO if_effect EFFECT_RAZOR_WIND, AI_CV_ChargeUpMove if_effect EFFECT_SUPER_FANG, AI_CV_SuperFang if_effect EFFECT_TRAP, AI_CV_Trap if_effect EFFECT_HIGH_CRITICAL, AI_CV_HighCrit if_effect EFFECT_CONFUSE, AI_CV_Confuse if_effect EFFECT_ATTACK_UP_2, AI_CV_AttackUp if_effect EFFECT_DEFENSE_UP_2, AI_CV_DefenseUp if_effect EFFECT_SPEED_UP_2, AI_CV_SpeedUp if_effect EFFECT_SPECIAL_ATTACK_UP_2, AI_CV_SpAtkUp if_effect EFFECT_SPECIAL_DEFENSE_UP_2, AI_CV_SpDefUp if_effect EFFECT_ACCURACY_UP_2, AI_CV_AccuracyUp if_effect EFFECT_EVASION_UP_2, AI_CV_EvasionUp if_effect EFFECT_ATTACK_DOWN_2, AI_CV_AttackDown if_effect EFFECT_DEFENSE_DOWN_2, AI_CV_DefenseDown if_effect EFFECT_SPEED_DOWN_2, AI_CV_SpeedDown if_effect EFFECT_SPECIAL_ATTACK_DOWN_2, AI_CV_SpAtkDown if_effect EFFECT_SPECIAL_DEFENSE_DOWN_2, AI_CV_SpDefDown if_effect EFFECT_ACCURACY_DOWN_2, AI_CV_AccuracyDown if_effect EFFECT_EVASION_DOWN_2, AI_CV_EvasionDown if_effect EFFECT_REFLECT, AI_CV_Reflect if_effect EFFECT_POISON, AI_CV_Poison if_effect EFFECT_PARALYZE, AI_CV_Paralyze @ if_effect EFFECT_SWAGGER, AI_CV_Swagger @ Improvement in Emerald if_effect EFFECT_SPEED_DOWN_HIT, AI_CV_SpeedDownFromChance if_effect EFFECT_SKY_ATTACK, AI_CV_ChargeUpMove if_effect EFFECT_VITAL_THROW, AI_CV_VitalThrow if_effect EFFECT_SUBSTITUTE, AI_CV_Substitute if_effect EFFECT_RECHARGE, AI_CV_Recharge if_effect EFFECT_LEECH_SEED, AI_CV_Toxic if_effect EFFECT_DISABLE, AI_CV_Disable if_effect EFFECT_COUNTER, AI_CV_Counter if_effect EFFECT_ENCORE, AI_CV_Encore if_effect EFFECT_PAIN_SPLIT, AI_CV_PainSplit if_effect EFFECT_SNORE, AI_CV_Snore if_effect EFFECT_LOCK_ON, AI_CV_LockOn if_effect EFFECT_SLEEP_TALK, AI_CV_SleepTalk if_effect EFFECT_DESTINY_BOND, AI_CV_DestinyBond if_effect EFFECT_FLAIL, AI_CV_Flail if_effect EFFECT_HEAL_BELL, AI_CV_HealBell if_effect EFFECT_THIEF, AI_CV_Thief if_effect EFFECT_MEAN_LOOK, AI_CV_Trap if_effect EFFECT_MINIMIZE, AI_CV_EvasionUp if_effect EFFECT_CURSE, AI_CV_Curse if_effect EFFECT_PROTECT, AI_CV_Protect if_effect EFFECT_FORESIGHT, AI_CV_Foresight if_effect EFFECT_ENDURE, AI_CV_Endure if_effect EFFECT_BATON_PASS, AI_CV_BatonPass if_effect EFFECT_PURSUIT, AI_CV_Pursuit if_effect EFFECT_MORNING_SUN, AI_CV_HealWeather if_effect EFFECT_SYNTHESIS, AI_CV_HealWeather if_effect EFFECT_MOONLIGHT, AI_CV_HealWeather if_effect EFFECT_RAIN_DANCE, AI_CV_RainDance if_effect EFFECT_SUNNY_DAY, AI_CV_SunnyDay if_effect EFFECT_BELLY_DRUM, AI_CV_BellyDrum if_effect EFFECT_PSYCH_UP, AI_CV_PsychUp if_effect EFFECT_MIRROR_COAT, AI_CV_MirrorCoat if_effect EFFECT_SKULL_BASH, AI_CV_ChargeUpMove if_effect EFFECT_SOLAR_BEAM, AI_CV_ChargeUpMove if_effect EFFECT_SEMI_INVULNERABLE, AI_CV_SemiInvulnerable if_effect EFFECT_SOFTBOILED, AI_CV_Heal if_effect EFFECT_FAKE_OUT, AI_CV_FakeOut if_effect EFFECT_SPIT_UP, AI_CV_SpitUp if_effect EFFECT_SWALLOW, AI_CV_Heal if_effect EFFECT_HAIL, AI_CV_Hail if_effect EFFECT_FLATTER, AI_CV_Flatter if_effect EFFECT_MEMENTO, AI_CV_SelfKO if_effect EFFECT_FACADE, AI_CV_Facade if_effect EFFECT_FOCUS_PUNCH, AI_CV_FocusPunch if_effect EFFECT_SMELLINGSALT, AI_CV_SmellingSalt if_effect EFFECT_TRICK, AI_CV_Trick if_effect EFFECT_ROLE_PLAY, AI_CV_ChangeSelfAbility if_effect EFFECT_SUPERPOWER, AI_CV_Superpower if_effect EFFECT_MAGIC_COAT, AI_CV_MagicCoat if_effect EFFECT_RECYCLE, AI_CV_Recycle if_effect EFFECT_REVENGE, AI_CV_Revenge if_effect EFFECT_BRICK_BREAK, AI_CV_BrickBreak if_effect EFFECT_KNOCK_OFF, AI_CV_KnockOff if_effect EFFECT_ENDEAVOR, AI_CV_Endeavor if_effect EFFECT_ERUPTION, AI_CV_Eruption if_effect EFFECT_SKILL_SWAP, AI_CV_ChangeSelfAbility if_effect EFFECT_IMPRISON, AI_CV_Imprison if_effect EFFECT_REFRESH, AI_CV_Refresh if_effect EFFECT_SNATCH, AI_CV_Snatch if_effect EFFECT_BLAZE_KICK, AI_CV_HighCrit if_effect EFFECT_MUD_SPORT, AI_CV_MudSport if_effect EFFECT_OVERHEAT, AI_CV_Overheat if_effect EFFECT_TICKLE, AI_CV_DefenseDown if_effect EFFECT_COSMIC_POWER, AI_CV_SpDefUp if_effect EFFECT_BULK_UP, AI_CV_DefenseUp if_effect EFFECT_POISON_TAIL, AI_CV_HighCrit if_effect EFFECT_WATER_SPORT, AI_CV_WaterSport if_effect EFFECT_CALM_MIND, AI_CV_SpDefUp if_effect EFFECT_DRAGON_DANCE, AI_CV_DragonDance end AI_CV_Sleep:: if_has_move_with_effect AI_TARGET, EFFECT_DREAM_EATER, AI_CV_SleepEncourageSlpDamage if_has_move_with_effect AI_TARGET, EFFECT_NIGHTMARE, AI_CV_SleepEncourageSlpDamage goto AI_CV_Sleep_End AI_CV_SleepEncourageSlpDamage:: if_random_less_than 128, AI_CV_Sleep_End score +1 AI_CV_Sleep_End:: end AI_CV_Absorb:: if_type_effectiveness AI_EFFECTIVENESS_x0_5, AI_CV_AbsorbEncourageMaybe if_type_effectiveness AI_EFFECTIVENESS_x0_25, AI_CV_AbsorbEncourageMaybe goto AI_CV_Absorb_End AI_CV_AbsorbEncourageMaybe:: if_random_less_than 50, AI_CV_Absorb_End score -3 AI_CV_Absorb_End:: end AI_CV_SelfKO:: if_stat_level_less_than AI_TARGET, STAT_EVASION, 7, AI_CV_SelfKO_Encourage1 score -1 if_stat_level_less_than AI_TARGET, STAT_EVASION, 10, AI_CV_SelfKO_Encourage1 if_random_less_than 128, AI_CV_SelfKO_Encourage1 score -1 AI_CV_SelfKO_Encourage1:: if_hp_less_than AI_USER, 80, AI_CV_SelfKO_Encourage2 if_target_faster AI_CV_SelfKO_Encourage2 if_random_less_than 50, AI_CV_SelfKO_End goto Score_Minus3 AI_CV_SelfKO_Encourage2:: if_hp_more_than AI_USER, 50, AI_CV_SelfKO_Encourage4 if_random_less_than 128, AI_CV_SelfKO_Encourage3 score +1 AI_CV_SelfKO_Encourage3:: if_hp_more_than AI_USER, 30, AI_CV_SelfKO_End if_random_less_than 50, AI_CV_SelfKO_End score +1 goto AI_CV_SelfKO_End AI_CV_SelfKO_Encourage4:: if_random_less_than 50, AI_CV_SelfKO_End score -1 AI_CV_SelfKO_End:: end AI_CV_DreamEater:: if_type_effectiveness AI_EFFECTIVENESS_x0_25, AI_CV_DreamEater_ScoreDown1 if_type_effectiveness AI_EFFECTIVENESS_x0_5, AI_CV_DreamEater_ScoreDown1 goto AI_CV_DreamEater_End AI_CV_DreamEater_ScoreDown1:: score -1 AI_CV_DreamEater_End:: end AI_CV_MirrorMove:: if_target_faster AI_CV_MirrorMove2 get_last_used_move AI_TARGET if_not_in_hwords AI_CV_MirrorMove_EncouragedMovesToMirror, AI_CV_MirrorMove2 if_random_less_than 128, AI_CV_MirrorMove_End score +2 goto AI_CV_MirrorMove_End AI_CV_MirrorMove2:: get_last_used_move AI_TARGET if_in_hwords AI_CV_MirrorMove_EncouragedMovesToMirror, AI_CV_MirrorMove_End if_random_less_than 80, AI_CV_MirrorMove_End score -1 AI_CV_MirrorMove_End:: end .space 2 AI_CV_MirrorMove_EncouragedMovesToMirror:: .align 1 .2byte MOVE_SLEEP_POWDER .2byte MOVE_LOVELY_KISS .2byte MOVE_SPORE .2byte MOVE_HYPNOSIS .2byte MOVE_SING .2byte MOVE_GRASS_WHISTLE .2byte MOVE_SHADOW_PUNCH .2byte MOVE_SAND_ATTACK .2byte MOVE_SMOKESCREEN .2byte MOVE_TOXIC .2byte MOVE_GUILLOTINE .2byte MOVE_HORN_DRILL .2byte MOVE_FISSURE .2byte MOVE_SHEER_COLD .2byte MOVE_CROSS_CHOP .2byte MOVE_AEROBLAST .2byte MOVE_CONFUSE_RAY .2byte MOVE_SWEET_KISS .2byte MOVE_SCREECH .2byte MOVE_COTTON_SPORE .2byte MOVE_SCARY_FACE .2byte MOVE_FAKE_TEARS .2byte MOVE_METAL_SOUND .2byte MOVE_THUNDER_WAVE .2byte MOVE_GLARE .2byte MOVE_POISON_POWDER .2byte MOVE_SHADOW_BALL .2byte MOVE_DYNAMIC_PUNCH .2byte MOVE_HYPER_BEAM .2byte MOVE_EXTREME_SPEED .2byte MOVE_THIEF .2byte MOVE_COVET .2byte MOVE_ATTRACT .2byte MOVE_SWAGGER .2byte MOVE_TORMENT .2byte MOVE_FLATTER .2byte MOVE_TRICK .2byte MOVE_SUPERPOWER .2byte MOVE_SKILL_SWAP .2byte -1 AI_CV_AttackUp:: if_stat_level_less_than AI_USER, STAT_ATK, 9, AI_CV_AttackUp2 if_random_less_than 100, AI_CV_AttackUp3 score -1 goto AI_CV_AttackUp3 AI_CV_AttackUp2:: if_hp_not_equal AI_USER, 100, AI_CV_AttackUp3 if_random_less_than 128, AI_CV_AttackUp3 score +2 AI_CV_AttackUp3:: if_hp_more_than AI_USER, 70, AI_CV_AttackUp_End if_hp_less_than AI_USER, 40, AI_CV_AttackUp_ScoreDown2 if_random_less_than 40, AI_CV_AttackUp_End AI_CV_AttackUp_ScoreDown2:: score -2 AI_CV_AttackUp_End:: end AI_CV_DefenseUp:: if_stat_level_less_than AI_USER, STAT_DEF, 9, AI_CV_DefenseUp2 if_random_less_than 100, AI_CV_DefenseUp3 score -1 goto AI_CV_DefenseUp3 AI_CV_DefenseUp2:: if_hp_not_equal AI_USER, 100, AI_CV_DefenseUp3 if_random_less_than 128, AI_CV_DefenseUp3 score +2 AI_CV_DefenseUp3:: if_hp_less_than AI_USER, 70, AI_CV_DefenseUp4 if_random_less_than 200, AI_CV_DefenseUp_End AI_CV_DefenseUp4:: if_hp_less_than AI_USER, 40, AI_CV_DefenseUp_ScoreDown2 get_last_used_move AI_TARGET get_move_power_from_result if_equal 0, AI_CV_DefenseUp5 get_last_used_move AI_TARGET get_move_type_from_result if_not_in_bytes AI_CV_DefenseUp_PhysicalTypes, AI_CV_DefenseUp_ScoreDown2 if_random_less_than 60, AI_CV_DefenseUp_End AI_CV_DefenseUp5:: if_random_less_than 60, AI_CV_DefenseUp_End AI_CV_DefenseUp_ScoreDown2:: score -2 AI_CV_DefenseUp_End:: end AI_CV_DefenseUp_PhysicalTypes:: .byte TYPE_NORMAL .byte TYPE_FIGHTING .byte TYPE_POISON .byte TYPE_GROUND .byte TYPE_FLYING .byte TYPE_ROCK .byte TYPE_BUG .byte TYPE_GHOST .byte TYPE_STEEL .byte -1 AI_CV_SpeedUp:: if_target_faster AI_CV_SpeedUp2 score -3 goto AI_CV_SpeedUp_End AI_CV_SpeedUp2:: if_random_less_than 70, AI_CV_SpeedUp_End score +3 AI_CV_SpeedUp_End:: end AI_CV_SpAtkUp:: if_stat_level_less_than AI_USER, STAT_SPATK, 9, AI_CV_SpAtkUp2 if_random_less_than 100, AI_CV_SpAtkUp3 score -1 goto AI_CV_SpAtkUp3 AI_CV_SpAtkUp2:: if_hp_not_equal AI_USER, 100, AI_CV_SpAtkUp3 if_random_less_than 128, AI_CV_SpAtkUp3 score +2 AI_CV_SpAtkUp3:: if_hp_more_than AI_USER, 70, AI_CV_SpAtkUp_End if_hp_less_than AI_USER, 40, AI_CV_SpAtkUp_ScoreDown2 if_random_less_than 70, AI_CV_SpAtkUp_End AI_CV_SpAtkUp_ScoreDown2:: score -2 AI_CV_SpAtkUp_End:: end AI_CV_SpDefUp:: if_stat_level_less_than AI_USER, STAT_SPDEF, 9, AI_CV_SpDefUp2 if_random_less_than 100, AI_CV_SpDefUp3 score -1 goto AI_CV_SpDefUp3 AI_CV_SpDefUp2:: if_hp_not_equal AI_USER, 100, AI_CV_SpDefUp3 if_random_less_than 128, AI_CV_SpDefUp3 score +2 AI_CV_SpDefUp3:: if_hp_less_than AI_USER, 70, AI_CV_SpDefUp4 if_random_less_than 200, AI_CV_SpDefUp_End AI_CV_SpDefUp4:: if_hp_less_than AI_USER, 40, AI_CV_SpDefUp_ScoreDown2 get_last_used_move AI_TARGET get_move_power_from_result if_equal 0, AI_CV_SpDefUp5 get_last_used_move AI_TARGET get_move_type_from_result if_in_bytes AI_CV_SpDefUp_PhysicalTypes, AI_CV_SpDefUp_ScoreDown2 if_random_less_than 60, AI_CV_SpDefUp_End AI_CV_SpDefUp5:: if_random_less_than 60, AI_CV_SpDefUp_End AI_CV_SpDefUp_ScoreDown2:: score -2 AI_CV_SpDefUp_End:: end AI_CV_SpDefUp_PhysicalTypes:: .byte TYPE_NORMAL .byte TYPE_FIGHTING .byte TYPE_POISON .byte TYPE_GROUND .byte TYPE_FLYING .byte TYPE_ROCK .byte TYPE_BUG .byte TYPE_GHOST .byte TYPE_STEEL .byte -1 AI_CV_AccuracyUp:: if_stat_level_less_than AI_USER, STAT_ACC, 9, AI_CV_AccuracyUp2 if_random_less_than 50, AI_CV_AccuracyUp2 score -2 AI_CV_AccuracyUp2:: if_hp_more_than AI_USER, 70, AI_CV_AccuracyUp_End score -2 AI_CV_AccuracyUp_End:: end AI_CV_EvasionUp:: if_hp_less_than AI_USER, 90, AI_CV_EvasionUp2 if_random_less_than 100, AI_CV_EvasionUp2 score +3 AI_CV_EvasionUp2:: if_stat_level_less_than AI_USER, STAT_EVASION, 9, AI_CV_EvasionUp3 if_random_less_than 128, AI_CV_EvasionUp3 score -1 AI_CV_EvasionUp3:: if_not_status AI_TARGET, STATUS1_TOXIC_POISON, AI_CV_EvasionUp5 if_hp_more_than AI_USER, 50, AI_CV_EvasionUp4 if_random_less_than 80, AI_CV_EvasionUp5 AI_CV_EvasionUp4:: if_random_less_than 50, AI_CV_EvasionUp5 score +3 AI_CV_EvasionUp5:: if_not_status3 AI_TARGET, STATUS3_LEECHSEED, AI_CV_EvasionUp6 if_random_less_than 70, AI_CV_EvasionUp6 score +3 AI_CV_EvasionUp6:: if_not_status3 AI_USER, STATUS3_ROOTED, AI_CV_EvasionUp7 if_random_less_than 128, AI_CV_EvasionUp7 score +2 AI_CV_EvasionUp7:: if_not_status2 AI_TARGET, STATUS2_CURSED, AI_CV_EvasionUp8 if_random_less_than 70, AI_CV_EvasionUp8 score +3 AI_CV_EvasionUp8:: if_hp_more_than AI_USER, 70, AI_CV_EvasionUp_End if_stat_level_equal AI_USER, STAT_EVASION, 6, AI_CV_EvasionUp_End if_hp_less_than AI_USER, 40, AI_CV_EvasionUp_ScoreDown2 if_hp_less_than AI_TARGET, 40, AI_CV_EvasionUp_ScoreDown2 if_random_less_than 70, AI_CV_EvasionUp_End AI_CV_EvasionUp_ScoreDown2:: score -2 AI_CV_EvasionUp_End:: end AI_CV_AlwaysHit:: if_stat_level_more_than AI_TARGET, STAT_EVASION, 10, AI_CV_AlwaysHit_ScoreUp1 if_stat_level_less_than AI_USER, STAT_ACC, 2, AI_CV_AlwaysHit_ScoreUp1 if_stat_level_more_than AI_TARGET, STAT_EVASION, 8, AI_CV_AlwaysHit2 if_stat_level_less_than AI_USER, STAT_ACC, 4, AI_CV_AlwaysHit2 goto AI_CV_AlwaysHit_End AI_CV_AlwaysHit_ScoreUp1:: score +1 AI_CV_AlwaysHit2:: if_random_less_than 100, AI_CV_AlwaysHit_End score +1 AI_CV_AlwaysHit_End:: end AI_CV_AttackDown:: if_stat_level_equal AI_TARGET, STAT_ATK, 6, AI_CV_AttackDown3 score -1 if_hp_more_than AI_USER, 90, AI_CV_AttackDown2 score -1 AI_CV_AttackDown2:: if_stat_level_more_than AI_TARGET, STAT_ATK, 3, AI_CV_AttackDown3 if_random_less_than 50, AI_CV_AttackDown3 score -2 AI_CV_AttackDown3:: if_hp_more_than AI_TARGET, 70, AI_CV_AttackDown4 score -2 AI_CV_AttackDown4:: get_target_type1 if_in_bytes AI_CV_AttackDown_PhysicalTypeList, AI_CV_AttackDown_End get_target_type2 if_in_bytes AI_CV_AttackDown_PhysicalTypeList, AI_CV_AttackDown_End if_random_less_than 50, AI_CV_AttackDown_End score -2 AI_CV_AttackDown_End:: end @ Missing Poison, Flying, and Ghost for unknown reason AI_CV_AttackDown_PhysicalTypeList:: .byte TYPE_NORMAL .byte TYPE_FIGHTING .byte TYPE_GROUND .byte TYPE_ROCK .byte TYPE_BUG .byte TYPE_STEEL .byte -1 AI_CV_DefenseDown:: if_hp_less_than AI_USER, 70, AI_CV_DefenseDown2 if_stat_level_more_than AI_TARGET, STAT_DEF, 3, AI_CV_DefenseDown3 AI_CV_DefenseDown2:: if_random_less_than 50, AI_CV_DefenseDown3 score -2 AI_CV_DefenseDown3:: if_hp_more_than AI_TARGET, 70, AI_CV_DefenseDown_End score -2 AI_CV_DefenseDown_End:: end AI_CV_SpeedDownFromChance:: if_move MOVE_ICY_WIND, AI_CV_SpeedDown if_move MOVE_ROCK_TOMB, AI_CV_SpeedDown if_move MOVE_MUD_SHOT, AI_CV_SpeedDown end AI_CV_SpeedDown:: if_target_faster AI_CV_SpeedDown2 score -3 goto AI_CV_SpeedDown_End AI_CV_SpeedDown2:: if_random_less_than 70, AI_CV_SpeedDown_End score +2 AI_CV_SpeedDown_End:: end AI_CV_SpAtkDown:: if_stat_level_equal AI_TARGET, STAT_ATK, 6, AI_CV_SpAtkDown3 score -1 if_hp_more_than AI_USER, 90, AI_CV_SpAtkDown2 score -1 AI_CV_SpAtkDown2:: if_stat_level_more_than AI_TARGET, STAT_SPATK, 3, AI_CV_SpAtkDown3 if_random_less_than 50, AI_CV_SpAtkDown3 score -2 AI_CV_SpAtkDown3:: if_hp_more_than AI_TARGET, 70, AI_CV_SpAtkDown4 score -2 AI_CV_SpAtkDown4:: get_target_type1 if_in_bytes AI_CV_SpAtkDown_SpecialTypeList, AI_CV_SpAtkDown_End get_target_type2 if_in_bytes AI_CV_SpAtkDown_SpecialTypeList, AI_CV_SpAtkDown_End if_random_less_than 50, AI_CV_SpAtkDown_End score -2 AI_CV_SpAtkDown_End:: end AI_CV_SpAtkDown_SpecialTypeList:: .byte TYPE_FIRE .byte TYPE_WATER .byte TYPE_GRASS .byte TYPE_ELECTRIC .byte TYPE_PSYCHIC .byte TYPE_ICE .byte TYPE_DRAGON .byte TYPE_DARK .byte -1 AI_CV_SpDefDown:: if_hp_less_than AI_USER, 70, AI_CV_SpDefDown2 if_stat_level_more_than AI_TARGET, STAT_SPDEF, 3, AI_CV_SpDefDown3 AI_CV_SpDefDown2:: if_random_less_than 50, AI_CV_SpDefDown3 score -2 AI_CV_SpDefDown3:: if_hp_more_than AI_TARGET, 70, AI_CV_SpDefDown_End score -2 AI_CV_SpDefDown_End:: end AI_CV_AccuracyDown:: if_hp_less_than AI_USER, 70, AI_CV_AccuracyDown2 if_hp_more_than AI_TARGET, 70, AI_CV_AccuracyDown3 AI_CV_AccuracyDown2:: if_random_less_than 100, AI_CV_AccuracyDown3 score -1 AI_CV_AccuracyDown3:: if_stat_level_more_than AI_USER, STAT_ACC, 4, AI_CV_AccuracyDown4 if_random_less_than 80, AI_CV_AccuracyDown4 score -2 AI_CV_AccuracyDown4:: if_not_status AI_TARGET, STATUS1_TOXIC_POISON, AI_CV_AccuracyDown5 if_random_less_than 70, AI_CV_AccuracyDown5 score +2 AI_CV_AccuracyDown5:: if_not_status3 AI_TARGET, STATUS3_LEECHSEED, AI_CV_AccuracyDown6 if_random_less_than 70, AI_CV_AccuracyDown6 score +2 AI_CV_AccuracyDown6:: if_not_status3 AI_USER, STATUS3_ROOTED, AI_CV_AccuracyDown7 if_random_less_than 128, AI_CV_AccuracyDown7 score +1 AI_CV_AccuracyDown7:: if_not_status2 AI_TARGET, STATUS2_CURSED, AI_CV_AccuracyDown8 if_random_less_than 70, AI_CV_AccuracyDown8 score +2 AI_CV_AccuracyDown8:: if_hp_more_than AI_USER, 70, AI_CV_AccuracyDown_End if_stat_level_equal AI_TARGET, STAT_ACC, 6, AI_CV_AccuracyDown_End if_hp_less_than AI_USER, 40, AI_CV_AccuracyDown_ScoreDown2 if_hp_less_than AI_TARGET, 40, AI_CV_AccuracyDown_ScoreDown2 if_random_less_than 70, AI_CV_AccuracyDown_End AI_CV_AccuracyDown_ScoreDown2:: score -2 AI_CV_AccuracyDown_End:: end AI_CV_EvasionDown:: if_hp_less_than AI_USER, 70, AI_CV_EvasionDown2 if_stat_level_more_than AI_TARGET, STAT_EVASION, 3, AI_CV_EvasionDown3 AI_CV_EvasionDown2:: if_random_less_than 50, AI_CV_EvasionDown3 score -2 AI_CV_EvasionDown3:: if_hp_more_than AI_TARGET, 70, AI_CV_EvasionDown_End score -2 AI_CV_EvasionDown_End:: end AI_CV_Haze:: if_stat_level_more_than AI_USER, STAT_ATK, 8, AI_CV_Haze2 if_stat_level_more_than AI_USER, STAT_DEF, 8, AI_CV_Haze2 if_stat_level_more_than AI_USER, STAT_SPATK, 8, AI_CV_Haze2 if_stat_level_more_than AI_USER, STAT_SPDEF, 8, AI_CV_Haze2 if_stat_level_more_than AI_USER, STAT_EVASION, 8, AI_CV_Haze2 if_stat_level_less_than AI_TARGET, STAT_ATK, 4, AI_CV_Haze2 if_stat_level_less_than AI_TARGET, STAT_DEF, 4, AI_CV_Haze2 if_stat_level_less_than AI_TARGET, STAT_SPATK, 4, AI_CV_Haze2 if_stat_level_less_than AI_TARGET, STAT_SPDEF, 4, AI_CV_Haze2 if_stat_level_less_than AI_TARGET, STAT_ACC, 4, AI_CV_Haze2 goto AI_CV_Haze3 AI_CV_Haze2:: if_random_less_than 50, AI_CV_Haze3 score -3 AI_CV_Haze3:: if_stat_level_more_than AI_TARGET, STAT_ATK, 8, AI_CV_Haze4 if_stat_level_more_than AI_TARGET, STAT_DEF, 8, AI_CV_Haze4 if_stat_level_more_than AI_TARGET, STAT_SPATK, 8, AI_CV_Haze4 if_stat_level_more_than AI_TARGET, STAT_SPDEF, 8, AI_CV_Haze4 if_stat_level_more_than AI_TARGET, STAT_EVASION, 8, AI_CV_Haze4 if_stat_level_less_than AI_USER, STAT_ATK, 4, AI_CV_Haze4 if_stat_level_less_than AI_USER, STAT_DEF, 4, AI_CV_Haze4 if_stat_level_less_than AI_USER, STAT_SPATK, 4, AI_CV_Haze4 if_stat_level_less_than AI_USER, STAT_SPDEF, 4, AI_CV_Haze4 if_stat_level_less_than AI_USER, STAT_ACC, 4, AI_CV_Haze4 if_random_less_than 50, AI_CV_Haze_End score -1 goto AI_CV_Haze_End AI_CV_Haze4:: if_random_less_than 50, AI_CV_Haze_End score +3 AI_CV_Haze_End:: end AI_CV_Bide:: if_hp_more_than AI_USER, 90, AI_CV_Bide_End score -2 AI_CV_Bide_End:: end AI_CV_Roar:: if_stat_level_more_than AI_TARGET, STAT_ATK, 8, AI_CV_Roar2 if_stat_level_more_than AI_TARGET, STAT_DEF, 8, AI_CV_Roar2 if_stat_level_more_than AI_TARGET, STAT_SPATK, 8, AI_CV_Roar2 if_stat_level_more_than AI_TARGET, STAT_SPDEF, 8, AI_CV_Roar2 if_stat_level_more_than AI_TARGET, STAT_EVASION, 8, AI_CV_Roar2 score -3 goto AI_CV_Roar_End AI_CV_Roar2:: if_random_less_than 128, AI_CV_Roar_End score +2 AI_CV_Roar_End:: end AI_CV_Conversion:: if_hp_more_than AI_USER, 90, AI_CV_Conversion2 score -2 AI_CV_Conversion2:: get_turn_count if_equal 0, AI_CV_Conversion_End if_random_less_than 200, Score_Minus2 AI_CV_Conversion_End:: end AI_CV_HealWeather:: get_weather if_equal AI_WEATHER_HAIL, AI_CV_HealWeather_ScoreDown2 if_equal AI_WEATHER_RAIN, AI_CV_HealWeather_ScoreDown2 if_equal AI_WEATHER_SANDSTORM, AI_CV_HealWeather_ScoreDown2 goto AI_CV_Heal AI_CV_HealWeather_ScoreDown2:: score -2 AI_CV_Heal:: if_hp_equal AI_USER, 100, AI_CV_Heal3 if_target_faster AI_CV_Heal4 score -8 goto AI_CV_Heal_End @ Never reached AI_CV_Heal2: if_hp_less_than AI_USER, 50, AI_CV_Heal5 if_hp_more_than AI_USER, 80, AI_CV_Heal3 if_random_less_than 70, AI_CV_Heal5 AI_CV_Heal3:: score -3 goto AI_CV_Heal_End AI_CV_Heal4:: if_hp_less_than AI_USER, 70, AI_CV_Heal5 if_random_less_than 30, AI_CV_Heal5 score -3 goto AI_CV_Heal_End AI_CV_Heal5:: if_doesnt_have_move_with_effect AI_TARGET, EFFECT_SNATCH, AI_CV_Heal6 if_random_less_than 100, AI_CV_Heal_End AI_CV_Heal6:: if_random_less_than 20, AI_CV_Heal_End score +2 AI_CV_Heal_End:: end AI_CV_Toxic:: if_user_has_no_attacking_moves AI_CV_Toxic3 if_hp_more_than AI_USER, 50, AI_CV_Toxic2 if_random_less_than 50, AI_CV_Toxic2 score -3 AI_CV_Toxic2:: if_hp_more_than AI_TARGET, 50, AI_CV_Toxic3 if_random_less_than 50, AI_CV_Toxic3 score -3 AI_CV_Toxic3:: if_has_move_with_effect AI_USER, EFFECT_SPECIAL_DEFENSE_UP, AI_CV_Toxic4 if_has_move_with_effect AI_USER, EFFECT_PROTECT, AI_CV_Toxic4 goto AI_CV_Toxic_End AI_CV_Toxic4:: if_random_less_than 60, AI_CV_Toxic_End score +2 AI_CV_Toxic_End:: end AI_CV_LightScreen:: if_hp_less_than AI_USER, 50, AI_CV_LightScreen_ScoreDown2 get_target_type1 if_in_bytes AI_CV_LightScreen_SpecialTypeList, AI_CV_LightScreen_End get_target_type2 if_in_bytes AI_CV_LightScreen_SpecialTypeList, AI_CV_LightScreen_End if_random_less_than 50, AI_CV_LightScreen_End AI_CV_LightScreen_ScoreDown2:: score -2 AI_CV_LightScreen_End:: end AI_CV_LightScreen_SpecialTypeList:: .byte TYPE_FIRE .byte TYPE_WATER .byte TYPE_GRASS .byte TYPE_ELECTRIC .byte TYPE_PSYCHIC .byte TYPE_ICE .byte TYPE_DRAGON .byte TYPE_DARK .byte -1 AI_CV_Rest:: if_target_faster AI_CV_Rest4 if_hp_not_equal AI_USER, 100, AI_CV_Rest2 score -8 goto AI_CV_Rest_End AI_CV_Rest2:: if_hp_less_than AI_USER, 40, AI_CV_Rest6 if_hp_more_than AI_USER, 50, AI_CV_Rest3 if_random_less_than 70, AI_CV_Rest6 AI_CV_Rest3:: score -3 goto AI_CV_Rest_End AI_CV_Rest4:: if_hp_less_than AI_USER, 60, AI_CV_Rest6 if_hp_more_than AI_USER, 70, AI_CV_Rest5 if_random_less_than 50, AI_CV_Rest6 AI_CV_Rest5:: score -3 goto AI_CV_Rest_End AI_CV_Rest6:: if_doesnt_have_move_with_effect AI_TARGET, EFFECT_SNATCH, AI_CV_Rest7 if_random_less_than 50, AI_CV_Rest_End AI_CV_Rest7:: if_random_less_than 10, AI_CV_Rest_End score +3 AI_CV_Rest_End:: end AI_CV_OneHitKO:: end AI_CV_SuperFang:: if_hp_more_than AI_TARGET, 50, AI_CV_SuperFang_End score -1 AI_CV_SuperFang_End:: end AI_CV_Trap:: if_status AI_TARGET, STATUS1_TOXIC_POISON, AI_CV_Trap2 if_status2 AI_TARGET, STATUS2_CURSED, AI_CV_Trap2 if_status3 AI_TARGET, STATUS3_PERISH_SONG, AI_CV_Trap2 if_status2 AI_TARGET, STATUS2_INFATUATION, AI_CV_Trap2 goto AI_CV_Trap_End AI_CV_Trap2:: if_random_less_than 128, AI_CV_Trap_End score +1 AI_CV_Trap_End:: end AI_CV_HighCrit:: if_type_effectiveness AI_EFFECTIVENESS_x0_25, AI_CV_HighCrit_End if_type_effectiveness AI_EFFECTIVENESS_x0_5, AI_CV_HighCrit_End if_type_effectiveness AI_EFFECTIVENESS_x2, AI_CV_HighCrit2 if_type_effectiveness AI_EFFECTIVENESS_x4, AI_CV_HighCrit2 if_random_less_than 128, AI_CV_HighCrit_End AI_CV_HighCrit2:: if_random_less_than 128, AI_CV_HighCrit_End score +1 AI_CV_HighCrit_End:: end @ Improvement in Emerald @AI_CV_Swagger: @ if_has_move AI_USER, MOVE_PSYCH_UP, AI_CV_SwaggerHasPsychUp AI_CV_Flatter:: if_random_less_than 128, AI_CV_Confuse score +1 AI_CV_Confuse:: if_hp_more_than AI_TARGET, 70, AI_CV_Confuse_End if_random_less_than 128, AI_CV_Confuse2 score -1 AI_CV_Confuse2:: if_hp_more_than AI_TARGET, 50, AI_CV_Confuse_End score -1 if_hp_more_than AI_TARGET, 30, AI_CV_Confuse_End score -1 AI_CV_Confuse_End:: end @ Improvement in Emerald @AI_CV_SwaggerHasPsychUp: @ if_stat_level_more_than AI_TARGET, STAT_ATK, 3, AI_CV_SwaggerHasPsychUp_Minus5 @ score +3 @ get_turn_count @ if_not_equal 0, AI_CV_SwaggerHasPsychUp_End @ score +2 @ goto AI_CV_SwaggerHasPsychUp_End @ @AI_CV_SwaggerHasPsychUp_Minus5: @ score -5 @ @AI_CV_SwaggerHasPsychUp_End: @ end AI_CV_Reflect:: if_hp_less_than AI_USER, 50, AI_CV_Reflect_ScoreDown2 get_target_type1 if_in_bytes AI_CV_Reflect_PhysicalTypeList, AI_CV_Reflect_End get_target_type2 if_in_bytes AI_CV_Reflect_PhysicalTypeList, AI_CV_Reflect_End if_random_less_than 50, AI_CV_Reflect_End AI_CV_Reflect_ScoreDown2:: score -2 AI_CV_Reflect_End:: end AI_CV_Reflect_PhysicalTypeList:: .byte TYPE_NORMAL .byte TYPE_FIGHTING .byte TYPE_FLYING .byte TYPE_POISON .byte TYPE_GROUND .byte TYPE_ROCK .byte TYPE_BUG .byte TYPE_GHOST .byte TYPE_STEEL .byte -1 AI_CV_Poison:: if_hp_less_than AI_USER, 50, AI_CV_Poison_ScoreDown1 if_hp_more_than AI_TARGET, 50, AI_CV_Poison_End AI_CV_Poison_ScoreDown1:: score -1 AI_CV_Poison_End:: end AI_CV_Paralyze:: if_target_faster AI_CV_Paralyze2 if_hp_more_than AI_USER, 70, AI_CV_Paralyze_End score -1 goto AI_CV_Paralyze_End AI_CV_Paralyze2:: if_random_less_than 20, AI_CV_Paralyze_End score +3 AI_CV_Paralyze_End:: end AI_CV_VitalThrow:: if_target_faster AI_CV_VitalThrow_End if_hp_more_than AI_USER, 60, AI_CV_VitalThrow_End if_hp_less_than AI_USER, 40, AI_CV_VitalThrow2 if_random_less_than 180, AI_CV_VitalThrow_End AI_CV_VitalThrow2:: if_random_less_than 50, AI_CV_VitalThrow_End score -1 AI_CV_VitalThrow_End:: end AI_CV_Substitute:: if_hp_more_than AI_USER, 90, AI_CV_Substitute4 if_hp_more_than AI_USER, 70, AI_CV_Substitute3 if_hp_more_than AI_USER, 50, AI_CV_Substitute2 if_random_less_than 100, AI_CV_Substitute2 score -1 AI_CV_Substitute2:: if_random_less_than 100, AI_CV_Substitute3 score -1 AI_CV_Substitute3:: if_random_less_than 100, AI_CV_Substitute4 score -1 AI_CV_Substitute4:: if_target_faster AI_CV_Substitute_End get_last_used_move AI_TARGET get_move_effect_from_result if_equal EFFECT_SLEEP, AI_CV_Substitute5 if_equal EFFECT_TOXIC, AI_CV_Substitute5 if_equal EFFECT_POISON, AI_CV_Substitute5 if_equal EFFECT_PARALYZE, AI_CV_Substitute5 if_equal EFFECT_WILL_O_WISP, AI_CV_Substitute5 if_equal EFFECT_CONFUSE, AI_CV_Substitute6 if_equal EFFECT_LEECH_SEED, AI_CV_Substitute7 goto AI_CV_Substitute_End AI_CV_Substitute5:: if_not_status AI_TARGET, STATUS1_ANY, AI_CV_Substitute8 goto AI_CV_Substitute_End AI_CV_Substitute6:: if_not_status2 AI_TARGET, STATUS2_CONFUSION, AI_CV_Substitute8 goto AI_CV_Substitute_End AI_CV_Substitute7:: if_status3 AI_TARGET, STATUS3_LEECHSEED, AI_CV_Substitute_End AI_CV_Substitute8:: if_random_less_than 100, AI_CV_Substitute_End score +1 AI_CV_Substitute_End:: end AI_CV_Recharge:: if_type_effectiveness AI_EFFECTIVENESS_x0_25, AI_CV_Recharge_ScoreDown1 if_type_effectiveness AI_EFFECTIVENESS_x0_5, AI_CV_Recharge_ScoreDown1 if_target_faster AI_CV_Recharge2 if_hp_more_than AI_USER, 40, AI_CV_Recharge_ScoreDown1 goto AI_CV_Recharge_End AI_CV_Recharge2:: if_hp_less_than AI_USER, 60, AI_CV_Recharge_End AI_CV_Recharge_ScoreDown1:: score -1 AI_CV_Recharge_End:: end AI_CV_Disable:: if_target_faster AI_CV_Disable_End get_last_used_move AI_TARGET get_move_power_from_result if_equal 0, AI_CV_Disable2 score +1 goto AI_CV_Disable_End AI_CV_Disable2:: if_random_less_than 100, AI_CV_Disable_End score -1 AI_CV_Disable_End:: end AI_CV_Counter:: if_status AI_TARGET, STATUS1_SLEEP, AI_CV_Counter_ScoreDown1 if_status2 AI_TARGET, STATUS2_INFATUATION, AI_CV_Counter_ScoreDown1 if_status2 AI_TARGET, STATUS2_CONFUSION, AI_CV_Counter_ScoreDown1 if_hp_more_than AI_USER, 30, AI_CV_Counter2 if_random_less_than 10, AI_CV_Counter2 score -1 AI_CV_Counter2:: if_hp_more_than AI_USER, 50, AI_CV_Counter3 if_random_less_than 100, AI_CV_Counter3 score -1 AI_CV_Counter3:: @ if_has_move AI_USER, MOVE_MIRROR_COAT, AI_CV_Counter7 @ Improvement in Emerald get_last_used_move AI_TARGET get_move_power_from_result if_equal 0, AI_CV_Counter5 if_target_not_taunted AI_CV_Counter4 if_random_less_than 100, AI_CV_Counter4 score +1 AI_CV_Counter4:: get_last_used_move AI_TARGET get_move_type_from_result if_not_in_bytes AI_CV_Counter_PhysicalTypeList, AI_CV_Counter_ScoreDown1 if_random_less_than 100, AI_CV_Counter_End score +1 goto AI_CV_Counter_End AI_CV_Counter5:: if_target_not_taunted AI_CV_Counter6 if_random_less_than 100, AI_CV_Counter6 score +1 AI_CV_Counter6:: get_target_type1 if_in_bytes AI_CV_Counter_PhysicalTypeList, AI_CV_Counter_End get_target_type2 if_in_bytes AI_CV_Counter_PhysicalTypeList, AI_CV_Counter_End if_random_less_than 50, AI_CV_Counter_End @ Improvement in Emerald @AI_CV_Counter7: @ if_random_less_than 100, AI_CV_Counter8 @ score +4 @ @AI_CV_Counter8: @ end AI_CV_Counter_ScoreDown1:: score -1 AI_CV_Counter_End:: end AI_CV_Counter_PhysicalTypeList:: .byte TYPE_NORMAL .byte TYPE_FIGHTING .byte TYPE_FLYING .byte TYPE_POISON .byte TYPE_GROUND .byte TYPE_ROCK .byte TYPE_BUG .byte TYPE_GHOST .byte TYPE_STEEL .byte -1 AI_CV_Encore:: if_any_move_disabled AI_TARGET, AI_CV_Encore2 if_target_faster AI_CV_Encore_ScoreDown2 get_last_used_move AI_TARGET get_move_effect_from_result if_not_in_bytes AI_CV_Encore_EncouragedMovesToEncore, AI_CV_Encore_ScoreDown2 AI_CV_Encore2:: if_random_less_than 30, AI_CV_Encore_End score +3 goto AI_CV_Encore_End AI_CV_Encore_ScoreDown2:: score -2 AI_CV_Encore_End:: end AI_CV_Encore_EncouragedMovesToEncore:: .byte EFFECT_DREAM_EATER .byte EFFECT_ATTACK_UP .byte EFFECT_DEFENSE_UP .byte EFFECT_SPEED_UP .byte EFFECT_SPECIAL_ATTACK_UP .byte EFFECT_HAZE .byte EFFECT_ROAR .byte EFFECT_CONVERSION .byte EFFECT_TOXIC .byte EFFECT_LIGHT_SCREEN .byte EFFECT_REST .byte EFFECT_SUPER_FANG .byte EFFECT_SPECIAL_DEFENSE_UP_2 .byte EFFECT_CONFUSE .byte EFFECT_POISON .byte EFFECT_PARALYZE .byte EFFECT_LEECH_SEED .byte EFFECT_SPLASH .byte EFFECT_ATTACK_UP_2 .byte EFFECT_ENCORE .byte EFFECT_CONVERSION_2 .byte EFFECT_LOCK_ON .byte EFFECT_HEAL_BELL .byte EFFECT_MEAN_LOOK .byte EFFECT_NIGHTMARE .byte EFFECT_PROTECT .byte EFFECT_SKILL_SWAP .byte EFFECT_FORESIGHT .byte EFFECT_PERISH_SONG .byte EFFECT_SANDSTORM .byte EFFECT_ENDURE .byte EFFECT_SWAGGER .byte EFFECT_ATTRACT .byte EFFECT_SAFEGUARD .byte EFFECT_RAIN_DANCE .byte EFFECT_SUNNY_DAY .byte EFFECT_BELLY_DRUM .byte EFFECT_PSYCH_UP .byte EFFECT_FUTURE_SIGHT .byte EFFECT_FAKE_OUT .byte EFFECT_STOCKPILE .byte EFFECT_SPIT_UP .byte EFFECT_SWALLOW .byte EFFECT_HAIL .byte EFFECT_TORMENT .byte EFFECT_WILL_O_WISP .byte EFFECT_FOLLOW_ME .byte EFFECT_CHARGE .byte EFFECT_TRICK .byte EFFECT_ROLE_PLAY .byte EFFECT_INGRAIN .byte EFFECT_RECYCLE .byte EFFECT_KNOCK_OFF .byte EFFECT_SKILL_SWAP .byte EFFECT_IMPRISON .byte EFFECT_REFRESH .byte EFFECT_GRUDGE .byte EFFECT_TEETER_DANCE .byte EFFECT_MUD_SPORT .byte EFFECT_WATER_SPORT .byte EFFECT_DRAGON_DANCE .byte EFFECT_CAMOUFLAGE .byte -1 AI_CV_PainSplit:: if_hp_less_than AI_TARGET, 80, AI_CV_PainSplit_ScoreDown1 if_target_faster AI_CV_PainSplit2 if_hp_more_than AI_USER, 40, AI_CV_PainSplit_ScoreDown1 score +1 goto AI_CV_PainSplit_End AI_CV_PainSplit2:: if_hp_more_than AI_USER, 60, AI_CV_PainSplit_ScoreDown1 score +1 goto AI_CV_PainSplit_End AI_CV_PainSplit_ScoreDown1:: score -1 AI_CV_PainSplit_End:: end AI_CV_Snore:: score +2 end AI_CV_LockOn:: if_random_less_than 128, AI_CV_LockOn_End score +2 AI_CV_LockOn_End:: end AI_CV_SleepTalk:: @ if_status AI_USER, STATUS1_SLEEP, Score_Plus10 @ Improvement in Emerald score +2 @ Change to -5 end AI_CV_DestinyBond:: score -1 if_target_faster AI_CV_DestinyBond_End if_hp_more_than AI_USER, 70, AI_CV_DestinyBond_End if_random_less_than 128, AI_CV_DestinyBond2 score +1 AI_CV_DestinyBond2:: if_hp_more_than AI_USER, 50, AI_CV_DestinyBond_End if_random_less_than 128, AI_CV_DestinyBond3 score +1 AI_CV_DestinyBond3:: if_hp_more_than AI_USER, 30, AI_CV_DestinyBond_End if_random_less_than 100, AI_CV_DestinyBond_End score +2 AI_CV_DestinyBond_End:: end AI_CV_Flail:: if_target_faster AI_CV_Flail2 if_hp_more_than AI_USER, 33, AI_CV_Flail_ScoreDown1 if_hp_more_than AI_USER, 20, AI_CV_Flail_End if_hp_less_than AI_USER, 8, AI_CV_Flail_ScoreUp1 goto AI_CV_Flail3 AI_CV_Flail2:: if_hp_more_than AI_USER, 60, AI_CV_Flail_ScoreDown1 if_hp_more_than AI_USER, 40, AI_CV_Flail_End goto AI_CV_Flail3 AI_CV_Flail_ScoreUp1:: score +1 AI_CV_Flail3:: if_random_less_than 100, AI_CV_Flail_End score +1 goto AI_CV_Flail_End AI_CV_Flail_ScoreDown1:: score -1 AI_CV_Flail_End:: end AI_CV_HealBell:: if_status AI_TARGET, STATUS1_ANY, AI_CV_HealBell_End if_status_in_party AI_TARGET, STATUS1_ANY, AI_CV_HealBell_End score -5 AI_CV_HealBell_End:: end AI_CV_Thief:: get_hold_effect AI_TARGET if_not_in_bytes AI_CV_Thief_EncourageItemsToSteal, AI_CV_Thief_ScoreDown2 if_random_less_than 50, AI_CV_Thief_End score +1 goto AI_CV_Thief_End AI_CV_Thief_ScoreDown2:: score -2 AI_CV_Thief_End:: end AI_CV_Thief_EncourageItemsToSteal:: .byte HOLD_EFFECT_CURE_SLP .byte HOLD_EFFECT_CURE_STATUS .byte HOLD_EFFECT_RESTORE_HP .byte HOLD_EFFECT_EVASION_UP .byte HOLD_EFFECT_LEFTOVERS .byte HOLD_EFFECT_LIGHT_BALL .byte HOLD_EFFECT_THICK_CLUB .byte -1 AI_CV_Curse:: get_user_type1 if_equal TYPE_GHOST, AI_CV_Curse4 get_user_type2 if_equal TYPE_GHOST, AI_CV_Curse4 if_stat_level_more_than AI_USER, STAT_DEF, 9, AI_CV_Curse_End if_random_less_than 128, AI_CV_Curse2 score +1 AI_CV_Curse2:: if_stat_level_more_than AI_USER, STAT_DEF, 7, AI_CV_Curse_End if_random_less_than 128, AI_CV_Curse3 score +1 AI_CV_Curse3:: if_stat_level_more_than AI_USER, STAT_DEF, 6, AI_CV_Curse_End if_random_less_than 128, AI_CV_Curse_End score +1 goto AI_CV_Curse_End AI_CV_Curse4:: if_hp_more_than AI_USER, 80, AI_CV_Curse_End score -1 AI_CV_Curse_End:: end AI_CV_Protect:: get_protect_count AI_USER if_more_than 1, AI_CV_Protect_ScoreDown2 if_status AI_USER, STATUS1_TOXIC_POISON, AI_CV_Protect3 if_status2 AI_USER, STATUS2_CURSED, AI_CV_Protect3 if_status3 AI_USER, STATUS3_PERISH_SONG, AI_CV_Protect3 if_status2 AI_USER, STATUS2_INFATUATION, AI_CV_Protect3 if_status3 AI_USER, STATUS3_LEECHSEED, AI_CV_Protect3 if_status3 AI_USER, STATUS3_YAWN, AI_CV_Protect3 if_has_move_with_effect AI_TARGET, EFFECT_RESTORE_HP, AI_CV_Protect3 if_has_move_with_effect AI_TARGET, EFFECT_DEFENSE_CURL, AI_CV_Protect3 if_status AI_TARGET, STATUS1_TOXIC_POISON, AI_CV_Protect_ScoreUp2 if_status2 AI_TARGET, STATUS2_CURSED, AI_CV_Protect_ScoreUp2 if_status3 AI_TARGET, STATUS3_PERISH_SONG, AI_CV_Protect_ScoreUp2 if_status2 AI_TARGET, STATUS2_INFATUATION, AI_CV_Protect_ScoreUp2 if_status3 AI_TARGET, STATUS3_LEECHSEED, AI_CV_Protect_ScoreUp2 if_status3 AI_TARGET, STATUS3_YAWN, AI_CV_Protect_ScoreUp2 get_last_used_move AI_TARGET get_move_effect_from_result if_not_equal EFFECT_LOCK_ON, AI_CV_Protect_ScoreUp2 goto AI_CV_Protect2 AI_CV_Protect_ScoreUp2:: score +2 AI_CV_Protect2:: @ if_random_less_than 128, AI_CV_Protect4 @ Improvement in Emerald @ score -1 AI_CV_Protect4:: get_protect_count AI_USER if_equal 0, AI_CV_Protect_End score -1 if_random_less_than 128, AI_CV_Protect_End score -1 goto AI_CV_Protect_End AI_CV_Protect3:: get_last_used_move AI_TARGET get_move_effect_from_result if_not_equal EFFECT_LOCK_ON, AI_CV_Protect_End AI_CV_Protect_ScoreDown2:: score -2 AI_CV_Protect_End:: end AI_CV_Foresight:: get_user_type1 if_equal TYPE_GHOST, AI_CV_Foresight2 get_user_type2 if_equal TYPE_GHOST, AI_CV_Foresight2 if_stat_level_more_than AI_USER, STAT_EVASION, 8, AI_CV_Foresight3 score -2 goto AI_CV_Foresight_End AI_CV_Foresight2:: if_random_less_than 80, AI_CV_Foresight_End AI_CV_Foresight3:: if_random_less_than 80, AI_CV_Foresight_End score +2 AI_CV_Foresight_End:: end AI_CV_Endure:: if_hp_less_than AI_USER, 4, AI_CV_Endure2 if_hp_less_than AI_USER, 35, AI_CV_Endure3 AI_CV_Endure2:: score -1 goto AI_CV_Endure_End AI_CV_Endure3:: if_random_less_than 70, AI_CV_Endure_End score +1 AI_CV_Endure_End:: end AI_CV_BatonPass:: if_stat_level_more_than AI_USER, STAT_ATK, 8, AI_CV_BatonPass2 if_stat_level_more_than AI_USER, STAT_DEF, 8, AI_CV_BatonPass2 if_stat_level_more_than AI_USER, STAT_SPATK, 8, AI_CV_BatonPass2 if_stat_level_more_than AI_USER, STAT_SPDEF, 8, AI_CV_BatonPass2 if_stat_level_more_than AI_USER, STAT_EVASION, 8, AI_CV_BatonPass2 goto AI_CV_BatonPass5 AI_CV_BatonPass2:: if_target_faster AI_CV_BatonPass3 if_hp_more_than AI_USER, 60, AI_CV_BatonPass_End goto AI_CV_BatonPass4 AI_CV_BatonPass3:: if_hp_more_than AI_USER, 70, AI_CV_BatonPass_End AI_CV_BatonPass4:: if_random_less_than 80, AI_CV_BatonPass_End score +2 goto AI_CV_BatonPass_End AI_CV_BatonPass5:: if_stat_level_more_than AI_USER, STAT_ATK, 7, AI_CV_BatonPass7 if_stat_level_more_than AI_USER, STAT_DEF, 7, AI_CV_BatonPass7 if_stat_level_more_than AI_USER, STAT_SPATK, 7, AI_CV_BatonPass7 if_stat_level_more_than AI_USER, STAT_SPDEF, 7, AI_CV_BatonPass7 if_stat_level_more_than AI_USER, STAT_EVASION, 7, AI_CV_BatonPass7 goto AI_CV_BatonPass_ScoreDown2 AI_CV_BatonPass7:: if_target_faster AI_CV_BatonPass8 if_hp_more_than AI_USER, 60, AI_CV_BatonPass_ScoreDown2 goto AI_CV_BatonPass_End AI_CV_BatonPass8:: if_hp_less_than AI_USER, 70, AI_CV_BatonPass_End AI_CV_BatonPass_ScoreDown2:: score -2 AI_CV_BatonPass_End:: end AI_CV_Pursuit:: is_first_turn_for AI_USER if_not_equal 0, AI_CV_Pursuit_End get_target_type1 if_equal TYPE_GHOST, AI_CV_Pursuit2 get_target_type1 if_equal TYPE_PSYCHIC, AI_CV_Pursuit2 get_target_type2 if_equal TYPE_GHOST, AI_CV_Pursuit2 get_target_type2 if_equal TYPE_PSYCHIC, AI_CV_Pursuit2 goto AI_CV_Pursuit_End AI_CV_Pursuit2:: if_random_less_than 128, AI_CV_Pursuit_End score +1 AI_CV_Pursuit_End:: end AI_CV_RainDance:: if_user_faster AI_CV_RainDance2 get_ability AI_USER if_equal ABILITY_SWIFT_SWIM, AI_CV_RainDance3 AI_CV_RainDance2:: if_hp_less_than AI_USER, 40, AI_CV_RainDance_ScoreDown1 get_weather if_equal AI_WEATHER_HAIL, AI_CV_RainDance3 if_equal AI_WEATHER_SUN, AI_CV_RainDance3 if_equal AI_WEATHER_SANDSTORM, AI_CV_RainDance3 get_ability AI_USER if_equal ABILITY_RAIN_DISH, AI_CV_RainDance3 goto AI_CV_RainDance_End AI_CV_RainDance3:: score +1 goto AI_CV_RainDance_End AI_CV_RainDance_ScoreDown1:: score -1 AI_CV_RainDance_End:: end AI_CV_SunnyDay:: if_hp_less_than AI_USER, 40, AI_CV_SunnyDay_ScoreDown1 get_weather if_equal AI_WEATHER_HAIL, AI_CV_SunnyDay2 if_equal AI_WEATHER_RAIN, AI_CV_SunnyDay2 if_equal AI_WEATHER_SANDSTORM, AI_CV_SunnyDay2 goto AI_CV_SunnyDay_End AI_CV_SunnyDay2:: score +1 goto AI_CV_SunnyDay_End AI_CV_SunnyDay_ScoreDown1:: score -1 AI_CV_SunnyDay_End:: end AI_CV_BellyDrum:: if_hp_less_than AI_USER, 90, AI_CV_BellyDrum_ScoreDown2 goto AI_CV_BellyDrum_End AI_CV_BellyDrum_ScoreDown2:: score -2 AI_CV_BellyDrum_End:: end AI_CV_PsychUp:: if_stat_level_more_than AI_TARGET, STAT_ATK, 8, AI_CV_PsychUp2 if_stat_level_more_than AI_TARGET, STAT_DEF, 8, AI_CV_PsychUp2 if_stat_level_more_than AI_TARGET, STAT_SPATK, 8, AI_CV_PsychUp2 if_stat_level_more_than AI_TARGET, STAT_SPDEF, 8, AI_CV_PsychUp2 if_stat_level_more_than AI_TARGET, STAT_EVASION, 8, AI_CV_PsychUp2 goto AI_CV_PsychUp_ScoreDown2 AI_CV_PsychUp2:: if_stat_level_less_than AI_USER, STAT_ATK, 7, AI_CV_PsychUp3 if_stat_level_less_than AI_USER, STAT_DEF, 7, AI_CV_PsychUp3 if_stat_level_less_than AI_USER, STAT_SPATK, 7, AI_CV_PsychUp3 if_stat_level_less_than AI_USER, STAT_SPDEF, 7, AI_CV_PsychUp3 if_stat_level_less_than AI_USER, STAT_EVASION, 7, AI_CV_PsychUp_ScoreUp1 if_random_less_than 50, AI_CV_PsychUp_End goto AI_CV_PsychUp_ScoreDown2 AI_CV_PsychUp_ScoreUp1:: score +1 AI_CV_PsychUp3:: if_random_less_than 128, AI_CV_PsychUp_End @ Remove this line score +1 @ end @ Improvement in Emerald AI_CV_PsychUp_ScoreDown2:: score -2 AI_CV_PsychUp_End:: end AI_CV_MirrorCoat:: if_status AI_TARGET, STATUS1_SLEEP, AI_CV_MirrorCoat_ScoreDown1 if_status2 AI_TARGET, STATUS2_INFATUATION, AI_CV_MirrorCoat_ScoreDown1 if_status2 AI_TARGET, STATUS2_CONFUSION, AI_CV_MirrorCoat_ScoreDown1 if_hp_more_than AI_USER, 30, AI_CV_MirrorCoat2 if_random_less_than 10, AI_CV_MirrorCoat2 score -1 AI_CV_MirrorCoat2:: if_hp_more_than AI_USER, 50, AI_CV_MirrorCoat3 if_random_less_than 100, AI_CV_MirrorCoat3 score -1 AI_CV_MirrorCoat3:: @ if_has_move AI_USER, MOVE_COUNTER, AI_CV_MirrorCoat_ScoreUp4 @ Improvement in Emerald get_last_used_move AI_TARGET get_move_power_from_result if_equal 0, AI_CV_MirrorCoat5 if_target_not_taunted AI_CV_MirrorCoat4 if_random_less_than 100, AI_CV_MirrorCoat4 score +1 AI_CV_MirrorCoat4:: get_last_used_move AI_TARGET get_move_type_from_result if_not_in_bytes AI_CV_MirrorCoat_SpecialTypeList, AI_CV_MirrorCoat_ScoreDown1 if_random_less_than 100, AI_CV_MirrorCoat_End score +1 goto AI_CV_MirrorCoat_End AI_CV_MirrorCoat5:: if_target_not_taunted AI_CV_MirrorCoat6 if_random_less_than 100, AI_CV_MirrorCoat6 score +1 AI_CV_MirrorCoat6:: get_target_type1 if_in_bytes AI_CV_MirrorCoat_SpecialTypeList, AI_CV_MirrorCoat_End get_target_type2 if_in_bytes AI_CV_MirrorCoat_SpecialTypeList, AI_CV_MirrorCoat_End if_random_less_than 50, AI_CV_MirrorCoat_End @ Improvement in Emerald @AI_CV_MirrorCoat_ScoreUp4: @ if_random_less_than 100, AI_CV_MirrorCoat_ScoreUp4_End @ score +4 @ @AI_CV_MirrorCoat_ScoreUp4_End: @ end AI_CV_MirrorCoat_ScoreDown1:: score -1 AI_CV_MirrorCoat_End:: end AI_CV_MirrorCoat_SpecialTypeList:: .byte TYPE_FIRE .byte TYPE_WATER .byte TYPE_GRASS .byte TYPE_ELECTRIC .byte TYPE_PSYCHIC .byte TYPE_ICE .byte TYPE_DRAGON .byte TYPE_DARK .byte -1 AI_CV_ChargeUpMove:: if_type_effectiveness AI_EFFECTIVENESS_x0_25, AI_CV_ChargeUpMove_ScoreDown2 if_type_effectiveness AI_EFFECTIVENESS_x0_5, AI_CV_ChargeUpMove_ScoreDown2 if_has_move_with_effect AI_TARGET, EFFECT_PROTECT, AI_CV_ChargeUpMove_ScoreDown2 if_hp_more_than AI_USER, 38, AI_CV_ChargeUpMove_End score -1 goto AI_CV_ChargeUpMove_End AI_CV_ChargeUpMove_ScoreDown2:: score -2 AI_CV_ChargeUpMove_End:: end AI_CV_SemiInvulnerable:: if_doesnt_have_move_with_effect AI_TARGET, EFFECT_PROTECT, AI_CV_SemiInvulnerable2 score -1 goto AI_CV_SemiInvulnerable_End @ BUG: The scripts for checking type-resistance to weather for semi-invulnerable moves are swapped @ The result is that the AI is encouraged to stall while taking damage from weather @ To fix, swap _CheckSandstormTypes/_CheckIceType in the below script AI_CV_SemiInvulnerable2:: if_status AI_TARGET, STATUS1_TOXIC_POISON, AI_CV_SemiInvulnerable_TryEncourage if_status2 AI_TARGET, STATUS2_CURSED, AI_CV_SemiInvulnerable_TryEncourage if_status3 AI_TARGET, STATUS3_LEECHSEED, AI_CV_SemiInvulnerable_TryEncourage get_weather if_equal AI_WEATHER_HAIL, AI_CV_SemiInvulnerable_CheckSandstormTypes if_equal AI_WEATHER_SANDSTORM, AI_CV_SemiInvulnerable_CheckIceType goto AI_CV_SemiInvulnerable5 AI_CV_SemiInvulnerable_CheckSandstormTypes:: get_user_type1 if_in_bytes AI_CV_SandstormResistantTypes, AI_CV_SemiInvulnerable_TryEncourage get_user_type2 if_in_bytes AI_CV_SandstormResistantTypes, AI_CV_SemiInvulnerable_TryEncourage goto AI_CV_SemiInvulnerable5 AI_CV_SemiInvulnerable_CheckIceType:: get_user_type1 if_equal TYPE_ICE, AI_CV_SemiInvulnerable_TryEncourage get_user_type2 if_equal TYPE_ICE, AI_CV_SemiInvulnerable_TryEncourage AI_CV_SemiInvulnerable5:: if_target_faster AI_CV_SemiInvulnerable_End get_last_used_move AI_TARGET get_move_effect_from_result if_not_equal EFFECT_LOCK_ON, AI_CV_SemiInvulnerable_TryEncourage goto AI_CV_SemiInvulnerable_End AI_CV_SemiInvulnerable_TryEncourage:: if_random_less_than 80, AI_CV_SemiInvulnerable_End score +1 AI_CV_SemiInvulnerable_End:: end AI_CV_SandstormResistantTypes:: .byte TYPE_GROUND .byte TYPE_ROCK .byte TYPE_STEEL .byte -1 AI_CV_FakeOut:: score +2 end AI_CV_SpitUp:: get_stockpile_count AI_USER if_less_than 2, AI_CV_SpitUp_End if_random_less_than 80, AI_CV_SpitUp_End score +2 AI_CV_SpitUp_End:: end AI_CV_Hail:: if_hp_less_than AI_USER, 40, AI_CV_Hail_ScoreDown1 get_weather if_equal AI_WEATHER_SUN, AI_CV_Hail2 if_equal AI_WEATHER_RAIN, AI_CV_Hail2 if_equal AI_WEATHER_SANDSTORM, AI_CV_Hail2 goto AI_CV_Hail_End AI_CV_Hail2:: score +1 goto AI_CV_Hail_End AI_CV_Hail_ScoreDown1:: score -1 AI_CV_Hail_End:: end @ BUG: Facade score is increased if the target is statused, but should be if the user is. Replace AI_TARGET with AI_USER AI_CV_Facade:: if_not_status AI_TARGET, STATUS1_POISON | STATUS1_BURN | STATUS1_PARALYSIS | STATUS1_TOXIC_POISON, AI_CV_Facade_End score +1 AI_CV_Facade_End:: end AI_CV_FocusPunch:: if_type_effectiveness AI_EFFECTIVENESS_x0_25, AI_CV_FocusPunch2 if_type_effectiveness AI_EFFECTIVENESS_x0_5, AI_CV_FocusPunch2 if_status AI_TARGET, STATUS1_SLEEP, AI_CV_FocusPunch_ScoreUp1 if_status2 AI_TARGET, STATUS2_INFATUATION, AI_CV_FocusPunch3 if_status2 AI_TARGET, STATUS2_CONFUSION, AI_CV_FocusPunch3 is_first_turn_for AI_USER if_not_equal 0, AI_CV_FocusPunch_End if_random_less_than 100, AI_CV_FocusPunch_End score +1 goto AI_CV_FocusPunch_End AI_CV_FocusPunch2:: score -1 goto AI_CV_FocusPunch_End AI_CV_FocusPunch3:: if_random_less_than 100, AI_CV_FocusPunch_End AI_CV_FocusPunch_ScoreUp1:: score +1 AI_CV_FocusPunch_End:: end AI_CV_SmellingSalt:: if_status AI_TARGET, STATUS1_PARALYSIS, AI_CV_SmellingSalt_ScoreUp1 goto AI_CV_SmellingSalt_End AI_CV_SmellingSalt_ScoreUp1:: score +1 AI_CV_SmellingSalt_End:: end AI_CV_Trick:: get_hold_effect AI_USER if_in_bytes AI_CV_Trick_ChoiceEffects, AI_CV_Trick3 if_in_bytes AI_CV_Trick_EffectsToEncourage, AI_CV_Trick4 AI_CV_Trick2:: score -3 goto AI_CV_Trick_End AI_CV_Trick3:: get_hold_effect AI_TARGET if_in_bytes AI_CV_Trick_ChoiceEffects, AI_CV_Trick2 score +5 goto AI_CV_Trick_End AI_CV_Trick4:: get_hold_effect AI_TARGET if_in_bytes AI_CV_Trick_EffectsToEncourage, AI_CV_Trick2 if_random_less_than 50, AI_CV_Trick_End score +2 AI_CV_Trick_End:: end AI_CV_Trick_EffectsToEncourage:: .byte HOLD_EFFECT_CONFUSE_SPICY .byte HOLD_EFFECT_CONFUSE_DRY .byte HOLD_EFFECT_CONFUSE_SWEET .byte HOLD_EFFECT_CONFUSE_BITTER .byte HOLD_EFFECT_CONFUSE_SOUR .byte HOLD_EFFECT_MACHO_BRACE .byte HOLD_EFFECT_CHOICE_BAND .byte -1 AI_CV_Trick_ChoiceEffects:: .byte HOLD_EFFECT_CHOICE_BAND .byte -1 AI_CV_ChangeSelfAbility:: get_ability AI_USER if_in_bytes AI_CV_ChangeSelfAbility_AbilitiesToEncourage, AI_CV_ChangeSelfAbility2 get_ability AI_TARGET if_in_bytes AI_CV_ChangeSelfAbility_AbilitiesToEncourage, AI_CV_ChangeSelfAbility3 AI_CV_ChangeSelfAbility2:: score -1 goto AI_CV_ChangeSelfAbility_End AI_CV_ChangeSelfAbility3:: if_random_less_than 50, AI_CV_ChangeSelfAbility_End score +2 AI_CV_ChangeSelfAbility_End:: end AI_CV_ChangeSelfAbility_AbilitiesToEncourage:: .byte ABILITY_SPEED_BOOST .byte ABILITY_BATTLE_ARMOR .byte ABILITY_SAND_VEIL .byte ABILITY_STATIC .byte ABILITY_FLASH_FIRE .byte ABILITY_WONDER_GUARD .byte ABILITY_EFFECT_SPORE .byte ABILITY_SWIFT_SWIM .byte ABILITY_HUGE_POWER .byte ABILITY_RAIN_DISH .byte ABILITY_CUTE_CHARM .byte ABILITY_SHED_SKIN .byte ABILITY_MARVEL_SCALE .byte ABILITY_PURE_POWER .byte ABILITY_CHLOROPHYLL .byte ABILITY_SHIELD_DUST .byte -1 AI_CV_Superpower:: if_type_effectiveness AI_EFFECTIVENESS_x0_25, AI_CV_Superpower_ScoreDown1 if_type_effectiveness AI_EFFECTIVENESS_x0_5, AI_CV_Superpower_ScoreDown1 if_stat_level_less_than AI_USER, STAT_ATK, 6, AI_CV_Superpower_ScoreDown1 if_target_faster AI_CV_Superpower2 if_hp_more_than AI_USER, 40, AI_CV_Superpower_ScoreDown1 goto AI_CV_Superpower_End AI_CV_Superpower2:: if_hp_less_than AI_USER, 60, AI_CV_Superpower_End AI_CV_Superpower_ScoreDown1:: score -1 AI_CV_Superpower_End:: end AI_CV_MagicCoat:: if_hp_more_than AI_TARGET, 30, AI_CV_MagicCoat2 if_random_less_than 100, AI_CV_MagicCoat2 score -1 AI_CV_MagicCoat2:: is_first_turn_for AI_USER if_equal 0, AI_CV_MagicCoat4 if_random_less_than 150, AI_CV_MagicCoat_End score +1 goto AI_CV_MagicCoat_End if_random_less_than 50, AI_CV_MagicCoat_End AI_CV_MagicCoat3:: @ if_random_less_than 50, AI_CV_MagicCoat_End @ Improvement in Emerald AI_CV_MagicCoat4:: if_random_less_than 30, AI_CV_MagicCoat_End score -1 AI_CV_MagicCoat_End:: end AI_CV_Recycle:: get_used_held_item AI_USER if_not_in_bytes AI_CV_Recycle_ItemsToEncourage, AI_CV_Recycle_ScoreDown2 if_random_less_than 50, AI_CV_Recycle_End score +1 goto AI_CV_Recycle_End AI_CV_Recycle_ScoreDown2:: score -2 AI_CV_Recycle_End:: end AI_CV_Recycle_ItemsToEncourage:: .byte ITEM_CHESTO_BERRY .byte ITEM_LUM_BERRY .byte ITEM_STARF_BERRY .byte -1 AI_CV_Revenge:: if_status AI_TARGET, STATUS1_SLEEP, AI_CV_Revenge_ScoreDown2 if_status2 AI_TARGET, STATUS2_INFATUATION, AI_CV_Revenge_ScoreDown2 if_status2 AI_TARGET, STATUS2_CONFUSION, AI_CV_Revenge_ScoreDown2 if_random_less_than 180, AI_CV_Revenge_ScoreDown2 score +2 goto AI_CV_Revenge_End AI_CV_Revenge_ScoreDown2:: score -2 AI_CV_Revenge_End:: end AI_CV_BrickBreak:: if_side_affecting AI_TARGET, SIDE_STATUS_REFLECT, AI_CV_BrickBreak_ScoreUp1 goto AI_CV_BrickBreak_End AI_CV_BrickBreak_ScoreUp1:: score +1 AI_CV_BrickBreak_End:: end AI_CV_KnockOff:: if_hp_less_than AI_TARGET, 30, AI_CV_KnockOff_End is_first_turn_for AI_USER if_more_than 0, AI_CV_KnockOff_End if_random_less_than 180, AI_CV_KnockOff_End score +1 AI_CV_KnockOff_End:: end AI_CV_Endeavor:: if_hp_less_than AI_TARGET, 70, AI_CV_Endeavor_ScoreDown1 if_target_faster AI_CV_Endeavor2 if_hp_more_than AI_USER, 40, AI_CV_Endeavor_ScoreDown1 score +1 goto AI_CV_Endeavor_End AI_CV_Endeavor2:: if_hp_more_than AI_USER, 50, AI_CV_Endeavor_ScoreDown1 score +1 goto AI_CV_Endeavor_End AI_CV_Endeavor_ScoreDown1:: score -1 AI_CV_Endeavor_End:: end AI_CV_Eruption:: if_type_effectiveness AI_EFFECTIVENESS_x0_25, AI_CV_Eruption_ScoreDown1 if_type_effectiveness AI_EFFECTIVENESS_x0_5, AI_CV_Eruption_ScoreDown1 if_target_faster AI_CV_Eruption2 if_hp_more_than AI_TARGET, 50, AI_CV_Eruption_End goto AI_CV_Eruption_ScoreDown1 AI_CV_Eruption2:: if_hp_more_than AI_TARGET, 70, AI_CV_Eruption_End AI_CV_Eruption_ScoreDown1:: score -1 AI_CV_Eruption_End:: end AI_CV_Imprison:: is_first_turn_for AI_USER if_more_than 0, AI_CV_Imprison_End if_random_less_than 100, AI_CV_Imprison_End score +2 AI_CV_Imprison_End:: end AI_CV_Refresh:: if_hp_less_than AI_TARGET, 50, AI_CV_Refresh_ScoreDown1 goto AI_CV_Refresh_End AI_CV_Refresh_ScoreDown1:: score -1 AI_CV_Refresh_End:: end AI_CV_Snatch:: is_first_turn_for AI_USER if_equal 1, AI_CV_Snatch3 if_random_less_than 30, AI_CV_Snatch_End if_target_faster AI_CV_Snatch2 if_hp_not_equal AI_USER, 100, AI_CV_Snatch5 if_hp_less_than AI_TARGET, 70, AI_CV_Snatch5 if_random_less_than 60, AI_CV_Snatch_End goto AI_CV_Snatch5 AI_CV_Snatch2:: if_hp_more_than AI_TARGET, 25, AI_CV_Snatch5 if_has_move_with_effect AI_TARGET, EFFECT_RESTORE_HP, AI_CV_Snatch3 if_has_move_with_effect AI_TARGET, EFFECT_DEFENSE_CURL, AI_CV_Snatch3 goto AI_CV_Snatch4 AI_CV_Snatch3:: if_random_less_than 150, AI_CV_Snatch_End score +2 goto AI_CV_Snatch_End AI_CV_Snatch4:: if_random_less_than 230, AI_CV_Snatch5 score +1 goto AI_CV_Snatch_End AI_CV_Snatch5:: if_random_less_than 30, AI_CV_Snatch_End score -2 AI_CV_Snatch_End:: end AI_CV_MudSport:: if_hp_less_than AI_USER, 50, AI_CV_MudSport_ScoreDown1 get_target_type1 if_equal TYPE_ELECTRIC, AI_CV_MudSport2 get_target_type2 if_equal TYPE_ELECTRIC, AI_CV_MudSport2 goto AI_CV_MudSport_ScoreDown1 AI_CV_MudSport2:: score +1 goto AI_CV_MudSport_End AI_CV_MudSport_ScoreDown1:: score -1 AI_CV_MudSport_End:: end AI_CV_Overheat:: if_type_effectiveness AI_EFFECTIVENESS_x0_25, AI_CV_Overheat_ScoreDown1 if_type_effectiveness AI_EFFECTIVENESS_x0_5, AI_CV_Overheat_ScoreDown1 if_target_faster AI_CV_Overheat2 if_hp_more_than AI_USER, 60, AI_CV_Overheat_End goto AI_CV_Overheat_ScoreDown1 AI_CV_Overheat2:: if_hp_more_than AI_USER, 80, AI_CV_Overheat_End AI_CV_Overheat_ScoreDown1:: score -1 AI_CV_Overheat_End:: end AI_CV_WaterSport:: if_hp_less_than AI_USER, 50, AI_CV_WaterSport_ScoreDown1 get_target_type1 if_equal TYPE_FIRE, AI_CV_WaterSport2 get_target_type2 if_equal TYPE_FIRE, AI_CV_WaterSport2 goto AI_CV_WaterSport_ScoreDown1 AI_CV_WaterSport2:: score +1 goto AI_CV_WaterSport_End AI_CV_WaterSport_ScoreDown1:: score -1 AI_CV_WaterSport_End:: end AI_CV_DragonDance:: if_target_faster AI_CV_DragonDance2 if_hp_more_than AI_USER, 50, AI_CV_DragonDance_End if_random_less_than 70, AI_CV_DragonDance_End score -1 goto AI_CV_DragonDance_End AI_CV_DragonDance2:: if_random_less_than 128, AI_CV_DragonDance_End score +1 AI_CV_DragonDance_End:: end AI_TryToFaint:: if_can_faint AI_TryToFaint_TryToEncourageQuickAttack get_how_powerful_move_is if_equal MOVE_NOT_MOST_POWERFUL, Score_Minus1 @ if_type_effectiveness AI_EFFECTIVENESS_x4, AI_TryToFaint_DoubleSuperEffective @ Improvement in Emerald end @ Improvement in Emerald @AI_TryToFaint_DoubleSuperEffective: @ if_random_less_than 80, AI_TryToFaint_End @ score +2 @ end AI_TryToFaint_TryToEncourageQuickAttack:: if_effect EFFECT_EXPLOSION, AI_TryToFaint_End if_not_effect EFFECT_QUICK_ATTACK, AI_TryToFaint_ScoreUp4 score +2 AI_TryToFaint_ScoreUp4:: score +4 AI_TryToFaint_End:: end AI_SetupFirstTurn:: get_turn_count if_not_equal 0, AI_SetupFirstTurn_End get_considered_move_effect if_not_in_bytes AI_SetupFirstTurn_SetupEffectsToEncourage, AI_SetupFirstTurn_End if_random_less_than 80, AI_SetupFirstTurn_End score +2 AI_SetupFirstTurn_End:: end AI_SetupFirstTurn_SetupEffectsToEncourage:: .byte EFFECT_ATTACK_UP .byte EFFECT_DEFENSE_UP .byte EFFECT_SPEED_UP .byte EFFECT_SPECIAL_ATTACK_UP .byte EFFECT_SPECIAL_DEFENSE_UP .byte EFFECT_ACCURACY_UP .byte EFFECT_EVASION_UP .byte EFFECT_ATTACK_DOWN .byte EFFECT_DEFENSE_DOWN .byte EFFECT_SPEED_DOWN .byte EFFECT_SPECIAL_ATTACK_DOWN .byte EFFECT_SPECIAL_DEFENSE_DOWN .byte EFFECT_ACCURACY_DOWN .byte EFFECT_EVASION_DOWN .byte EFFECT_CONVERSION .byte EFFECT_LIGHT_SCREEN .byte EFFECT_SPECIAL_DEFENSE_UP_2 .byte EFFECT_FOCUS_ENERGY .byte EFFECT_CONFUSE .byte EFFECT_ATTACK_UP_2 .byte EFFECT_DEFENSE_UP_2 .byte EFFECT_SPEED_UP_2 .byte EFFECT_SPECIAL_ATTACK_UP_2 .byte EFFECT_SPECIAL_DEFENSE_UP_2 .byte EFFECT_ACCURACY_UP_2 .byte EFFECT_EVASION_UP_2 .byte EFFECT_ATTACK_DOWN_2 .byte EFFECT_DEFENSE_DOWN_2 .byte EFFECT_SPEED_DOWN_2 .byte EFFECT_SPECIAL_ATTACK_DOWN_2 .byte EFFECT_SPECIAL_DEFENSE_DOWN_2 .byte EFFECT_ACCURACY_DOWN_2 .byte EFFECT_EVASION_DOWN_2 .byte EFFECT_REFLECT .byte EFFECT_POISON .byte EFFECT_PARALYZE .byte EFFECT_SUBSTITUTE .byte EFFECT_LEECH_SEED .byte EFFECT_MINIMIZE .byte EFFECT_CURSE .byte EFFECT_SWAGGER .byte EFFECT_CAMOUFLAGE .byte EFFECT_YAWN .byte EFFECT_DEFENSE_CURL .byte EFFECT_TORMENT .byte EFFECT_FLATTER .byte EFFECT_WILL_O_WISP .byte EFFECT_INGRAIN .byte EFFECT_IMPRISON .byte EFFECT_TEETER_DANCE .byte EFFECT_TICKLE .byte EFFECT_COSMIC_POWER .byte EFFECT_BULK_UP .byte EFFECT_CALM_MIND .byte EFFECT_CAMOUFLAGE .byte -1 AI_PreferStrongestMove:: get_how_powerful_move_is if_not_equal MOVE_POWER_DISCOURAGED, AI_PreferStrongestMove_End if_random_less_than 100, AI_PreferStrongestMove_End score +2 AI_PreferStrongestMove_End:: end AI_Risky:: get_considered_move_effect if_not_in_bytes AI_Risky_EffectsToEncourage, AI_Risky_End if_random_less_than 128, AI_Risky_End score +2 AI_Risky_End:: end AI_Risky_EffectsToEncourage:: .byte EFFECT_SLEEP .byte EFFECT_EXPLOSION .byte EFFECT_MIRROR_MOVE .byte EFFECT_OHKO .byte EFFECT_HIGH_CRITICAL .byte EFFECT_CONFUSE .byte EFFECT_METRONOME .byte EFFECT_PSYWAVE .byte EFFECT_COUNTER .byte EFFECT_DESTINY_BOND .byte EFFECT_SWAGGER .byte EFFECT_ATTRACT .byte EFFECT_PRESENT .byte EFFECT_ALL_STATS_UP_HIT .byte EFFECT_BELLY_DRUM .byte EFFECT_MIRROR_COAT .byte EFFECT_FOCUS_PUNCH .byte EFFECT_REVENGE .byte EFFECT_TEETER_DANCE .byte -1 AI_PreferBatonPass:: count_alive_pokemon AI_USER if_equal 0, AI_PreferBatonPass_End get_how_powerful_move_is if_not_equal MOVE_POWER_DISCOURAGED, AI_PreferBatonPass_End if_has_move_with_effect AI_USER, EFFECT_BATON_PASS, AI_PreferBatonPass_GoForBatonPass if_random_less_than 80, AI_Risky_End @ Improvement in Emerald (several below) AI_PreferBatonPass_GoForBatonPass:: @ if_move MOVE_SWORDS_DANCE, AI_PreferBatonPass2 @ if_move MOVE_DRAGON_DANCE, AI_PreferBatonPass2 @ if_move MOVE_CALM_MIND, AI_PreferBatonPass2 @ if_effect EFFECT_PROTECT, AI_PreferBatonPass3 @ if_move MOVE_BATON_PASS, AI_PreferBatonPass_EncourageIfHighStats if_random_less_than 20, AI_Risky_End score +3 @AI_PreferBatonPass2: @ get_turn_count @ if_equal 0, Score_Plus5 @ if_hp_less_than AI_USER, 60, Score_Minus10 @ goto Score_Plus1 @ @AI_PreferBatonPass3:: @ get_last_used_move AI_USER @ if_in_hwords AI_PreferBatonPass_ProtectMoves, Score_Minus2 @ score +2 @ end @ @AI_PreferBatonPass_ProtectMoves: @ .2byte MOVE_PROTECT @ .2byte MOVE_DETECT @ .2byte -1 @ @AI_PreferBatonPass_EncourageIfHighStats: @ get_turn_count @ if_equal 0, Score_Minus2 @ if_stat_level_more_than AI_USER, STAT_ATK, 8, Score_Plus3 @ if_stat_level_more_than AI_USER, STAT_ATK, 7, Score_Plus2 @ if_stat_level_more_than AI_USER, STAT_ATK, 6, Score_Plus1 @ if_stat_level_more_than AI_USER, STAT_SPATK, 8, Score_Plus3 @ if_stat_level_more_than AI_USER, STAT_SPATK, 7, Score_Plus2 @ if_stat_level_more_than AI_USER, STAT_SPATK, 6, Score_Plus1 @ end AI_PreferBatonPass_End:: end @ Empty. Expanded in Emerald AI_DoubleBattle:: end AI_HPAware:: if_hp_more_than AI_USER, 70, AI_HPAware_UserHasHighHP if_hp_more_than AI_USER, 30, AI_HPAware_UserHasMediumHP get_considered_move_effect if_in_bytes AI_HPAware_DiscouragedEffectsWhenLowHP, AI_HPAware_TryToDiscourage goto AI_HPAware_ConsiderTarget AI_HPAware_UserHasHighHP:: get_considered_move_effect if_in_bytes AI_HPAware_DiscouragedEffectsWhenHighHP, AI_HPAware_TryToDiscourage goto AI_HPAware_ConsiderTarget AI_HPAware_UserHasMediumHP:: get_considered_move_effect if_in_bytes AI_HPAware_DiscouragedEffectsWhenMediumHP, AI_HPAware_TryToDiscourage goto AI_HPAware_ConsiderTarget AI_HPAware_TryToDiscourage:: if_random_less_than 50, AI_HPAware_ConsiderTarget score -2 AI_HPAware_ConsiderTarget:: if_hp_more_than AI_TARGET, 70, AI_HPAware_TargetHasHighHP if_hp_more_than AI_TARGET, 30, AI_HPAware_TargetHasMediumHP get_considered_move_effect if_in_bytes AI_HPAware_DiscouragedEffectsWhenTargetLowHP, AI_HPAware_TargetTryToDiscourage goto AI_HPAware_End AI_HPAware_TargetHasHighHP:: get_considered_move_effect if_in_bytes AI_HPAware_DiscouragedEffectsWhenTargetHighHP, AI_HPAware_TargetTryToDiscourage goto AI_HPAware_End AI_HPAware_TargetHasMediumHP:: get_considered_move_effect if_in_bytes AI_HPAware_DiscouragedEffectsWhenTargetMediumHP, AI_HPAware_TargetTryToDiscourage goto AI_HPAware_End AI_HPAware_TargetTryToDiscourage:: if_random_less_than 50, AI_HPAware_End score -2 AI_HPAware_End:: end AI_HPAware_DiscouragedEffectsWhenHighHP:: .byte EFFECT_EXPLOSION .byte EFFECT_RESTORE_HP .byte EFFECT_REST .byte EFFECT_DESTINY_BOND .byte EFFECT_FLAIL .byte EFFECT_ENDURE .byte EFFECT_MORNING_SUN .byte EFFECT_SYNTHESIS .byte EFFECT_MOONLIGHT .byte EFFECT_SOFTBOILED .byte EFFECT_MEMENTO .byte EFFECT_GRUDGE .byte EFFECT_OVERHEAT .byte -1 AI_HPAware_DiscouragedEffectsWhenMediumHP:: .byte EFFECT_EXPLOSION .byte EFFECT_ATTACK_UP .byte EFFECT_DEFENSE_UP .byte EFFECT_SPEED_UP .byte EFFECT_SPECIAL_ATTACK_UP .byte EFFECT_SPECIAL_DEFENSE_UP .byte EFFECT_ACCURACY_UP .byte EFFECT_EVASION_UP .byte EFFECT_ATTACK_DOWN .byte EFFECT_DEFENSE_DOWN .byte EFFECT_SPEED_DOWN .byte EFFECT_SPECIAL_ATTACK_DOWN .byte EFFECT_SPECIAL_DEFENSE_DOWN .byte EFFECT_ACCURACY_DOWN .byte EFFECT_EVASION_DOWN .byte EFFECT_BIDE .byte EFFECT_CONVERSION .byte EFFECT_LIGHT_SCREEN .byte EFFECT_MIST .byte EFFECT_FOCUS_ENERGY .byte EFFECT_ATTACK_UP_2 .byte EFFECT_DEFENSE_UP_2 .byte EFFECT_SPEED_UP_2 .byte EFFECT_SPECIAL_ATTACK_UP_2 .byte EFFECT_SPECIAL_DEFENSE_UP_2 .byte EFFECT_ACCURACY_UP_2 .byte EFFECT_EVASION_UP_2 .byte EFFECT_ATTACK_DOWN_2 .byte EFFECT_DEFENSE_DOWN_2 .byte EFFECT_SPEED_DOWN_2 .byte EFFECT_SPECIAL_ATTACK_DOWN_2 .byte EFFECT_SPECIAL_DEFENSE_DOWN_2 .byte EFFECT_ACCURACY_DOWN_2 .byte EFFECT_EVASION_DOWN_2 .byte EFFECT_CONVERSION_2 .byte EFFECT_SAFEGUARD .byte EFFECT_BELLY_DRUM .byte EFFECT_TICKLE .byte EFFECT_COSMIC_POWER .byte EFFECT_BULK_UP .byte EFFECT_CALM_MIND .byte EFFECT_DRAGON_DANCE .byte -1 AI_HPAware_DiscouragedEffectsWhenLowHP:: .byte EFFECT_ATTACK_UP .byte EFFECT_DEFENSE_UP .byte EFFECT_SPEED_UP .byte EFFECT_SPECIAL_ATTACK_UP .byte EFFECT_SPECIAL_DEFENSE_UP .byte EFFECT_ACCURACY_UP .byte EFFECT_EVASION_UP .byte EFFECT_ATTACK_DOWN .byte EFFECT_DEFENSE_DOWN .byte EFFECT_SPEED_DOWN .byte EFFECT_SPECIAL_ATTACK_DOWN .byte EFFECT_SPECIAL_DEFENSE_DOWN .byte EFFECT_ACCURACY_DOWN .byte EFFECT_EVASION_DOWN .byte EFFECT_BIDE .byte EFFECT_CONVERSION .byte EFFECT_LIGHT_SCREEN .byte EFFECT_MIST .byte EFFECT_FOCUS_ENERGY .byte EFFECT_ATTACK_UP_2 .byte EFFECT_DEFENSE_UP_2 .byte EFFECT_SPEED_UP_2 .byte EFFECT_SPECIAL_ATTACK_UP_2 .byte EFFECT_SPECIAL_DEFENSE_UP_2 .byte EFFECT_ACCURACY_UP_2 .byte EFFECT_EVASION_UP_2 .byte EFFECT_ATTACK_DOWN_2 .byte EFFECT_DEFENSE_DOWN_2 .byte EFFECT_SPEED_DOWN_2 .byte EFFECT_SPECIAL_ATTACK_DOWN_2 .byte EFFECT_SPECIAL_DEFENSE_DOWN_2 .byte EFFECT_ACCURACY_DOWN_2 .byte EFFECT_EVASION_DOWN_2 .byte EFFECT_RAGE .byte EFFECT_CONVERSION_2 .byte EFFECT_LOCK_ON .byte EFFECT_SAFEGUARD .byte EFFECT_BELLY_DRUM .byte EFFECT_PSYCH_UP .byte EFFECT_MIRROR_COAT .byte EFFECT_SOLAR_BEAM .byte EFFECT_ERUPTION .byte EFFECT_TICKLE .byte EFFECT_COSMIC_POWER .byte EFFECT_BULK_UP .byte EFFECT_CALM_MIND .byte EFFECT_DRAGON_DANCE .byte -1 AI_HPAware_DiscouragedEffectsWhenTargetHighHP:: .byte -1 AI_HPAware_DiscouragedEffectsWhenTargetMediumHP:: .byte EFFECT_ATTACK_UP .byte EFFECT_DEFENSE_UP .byte EFFECT_SPEED_UP .byte EFFECT_SPECIAL_ATTACK_UP .byte EFFECT_SPECIAL_DEFENSE_UP .byte EFFECT_ACCURACY_UP .byte EFFECT_EVASION_UP .byte EFFECT_ATTACK_DOWN .byte EFFECT_DEFENSE_DOWN .byte EFFECT_SPEED_DOWN .byte EFFECT_SPECIAL_ATTACK_DOWN .byte EFFECT_SPECIAL_DEFENSE_DOWN .byte EFFECT_ACCURACY_DOWN .byte EFFECT_EVASION_DOWN .byte EFFECT_MIST .byte EFFECT_FOCUS_ENERGY .byte EFFECT_ATTACK_UP_2 .byte EFFECT_DEFENSE_UP_2 .byte EFFECT_SPEED_UP_2 .byte EFFECT_SPECIAL_ATTACK_UP_2 .byte EFFECT_SPECIAL_DEFENSE_UP_2 .byte EFFECT_ACCURACY_UP_2 .byte EFFECT_EVASION_UP_2 .byte EFFECT_ATTACK_DOWN_2 .byte EFFECT_DEFENSE_DOWN_2 .byte EFFECT_SPEED_DOWN_2 .byte EFFECT_SPECIAL_ATTACK_DOWN_2 .byte EFFECT_SPECIAL_DEFENSE_DOWN_2 .byte EFFECT_ACCURACY_DOWN_2 .byte EFFECT_EVASION_DOWN_2 .byte EFFECT_POISON .byte EFFECT_PAIN_SPLIT .byte EFFECT_PERISH_SONG .byte EFFECT_SAFEGUARD .byte EFFECT_TICKLE .byte EFFECT_COSMIC_POWER .byte EFFECT_BULK_UP .byte EFFECT_CALM_MIND .byte EFFECT_DRAGON_DANCE .byte -1 AI_HPAware_DiscouragedEffectsWhenTargetLowHP:: .byte EFFECT_SLEEP .byte EFFECT_EXPLOSION .byte EFFECT_ATTACK_UP .byte EFFECT_DEFENSE_UP .byte EFFECT_SPEED_UP .byte EFFECT_SPECIAL_ATTACK_UP .byte EFFECT_SPECIAL_DEFENSE_UP .byte EFFECT_ACCURACY_UP .byte EFFECT_EVASION_UP .byte EFFECT_ATTACK_DOWN .byte EFFECT_DEFENSE_DOWN .byte EFFECT_SPEED_DOWN .byte EFFECT_SPECIAL_ATTACK_DOWN .byte EFFECT_SPECIAL_DEFENSE_DOWN .byte EFFECT_ACCURACY_DOWN .byte EFFECT_EVASION_DOWN .byte EFFECT_BIDE .byte EFFECT_CONVERSION .byte EFFECT_TOXIC .byte EFFECT_LIGHT_SCREEN .byte EFFECT_OHKO .byte EFFECT_SUPER_FANG @ Maybe supposed to be EFFECT_RAZOR_WIND .byte EFFECT_SUPER_FANG .byte EFFECT_MIST .byte EFFECT_FOCUS_ENERGY .byte EFFECT_CONFUSE .byte EFFECT_ATTACK_UP_2 .byte EFFECT_DEFENSE_UP_2 .byte EFFECT_SPEED_UP_2 .byte EFFECT_SPECIAL_ATTACK_UP_2 .byte EFFECT_SPECIAL_DEFENSE_UP_2 .byte EFFECT_ACCURACY_UP_2 .byte EFFECT_EVASION_UP_2 .byte EFFECT_ATTACK_DOWN_2 .byte EFFECT_DEFENSE_DOWN_2 .byte EFFECT_SPEED_DOWN_2 .byte EFFECT_SPECIAL_ATTACK_DOWN_2 .byte EFFECT_SPECIAL_DEFENSE_DOWN_2 .byte EFFECT_ACCURACY_DOWN_2 .byte EFFECT_EVASION_DOWN_2 .byte EFFECT_POISON .byte EFFECT_PARALYZE .byte EFFECT_PAIN_SPLIT .byte EFFECT_CONVERSION_2 .byte EFFECT_LOCK_ON .byte EFFECT_SPITE .byte EFFECT_PERISH_SONG .byte EFFECT_SWAGGER .byte EFFECT_FURY_CUTTER .byte EFFECT_ATTRACT .byte EFFECT_SAFEGUARD .byte EFFECT_PSYCH_UP .byte EFFECT_MIRROR_COAT .byte EFFECT_WILL_O_WISP .byte EFFECT_TICKLE .byte EFFECT_COSMIC_POWER .byte EFFECT_BULK_UP .byte EFFECT_CALM_MIND .byte EFFECT_DRAGON_DANCE .byte -1 AI_Unknown:: if_not_effect EFFECT_SUNNY_DAY, AI_Unknown_End if_equal 0, AI_Unknown_End is_first_turn_for AI_USER if_equal 0, AI_Unknown_End score +5 AI_Unknown_End:: end AI_Roaming:: if_status2 AI_USER, STATUS2_WRAPPED, AI_Roaming_End if_status2 AI_USER, STATUS2_ESCAPE_PREVENTION, AI_Roaming_End get_ability AI_TARGET if_equal ABILITY_SHADOW_TAG, AI_Roaming_End get_ability AI_USER if_equal ABILITY_LEVITATE, AI_Roaming_Flee get_ability AI_TARGET if_equal ABILITY_ARENA_TRAP, AI_Roaming_End AI_Roaming_Flee:: flee AI_Roaming_End:: end AI_Safari:: if_random_safari_flee AI_Safari_Flee watch AI_Safari_Flee:: flee @ From Hoenns Poochyena fight (Zigzagoon in Emerald) AI_FirstBattle:: if_hp_equal AI_TARGET, 20, AI_FirstBattle_Flee if_hp_less_than AI_TARGET, 20, AI_FirstBattle_Flee end AI_FirstBattle_Flee:: flee AI_Ret:: end