mirror of
https://github.com/pret/pokefirered.git
synced 2024-11-30 08:40:44 +00:00
3260 lines
83 KiB
ArmAsm
3260 lines
83 KiB
ArmAsm
#include "constants/battle.h"
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#include "constants/battle_ai.h"
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#include "constants/abilities.h"
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#include "constants/items.h"
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#include "constants/moves.h"
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#include "constants/battle_move_effects.h"
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#include "constants/hold_effects.h"
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#include "constants/pokemon.h"
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.include "asm/macros/battle_ai_script.inc"
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.section script_data, "aw", %progbits
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@ The FRLG scripts are improved subtly by Emerald in a few places
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@ To make adding these improvements easier they are commented and tagged with "Improvement in Emerald"
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@ Emerald also adds a few entirely new AI commands (mostly to expand Double Battle AI), which are not included
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.align 2
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gBattleAI_ScriptsTable::
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.4byte AI_CheckBadMove
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.4byte AI_CheckViability
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.4byte AI_TryToFaint
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.4byte AI_SetupFirstTurn
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.4byte AI_Risky
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.4byte AI_PreferStrongestMove
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.4byte AI_PreferBatonPass
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.4byte AI_DoubleBattle
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.4byte AI_HPAware
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.4byte AI_Unknown
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.4byte AI_Ret
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.4byte AI_Ret
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.4byte AI_Ret
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.4byte AI_Ret
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.4byte AI_Ret
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.4byte AI_Ret
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.4byte AI_Ret
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.4byte AI_Ret
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.4byte AI_Ret
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.4byte AI_Ret
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.4byte AI_Ret
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.4byte AI_Ret
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.4byte AI_Ret
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.4byte AI_Ret
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.4byte AI_Ret
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.4byte AI_Ret
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.4byte AI_Ret
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.4byte AI_Ret
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.4byte AI_Ret
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.4byte AI_Roaming
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.4byte AI_Safari
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.4byte AI_FirstBattle
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AI_CheckBadMove::
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@ if_move MOVE_FISSURE, AI_CBM_CheckIfNegatesType @ Improvement in Emerald
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@ if_move MOVE_HORN_DRILL, AI_CBM_CheckIfNegatesType
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get_how_powerful_move_is
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if_equal MOVE_POWER_DISCOURAGED, AI_CheckBadMove_CheckSoundproof
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AI_CBM_CheckIfNegatesType::
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if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10
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get_ability AI_TARGET
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if_equal ABILITY_VOLT_ABSORB, CheckIfVoltAbsorbCancelsElectric
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if_equal ABILITY_WATER_ABSORB, CheckIfWaterAbsorbCancelsWater
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if_equal ABILITY_FLASH_FIRE, CheckIfFlashFireCancelsFire
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if_equal ABILITY_WONDER_GUARD, CheckIfWonderGuardCancelsMove
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if_equal ABILITY_LEVITATE, CheckIfLevitateCancelsGroundMove
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goto AI_CheckBadMove_CheckSoundproof
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CheckIfVoltAbsorbCancelsElectric::
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get_curr_move_type
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if_equal_ TYPE_ELECTRIC, Score_Minus12
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goto AI_CheckBadMove_CheckSoundproof
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CheckIfWaterAbsorbCancelsWater::
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get_curr_move_type
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if_equal_ TYPE_WATER, Score_Minus12
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goto AI_CheckBadMove_CheckSoundproof
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CheckIfFlashFireCancelsFire::
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get_curr_move_type
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if_equal_ TYPE_FIRE, Score_Minus12
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goto AI_CheckBadMove_CheckSoundproof
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CheckIfWonderGuardCancelsMove::
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if_type_effectiveness AI_EFFECTIVENESS_x2, AI_CheckBadMove_CheckSoundproof
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goto Score_Minus10
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CheckIfLevitateCancelsGroundMove::
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get_curr_move_type
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if_equal_ TYPE_GROUND, Score_Minus10
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AI_CheckBadMove_CheckSoundproof::
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get_ability AI_TARGET
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if_not_equal ABILITY_SOUNDPROOF, AI_CheckBadMove_CheckEffect
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if_move MOVE_GROWL, Score_Minus10
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if_move MOVE_ROAR, Score_Minus10
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if_move MOVE_SING, Score_Minus10
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if_move MOVE_SUPERSONIC, Score_Minus10
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if_move MOVE_SCREECH, Score_Minus10
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if_move MOVE_SNORE, Score_Minus10
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if_move MOVE_UPROAR, Score_Minus10
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if_move MOVE_METAL_SOUND, Score_Minus10
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if_move MOVE_GRASS_WHISTLE, Score_Minus10
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AI_CheckBadMove_CheckEffect::
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if_effect EFFECT_SLEEP, AI_CBM_Sleep
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if_effect EFFECT_EXPLOSION, AI_CBM_Explosion
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if_effect EFFECT_DREAM_EATER, AI_CBM_DreamEater
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if_effect EFFECT_ATTACK_UP, AI_CBM_AttackUp
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if_effect EFFECT_DEFENSE_UP, AI_CBM_DefenseUp
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if_effect EFFECT_SPEED_UP, AI_CBM_SpeedUp
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if_effect EFFECT_SPECIAL_ATTACK_UP, AI_CBM_SpAtkUp
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if_effect EFFECT_SPECIAL_DEFENSE_UP, AI_CBM_SpDefUp
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if_effect EFFECT_ACCURACY_UP, AI_CBM_AccUp
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if_effect EFFECT_EVASION_UP, AI_CBM_EvasionUp
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if_effect EFFECT_ATTACK_DOWN, AI_CBM_AttackDown
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if_effect EFFECT_DEFENSE_DOWN, AI_CBM_DefenseDown
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if_effect EFFECT_SPEED_DOWN, AI_CBM_SpeedDown
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if_effect EFFECT_SPECIAL_ATTACK_DOWN, AI_CBM_SpAtkDown
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if_effect EFFECT_SPECIAL_DEFENSE_DOWN, AI_CBM_SpDefDown
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if_effect EFFECT_ACCURACY_DOWN, AI_CBM_AccDown
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if_effect EFFECT_EVASION_DOWN, AI_CBM_EvasionDown
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if_effect EFFECT_HAZE, AI_CBM_Haze
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if_effect EFFECT_BIDE, AI_CBM_HighRiskForDamage
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if_effect EFFECT_ROAR, AI_CBM_Roar
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if_effect EFFECT_TOXIC, AI_CBM_Poison
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if_effect EFFECT_LIGHT_SCREEN, AI_CBM_LightScreen
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if_effect EFFECT_OHKO, AI_CBM_OneHitKO
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if_effect EFFECT_RAZOR_WIND, AI_CBM_HighRiskForDamage
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if_effect EFFECT_SUPER_FANG, AI_CBM_HighRiskForDamage
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if_effect EFFECT_MIST, AI_CBM_Mist
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if_effect EFFECT_FOCUS_ENERGY, AI_CBM_FocusEnergy
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if_effect EFFECT_CONFUSE, AI_CBM_Confuse
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if_effect EFFECT_ATTACK_UP_2, AI_CBM_AttackUp
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if_effect EFFECT_DEFENSE_UP_2, AI_CBM_DefenseUp
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if_effect EFFECT_SPEED_UP_2, AI_CBM_SpeedUp
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if_effect EFFECT_SPECIAL_ATTACK_UP_2, AI_CBM_SpAtkUp
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if_effect EFFECT_SPECIAL_DEFENSE_UP_2, AI_CBM_SpDefUp
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if_effect EFFECT_ACCURACY_UP_2, AI_CBM_AccUp
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if_effect EFFECT_EVASION_UP_2, AI_CBM_EvasionUp
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if_effect EFFECT_ATTACK_DOWN_2, AI_CBM_AttackDown
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if_effect EFFECT_DEFENSE_DOWN_2, AI_CBM_DefenseDown
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if_effect EFFECT_SPEED_DOWN_2, AI_CBM_SpeedDown
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if_effect EFFECT_SPECIAL_ATTACK_DOWN_2, AI_CBM_SpAtkDown
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if_effect EFFECT_SPECIAL_DEFENSE_DOWN_2, AI_CBM_SpDefDown
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if_effect EFFECT_ACCURACY_DOWN_2, AI_CBM_AccDown
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if_effect EFFECT_EVASION_DOWN_2, AI_CBM_EvasionDown
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if_effect EFFECT_REFLECT, AI_CBM_Reflect
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if_effect EFFECT_POISON, AI_CBM_Poison
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if_effect EFFECT_PARALYZE, AI_CBM_Paralyze
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if_effect EFFECT_SUBSTITUTE, AI_CBM_Substitute
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if_effect EFFECT_RECHARGE, AI_CBM_HighRiskForDamage
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if_effect EFFECT_LEECH_SEED, AI_CBM_LeechSeed
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if_effect EFFECT_DISABLE, AI_CBM_Disable
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if_effect EFFECT_LEVEL_DAMAGE, AI_CBM_HighRiskForDamage
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if_effect EFFECT_PSYWAVE, AI_CBM_HighRiskForDamage
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if_effect EFFECT_COUNTER, AI_CBM_HighRiskForDamage
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if_effect EFFECT_ENCORE, AI_CBM_Encore
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if_effect EFFECT_SNORE, AI_CBM_DamageDuringSleep
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if_effect EFFECT_SLEEP_TALK, AI_CBM_DamageDuringSleep
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if_effect EFFECT_FLAIL, AI_CBM_HighRiskForDamage
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if_effect EFFECT_MEAN_LOOK, AI_CBM_CantEscape
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if_effect EFFECT_NIGHTMARE, AI_CBM_Nightmare
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if_effect EFFECT_MINIMIZE, AI_CBM_EvasionUp
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if_effect EFFECT_CURSE, AI_CBM_Curse
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if_effect EFFECT_SPIKES, AI_CBM_Spikes
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if_effect EFFECT_FORESIGHT, AI_CBM_Foresight
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if_effect EFFECT_PERISH_SONG, AI_CBM_PerishSong
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if_effect EFFECT_SANDSTORM, AI_CBM_Sandstorm
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if_effect EFFECT_SWAGGER, AI_CBM_Confuse
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if_effect EFFECT_ATTRACT, AI_CBM_Attract
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if_effect EFFECT_RETURN, AI_CBM_HighRiskForDamage
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if_effect EFFECT_PRESENT, AI_CBM_HighRiskForDamage
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if_effect EFFECT_FRUSTRATION, AI_CBM_HighRiskForDamage
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if_effect EFFECT_SAFEGUARD, AI_CBM_Safeguard
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if_effect EFFECT_MAGNITUDE, AI_CBM_Magnitude
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if_effect EFFECT_BATON_PASS, AI_CBM_BatonPass
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if_effect EFFECT_SONICBOOM, AI_CBM_HighRiskForDamage
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if_effect EFFECT_RAIN_DANCE, AI_CBM_RainDance
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if_effect EFFECT_SUNNY_DAY, AI_CBM_SunnyDay
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if_effect EFFECT_BELLY_DRUM, AI_CBM_BellyDrum
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if_effect EFFECT_PSYCH_UP, AI_CBM_Haze
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if_effect EFFECT_MIRROR_COAT, AI_CBM_HighRiskForDamage
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if_effect EFFECT_SKULL_BASH, AI_CBM_HighRiskForDamage
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if_effect EFFECT_FUTURE_SIGHT, AI_CBM_FutureSight
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if_effect EFFECT_TELEPORT, Score_Minus10
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if_effect EFFECT_DEFENSE_CURL, AI_CBM_DefenseUp
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if_effect EFFECT_FAKE_OUT, AI_CBM_FakeOut
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if_effect EFFECT_STOCKPILE, AI_CBM_Stockpile
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if_effect EFFECT_SPIT_UP, AI_CBM_SpitUpAndSwallow
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if_effect EFFECT_SWALLOW, AI_CBM_SpitUpAndSwallow
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if_effect EFFECT_HAIL, AI_CBM_Hail
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if_effect EFFECT_TORMENT, AI_CBM_Torment
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if_effect EFFECT_FLATTER, AI_CBM_Confuse
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if_effect EFFECT_WILL_O_WISP, AI_CBM_WillOWisp
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if_effect EFFECT_MEMENTO, AI_CBM_Memento
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if_effect EFFECT_FOCUS_PUNCH, AI_CBM_HighRiskForDamage
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if_effect EFFECT_HELPING_HAND, AI_CBM_HelpingHand
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if_effect EFFECT_TRICK, AI_CBM_TrickAndKnockOff
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if_effect EFFECT_INGRAIN, AI_CBM_Ingrain
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if_effect EFFECT_SUPERPOWER, AI_CBM_HighRiskForDamage
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if_effect EFFECT_RECYCLE, AI_CBM_Recycle
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if_effect EFFECT_KNOCK_OFF, AI_CBM_TrickAndKnockOff
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if_effect EFFECT_ENDEAVOR, AI_CBM_HighRiskForDamage
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if_effect EFFECT_IMPRISON, AI_CBM_Imprison
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if_effect EFFECT_REFRESH, AI_CBM_Refresh
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if_effect EFFECT_LOW_KICK, AI_CBM_HighRiskForDamage
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if_effect EFFECT_MUD_SPORT, AI_CBM_MudSport
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if_effect EFFECT_TICKLE, AI_CBM_Tickle
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if_effect EFFECT_COSMIC_POWER, AI_CBM_CosmicPower
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if_effect EFFECT_BULK_UP, AI_CBM_BulkUp
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if_effect EFFECT_WATER_SPORT, AI_CBM_WaterSport
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if_effect EFFECT_CALM_MIND, AI_CBM_CalmMind
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if_effect EFFECT_DRAGON_DANCE, AI_CBM_DragonDance
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end
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AI_CBM_Sleep::
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get_ability AI_TARGET
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if_equal ABILITY_INSOMNIA, Score_Minus10
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if_equal ABILITY_VITAL_SPIRIT, Score_Minus10
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if_status AI_TARGET, STATUS1_ANY, Score_Minus10
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@ if_side_affecting AI_TARGET, SIDE_STATUS_SAFEGUARD, Score_Minus10 @ Improvement in Emerald
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end
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AI_CBM_Explosion::
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if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10
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get_ability AI_TARGET
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if_equal ABILITY_DAMP, Score_Minus10
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count_alive_pokemon AI_USER
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if_not_equal 0, AI_CBM_Explosion_End
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count_alive_pokemon AI_TARGET
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if_not_equal 0, Score_Minus10
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goto Score_Minus1
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AI_CBM_Explosion_End::
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end
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AI_CBM_Nightmare::
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if_status2 AI_TARGET, STATUS2_NIGHTMARE, Score_Minus10
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if_not_status AI_TARGET, STATUS1_SLEEP, Score_Minus8
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end
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AI_CBM_DreamEater::
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if_not_status AI_TARGET, STATUS1_SLEEP, Score_Minus8
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if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10
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end
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AI_CBM_BellyDrum::
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if_hp_less_than AI_USER, 51, Score_Minus10
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AI_CBM_AttackUp::
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if_stat_level_equal AI_USER, STAT_ATK, 12, Score_Minus10
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end
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AI_CBM_DefenseUp::
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if_stat_level_equal AI_USER, STAT_DEF, 12, Score_Minus10
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end
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AI_CBM_SpeedUp::
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if_stat_level_equal AI_USER, STAT_SPEED, 12, Score_Minus10
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end
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AI_CBM_SpAtkUp::
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if_stat_level_equal AI_USER, STAT_SPATK, 12, Score_Minus10
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end
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AI_CBM_SpDefUp::
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if_stat_level_equal AI_USER, STAT_SPDEF, 12, Score_Minus10
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end
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AI_CBM_AccUp::
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if_stat_level_equal AI_USER, STAT_ACC, 12, Score_Minus10
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end
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AI_CBM_EvasionUp::
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if_stat_level_equal AI_USER, STAT_EVASION, 12, Score_Minus10
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end
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AI_CBM_AttackDown::
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if_stat_level_equal AI_TARGET, STAT_ATK, 0, Score_Minus10
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get_ability AI_TARGET
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if_equal ABILITY_HYPER_CUTTER, Score_Minus10
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goto CheckIfAbilityBlocksStatChange
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AI_CBM_DefenseDown::
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if_stat_level_equal AI_TARGET, STAT_DEF, 0, Score_Minus10
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goto CheckIfAbilityBlocksStatChange
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AI_CBM_SpeedDown::
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if_stat_level_equal AI_TARGET, STAT_SPEED, 0, Score_Minus10
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@ get_ability AI_TARGET @ Improvement in Emerald
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@ if_equal ABILITY_SPEED_BOOST, Score_Minus10
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goto CheckIfAbilityBlocksStatChange
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AI_CBM_SpAtkDown::
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if_stat_level_equal AI_TARGET, STAT_SPATK, 0, Score_Minus10
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goto CheckIfAbilityBlocksStatChange
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AI_CBM_SpDefDown::
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if_stat_level_equal AI_TARGET, STAT_SPDEF, 0, Score_Minus10
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goto CheckIfAbilityBlocksStatChange
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AI_CBM_AccDown::
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if_stat_level_equal AI_TARGET, STAT_ACC, 0, Score_Minus10
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get_ability AI_TARGET
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if_equal ABILITY_KEEN_EYE, Score_Minus10
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goto CheckIfAbilityBlocksStatChange
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AI_CBM_EvasionDown::
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if_stat_level_equal AI_TARGET, STAT_EVASION, 0, Score_Minus10
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CheckIfAbilityBlocksStatChange::
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get_ability AI_TARGET
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if_equal ABILITY_CLEAR_BODY, Score_Minus10
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if_equal ABILITY_WHITE_SMOKE, Score_Minus10
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end
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AI_CBM_Haze::
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if_stat_level_less_than AI_USER, STAT_ATK, 6, AI_CBM_Haze_End
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if_stat_level_less_than AI_USER, STAT_DEF, 6, AI_CBM_Haze_End
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if_stat_level_less_than AI_USER, STAT_SPEED, 6, AI_CBM_Haze_End
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if_stat_level_less_than AI_USER, STAT_SPATK, 6, AI_CBM_Haze_End
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if_stat_level_less_than AI_USER, STAT_SPDEF, 6, AI_CBM_Haze_End
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if_stat_level_less_than AI_USER, STAT_ACC, 6, AI_CBM_Haze_End
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if_stat_level_less_than AI_USER, STAT_EVASION, 6, AI_CBM_Haze_End
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if_stat_level_more_than AI_TARGET, STAT_ATK, 6, AI_CBM_Haze_End
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if_stat_level_more_than AI_TARGET, STAT_DEF, 6, AI_CBM_Haze_End
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if_stat_level_more_than AI_TARGET, STAT_SPEED, 6, AI_CBM_Haze_End
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if_stat_level_more_than AI_TARGET, STAT_SPATK, 6, AI_CBM_Haze_End
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if_stat_level_more_than AI_TARGET, STAT_SPDEF, 6, AI_CBM_Haze_End
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if_stat_level_more_than AI_TARGET, STAT_ACC, 6, AI_CBM_Haze_End
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if_stat_level_more_than AI_TARGET, STAT_EVASION, 6, AI_CBM_Haze_End
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goto Score_Minus10
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AI_CBM_Haze_End::
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end
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AI_CBM_Roar::
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count_alive_pokemon AI_TARGET
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if_equal 0, Score_Minus10
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get_ability AI_TARGET
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if_equal ABILITY_SUCTION_CUPS, Score_Minus10
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end
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AI_CBM_Poison::
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get_target_type1
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if_equal TYPE_STEEL, Score_Minus10
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if_equal TYPE_POISON, Score_Minus10
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get_target_type2
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if_equal TYPE_STEEL, Score_Minus10
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if_equal TYPE_POISON, Score_Minus10
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get_ability AI_TARGET
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if_equal ABILITY_IMMUNITY, Score_Minus10
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if_status AI_TARGET, STATUS1_ANY, Score_Minus10
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@ if_side_affecting AI_TARGET, SIDE_STATUS_SAFEGUARD, Score_Minus10 @ Improvement in Emerald
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end
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AI_CBM_LightScreen::
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if_side_affecting AI_USER, SIDE_STATUS_LIGHTSCREEN, Score_Minus8
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end
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AI_CBM_OneHitKO::
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if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10
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get_ability AI_TARGET
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if_equal ABILITY_STURDY, Score_Minus10
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if_level_cond 1, Score_Minus10
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end
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AI_CBM_Magnitude::
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get_ability AI_TARGET
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if_equal ABILITY_LEVITATE, Score_Minus10
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AI_CBM_HighRiskForDamage::
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if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10
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get_ability AI_TARGET
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if_not_equal ABILITY_WONDER_GUARD, AI_CBM_HighRiskForDamage_End
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if_type_effectiveness AI_EFFECTIVENESS_x2, AI_CBM_HighRiskForDamage_End
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goto Score_Minus10
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AI_CBM_HighRiskForDamage_End::
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end
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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
|