pokefirered/data/battle_ai_scripts.s
2022-07-29 09:42:03 -04:00

3260 lines
83 KiB
ArmAsm

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