pokeruby/data/battle_ai_scripts.s
ProjectRevoTPP c22eb152ce label, document, reorganize, and clean up battle_ai.c (#228)
label, document, reorganize, and clean up battle_ai.c
2017-02-01 21:50:47 -08:00

3142 lines
80 KiB
ArmAsm

.include "asm/macros.inc"
.include "constants/constants.inc"
.include "asm/macros/battle_ai_script.inc"
.section script_data, "aw", %progbits
.align 2
BattleAIs:: @ 81DA01C
.4byte AI_CheckBadMove
.4byte AI_CheckViability
.4byte AI_TryToFaint
.4byte AI_SetupFirstTurn
.4byte AI_Risky
.4byte AI_PreferStrongestMove
.4byte AI_PreferBatonPass
.4byte AI_Nothing
.4byte AI_HPAware
.4byte AI_Unknown
.4byte AI_Unused
.4byte AI_Unused
.4byte AI_Unused
.4byte AI_Unused
.4byte AI_Unused
.4byte AI_Unused
.4byte AI_Unused
.4byte AI_Unused
.4byte AI_Unused
.4byte AI_Unused
.4byte AI_Unused
.4byte AI_Unused
.4byte AI_Unused
.4byte AI_Unused
.4byte AI_Unused
.4byte AI_Unused
.4byte AI_Unused
.4byte AI_Unused
.4byte AI_Unused
.4byte AI_Roaming
.4byte AI_Safari
.4byte AI_GoEasy
AI_CheckBadMove: @ 81DA09C
is_most_powerful_move
if_equal 0, AI_CheckBadMove_CheckSoundproof
if_damage_bonus 0, Score_Down10
get_ability 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
jump AI_CheckBadMove_CheckSoundproof
CheckIfVoltAbsorbCancelsElectric: @ 81DA0CE
get_type CURRENT_MOVE
if_arg_equal TYPE_ELECTRIC, Score_Down12
jump AI_CheckBadMove_CheckSoundproof
CheckIfWaterAbsorbCancelsWater: @ 81DA0DB
get_type CURRENT_MOVE
if_arg_equal TYPE_WATER, Score_Down12
jump AI_CheckBadMove_CheckSoundproof
CheckIfFlashFireCancelsFire: @ 81DA0E8
get_type CURRENT_MOVE
if_arg_equal TYPE_FIRE, Score_Down12
jump AI_CheckBadMove_CheckSoundproof
CheckIfWonderGuardCancelsMove: @ 81DA0F5
if_damage_bonus 80, AI_CheckBadMove_CheckSoundproof
jump Score_Down10
CheckIfLevitateCancelsGroundMove: @ 81DA100
get_type CURRENT_MOVE
if_arg_equal TYPE_GROUND, Score_Down10
AI_CheckBadMove_CheckSoundproof: @ 81DA108
get_ability TARGET
if_not_equal ABILITY_SOUNDPROOF, AI_CheckBadMove_CheckEffect
if_move MOVE_GROWL, Score_Down10
if_move MOVE_ROAR, Score_Down10
if_move MOVE_SING, Score_Down10
if_move MOVE_SUPERSONIC, Score_Down10
if_move MOVE_SCREECH, Score_Down10
if_move MOVE_SNORE, Score_Down10
if_move MOVE_UPROAR, Score_Down10
if_move MOVE_METAL_SOUND, Score_Down10
if_move MOVE_GRASS_WHISTLE, Score_Down10
AI_CheckBadMove_CheckEffect: @ 81DA14F
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_Toxic
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_Toxic
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_Down10
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: @ 81DA3DE
get_ability TARGET
if_equal ABILITY_INSOMNIA, Score_Down10
if_equal ABILITY_VITAL_SPIRIT, Score_Down10
if_status TARGET, SLP | PSN | BRN | FRZ | PAR | TOX, Score_Down10
end
AI_CBM_Explosion: @ 81DA3F7
if_damage_bonus 0, Score_Down10
get_ability TARGET
if_equal ABILITY_DAMP, Score_Down10
count_alive_pokemon USER
if_not_equal 0, AI_CBM_Explosion_End
count_alive_pokemon TARGET
if_not_equal 0, Score_Down10
jump Score_Down1
AI_CBM_Explosion_End: @ 81DA41A
end
AI_CBM_Nightmare: @ 81DA41B
if_status2 TARGET, S_NIGHTMARE, Score_Down10
if_not_status TARGET, SLP, Score_Down8
end
AI_CBM_DreamEater: @ 81DA430
if_not_status TARGET, SLP, Score_Down8
if_damage_bonus 0, Score_Down10
end
AI_CBM_BellyDrum: @ 81DA441
if_hp_less_than USER, 51, Score_Down10
AI_CBM_AttackUp: @ 81DA448
if_stat_level_equal USER, ATTACK, 12, Score_Down10
end
AI_CBM_DefenseUp: @ 81DA451
if_stat_level_equal USER, DEFENSE, 12, Score_Down10
end
AI_CBM_SpeedUp: @ 81DA45A
if_stat_level_equal USER, SPEED, 12, Score_Down10
end
AI_CBM_SpAtkUp: @ 81DA463
if_stat_level_equal USER, SP_ATTACK, 12, Score_Down10
end
AI_CBM_SpDefUp: @ 81DA46C
if_stat_level_equal USER, SP_DEFENSE, 12, Score_Down10
end
AI_CBM_AccUp: @ 81DA475
if_stat_level_equal USER, ACCURACY, 12, Score_Down10
end
AI_CBM_EvasionUp: @ 81DA47E
if_stat_level_equal USER, EVASION, 12, Score_Down10
end
AI_CBM_AttackDown: @ 81DA487
if_stat_level_equal TARGET, ATTACK, 0, Score_Down10
get_ability TARGET
if_equal ABILITY_HYPER_CUTTER, Score_Down10
jump CheckIfAbilityBlocksStatChange
AI_CBM_DefenseDown: @ 81DA49C
if_stat_level_equal TARGET, DEFENSE, 0, Score_Down10
jump CheckIfAbilityBlocksStatChange
AI_CBM_SpeedDown: @ 81DA4A9
if_stat_level_equal TARGET, SPEED, 0, Score_Down10
jump CheckIfAbilityBlocksStatChange
AI_CBM_SpAtkDown: @ 81DA4B6
if_stat_level_equal TARGET, SP_ATTACK, 0, Score_Down10
jump CheckIfAbilityBlocksStatChange
AI_CBM_SpDefDown: @ 81DA4C3
if_stat_level_equal TARGET, SP_DEFENSE, 0, Score_Down10
jump CheckIfAbilityBlocksStatChange
AI_CBM_AccDown: @ 81DA4D0
if_stat_level_equal TARGET, ACCURACY, 0, Score_Down10
get_ability TARGET
if_equal ABILITY_KEEN_EYE, Score_Down10
jump CheckIfAbilityBlocksStatChange
AI_CBM_EvasionDown: @ 81DA4E5
if_stat_level_equal TARGET, EVASION, 0, Score_Down10
CheckIfAbilityBlocksStatChange: @ 81DA4ED
get_ability TARGET
if_equal ABILITY_CLEAR_BODY, Score_Down10
if_equal ABILITY_WHITE_SMOKE, Score_Down10
end
AI_CBM_Haze: @ 81DA4FC
if_stat_level_less_than USER, ATTACK, 6, AI_CBM_Haze_End
if_stat_level_less_than USER, DEFENSE, 6, AI_CBM_Haze_End
if_stat_level_less_than USER, SPEED, 6, AI_CBM_Haze_End
if_stat_level_less_than USER, SP_ATTACK, 6, AI_CBM_Haze_End
if_stat_level_less_than USER, SP_DEFENSE, 6, AI_CBM_Haze_End
if_stat_level_less_than USER, ACCURACY, 6, AI_CBM_Haze_End
if_stat_level_less_than USER, EVASION, 6, AI_CBM_Haze_End
if_stat_level_more_than TARGET, ATTACK, 6, AI_CBM_Haze_End
if_stat_level_more_than TARGET, DEFENSE, 6, AI_CBM_Haze_End
if_stat_level_more_than TARGET, SPEED, 6, AI_CBM_Haze_End
if_stat_level_more_than TARGET, SP_ATTACK, 6, AI_CBM_Haze_End
if_stat_level_more_than TARGET, SP_DEFENSE, 6, AI_CBM_Haze_End
if_stat_level_more_than TARGET, ACCURACY, 6, AI_CBM_Haze_End
if_stat_level_more_than TARGET, EVASION, 6, AI_CBM_Haze_End
jump Score_Down10
AI_CBM_Haze_End: @ 81DA571
end
AI_CBM_Roar: @ 81DA572
count_alive_pokemon TARGET
if_equal 0, Score_Down10
get_ability TARGET
if_equal ABILITY_SUCTION_CUPS, Score_Down10
end
AI_CBM_Toxic: @ 81DA583
get_type ENEMY_TYPE1
if_equal TYPE_STEEL, Score_Down10
if_equal TYPE_POISON, Score_Down10
get_type PLAYER_TYPE1
if_equal TYPE_STEEL, Score_Down10
if_equal TYPE_POISON, Score_Down10
get_ability TARGET
if_equal ABILITY_IMMUNITY, Score_Down10
if_status TARGET, SLP | PSN | BRN | FRZ | PAR | TOX, Score_Down10
end
AI_CBM_LightScreen: @ 81DA5B2
if_status4 USER, S_LIGHT_SCREEN, Score_Down8
end
AI_CBM_OneHitKO: @ 81DA5BD
if_damage_bonus 0, Score_Down10
get_ability TARGET
if_equal ABILITY_STURDY, Score_Down10
if_target_higher_level Score_Down10
end
AI_CBM_Magnitude: @ 81DA5D2
get_ability TARGET
if_equal ABILITY_LEVITATE, Score_Down10
AI_CBM_HighRiskForDamage: @ 81DA5DA
if_damage_bonus 0, Score_Down10
get_ability TARGET
if_not_equal ABILITY_WONDER_GUARD, AI_CBM_HighRiskForDamage_End
if_damage_bonus 80, AI_CBM_HighRiskForDamage_End
jump Score_Down10
AI_CBM_HighRiskForDamage_End: @ 81DA5F3
end
AI_CBM_Mist: @ 81DA5F4
if_status4 USER, S_MIST, Score_Down8
end
AI_CBM_FocusEnergy: @ 81DA5FF
if_status2 USER, S_FOCUS_ENERGY, Score_Down10
end
AI_CBM_Confuse: @ 81DA60A
if_status2 TARGET, S_CONFUSED, Score_Down5
get_ability TARGET
if_equal ABILITY_OWN_TEMPO, Score_Down10
end
AI_CBM_Reflect: @ 81DA61D
if_status4 USER, S_REFLECT, Score_Down8
end
AI_CBM_Paralyze: @ 81DA628
if_damage_bonus 0, Score_Down10
get_ability TARGET
if_equal ABILITY_LIMBER, Score_Down10
if_status TARGET, SLP | PSN | BRN | FRZ | PAR | TOX, Score_Down10
end
AI_CBM_Substitute: @ 81DA641
if_status2 USER, S_SUBSTITUTE, Score_Down8
if_hp_less_than USER, 26, Score_Down10
end
AI_CBM_LeechSeed: @ 81DA653
if_status3 TARGET, S_LEECH_SEED, Score_Down10
get_type ENEMY_TYPE1
if_equal TYPE_GRASS, Score_Down10
get_type PLAYER_TYPE1
if_equal TYPE_GRASS, Score_Down10
end
AI_CBM_Disable: @ 81DA66E
if_last_move_did_damage TARGET, 0, Score_Down8
end
AI_CBM_Encore: @ 81DA676
if_last_move_did_damage TARGET, 1, Score_Down8
end
AI_CBM_DamageDuringSleep: @ 81DA67E
if_not_status USER, SLP, Score_Down8
end
AI_CBM_CantEscape: @ 81DA689
if_status2 TARGET, S_MEAN_LOOK, Score_Down10
end
AI_CBM_Curse: @ 81DA694
if_stat_level_equal USER, ATTACK, 12, Score_Down10
if_stat_level_equal USER, DEFENSE, 12, Score_Down8
end
AI_CBM_Spikes: @ 81DA6A5
if_status4 TARGET, S_SPIKES, Score_Down10
end
AI_CBM_Foresight: @ 81DA6B0
if_status2 TARGET, S_FORESIGHT, Score_Down10
end
AI_CBM_PerishSong: @ 81DA6BB
if_status3 TARGET, S_PERISH_SONG, Score_Down10
end
AI_CBM_Sandstorm: @ 81DA6C6
get_weather
if_equal WEATHER_SANDSTORM, Score_Down8
end
AI_CBM_Attract: @ 81DA6CE
if_status2 TARGET, S_INFATUATED, Score_Down10
get_ability TARGET
if_equal ABILITY_OBLIVIOUS, Score_Down10
get_gender USER
if_equal 0, AI_CBM_Attract_CheckIfTargetIsFemale
if_equal 254, AI_CBM_Attract_CheckIfTargetIsMale
jump Score_Down10
AI_CBM_Attract_CheckIfTargetIsFemale: @ 81DA6F3
get_gender TARGET
if_equal 254, AI_CBM_Attract_End
jump Score_Down10
AI_CBM_Attract_CheckIfTargetIsMale: @ 81DA700
get_gender TARGET
if_equal 0, AI_CBM_Attract_End
jump Score_Down10
AI_CBM_Attract_End: @ 81DA70D
end
AI_CBM_Safeguard: @ 81DA70E
if_status4 USER, S_SAFEGUARD, Score_Down8
end
AI_CBM_Memento: @ 81DA719
if_stat_level_equal TARGET, ATTACK, 0, Score_Down10
if_stat_level_equal TARGET, SP_ATTACK, 0, Score_Down8
AI_CBM_BatonPass: @ 81DA729
count_alive_pokemon USER
if_equal 0, Score_Down10
end
AI_CBM_RainDance: @ 81DA732
get_weather
if_equal WEATHER_RAIN, Score_Down8
end
AI_CBM_SunnyDay: @ 81DA73A
get_weather
if_equal WEATHER_SUN, Score_Down8
end
AI_CBM_FutureSight: @ 81DA742
if_status4 TARGET, S_FUTURE_SIGHT, Score_Down10
end
AI_CBM_FakeOut: @ 81DA74D
is_first_turn USER
if_equal 0, Score_Down10
end
AI_CBM_Stockpile: @ 81DA756
get_stockpile_count USER
if_equal 3, Score_Down10
end
AI_CBM_SpitUpAndSwallow: @ 81DA75F
if_damage_bonus 0, Score_Down10
get_stockpile_count USER
if_equal 0, Score_Down10
end
AI_CBM_Hail: @ 81DA76E
get_weather
if_equal WEATHER_HAIL, Score_Down8
end
AI_CBM_Torment: @ 81DA776
if_status2 TARGET, S_TORMENT, Score_Down10
end
AI_CBM_WillOWisp: @ 81DA781
get_ability TARGET
if_equal ABILITY_WATER_VEIL, Score_Down10
if_status TARGET, SLP | PSN | BRN | FRZ | PAR | TOX, Score_Down10
if_damage_bonus 0, Score_Down10
if_damage_bonus 20, Score_Down10
if_damage_bonus 10, Score_Down10
end
AI_CBM_HelpingHand: @ 81DA7A6
is_double_battle
if_equal 0, Score_Down10
end
AI_CBM_TrickAndKnockOff: @ 81DA7AE
get_ability TARGET
if_equal ABILITY_STICKY_HOLD, Score_Down10
end
AI_CBM_Ingrain: @ 81DA7B7
if_status3 USER, S_ROOTED, Score_Down10
end
AI_CBM_Recycle: @ 81DA7C2
get_item USER
if_equal ITEM_NONE, Score_Down10
end
AI_CBM_Imprison: @ 81DA7CB
if_status3 USER, S_IMPRISONED, Score_Down10
end
AI_CBM_Refresh: @ 81DA7D6
if_not_status USER, PSN | BRN | PAR | TOX, Score_Down10
end
AI_CBM_MudSport: @ 81DA7E1
if_status3 USER, S_MUD_SPORT, Score_Down10
end
AI_CBM_Tickle: @ 81DA7EC
if_stat_level_equal TARGET, ATTACK, 0, Score_Down10
if_stat_level_equal TARGET, DEFENSE, 0, Score_Down8
end
AI_CBM_CosmicPower: @ 81DA7FD
if_stat_level_equal USER, DEFENSE, 12, Score_Down10
if_stat_level_equal USER, SP_DEFENSE, 12, Score_Down8
end
AI_CBM_BulkUp: @ 81DA80E
if_stat_level_equal USER, ATTACK, 12, Score_Down10
if_stat_level_equal USER, DEFENSE, 12, Score_Down8
end
AI_CBM_WaterSport: @ 81DA81F
if_status3 USER, S_WATER_SPORT, Score_Down10
end
AI_CBM_CalmMind: @ 81DA82A
if_stat_level_equal USER, SP_ATTACK, 12, Score_Down10
if_stat_level_equal USER, SP_DEFENSE, 12, Score_Down8
end
AI_CBM_DragonDance: @ 81DA83B
if_stat_level_equal USER, ATTACK, 12, Score_Down10
if_stat_level_equal USER, SPEED, 12, Score_Down8
end
Score_Down1: @ 81DA84C
score -1
end
Score_Down2: @ 81DA84F
score -2
end
Score_Down3: @ 81DA852
score -3
end
Score_Down5: @ 81DA855
score -5
end
Score_Down8: @ 81DA858
score -8
end
Score_Down10: @ 81DA85B
score -10
end
Score_Down12: @ 81DA85E
score -12
end
@ unreferenced
score +1
end
@ unreferenced
score +2
end
@ unreferenced
score +3
end
@ unreferenced
score +5
end
AI_CheckViability: @ 81DA86D
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_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_SOLARBEAM, AI_CV_ChargeUpMove
if_effect EFFECT_FLY, AI_CV_Fly
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: @ 81DAB44
if_move_effect TARGET, EFFECT_DREAM_EATER, AI_CV_SleepEncourageSlpDamage
if_move_effect TARGET, EFFECT_NIGHTMARE, AI_CV_SleepEncourageSlpDamage
jump AI_CV_Sleep_End
AI_CV_SleepEncourageSlpDamage: @ 81DAB57
if_random_less_than 128, AI_CV_Sleep_End
score +1
AI_CV_Sleep_End: @ 81DAB5F
end
AI_CV_Absorb: @ 81DAB60
if_damage_bonus 20, AI_CV_AbsorbEncourageMaybe
if_damage_bonus 10, AI_CV_AbsorbEncourageMaybe
jump AI_CV_Absorb_End
AI_CV_AbsorbEncourageMaybe: @ 81DAB71
if_random_less_than 50, AI_CV_Absorb_End
score -3
AI_CV_Absorb_End: @ 81DAB79
end
AI_CV_SelfKO: @ 81DAB7A
if_stat_level_less_than TARGET, EVASION, 7, AI_CV_SelfKO_Encourage1
score -1
if_stat_level_less_than TARGET, EVASION, 10, AI_CV_SelfKO_Encourage1
if_random_less_than 128, AI_CV_SelfKO_Encourage1
score -1
AI_CV_SelfKO_Encourage1: @ 81DAB94
if_hp_less_than USER, 80, AI_CV_SelfKO_Encourage2
if_would_go_first USER, AI_CV_SelfKO_Encourage2
if_random_less_than 50, AI_CV_SelfKO_End
jump Score_Down3
AI_CV_SelfKO_Encourage2: @ 81DABAC
if_hp_more_than USER, 50, AI_CV_SelfKO_Encourage4
if_random_less_than 128, AI_CV_SelfKO_Encourage3
score +1
AI_CV_SelfKO_Encourage3: @ 81DABBB
if_hp_more_than USER, 30, AI_CV_SelfKO_End
if_random_less_than 50, AI_CV_SelfKO_End
score +1
jump AI_CV_SelfKO_End
AI_CV_SelfKO_Encourage4: @ 81DABCF
if_random_less_than 50, AI_CV_SelfKO_End
score -1
AI_CV_SelfKO_End: @ 81DABD7
end
AI_CV_DreamEater: @ 81DABD8
if_damage_bonus 10, AI_CV_DreamEater_ScoreDown1
if_damage_bonus 20, AI_CV_DreamEater_ScoreDown1
jump AI_CV_DreamEater_End
AI_CV_DreamEater_ScoreDown1: @ 81DABE9
score -1
AI_CV_DreamEater_End: @ 81DABEB
end
AI_CV_MirrorMove: @ 81DABEC
if_would_go_first USER, AI_CV_MirrorMove2
get_move TARGET
if_not_in_words AI_CV_MirrorMove_EncouragedMovesToMirror, AI_CV_MirrorMove2
if_random_less_than 128, AI_CV_MirrorMove_End
score +2
jump AI_CV_MirrorMove_End
AI_CV_MirrorMove2: @ 81DAC0A
get_move TARGET
if_in_words AI_CV_MirrorMove_EncouragedMovesToMirror, AI_CV_MirrorMove_End
if_random_less_than 80, AI_CV_MirrorMove_End
score -1
AI_CV_MirrorMove_End: @ 81DAC1D
end
.align 2
AI_CV_MirrorMove_EncouragedMovesToMirror: @ 81DAC20
.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: @ 81DAC70
if_stat_level_less_than USER, ATTACK, 9, AI_CV_AttackUp2
if_random_less_than 100, AI_CV_AttackUp3
score -1
jump AI_CV_AttackUp3
AI_CV_AttackUp2: @ 81DAC85
if_hp_not_equal USER, 100, AI_CV_AttackUp3
if_random_less_than 128, AI_CV_AttackUp3
score +2
AI_CV_AttackUp3: @ 81DAC94
if_hp_more_than USER, 70, AI_CV_AttackUp_End
if_hp_less_than USER, 40, AI_CV_AttackUp_ScoreDown2
if_random_less_than 40, AI_CV_AttackUp_End
AI_CV_AttackUp_ScoreDown2: @ 81DACA8
score -2
AI_CV_AttackUp_End: @ 81DACAA
end
AI_CV_DefenseUp: @ 81DACAB
if_stat_level_less_than USER, DEFENSE, 9, AI_CV_DefenseUp2
if_random_less_than 100, AI_CV_DefenseUp3
score -1
jump AI_CV_DefenseUp3
AI_CV_DefenseUp2: @ 81DACC0
if_hp_not_equal USER, 100, AI_CV_DefenseUp3
if_random_less_than 128, AI_CV_DefenseUp3
score +2
AI_CV_DefenseUp3: @ 81DACCF
if_hp_less_than USER, 70, AI_CV_DefenseUp4
if_random_less_than 200, AI_CV_DefenseUp_End
AI_CV_DefenseUp4: @ 81DACDC
if_hp_less_than USER, 40, AI_CV_DefenseUp_ScoreDown2
get_move TARGET
get_move_power_from_result
if_equal 0, AI_CV_DefenseUp5
get_move 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: @ 81DACFE
if_random_less_than 60, AI_CV_DefenseUp_End
AI_CV_DefenseUp_ScoreDown2: @ 81DAD04
score -2
AI_CV_DefenseUp_End: @ 81DAD06
end
AI_CV_DefenseUp_PhysicalTypes: @ 81DAD07
.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: @ 81DAD11
if_would_go_first USER, AI_CV_SpeedUp2
score -3
jump AI_CV_SpeedUp_End
AI_CV_SpeedUp2: @ 81DAD1E
if_random_less_than 70, AI_CV_SpeedUp_End
score +3
AI_CV_SpeedUp_End: @ 81DAD26
end
AI_CV_SpAtkUp: @ 81DAD27
if_stat_level_less_than USER, SP_ATTACK, 9, AI_CV_SpAtkUp2
if_random_less_than 100, AI_CV_SpAtkUp3
score -1
jump AI_CV_SpAtkUp3
AI_CV_SpAtkUp2: @ 81DAD3C
if_hp_not_equal USER, 100, AI_CV_SpAtkUp3
if_random_less_than 128, AI_CV_SpAtkUp3
score +2
AI_CV_SpAtkUp3: @ 81DAD4B
if_hp_more_than USER, 70, AI_CV_SpAtkUp_End
if_hp_less_than USER, 40, AI_CV_SpAtkUp_ScoreDown2
if_random_less_than 70, AI_CV_SpAtkUp_End
AI_CV_SpAtkUp_ScoreDown2: @ 81DAD5F
score -2
AI_CV_SpAtkUp_End: @ 81DAD61
end
AI_CV_SpDefUp: @ 81DAD62
if_stat_level_less_than USER, SP_DEFENSE, 9, AI_CV_SpDefUp2
if_random_less_than 100, AI_CV_SpDefUp3
score -1
jump AI_CV_SpDefUp3
AI_CV_SpDefUp2: @ 81DAD77
if_hp_not_equal USER, 100, AI_CV_SpDefUp3
if_random_less_than 128, AI_CV_SpDefUp3
score +2
AI_CV_SpDefUp3: @ 81DAD86
if_hp_less_than USER, 70, AI_CV_SpDefUp4
if_random_less_than 200, AI_CV_SpDefUp_End
AI_CV_SpDefUp4: @ 81DAD93
if_hp_less_than USER, 40, AI_CV_SpDefUp_ScoreDown2
get_move TARGET
get_move_power_from_result
if_equal 0, AI_CV_SpDefUp5
get_move 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: @ 81DADB5
if_random_less_than 60, AI_CV_SpDefUp_End
AI_CV_SpDefUp_ScoreDown2: @ 81DADBB
score -2
AI_CV_SpDefUp_End: @ 81DADBD
end
AI_CV_SpDefUp_PhysicalTypes: @ 81DADBE
.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: @ 81DADC8
if_stat_level_less_than USER, ACCURACY, 9, AI_CV_AccuracyUp2
if_random_less_than 50, AI_CV_AccuracyUp2
score -2
AI_CV_AccuracyUp2: @ 81DADD8
if_hp_more_than USER, 70, AI_CV_AccuracyUp_End
score -2
AI_CV_AccuracyUp_End: @ 81DADE1
end
AI_CV_EvasionUp: @ 81DADE2
if_hp_less_than USER, 90, AI_CV_EvasionUp2
if_random_less_than 100, AI_CV_EvasionUp2
score +3
AI_CV_EvasionUp2: @ 81DADF1
if_stat_level_less_than USER, EVASION, 9, AI_CV_EvasionUp3
if_random_less_than 128, AI_CV_EvasionUp3
score -1
AI_CV_EvasionUp3: @ 81DAE01
if_not_status TARGET, TOX, AI_CV_EvasionUp5
if_hp_more_than USER, 50, AI_CV_EvasionUp4
if_random_less_than 80, AI_CV_EvasionUp5
AI_CV_EvasionUp4: @ 81DAE18
if_random_less_than 50, AI_CV_EvasionUp5
score +3
AI_CV_EvasionUp5: @ 81DAE20
if_not_status3 TARGET, S_LEECH_SEED, AI_CV_EvasionUp6
if_random_less_than 70, AI_CV_EvasionUp6
score +3
AI_CV_EvasionUp6: @ 81DAE32
if_not_status3 USER, S_ROOTED, AI_CV_EvasionUp7
if_random_less_than 128, AI_CV_EvasionUp7
score +2
AI_CV_EvasionUp7: @ 81DAE44
if_not_status2 TARGET, S_CURSED, AI_CV_EvasionUp8
if_random_less_than 70, AI_CV_EvasionUp8
score +3
AI_CV_EvasionUp8: @ 81DAE56
if_hp_more_than USER, 70, AI_CV_EvasionUp_End
if_stat_level_equal USER, EVASION, 6, AI_CV_EvasionUp_End
if_hp_less_than USER, 40, AI_CV_EvasionUp_ScoreDown2
if_hp_less_than TARGET, 40, AI_CV_EvasionUp_ScoreDown2
if_random_less_than 70, AI_CV_EvasionUp_End
AI_CV_EvasionUp_ScoreDown2: @ 81DAE79
score -2
AI_CV_EvasionUp_End: @ 81DAE7B
end
AI_CV_AlwaysHit: @ 81DAE7C
if_stat_level_more_than TARGET, EVASION, 10, AI_CV_AlwaysHit_ScoreUp1
if_stat_level_less_than USER, ACCURACY, 2, AI_CV_AlwaysHit_ScoreUp1
if_stat_level_more_than TARGET, EVASION, 8, AI_CV_AlwaysHit2
if_stat_level_less_than USER, ACCURACY, 4, AI_CV_AlwaysHit2
jump AI_CV_AlwaysHit_End
AI_CV_AlwaysHit_ScoreUp1: @ 81DAEA1
score +1
AI_CV_AlwaysHit2: @ 81DAEA3
if_random_less_than 100, AI_CV_AlwaysHit_End
score +1
AI_CV_AlwaysHit_End: @ 81DAEAB
end
AI_CV_AttackDown: @ 81DAEAC
if_stat_level_equal TARGET, ATTACK, 6, AI_CV_AttackDown3
score -1
if_hp_more_than USER, 90, AI_CV_AttackDown2
score -1
AI_CV_AttackDown2: @ 81DAEBF
if_stat_level_more_than TARGET, ATTACK, 3, AI_CV_AttackDown3
if_random_less_than 50, AI_CV_AttackDown3
score -2
AI_CV_AttackDown3: @ 81DAECF
if_hp_more_than TARGET, 70, AI_CV_AttackDown4
score -2
AI_CV_AttackDown4: @ 81DAED8
get_type ENEMY_TYPE1
if_in_bytes AI_CV_AttackDown_UnknownTypeList, AI_CV_AttackDown_End
get_type PLAYER_TYPE1
if_in_bytes AI_CV_AttackDown_UnknownTypeList, AI_CV_AttackDown_End
if_random_less_than 50, AI_CV_AttackDown_End
score -2
AI_CV_AttackDown_End: @ 81DAEF6
end
AI_CV_AttackDown_UnknownTypeList: @ 81DAEF7
@ why these types specifically?
.byte TYPE_NORMAL
.byte TYPE_FIGHTING
.byte TYPE_GROUND
.byte TYPE_ROCK
.byte TYPE_BUG
.byte TYPE_STEEL
.byte -1
AI_CV_DefenseDown: @ 81DAEFE
if_hp_less_than USER, 70, AI_CV_DefenseDown2
if_stat_level_more_than TARGET, DEFENSE, 3, AI_CV_DefenseDown3
AI_CV_DefenseDown2: @ 81DAF0D
if_random_less_than 50, AI_CV_DefenseDown3
score -2
AI_CV_DefenseDown3: @ 81DAF15
if_hp_more_than TARGET, 70, AI_CV_DefenseDown_End
score -2
AI_CV_DefenseDown_End: @ 81DAF1E
end
AI_CV_SpeedDownFromChance: @ 81DAF1F
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: @ 81DAF35
if_would_go_first USER, AI_CV_SpeedDown2
score -3
jump AI_CV_SpeedDown_End
AI_CV_SpeedDown2: @ 81DAF42
if_random_less_than 70, AI_CV_SpeedDown_End
score +2
AI_CV_SpeedDown_End: @ 81DAF4A
end
AI_CV_SpAtkDown: @ 81DAF4B
if_stat_level_equal TARGET, ATTACK, 6, AI_CV_SpAtkDown3
score -1
if_hp_more_than USER, 90, AI_CV_SpAtkDown2
score -1
AI_CV_SpAtkDown2: @ 81DAF5E
if_stat_level_more_than TARGET, SP_ATTACK, 3, AI_CV_SpAtkDown3
if_random_less_than 50, AI_CV_SpAtkDown3
score -2
AI_CV_SpAtkDown3: @ 81DAF6E
if_hp_more_than TARGET, 70, AI_CV_SpAtkDown4
score -2
AI_CV_SpAtkDown4: @ 81DAF77
get_type ENEMY_TYPE1
if_in_bytes AI_CV_SpAtkDown_SpecialTypeList, AI_CV_SpAtkDown_End
get_type PLAYER_TYPE1
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: @ 81DAF95
end
AI_CV_SpAtkDown_SpecialTypeList: @ 81DAF96
.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: @ 81DAF9F
if_hp_less_than USER, 70, AI_CV_SpDefDown2
if_stat_level_more_than TARGET, SP_DEFENSE, 3, AI_CV_SpDefDown3
AI_CV_SpDefDown2: @ 81DAFAE
if_random_less_than 50, AI_CV_SpDefDown3
score -2
AI_CV_SpDefDown3: @ 81DAFB6
if_hp_more_than TARGET, 70, AI_CV_SpDefDown_End
score -2
AI_CV_SpDefDown_End: @ 81DAFBF
end
AI_CV_AccuracyDown: @ 81DAFC0
if_hp_less_than USER, 70, AI_CV_AccuracyDown2
if_hp_more_than TARGET, 70, AI_CV_AccuracyDown3
AI_CV_AccuracyDown2: @ 81DAFCE
if_random_less_than 100, AI_CV_AccuracyDown3
score -1
AI_CV_AccuracyDown3: @ 81DAFD6
if_stat_level_more_than USER, ACCURACY, 4, AI_CV_AccuracyDown4
if_random_less_than 80, AI_CV_AccuracyDown4
score -2
AI_CV_AccuracyDown4: @ 81DAFE6
if_not_status TARGET, TOX, AI_CV_AccuracyDown5
if_random_less_than 70, AI_CV_AccuracyDown5
score +2
AI_CV_AccuracyDown5: @ 81DAFF8
if_not_status3 TARGET, S_LEECH_SEED, AI_CV_AccuracyDown6
if_random_less_than 70, AI_CV_AccuracyDown6
score +2
AI_CV_AccuracyDown6: @ 81DB00A
if_not_status3 USER, S_ROOTED, AI_CV_AccuracyDown7
if_random_less_than 128, AI_CV_AccuracyDown7
score +1
AI_CV_AccuracyDown7: @ 81DB01C
if_not_status2 TARGET, S_CURSED, AI_CV_AccuracyDown8
if_random_less_than 70, AI_CV_AccuracyDown8
score +2
AI_CV_AccuracyDown8: @ 81DB02E
if_hp_more_than USER, 70, AI_CV_AccuracyDown_End
if_stat_level_equal TARGET, ACCURACY, 6, AI_CV_AccuracyDown_End
if_hp_less_than USER, 40, AI_CV_AccuracyDown_ScoreDown2
if_hp_less_than TARGET, 40, AI_CV_AccuracyDown_ScoreDown2
if_random_less_than 70, AI_CV_AccuracyDown_End
AI_CV_AccuracyDown_ScoreDown2: @ 81DB051
score -2
AI_CV_AccuracyDown_End: @ 81DB053
end
AI_CV_EvasionDown: @ 81DB054
if_hp_less_than USER, 70, AI_CV_EvasionDown2
if_stat_level_more_than TARGET, EVASION, 3, AI_CV_EvasionDown3
AI_CV_EvasionDown2: @ 81DB063
if_random_less_than 50, AI_CV_EvasionDown3
score -2
AI_CV_EvasionDown3: @ 81DB06B
if_hp_more_than TARGET, 70, AI_CV_EvasionDown_End
score -2
AI_CV_EvasionDown_End: @ 81DB074
end
AI_CV_Haze: @ 81DB075
if_stat_level_more_than USER, ATTACK, 8, AI_CV_Haze2
if_stat_level_more_than USER, DEFENSE, 8, AI_CV_Haze2
if_stat_level_more_than USER, SP_ATTACK, 8, AI_CV_Haze2
if_stat_level_more_than USER, SP_DEFENSE, 8, AI_CV_Haze2
if_stat_level_more_than USER, EVASION, 8, AI_CV_Haze2
if_stat_level_less_than TARGET, ATTACK, 4, AI_CV_Haze2
if_stat_level_less_than TARGET, DEFENSE, 4, AI_CV_Haze2
if_stat_level_less_than TARGET, SP_ATTACK, 4, AI_CV_Haze2
if_stat_level_less_than TARGET, SP_DEFENSE, 4, AI_CV_Haze2
if_stat_level_less_than TARGET, ACCURACY, 4, AI_CV_Haze2
jump AI_CV_Haze3
AI_CV_Haze2: @ 81DB0CA
if_random_less_than 50, AI_CV_Haze3
score -3
AI_CV_Haze3: @ 81DB0D2
if_stat_level_more_than TARGET, ATTACK, 8, AI_CV_Haze4
if_stat_level_more_than TARGET, DEFENSE, 8, AI_CV_Haze4
if_stat_level_more_than TARGET, SP_ATTACK, 8, AI_CV_Haze4
if_stat_level_more_than TARGET, SP_DEFENSE, 8, AI_CV_Haze4
if_stat_level_more_than TARGET, EVASION, 8, AI_CV_Haze4
if_stat_level_less_than USER, ATTACK, 4, AI_CV_Haze4
if_stat_level_less_than USER, DEFENSE, 4, AI_CV_Haze4
if_stat_level_less_than USER, SP_ATTACK, 4, AI_CV_Haze4
if_stat_level_less_than USER, SP_DEFENSE, 4, AI_CV_Haze4
if_stat_level_less_than USER, ACCURACY, 4, AI_CV_Haze4
if_random_less_than 50, AI_CV_Haze_End
score -1
jump AI_CV_Haze_End
AI_CV_Haze4: @ 81DB12F
if_random_less_than 50, AI_CV_Haze_End
score +3
AI_CV_Haze_End: @ 81DB137
end
AI_CV_Bide: @ 81DB138
if_hp_more_than USER, 90, AI_CV_Bide_End
score -2
AI_CV_Bide_End: @ 81DB141
end
AI_CV_Roar: @ 81DB142
if_stat_level_more_than TARGET, ATTACK, 8, AI_CV_Roar2
if_stat_level_more_than TARGET, DEFENSE, 8, AI_CV_Roar2
if_stat_level_more_than TARGET, SP_ATTACK, 8, AI_CV_Roar2
if_stat_level_more_than TARGET, SP_DEFENSE, 8, AI_CV_Roar2
if_stat_level_more_than TARGET, EVASION, 8, AI_CV_Roar2
score -3
jump AI_CV_Roar_End
AI_CV_Roar2: @ 81DB171
if_random_less_than 128, AI_CV_Roar_End
score +2
AI_CV_Roar_End: @ 81DB179
end
AI_CV_Conversion: @ 81DB17A
if_hp_more_than USER, 90, AI_CV_Conversion2
score -2
AI_CV_Conversion2: @ 81DB183
get_turn_count
if_equal 0, AI_CV_Conversion_End
if_random_less_than 200, Score_Down2
AI_CV_Conversion_End: @ 81DB190
end
AI_CV_HealWeather: @ 81DB191
get_weather
if_equal WEATHER_HAIL, AI_CV_HealWeather_ScoreDown2
if_equal WEATHER_RAIN, AI_CV_HealWeather_ScoreDown2
if_equal WEATHER_SANDSTORM, AI_CV_HealWeather_ScoreDown2
jump AI_CV_Heal
AI_CV_HealWeather_ScoreDown2: @ 81DB1A9
score -2
AI_CV_Heal: @ 81DB1AB
if_hp_equal USER, 100, AI_CV_Heal3
if_would_go_first USER, AI_CV_Heal4
score -8
jump AI_CV_Heal_End
AI_CV_Heal2: @ unreferenced
if_hp_less_than USER, 50, AI_CV_Heal5
if_hp_more_than USER, 80, AI_CV_Heal3
if_random_less_than 70, AI_CV_Heal5
AI_CV_Heal3: @ 81DB1D3
score -3
jump AI_CV_Heal_End
AI_CV_Heal4: @ 81DB1DA
if_hp_less_than USER, 70, AI_CV_Heal5
if_random_less_than 30, AI_CV_Heal5
score -3
jump AI_CV_Heal_End
AI_CV_Heal5: @ 81DB1EE
if_not_move_effect TARGET, EFFECT_SNATCH, AI_CV_Heal6
if_random_less_than 100, AI_CV_Heal_End
AI_CV_Heal6: @ 81DB1FB
if_random_less_than 20, AI_CV_Heal_End
score +2
AI_CV_Heal_End: @ 81DB203
end
AI_CV_Toxic: @ 81DB204
if_user_cant_damage AI_CV_Toxic3
if_hp_more_than USER, 50, AI_CV_Toxic2
if_random_less_than 50, AI_CV_Toxic2
score -3
AI_CV_Toxic2: @ 81DB218
if_hp_more_than TARGET, 50, AI_CV_Toxic3
if_random_less_than 50, AI_CV_Toxic3
score -3
AI_CV_Toxic3: @ 81DB227
if_move_effect USER, EFFECT_SPECIAL_DEFENSE_UP, AI_CV_Toxic4
if_move_effect USER, EFFECT_PROTECT, AI_CV_Toxic4
jump AI_CV_Toxic_End
AI_CV_Toxic4: @ 81DB23A
if_random_less_than 60, AI_CV_Toxic_End
score +2
AI_CV_Toxic_End: @ 81DB242
end
AI_CV_LightScreen: @ 81DB243
if_hp_less_than USER, 50, AI_CV_LightScreen_ScoreDown2
get_type ENEMY_TYPE1
if_in_bytes AI_CV_LightScreen_SpecialTypeList, AI_CV_LightScreen_End
get_type PLAYER_TYPE1
if_in_bytes AI_CV_LightScreen_SpecialTypeList, AI_CV_LightScreen_End
if_random_less_than 50, AI_CV_LightScreen_End
AI_CV_LightScreen_ScoreDown2: @ 81DB266
score -2
AI_CV_LightScreen_End: @ 81DB268
end
AI_CV_LightScreen_SpecialTypeList: @ 81DB269
.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: @ 81DB272
if_would_go_first USER, AI_CV_Rest4
if_hp_not_equal USER, 100, AI_CV_Rest2
score -8
jump AI_CV_Rest_End
AI_CV_Rest2: @ 81DB286
if_hp_less_than USER, 40, AI_CV_Rest6
if_hp_more_than USER, 50, AI_CV_Rest3
if_random_less_than 70, AI_CV_Rest6
AI_CV_Rest3: @ 81DB29A
score -3
jump AI_CV_Rest_End
AI_CV_Rest4: @ 81DB2A1
if_hp_less_than USER, 60, AI_CV_Rest6
if_hp_more_than USER, 70, AI_CV_Rest5
if_random_less_than 50, AI_CV_Rest6
AI_CV_Rest5: @ 81DB2B5
score -3
jump AI_CV_Rest_End
AI_CV_Rest6: @ 81DB2BC
if_not_move_effect TARGET, EFFECT_SNATCH, AI_CV_Rest7
if_random_less_than 50, AI_CV_Rest_End
AI_CV_Rest7: @ 81DB2C9
if_random_less_than 10, AI_CV_Rest_End
score +3
AI_CV_Rest_End: @ 81DB2D1
end
AI_CV_OneHitKO: @ 81DB2D2
end
AI_CV_SuperFang: @ 81DB2D3
if_hp_more_than TARGET, 50, AI_CV_SuperFang_End
score -1
AI_CV_SuperFang_End: @ 81DB2DC
end
AI_CV_Trap: @ 81DB2DD
if_status TARGET, TOX, AI_CV_Trap2
if_status2 TARGET, S_CURSED, AI_CV_Trap2
if_status3 TARGET, S_PERISH_SONG, AI_CV_Trap2
if_status2 TARGET, S_INFATUATED, AI_CV_Trap2
jump AI_CV_Trap_End
AI_CV_Trap2: @ 81DB30A
if_random_less_than 128, AI_CV_Trap_End
score +1
AI_CV_Trap_End: @ 81DB312
end
AI_CV_HighCrit: @ 81DB313
if_damage_bonus 10, AI_CV_HighCrit_End
if_damage_bonus 20, AI_CV_HighCrit_End
if_damage_bonus 80, AI_CV_HighCrit2
if_damage_bonus 160, AI_CV_HighCrit2
if_random_less_than 128, AI_CV_HighCrit_End
AI_CV_HighCrit2: @ 81DB331
if_random_less_than 128, AI_CV_HighCrit_End
score +1
AI_CV_HighCrit_End: @ 81DB339
end
AI_CV_Flatter: @ 81DB33A
if_random_less_than 128, AI_CV_Confuse
score +1
AI_CV_Confuse: @ 81DB342
if_hp_more_than TARGET, 70, AI_CV_Confuse_End
if_random_less_than 128, AI_CV_Confuse2
score -1
AI_CV_Confuse2: @ 81DB351
if_hp_more_than TARGET, 50, AI_CV_Confuse_End
score -1
if_hp_more_than TARGET, 30, AI_CV_Confuse_End
score -1
AI_CV_Confuse_End: @ 81DB363
end
AI_CV_Reflect: @ 81DB364
if_hp_less_than USER, 50, AI_CV_Reflect_ScoreDown2
get_type ENEMY_TYPE1
if_in_bytes AI_CV_Reflect_PhysicalTypeList, AI_CV_Reflect_End
get_type PLAYER_TYPE1
if_in_bytes AI_CV_Reflect_PhysicalTypeList, AI_CV_Reflect_End
if_random_less_than 50, AI_CV_Reflect_End
AI_CV_Reflect_ScoreDown2: @ 81DB387
score -2
AI_CV_Reflect_End: @ 81DB389
end
AI_CV_Reflect_PhysicalTypeList: @ 81DB38A
.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: @ 81DB394
if_hp_less_than USER, 50, AI_CV_Poison_ScoreDown1
if_hp_more_than TARGET, 50, AI_CV_Poison_End
AI_CV_Poison_ScoreDown1: @ 81DB3A2
score -1
AI_CV_Poison_End: @ 81DB3A4
end
AI_CV_Paralyze: @ 81DB3A5
if_would_go_first USER, AI_CV_Paralyze2
if_hp_more_than USER, 70, AI_CV_Paralyze_End
score -1
jump AI_CV_Paralyze_End
AI_CV_Paralyze2: @ 81DB3B9
if_random_less_than 20, AI_CV_Paralyze_End
score +3
AI_CV_Paralyze_End: @ 81DB3C1
end
AI_CV_VitalThrow: @ 81DB3C2
if_would_go_first USER, AI_CV_VitalThrow_End
if_hp_more_than USER, 60, AI_CV_VitalThrow_End
if_hp_less_than USER, 40, AI_CV_VitalThrow2
if_random_less_than 180, AI_CV_VitalThrow_End
AI_CV_VitalThrow2: @ 81DB3DC
if_random_less_than 50, AI_CV_VitalThrow_End
score -1
AI_CV_VitalThrow_End: @ 81DB3E4
end
AI_CV_Substitute: @ 81DB3E5
if_hp_more_than USER, 90, AI_CV_Substitute4
if_hp_more_than USER, 70, AI_CV_Substitute3
if_hp_more_than USER, 50, AI_CV_Substitute2
if_random_less_than 100, AI_CV_Substitute2
score -1
AI_CV_Substitute2: @ 81DB402
if_random_less_than 100, AI_CV_Substitute3
score -1
AI_CV_Substitute3: @ 81DB40A
if_random_less_than 100, AI_CV_Substitute4
score -1
AI_CV_Substitute4: @ 81DB412
if_would_go_first USER, AI_CV_Substitute_End
get_move 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
jump AI_CV_Substitute_End
AI_CV_Substitute5: @ 81DB44A
if_not_status TARGET, SLP | PSN | BRN | FRZ | PAR | TOX, AI_CV_Substitute8
jump AI_CV_Substitute_End
AI_CV_Substitute6: @ 81DB459
if_not_status2 TARGET, S_CONFUSED, AI_CV_Substitute8
jump AI_CV_Substitute_End
AI_CV_Substitute7: @ 81DB468
if_status3 TARGET, S_LEECH_SEED, AI_CV_Substitute_End
AI_CV_Substitute8: @ 81DB472
if_random_less_than 100, AI_CV_Substitute_End
score +1
AI_CV_Substitute_End: @ 81DB47A
end
AI_CV_Recharge: @ 81DB47B
if_damage_bonus 10, AI_CV_Recharge_ScoreDown1
if_damage_bonus 20, AI_CV_Recharge_ScoreDown1
if_would_go_first USER, AI_CV_Recharge2
if_hp_more_than USER, 40, AI_CV_Recharge_ScoreDown1
jump AI_CV_Recharge_End
AI_CV_Recharge2: @ 81DB499
if_hp_less_than USER, 60, AI_CV_Recharge_End
AI_CV_Recharge_ScoreDown1: @ 81DB4A0
score -1
AI_CV_Recharge_End: @ 81DB4A2
end
AI_CV_Disable: @ 81DB4A3
if_would_go_first USER, AI_CV_Disable_End
get_move TARGET
get_move_power_from_result
if_equal 0, AI_CV_Disable2
score +1
jump AI_CV_Disable_End
AI_CV_Disable2: @ 81DB4B9
if_random_less_than 100, AI_CV_Disable_End
score -1
AI_CV_Disable_End: @ 81DB4C1
end
AI_CV_Counter: @ 81DB4C2
if_status TARGET, SLP, AI_CV_Counter_ScoreDown1
if_status2 TARGET, S_INFATUATED, AI_CV_Counter_ScoreDown1
if_status2 TARGET, S_CONFUSED, AI_CV_Counter_ScoreDown1
if_hp_more_than USER, 30, AI_CV_Counter2
if_random_less_than 10, AI_CV_Counter2
score -1
AI_CV_Counter2: @ 81DB4EF
if_hp_more_than USER, 50, AI_CV_Counter3
if_random_less_than 100, AI_CV_Counter3
score -1
AI_CV_Counter3: @ 81DB4FE
get_move TARGET
get_move_power_from_result
if_equal 0, AI_CV_Counter5
if_not_taunted AI_CV_Counter4
if_random_less_than 100, AI_CV_Counter4
score +1
AI_CV_Counter4: @ 81DB514
get_move 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
jump AI_CV_Counter_End
AI_CV_Counter5: @ 81DB52D
if_not_taunted AI_CV_Counter6
if_random_less_than 100, AI_CV_Counter6
score +1
AI_CV_Counter6: @ 81DB53A
get_type ENEMY_TYPE1
if_in_bytes AI_CV_Counter_PhysicalTypeList, AI_CV_Counter_End
get_type PLAYER_TYPE1
if_in_bytes AI_CV_Counter_PhysicalTypeList, AI_CV_Counter_End
if_random_less_than 50, AI_CV_Counter_End
AI_CV_Counter_ScoreDown1: @ 81DB556
score -1
AI_CV_Counter_End: @ 81DB558
end
AI_CV_Counter_PhysicalTypeList: @ 81DB559
.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: @ 81DB563
if_last_move_did_damage TARGET, 0, AI_CV_Encore2
if_would_go_first USER, AI_CV_Encore_ScoreDown2
get_move TARGET
get_move_effect_from_result
if_not_in_bytes AI_CV_Encore_EncouragedMovesToEncore, AI_CV_Encore_ScoreDown2
AI_CV_Encore2: @ 81DB57C
if_random_less_than 30, AI_CV_Encore_End
score +3
jump AI_CV_Encore_End
AI_CV_Encore_ScoreDown2: @ 81DB589
score -2
AI_CV_Encore_End: @ 81DB58B
end
AI_CV_Encore_EncouragedMovesToEncore: @ 81DB58C
.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: @ 81DB5CB
if_hp_less_than TARGET, 80, AI_CV_PainSplit_ScoreDown1
if_would_go_first USER, AI_CV_PainSplit2
if_hp_more_than USER, 40, AI_CV_PainSplit_ScoreDown1
score +1
jump AI_CV_PainSplit_End
AI_CV_PainSplit2: @ 81DB5E6
if_hp_more_than USER, 60, AI_CV_PainSplit_ScoreDown1
score +1
jump AI_CV_PainSplit_End
AI_CV_PainSplit_ScoreDown1: @ 81DB5F4
score -1
AI_CV_PainSplit_End: @ 81DB5F6
end
AI_CV_Snore: @ 81DB5F7
score +2
end
AI_CV_LockOn: @ 81DB5FA
if_random_less_than 128, AI_CV_LockOn_End
score +2
AI_CV_LockOn_End: @ 81DB602
end
AI_CV_SleepTalk: @ 81DB603
score +2
end
AI_CV_DestinyBond: @ 81DB606
score -1
if_would_go_first USER, AI_CV_DestinyBond_End
if_hp_more_than USER, 70, AI_CV_DestinyBond_End
if_random_less_than 128, AI_CV_DestinyBond2
score +1
AI_CV_DestinyBond2: @ 81DB61D
if_hp_more_than USER, 50, AI_CV_DestinyBond_End
if_random_less_than 128, AI_CV_DestinyBond3
score +1
AI_CV_DestinyBond3: @ 81DB62C
if_hp_more_than USER, 30, AI_CV_DestinyBond_End
if_random_less_than 100, AI_CV_DestinyBond_End
score +2
AI_CV_DestinyBond_End: @ 81DB63B
end
AI_CV_Flail: @ 81DB63C
if_would_go_first USER, AI_CV_Flail2
if_hp_more_than USER, 33, AI_CV_Flail_ScoreDown1
if_hp_more_than USER, 20, AI_CV_Flail_End
if_hp_less_than USER, 8, AI_CV_Flail_ScoreUp1
jump AI_CV_Flail3
AI_CV_Flail2: @ 81DB65C
if_hp_more_than USER, 60, AI_CV_Flail_ScoreDown1
if_hp_more_than USER, 40, AI_CV_Flail_End
jump AI_CV_Flail3
AI_CV_Flail_ScoreUp1: @ 81DB66F
score +1
AI_CV_Flail3: @ 81DB671
if_random_less_than 100, AI_CV_Flail_End
score +1
jump AI_CV_Flail_End
AI_CV_Flail_ScoreDown1: @ 81DB67E
score -1
AI_CV_Flail_End: @ 81DB680
end
AI_CV_HealBell: @ 81DB681
if_status TARGET, SLP | PSN | BRN | FRZ | PAR | TOX, AI_CV_HealBell_End
if_status_in_party TARGET, SLP | PSN | BRN | FRZ | PAR | TOX, AI_CV_HealBell_End
score -5
AI_CV_HealBell_End: @ 81DB697
end
AI_CV_Thief: @ 81DB698
get_hold_effect TARGET
if_not_in_bytes AI_CV_Thief_EncourageItemsToSteal, AI_CV_Thief_ScoreDown2
if_random_less_than 50, AI_CV_Thief_End
score +1
jump AI_CV_Thief_End
AI_CV_Thief_ScoreDown2: @ 81DB6B0
score -2
AI_CV_Thief_End: @ 81DB6B2
end
AI_CV_Thief_EncourageItemsToSteal: @ 81DB6B3
.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: @ 81DB6BB
get_type ENEMY_TYPE2
if_equal TYPE_GHOST, AI_CV_Curse4
get_type PLAYER_TYPE2
if_equal TYPE_GHOST, AI_CV_Curse4
if_stat_level_more_than USER, DEFENSE, 9, AI_CV_Curse_End
if_random_less_than 128, AI_CV_Curse2
score +1
AI_CV_Curse2: @ 81DB6DB
if_stat_level_more_than USER, DEFENSE, 7, AI_CV_Curse_End
if_random_less_than 128, AI_CV_Curse3
score +1
AI_CV_Curse3: @ 81DB6EB
if_stat_level_more_than USER, DEFENSE, 6, AI_CV_Curse_End
if_random_less_than 128, AI_CV_Curse_End
score +1
jump AI_CV_Curse_End
AI_CV_Curse4: @ 81DB700
if_hp_more_than USER, 80, AI_CV_Curse_End
score -1
AI_CV_Curse_End: @ 81DB709
end
AI_CV_Protect: @ 81DB70A
get_protect_count USER
if_more_than 1, AI_CV_Protect_ScoreDown2
if_status USER, TOX, AI_CV_Protect3
if_status2 USER, S_CURSED, AI_CV_Protect3
if_status3 USER, S_PERISH_SONG, AI_CV_Protect3
if_status2 USER, S_INFATUATED, AI_CV_Protect3
if_status3 USER, S_LEECH_SEED, AI_CV_Protect3
if_status3 USER, S_YAWN, AI_CV_Protect3
if_move_effect TARGET, EFFECT_RESTORE_HP, AI_CV_Protect3
if_move_effect TARGET, EFFECT_DEFENSE_CURL, AI_CV_Protect3
if_status TARGET, TOX, AI_CV_Protect_ScoreUp2
if_status2 TARGET, S_CURSED, AI_CV_Protect_ScoreUp2
if_status3 TARGET, S_PERISH_SONG, AI_CV_Protect_ScoreUp2
if_status2 TARGET, S_INFATUATED, AI_CV_Protect_ScoreUp2
if_status3 TARGET, S_LEECH_SEED, AI_CV_Protect_ScoreUp2
if_status3 TARGET, S_YAWN, AI_CV_Protect_ScoreUp2
get_move TARGET
get_move_effect_from_result
if_not_equal EFFECT_LOCK_ON, AI_CV_Protect_ScoreUp2
jump AI_CV_Protect2
AI_CV_Protect_ScoreUp2: @ 81DB7A6
score +2
AI_CV_Protect2: @ 81DB7A8
get_protect_count USER
if_equal 0, AI_CV_Protect_End
score -1
if_random_less_than 128, AI_CV_Protect_End
score -1
jump AI_CV_Protect_End
AI_CV_Protect3: @ 81DB7BF
get_move TARGET
get_move_effect_from_result
if_not_equal EFFECT_LOCK_ON, AI_CV_Protect_End
AI_CV_Protect_ScoreDown2: @ 81DB7C8
score -2
AI_CV_Protect_End: @ 81DB7CA
end
AI_CV_Foresight: @ 81DB7CB
get_type ENEMY_TYPE2
if_equal TYPE_GHOST, AI_CV_Foresight2
get_type PLAYER_TYPE2
if_equal TYPE_GHOST, AI_CV_Foresight2
if_stat_level_more_than USER, EVASION, 8, AI_CV_Foresight3
score -2
jump AI_CV_Foresight_End
AI_CV_Foresight2: @ 81DB7EA
if_random_less_than 80, AI_CV_Foresight_End
AI_CV_Foresight3: @ 81DB7F0
if_random_less_than 80, AI_CV_Foresight_End
score +2
AI_CV_Foresight_End: @ 81DB7F8
end
AI_CV_Endure: @ 81DB7F9
if_hp_less_than USER, 4, AI_CV_Endure2
if_hp_less_than USER, 35, AI_CV_Endure3
AI_CV_Endure2: @ 81DB807
score -1
jump AI_CV_Endure_End
AI_CV_Endure3: @ 81DB80E
if_random_less_than 70, AI_CV_Endure_End
score +1
AI_CV_Endure_End: @ 81DB816
end
AI_CV_BatonPass: @ 81DB817
if_stat_level_more_than USER, ATTACK, 8, AI_CV_BatonPass2
if_stat_level_more_than USER, DEFENSE, 8, AI_CV_BatonPass2
if_stat_level_more_than USER, SP_ATTACK, 8, AI_CV_BatonPass2
if_stat_level_more_than USER, SP_DEFENSE, 8, AI_CV_BatonPass2
if_stat_level_more_than USER, EVASION, 8, AI_CV_BatonPass2
jump AI_CV_BatonPass5
AI_CV_BatonPass2: @ 81DB844
if_would_go_first USER, AI_CV_BatonPass3
if_hp_more_than USER, 60, AI_CV_BatonPass_End
jump AI_CV_BatonPass4
AI_CV_BatonPass3: @ 81DB856
if_hp_more_than USER, 70, AI_CV_BatonPass_End
AI_CV_BatonPass4: @ 81DB85D
if_random_less_than 80, AI_CV_BatonPass_End
score +2
jump AI_CV_BatonPass_End
AI_CV_BatonPass5: @ 81DB86A
if_stat_level_more_than USER, ATTACK, 7, AI_CV_BatonPass6
if_stat_level_more_than USER, DEFENSE, 7, AI_CV_BatonPass6
if_stat_level_more_than USER, SP_ATTACK, 7, AI_CV_BatonPass6
if_stat_level_more_than USER, SP_DEFENSE, 7, AI_CV_BatonPass6
if_stat_level_more_than USER, EVASION, 7, AI_CV_BatonPass6
jump AI_CV_BatonPass_ScoreDown2
AI_CV_BatonPass6: @ 81DB897
if_would_go_first USER, AI_CV_BatonPass7
if_hp_more_than USER, 60, AI_CV_BatonPass_ScoreDown2
jump AI_CV_BatonPass_End
AI_CV_BatonPass7: @ 81DB8A9
if_hp_less_than USER, 70, AI_CV_BatonPass_End
AI_CV_BatonPass_ScoreDown2: @ 81DB8B0
score -2
AI_CV_BatonPass_End: @ 81DB8B2
end
AI_CV_Pursuit: @ 81DB8B3
is_first_turn USER
if_not_equal 0, AI_CV_Pursuit_End
get_type ENEMY_TYPE1
if_equal TYPE_GHOST, AI_CV_Pursuit2
get_type ENEMY_TYPE1
if_equal TYPE_PSYCHIC, AI_CV_Pursuit2
get_type PLAYER_TYPE1
if_equal TYPE_GHOST, AI_CV_Pursuit2
get_type PLAYER_TYPE1
if_equal TYPE_PSYCHIC, AI_CV_Pursuit2
jump AI_CV_Pursuit_End
AI_CV_Pursuit2: @ 81DB8E0
if_random_less_than 128, AI_CV_Pursuit_End
score +1
AI_CV_Pursuit_End: @ 81DB8E8
end
AI_CV_RainDance: @ 81DB8E9
if_would_go_first TARGET, AI_CV_RainDance2
get_ability USER
if_equal ABILITY_SWIFT_SWIM, AI_CV_RainDance3
AI_CV_RainDance2: @ 81DB8F7
if_hp_less_than USER, 40, AI_CV_RainDance_ScoreDown1
get_weather
if_equal WEATHER_HAIL, AI_CV_RainDance3
if_equal WEATHER_SUN, AI_CV_RainDance3
if_equal WEATHER_SANDSTORM, AI_CV_RainDance3
get_ability USER
if_equal ABILITY_RAIN_DISH, AI_CV_RainDance3
jump AI_CV_RainDance_End
AI_CV_RainDance3: @ 81DB91E
score +1
jump AI_CV_RainDance_End
AI_CV_RainDance_ScoreDown1: @ 81DB925
score -1
AI_CV_RainDance_End: @ 81DB927
end
AI_CV_SunnyDay: @ 81DB928
if_hp_less_than USER, 40, AI_CV_SunnyDay_ScoreDown1
get_weather
if_equal WEATHER_HAIL, AI_CV_SunnyDay2
if_equal WEATHER_RAIN, AI_CV_SunnyDay2
if_equal WEATHER_SANDSTORM, AI_CV_SunnyDay2
jump AI_CV_SunnyDay_End
AI_CV_SunnyDay2: @ 81DB947
score +1
jump AI_CV_SunnyDay_End
AI_CV_SunnyDay_ScoreDown1: @ 81DB94E
score -1
AI_CV_SunnyDay_End: @ 81DB950
end
AI_CV_BellyDrum: @ 81DB951
if_hp_less_than USER, 90, AI_CV_BellyDrum_ScoreDown2
jump AI_CV_BellyDrum_End
AI_CV_BellyDrum_ScoreDown2: @ 81DB95D
score -2
AI_CV_BellyDrum_End: @ 81DB95F
end
AI_CV_PsychUp: @ 81DB960
if_stat_level_more_than TARGET, ATTACK, 8, AI_CV_PsychUp2
if_stat_level_more_than TARGET, DEFENSE, 8, AI_CV_PsychUp2
if_stat_level_more_than TARGET, SP_ATTACK, 8, AI_CV_PsychUp2
if_stat_level_more_than TARGET, SP_DEFENSE, 8, AI_CV_PsychUp2
if_stat_level_more_than TARGET, EVASION, 8, AI_CV_PsychUp2
jump AI_CV_PsychUp_ScoreDown2
AI_CV_PsychUp2: @ 81DB98D
if_stat_level_less_than USER, ATTACK, 7, AI_CV_PsychUp3
if_stat_level_less_than USER, DEFENSE, 7, AI_CV_PsychUp3
if_stat_level_less_than USER, SP_ATTACK, 7, AI_CV_PsychUp3
if_stat_level_less_than USER, SP_DEFENSE, 7, AI_CV_PsychUp3
if_stat_level_less_than USER, EVASION, 7, AI_CV_PsychUp_ScoreUp1
if_random_less_than 50, AI_CV_PsychUp_End
jump AI_CV_PsychUp_ScoreDown2
AI_CV_PsychUp_ScoreUp1: @ 81DB9C0
score +1
AI_CV_PsychUp3: @ 81DB9C2
if_random_less_than 128, AI_CV_PsychUp_End
score +1
AI_CV_PsychUp_ScoreDown2: @ 81DB9CA
score -2
AI_CV_PsychUp_End: @ 81DB9CC
end
AI_CV_MirrorCoat: @ 81DB9CD
if_status TARGET, SLP, AI_CV_MirrorCoat_ScoreDown1
if_status2 TARGET, S_INFATUATED, AI_CV_MirrorCoat_ScoreDown1
if_status2 TARGET, S_CONFUSED, AI_CV_MirrorCoat_ScoreDown1
if_hp_more_than USER, 30, AI_CV_MirrorCoat2
if_random_less_than 10, AI_CV_MirrorCoat2
score -1
AI_CV_MirrorCoat2: @ 81DB9FA
if_hp_more_than USER, 50, AI_CV_MirrorCoat3
if_random_less_than 100, AI_CV_MirrorCoat3
score -1
AI_CV_MirrorCoat3: @ 81DBA09
get_move TARGET
get_move_power_from_result
if_equal 0, AI_CV_MirrorCoat5
if_not_taunted AI_CV_MirrorCoat4
if_random_less_than 100, AI_CV_MirrorCoat4
score +1
AI_CV_MirrorCoat4: @ 81DBA1F
get_move 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
jump AI_CV_MirrorCoat_End
AI_CV_MirrorCoat5: @ 81DBA38
if_not_taunted AI_CV_MirrorCoat6
if_random_less_than 100, AI_CV_MirrorCoat6
score +1
AI_CV_MirrorCoat6: @ 81DBA45
get_type ENEMY_TYPE1
if_in_bytes AI_CV_MirrorCoat_SpecialTypeList, AI_CV_MirrorCoat_End
get_type PLAYER_TYPE1
if_in_bytes AI_CV_MirrorCoat_SpecialTypeList, AI_CV_MirrorCoat_End
if_random_less_than 50, AI_CV_MirrorCoat_End
AI_CV_MirrorCoat_ScoreDown1: @ 81DBA61
score -1
AI_CV_MirrorCoat_End: @ 81DBA63
end
AI_CV_MirrorCoat_SpecialTypeList: @ 81DBA64
.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: @ 81DBA6D
if_damage_bonus 10, AI_CV_ChargeUpMove_ScoreDown2
if_damage_bonus 20, AI_CV_ChargeUpMove_ScoreDown2
if_move_effect TARGET, EFFECT_PROTECT, AI_CV_ChargeUpMove_ScoreDown2
if_hp_more_than USER, 38, AI_CV_ChargeUpMove_End
score -1
jump AI_CV_ChargeUpMove_End
AI_CV_ChargeUpMove_ScoreDown2: @ 81DBA8E
score -2
AI_CV_ChargeUpMove_End: @ 81DBA90
end
AI_CV_Fly: @ 81DBA91
if_not_move_effect TARGET, EFFECT_PROTECT, AI_CV_Fly2
score -1
jump AI_CV_Fly_End
AI_CV_Fly2: @ 81DBA9F
if_status TARGET, TOX, AI_CV_Fly6
if_status2 TARGET, S_CURSED, AI_CV_Fly6
if_status3 TARGET, S_LEECH_SEED, AI_CV_Fly6
get_weather
if_equal WEATHER_HAIL, AI_CV_Fly3
if_equal WEATHER_SANDSTORM, AI_CV_Fly4
jump AI_CV_Fly5
AI_CV_Fly3: @ 81DBACF
get_type ENEMY_TYPE2
if_in_bytes AI_CV_Fly_TypesToEncourage, AI_CV_Fly6
get_type PLAYER_TYPE2
if_in_bytes AI_CV_Fly_TypesToEncourage, AI_CV_Fly6
jump AI_CV_Fly5
AI_CV_Fly4: @ 81DBAEA
get_type ENEMY_TYPE2
if_equal TYPE_ICE, AI_CV_Fly6
get_type PLAYER_TYPE2
if_equal TYPE_ICE, AI_CV_Fly6
AI_CV_Fly5: @ 81DBAFA
if_would_go_first USER, AI_CV_Fly_End
get_move TARGET
get_move_effect_from_result
if_not_equal EFFECT_LOCK_ON, AI_CV_Fly6
jump AI_CV_Fly_End
AI_CV_Fly6: @ 81DBB0E
if_random_less_than 80, AI_CV_Fly_End
score +1
AI_CV_Fly_End: @ 81DBB16
end
AI_CV_Fly_TypesToEncourage: @ 81DBB17
.byte TYPE_GROUND
.byte TYPE_ROCK
.byte TYPE_STEEL
.byte -1
AI_CV_FakeOut: @ 81DBB1B
score +2
end
AI_CV_SpitUp: @ 81DBB1E
get_stockpile_count USER
if_less_than 2, AI_CV_SpitUp_End
if_random_less_than 80, AI_CV_SpitUp_End
score +2
AI_CV_SpitUp_End: @ 81DBB2E
end
AI_CV_Hail: @ 81DBB2F
if_hp_less_than USER, 40, AI_CV_Hail_ScoreDown1
get_weather
if_equal WEATHER_SUN, AI_CV_Hail2
if_equal WEATHER_RAIN, AI_CV_Hail2
if_equal WEATHER_SANDSTORM, AI_CV_Hail2
jump AI_CV_Hail_End
AI_CV_Hail2: @ 81DBB4E
score +1
jump AI_CV_Hail_End
AI_CV_Hail_ScoreDown1: @ 81DBB55
score -1
AI_CV_Hail_End: @ 81DBB57
end
AI_CV_Facade: @ 81DBB58
if_not_status TARGET, PSN | BRN | PAR | TOX, AI_CV_Facade_End
score +1
AI_CV_Facade_End: @ 81DBB64
end
AI_CV_FocusPunch: @ 81DBB65
if_damage_bonus 10, AI_CV_FocusPunch2
if_damage_bonus 20, AI_CV_FocusPunch2
if_status TARGET, SLP, AI_CV_FocusPunch_ScoreUp1
if_status2 TARGET, S_INFATUATED, AI_CV_FocusPunch3
if_status2 TARGET, S_CONFUSED, AI_CV_FocusPunch3
is_first_turn USER
if_not_equal 0, AI_CV_FocusPunch_End
if_random_less_than 100, AI_CV_FocusPunch_End
score +1
jump AI_CV_FocusPunch_End
AI_CV_FocusPunch2: @ 81DBBA4
score -1
jump AI_CV_FocusPunch_End
AI_CV_FocusPunch3: @ 81DBBAB
if_random_less_than 100, AI_CV_FocusPunch_End
AI_CV_FocusPunch_ScoreUp1: @ 81DBBB1
score +1
AI_CV_FocusPunch_End: @ 81DBBB3
end
AI_CV_SmellingSalt: @ 81DBBB4
if_status TARGET, PAR, AI_CV_SmellingSalt_ScoreUp1
jump AI_CV_SmellingSalt_End
AI_CV_SmellingSalt_ScoreUp1: @ 81DBBC3
score +1
AI_CV_SmellingSalt_End: @ 81DBBC5
end
AI_CV_Trick: @ 81DBBC6
get_hold_effect USER
if_in_bytes AI_CV_Trick_EffectsToEncourage2, AI_CV_Trick3
if_in_bytes AI_CV_Trick_EffectsToEncourage, AI_CV_Trick4
AI_CV_Trick2: @ 81DBBDA
score -3
jump AI_CV_Trick_End
AI_CV_Trick3: @ 81DBBE1
get_hold_effect TARGET
if_in_bytes AI_CV_Trick_EffectsToEncourage2, AI_CV_Trick2
score +5
jump AI_CV_Trick_End
AI_CV_Trick4: @ 81DBBF3
get_hold_effect 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: @ 81DBC06
end
AI_CV_Trick_EffectsToEncourage: @ 81DBC07
.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_EffectsToEncourage2: @ 81DBC0F
.byte HOLD_EFFECT_CHOICE_BAND
.byte -1
AI_CV_ChangeSelfAbility: @ 81DBC11
get_ability USER
if_in_bytes AI_CV_ChangeSelfAbility_AbilitiesToEncourage, AI_CV_ChangeSelfAbility2
get_ability TARGET
if_in_bytes AI_CV_ChangeSelfAbility_AbilitiesToEncourage, AI_CV_ChangeSelfAbility3
AI_CV_ChangeSelfAbility2: @ 81DBC27
score -1
jump AI_CV_ChangeSelfAbility_End
AI_CV_ChangeSelfAbility3: @ 81DBC2E
if_random_less_than 50, AI_CV_ChangeSelfAbility_End
score +2
AI_CV_ChangeSelfAbility_End: @ 81DBC36
end
AI_CV_ChangeSelfAbility_AbilitiesToEncourage: @ 81DBC37
.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: @ 81DBC48
if_damage_bonus 10, AI_CV_Superpower_ScoreDown1
if_damage_bonus 20, AI_CV_Superpower_ScoreDown1
if_stat_level_less_than USER, ATTACK, 6, AI_CV_Superpower_ScoreDown1
if_would_go_first USER, AI_CV_Superpower2
if_hp_more_than USER, 40, AI_CV_Superpower_ScoreDown1
jump AI_CV_Superpower_End
AI_CV_Superpower2: @ 81DBC6E
if_hp_less_than USER, 60, AI_CV_Superpower_End
AI_CV_Superpower_ScoreDown1: @ 81DBC75
score -1
AI_CV_Superpower_End: @ 81DBC77
end
AI_CV_MagicCoat: @ 81DBC78
if_hp_more_than TARGET, 30, AI_CV_MagicCoat2
if_random_less_than 100, AI_CV_MagicCoat2
score -1
AI_CV_MagicCoat2: @ 81DBC87
is_first_turn USER
if_equal 0, AI_CV_MagicCoat4
if_random_less_than 150, AI_CV_MagicCoat_End
score +1
jump AI_CV_MagicCoat_End
AI_CV_MagicCoat3: @ unreferenced
if_random_less_than 50, AI_CV_MagicCoat_End
AI_CV_MagicCoat4: @ 81DBCA2
if_random_less_than 30, AI_CV_MagicCoat_End
score -1
AI_CV_MagicCoat_End: @ 81DBCAA
end
AI_CV_Recycle: @ 81DBCAB
get_item USER
if_not_in_bytes AI_CV_Recycle_ItemsToEncourage, AI_CV_Recycle_ScoreDown2
if_random_less_than 50, AI_CV_Recycle_End
score +1
jump AI_CV_Recycle_End
AI_CV_Recycle_ScoreDown2: @ 81DBCC3
score -2
AI_CV_Recycle_End: @ 81DBCC5
end
AI_CV_Recycle_ItemsToEncourage: @ 81DBCC6
.byte ITEM_CHESTO_BERRY
.byte ITEM_LUM_BERRY
.byte ITEM_STARF_BERRY
.byte -1
AI_CV_Revenge: @ 81DBCCA
if_status TARGET, SLP, AI_CV_Revenge_ScoreDown2
if_status2 TARGET, S_INFATUATED, AI_CV_Revenge_ScoreDown2
if_status2 TARGET, S_CONFUSED, AI_CV_Revenge_ScoreDown2
if_random_less_than 180, AI_CV_Revenge_ScoreDown2
score +2
jump AI_CV_Revenge_End
AI_CV_Revenge_ScoreDown2: @ 81DBCF5
score -2
AI_CV_Revenge_End: @ 81DBCF7
end
AI_CV_BrickBreak: @ 81DBCF8
if_status4 TARGET, S_REFLECT, AI_CV_BrickBreak_ScoreUp1
jump AI_CV_BrickBreak_End
AI_CV_BrickBreak_ScoreUp1: @ 81DBD07
score +1
AI_CV_BrickBreak_End: @ 81DBD09
end
AI_CV_KnockOff: @ 81DBD0A
if_hp_less_than TARGET, 30, AI_CV_KnockOff_End
is_first_turn USER
if_more_than 0, AI_CV_KnockOff_End
if_random_less_than 180, AI_CV_KnockOff_End
score +1
AI_CV_KnockOff_End: @ 81DBD21
end
AI_CV_Endeavor: @ 81DBD22
if_hp_less_than TARGET, 70, AI_CV_Endeavor_ScoreDown1
if_would_go_first USER, AI_CV_Endeavor2
if_hp_more_than USER, 40, AI_CV_Endeavor_ScoreDown1
score +1
jump AI_CV_Endeavor_End
AI_CV_Endeavor2: @ 81DBD3D
if_hp_more_than USER, 50, AI_CV_Endeavor_ScoreDown1
score +1
jump AI_CV_Endeavor_End
AI_CV_Endeavor_ScoreDown1: @ 81DBD4B
score -1
AI_CV_Endeavor_End: @ 81DBD4D
end
AI_CV_Eruption: @ 81DBD4E
if_damage_bonus 10, AI_CV_Eruption_ScoreDown1
if_damage_bonus 20, AI_CV_Eruption_ScoreDown1
if_would_go_first USER, AI_CV_Eruption2
if_hp_more_than TARGET, 50, AI_CV_Eruption_End
jump AI_CV_Eruption_ScoreDown1
AI_CV_Eruption2: @ 81DBD6C
if_hp_more_than TARGET, 70, AI_CV_Eruption_End
AI_CV_Eruption_ScoreDown1: @ 81DBD73
score -1
AI_CV_Eruption_End: @ 81DBD75
end
AI_CV_Imprison: @ 81DBD76
is_first_turn USER
if_more_than 0, AI_CV_Imprison_End
if_random_less_than 100, AI_CV_Imprison_End
score +2
AI_CV_Imprison_End: @ 81DBD86
end
AI_CV_Refresh: @ 81DBD87
if_hp_less_than TARGET, 50, AI_CV_Refresh_ScoreDown1
jump AI_CV_Refresh_End
AI_CV_Refresh_ScoreDown1: @ 81DBD93
score -1
AI_CV_Refresh_End: @ 81DBD95
end
AI_CV_Snatch: @ 81DBD96
is_first_turn USER
if_equal 1, AI_CV_Snatch3
if_random_less_than 30, AI_CV_Snatch_End
if_would_go_first USER, AI_CV_Snatch2
if_hp_not_equal USER, 100, AI_CV_Snatch5
if_hp_less_than TARGET, 70, AI_CV_Snatch5
if_random_less_than 60, AI_CV_Snatch_End
jump AI_CV_Snatch5
AI_CV_Snatch2: @ 81DBDC3
if_hp_more_than TARGET, 25, AI_CV_Snatch5
if_move_effect TARGET, EFFECT_RESTORE_HP, AI_CV_Snatch3
if_move_effect TARGET, EFFECT_DEFENSE_CURL, AI_CV_Snatch3
jump AI_CV_Snatch4
AI_CV_Snatch3: @ 81DBDDD
if_random_less_than 150, AI_CV_Snatch_End
score +2
jump AI_CV_Snatch_End
AI_CV_Snatch4: @ 81DBDEA
if_random_less_than 230, AI_CV_Snatch5
score +1
jump AI_CV_Snatch_End
AI_CV_Snatch5: @ 81DBDF7
if_random_less_than 30, AI_CV_Snatch_End
score -2
AI_CV_Snatch_End: @ 81DBDFF
end
AI_CV_MudSport: @ 81DBE00
if_hp_less_than USER, 50, AI_CV_MudSport_ScoreDown1
get_type ENEMY_TYPE1
if_equal TYPE_ELECTRIC, AI_CV_MudSport2
get_type PLAYER_TYPE1
if_equal TYPE_ELECTRIC, AI_CV_MudSport2
jump AI_CV_MudSport_ScoreDown1
AI_CV_MudSport2: @ 81DBE1C
score +1
jump AI_CV_MudSport_End
AI_CV_MudSport_ScoreDown1: @ 81DBE23
score -1
AI_CV_MudSport_End: @ 81DBE25
end
AI_CV_Overheat: @ 81DBE26
if_damage_bonus 10, AI_CV_Overheat_ScoreDown1
if_damage_bonus 20, AI_CV_Overheat_ScoreDown1
if_would_go_first USER, AI_CV_Overheat2
if_hp_more_than USER, 60, AI_CV_Overheat_End
jump AI_CV_Overheat_ScoreDown1
AI_CV_Overheat2: @ 81DBE44
if_hp_more_than USER, 80, AI_CV_Overheat_End
AI_CV_Overheat_ScoreDown1: @ 81DBE4B
score -1
AI_CV_Overheat_End: @ 81DBE4D
end
AI_CV_WaterSport: @ 81DBE4E
if_hp_less_than USER, 50, AI_CV_WaterSport_ScoreDown1
get_type ENEMY_TYPE1
if_equal TYPE_FIRE, AI_CV_WaterSport2
get_type PLAYER_TYPE1
if_equal TYPE_FIRE, AI_CV_WaterSport2
jump AI_CV_WaterSport_ScoreDown1
AI_CV_WaterSport2: @ 81DBE6A
score +1
jump AI_CV_WaterSport_End
AI_CV_WaterSport_ScoreDown1: @ 81DBE71
score -1
AI_CV_WaterSport_End: @ 81DBE73
end
AI_CV_DragonDance: @ 81DBE74
if_would_go_first USER, AI_CV_DragonDance2
if_hp_more_than USER, 50, AI_CV_DragonDance_End
if_random_less_than 70, AI_CV_DragonDance_End
score -1
jump AI_CV_DragonDance_End
AI_CV_DragonDance2: @ 81DBE8E
if_random_less_than 128, AI_CV_DragonDance_End
score +1
AI_CV_DragonDance_End: @ 81DBE96
end
AI_TryToFaint: @ 81DBE97
if_can_faint AI_TryToFaint_TryToEncourageQuickAttack
is_most_powerful_move
if_equal 1, Score_Down1
end
AI_TryToFaint_TryToEncourageQuickAttack: @ 81DBEA4
if_effect EFFECT_EXPLOSION, AI_TryToFaint_End
if_not_effect EFFECT_QUICK_ATTACK, AI_TryToFaint_ScoreUp4
score +2
AI_TryToFaint_ScoreUp4: @ 81DBEB2
score +4
AI_TryToFaint_End: @ 81DBEB4
end
AI_SetupFirstTurn: @ 81DBEB5
get_turn_count
if_not_equal 0, AI_SetupFirstTurn_End
get_effect
if_not_in_bytes AI_SetupFirstTurn_SetupEffectsToEncourage, AI_SetupFirstTurn_End
if_random_less_than 80, AI_SetupFirstTurn_End
score +2
AI_SetupFirstTurn_End: @ 81DBECE
end
AI_SetupFirstTurn_SetupEffectsToEncourage: @ 81DBECF
.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: @ 81DBF07
is_most_powerful_move
if_not_equal 0, AI_PreferStrongestMove_End
if_random_less_than 100, AI_PreferStrongestMove_End
score +2
AI_PreferStrongestMove_End: @ 81DBF16
end
AI_Risky: @ 81DBF17
get_effect
if_not_in_bytes AI_Risky_EffectsToEncourage, AI_Risky_End
if_random_less_than 128, AI_Risky_End
score +2
AI_Risky_End: @ 81DBF29
end
AI_Risky_EffectsToEncourage: @ 81DBF2A
.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: @ 81DBF3E
count_alive_pokemon USER
if_equal 0, AI_PreferBatonPass_End
is_most_powerful_move
if_not_equal 0, AI_PreferBatonPass_End
if_move_effect USER, EFFECT_BATON_PASS, AI_PreferBatonPass_GoForBatonPass
if_random_less_than 80, AI_Risky_End
AI_PreferBatonPass_GoForBatonPass: @ 81DBF5A
if_random_less_than 20, AI_Risky_End
score +3
AI_PreferBatonPass_End: @ 81DBF62
end
AI_Nothing: @ 81DBF63
end
AI_HPAware: @ 81DBF64
if_hp_more_than USER, 70, AI_HPAware_UserHasHighHP
if_hp_more_than USER, 30, AI_HPAware_UserHasMediumHP
get_effect
if_in_bytes AI_HPAware_DiscouragedEffectsWhenLowHP, AI_HPAware_TryToDiscourage
jump AI_HPAware_ConsiderTarget
AI_HPAware_UserHasHighHP: @ 81DBF81
get_effect
if_in_bytes AI_HPAware_DiscouragedEffectsWhenHighHP, AI_HPAware_TryToDiscourage
jump AI_HPAware_ConsiderTarget
AI_HPAware_UserHasMediumHP: @ 81DBF90
get_effect
if_in_bytes AI_HPAware_DiscouragedEffectsWhenMediumHP, AI_HPAware_TryToDiscourage
jump AI_HPAware_ConsiderTarget
AI_HPAware_TryToDiscourage: @ 81DBF9F
if_random_less_than 50, AI_HPAware_ConsiderTarget
score -2
AI_HPAware_ConsiderTarget: @ 81DBFA7
if_hp_more_than TARGET, 70, AI_HPAware_TargetHasHighHP
if_hp_more_than TARGET, 30, AI_HPAware_TargetHasMediumHP
get_effect
if_in_bytes AI_HPAware_DiscouragedEffectsWhenTargetLowHP, AI_HPAware_TargetTryToDiscourage
jump AI_HPAware_End
AI_HPAware_TargetHasHighHP: @ 81DBFC4
get_effect
if_in_bytes AI_HPAware_DiscouragedEffectsWhenTargetHighHP, AI_HPAware_TargetTryToDiscourage
jump AI_HPAware_End
AI_HPAware_TargetHasMediumHP: @ 81DBFD3
get_effect
if_in_bytes AI_HPAware_DiscouragedEffectsWhenTargetMediumHP, AI_HPAware_TargetTryToDiscourage
jump AI_HPAware_End
AI_HPAware_TargetTryToDiscourage: @ 81DBFE2
if_random_less_than 50, AI_HPAware_End
score -2
AI_HPAware_End: @ 81DBFEA
end
AI_HPAware_DiscouragedEffectsWhenHighHP: @ 81DBFEB
.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: @ 81DBFF9
.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: @ 81DC024
.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_SOLARBEAM
.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: @ 81DC054
.byte -1
AI_HPAware_DiscouragedEffectsWhenTargetMediumHP: @ 81DC055
.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: @ 81DC07D
.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
.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: @ 81DC0B9
if_not_effect EFFECT_SUNNY_DAY, AI_Unknown_End
if_equal 0, AI_Unknown_End
is_first_turn USER
if_equal 0, AI_Unknown_End
score +5
AI_Unknown_End: @ 81DC0CF
end
AI_Roaming: @ 81DC0D0
if_status2 USER, S_TEMP_TRAP, AI_Roaming_End
if_status2 USER, S_MEAN_LOOK, AI_Roaming_End
get_ability TARGET
if_equal ABILITY_SHADOW_TAG, AI_Roaming_End
get_ability USER
if_equal ABILITY_LEVITATE, AI_Roaming_Flee
get_ability TARGET
if_equal ABILITY_ARENA_TRAP, AI_Roaming_End
AI_Roaming_Flee: @ 81DC0FC
flee
AI_Roaming_End: @ 81DC0FD
end
AI_Safari: @ 81DC0FE
if_random_100 AI_Safari_Flee
watch
AI_Safari_Flee: @ 81DC104
flee
@ This AI is used by the wild Poochyena in the first battle in the game.
@ If it reduces your health to 20% or below, it will flee, allowing you to win.
AI_GoEasy: @ 81DC105
if_hp_equal TARGET, 20, AI_GoEasy_Flee
if_hp_less_than TARGET, 20, AI_GoEasy_Flee
end
AI_GoEasy_Flee: @ 81DC114
flee
AI_Unused: @ 81DC115
end