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https://github.com/Ninjdai1/pokeemerald.git
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non-partner good move checks
This commit is contained in:
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@ -2301,68 +2301,6 @@ AI_CV_Encore_End:
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end
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end
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AI_CV_Encore_EncouragedMovesToEncore:
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AI_CV_Encore_EncouragedMovesToEncore:
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.byte EFFECT_DREAM_EATER
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.byte EFFECT_ATTACK_UP
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.byte EFFECT_DEFENSE_UP
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.byte EFFECT_SPEED_UP
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.byte EFFECT_SPECIAL_ATTACK_UP
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.byte EFFECT_HAZE
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.byte EFFECT_ROAR
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.byte EFFECT_CONVERSION
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.byte EFFECT_TOXIC
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.byte EFFECT_LIGHT_SCREEN
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.byte EFFECT_REST
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.byte EFFECT_SUPER_FANG
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.byte EFFECT_SPECIAL_DEFENSE_UP_2
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.byte EFFECT_CONFUSE
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.byte EFFECT_POISON
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.byte EFFECT_PARALYZE
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.byte EFFECT_LEECH_SEED
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.byte EFFECT_DO_NOTHING
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.byte EFFECT_ATTACK_UP_2
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.byte EFFECT_ENCORE
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.byte EFFECT_CONVERSION_2
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.byte EFFECT_LOCK_ON
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.byte EFFECT_HEAL_BELL
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.byte EFFECT_MEAN_LOOK
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.byte EFFECT_NIGHTMARE
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.byte EFFECT_PROTECT
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.byte EFFECT_SKILL_SWAP
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.byte EFFECT_FORESIGHT
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.byte EFFECT_PERISH_SONG
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.byte EFFECT_SANDSTORM
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.byte EFFECT_ENDURE
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.byte EFFECT_SWAGGER
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.byte EFFECT_ATTRACT
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.byte EFFECT_SAFEGUARD
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.byte EFFECT_RAIN_DANCE
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.byte EFFECT_SUNNY_DAY
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.byte EFFECT_BELLY_DRUM
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.byte EFFECT_PSYCH_UP
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.byte EFFECT_FUTURE_SIGHT
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.byte EFFECT_FAKE_OUT
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.byte EFFECT_STOCKPILE
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.byte EFFECT_SPIT_UP
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.byte EFFECT_SWALLOW
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.byte EFFECT_HAIL
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.byte EFFECT_TORMENT
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.byte EFFECT_WILL_O_WISP
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.byte EFFECT_FOLLOW_ME
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.byte EFFECT_CHARGE
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.byte EFFECT_TRICK
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.byte EFFECT_ROLE_PLAY
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.byte EFFECT_INGRAIN
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.byte EFFECT_RECYCLE
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.byte EFFECT_KNOCK_OFF
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.byte EFFECT_SKILL_SWAP
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.byte EFFECT_IMPRISON
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.byte EFFECT_REFRESH
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.byte EFFECT_GRUDGE
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.byte EFFECT_TEETER_DANCE
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.byte EFFECT_MUD_SPORT
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.byte EFFECT_WATER_SPORT
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.byte EFFECT_DRAGON_DANCE
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.byte EFFECT_CAMOUFLAGE
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.byte -1
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.byte -1
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AI_CV_PainSplit:
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AI_CV_PainSplit:
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@ -239,20 +239,26 @@ struct AiLogicData
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{
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{
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//attacker data
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//attacker data
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u16 atkAbility;
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u16 atkAbility;
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u16 atkItem;
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u16 atkHoldEffect;
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u16 atkHoldEffect;
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u8 atkParam;
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u8 atkParam;
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u16 atkSpecies;
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// target data
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// target data
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u16 defAbility;
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u16 defAbility;
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u16 defItem;
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u16 defHoldEffect;
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u16 defHoldEffect;
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u8 defParam;
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u8 defParam;
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u16 defSpecies;
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// attacker partner data
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// attacker partner data
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u8 battlerAtkPartner;
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u8 battlerAtkPartner;
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u16 partnerMove;
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u16 partnerMove;
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u16 atkPartnerAbility;
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u16 atkPartnerAbility;
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u16 atkPartnerHoldEffect;
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bool32 targetSameSide;
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bool32 targetSameSide;
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// target partner data
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// target partner data
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u8 battlerDefPartner;
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u8 battlerDefPartner;
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u16 defPartnerAbility;
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u16 defPartnerAbility;
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u16 defPartnerHoldEffect;
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};
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};
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struct AI_ThinkingStruct
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struct AI_ThinkingStruct
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@ -14,5 +14,6 @@ enum
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void GetAIPartyIndexes(u32 battlerId, s32 *firstId, s32 *lastId);
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void GetAIPartyIndexes(u32 battlerId, s32 *firstId, s32 *lastId);
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void AI_TrySwitchOrUseItem(void);
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void AI_TrySwitchOrUseItem(void);
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u8 GetMostSuitableMonToSwitchInto(void);
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u8 GetMostSuitableMonToSwitchInto(void);
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bool32 ShouldSwitch(void);
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#endif // GUARD_BATTLE_AI_SWITCH_ITEMS_H
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#endif // GUARD_BATTLE_AI_SWITCH_ITEMS_H
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@ -1,7 +1,7 @@
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#ifndef GUARD_BATTLE_AI_UTIL_H
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#ifndef GUARD_BATTLE_AI_UTIL_H
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#define GUARD_BATTLE_AI_UTIL_H
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#define GUARD_BATTLE_AI_UTIL_H
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// for IsBattlerFaster
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// for IsAiFaster
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#define AI_CHECK_FASTER 0 // if_user_faster
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#define AI_CHECK_FASTER 0 // if_user_faster
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#define AI_CHECK_SLOWER 1 // if_target_faster
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#define AI_CHECK_SLOWER 1 // if_target_faster
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@ -20,25 +20,36 @@ void SaveBattlerData(u8 battlerId);
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void SetBattlerData(u8 battlerId);
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void SetBattlerData(u8 battlerId);
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void RestoreBattlerData(u8 battlerId);
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void RestoreBattlerData(u8 battlerId);
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bool32 AtMaxHp(u8 battler);
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u32 GetHealthPercentage(u8 battler);
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u32 GetHealthPercentage(u8 battler);
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bool32 IsBattlerTrapped(u8 battler, bool8 switching);
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bool32 IsBattlerTrapped(u8 battler, bool8 switching);
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bool32 IsBattlerFaster(u8 battler);
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bool32 IsAiFaster(u8 battler);
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bool32 CanTargetFaintAi(u8 battlerDef, u8 battlerAtk);
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bool32 CanTargetFaintAi(u8 battlerDef, u8 battlerAtk);
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bool32 CanMoveFaintBattler(u16 move, u8 battlerDef, u8 battlerAtk, u8 nHits);
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bool32 CanTargetFaintAiWithMod(u8 battlerDef, u8 battlerAtk, s32 hpMod, s32 dmgMod);
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bool32 CanTargetFaintAiWithMod(u8 battlerDef, u8 battlerAtk, s32 hpMod, s32 dmgMod);
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s32 AI_GetAbility(u32 battlerId);
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s32 AI_GetAbility(u32 battlerId);
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u16 AI_GetHoldEffect(u32 battlerId);
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u16 AI_GetHoldEffect(u32 battlerId);
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u32 AI_GetMoveAccuracy(u8 battlerAtk, u8 battlerDef, u16 atkAbility, u16 defAbility, u8 atkHoldEffect, u8 defHoldEffect, u16 move);
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u32 AI_GetMoveAccuracy(u8 battlerAtk, u8 battlerDef, u16 atkAbility, u16 defAbility, u8 atkHoldEffect, u8 defHoldEffect, u16 move);
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bool32 DoesBattlerIgnoreAbilityChecks(u16 atkAbility, u16 move);
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bool32 DoesBattlerIgnoreAbilityChecks(u16 atkAbility, u16 move);
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bool32 AI_WeatherHasEffect(void);
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bool32 AI_WeatherHasEffect(void);
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bool32 CanAttackerFaintTarget(u8 battlerAtk, u8 battlerDef, u8 index);
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bool32 CanAttackerFaintTarget(u8 battlerAtk, u8 battlerDef, u8 index, u8 numHits);
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bool32 AI_IsBattlerGrounded(u8 battlerId);
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bool32 AI_IsBattlerGrounded(u8 battlerId);
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bool32 BattlerHasDamagingMove(u8 battlerId);
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bool32 HasDamagingMove(u8 battlerId);
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bool32 BattlerHasSecondaryDamage(u8 battlerId);
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bool32 HasDamagingMoveOfType(u8 battlerId, u8 type);
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u32 GetBattlerSecondaryDamage(u8 battlerId);
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bool32 BattlerWillFaintFromWeather(u8 battler, u16 ability);
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bool32 BattlerWillFaintFromWeather(u8 battler, u16 ability);
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bool32 BattlerWillFaintFromSecondaryDamage(u8 battler, u16 ability);
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bool32 ShouldTryOHKO(u8 battlerAtk, u8 battlerDef, u16 atkAbility, u16 defAbility, u32 accuracy, u16 move);
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bool32 ShouldTryOHKO(u8 battlerAtk, u8 battlerDef, u16 atkAbility, u16 defAbility, u32 accuracy, u16 move);
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bool32 ShouldUseRecoilMove(u8 battlerAtk, u8 battlerDef, u32 recoilDmg, u8 moveIndex);
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bool32 ShouldUseRecoilMove(u8 battlerAtk, u8 battlerDef, u32 recoilDmg, u8 moveIndex);
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u16 GetBattlerSideSpeedAverage(u8 battler);
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u16 GetBattlerSideSpeedAverage(u8 battler);
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bool32 ShouldRecover(u8 battlerAtk, u8 battlerDef, u16 move, s32 damage);
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bool32 ShouldAbsorb(u8 battlerAtk, u8 battlerDef, u16 move, s32 damage);
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bool32 ShouldRecover(u8 battlerAtk, u8 battlerDef, u16 move, u8 healPercent);
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bool32 ShouldSetScreen(u8 battlerAtk, u8 battlerDef, u16 moveEffect);
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bool32 ShouldPivot(u8 battlerAtk, u8 battlerDef, u16 defAbility, u16 move, u8 moveIndex);
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bool32 IsRecycleEncouragedItem(u16 item);
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bool32 CanKnockOffItem(u8 battler, u16 item);
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bool32 IsAbilityOfRating(u16 ability, s8 rating);
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s8 GetAbilityRating(u16 ability);
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// stat stage checks
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// stat stage checks
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bool32 AnyStatIsRaised(u8 battlerId);
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bool32 AnyStatIsRaised(u8 battlerId);
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@ -50,8 +61,15 @@ u32 CountPositiveStatStages(u8 battlerId);
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u32 CountNegativeStatStages(u8 battlerId);
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u32 CountNegativeStatStages(u8 battlerId);
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bool32 BattlerShouldRaiseAttacks(u8 battlerId, u16 ability);
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bool32 BattlerShouldRaiseAttacks(u8 battlerId, u16 ability);
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bool32 ShouldLowerAttack(u8 battlerAtk, u8 battlerDef, u16 defAbility, u8 moveIndex);
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bool32 ShouldLowerAttack(u8 battlerAtk, u8 battlerDef, u16 defAbility, u8 moveIndex);
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bool32 ShouldLowerDefense(u8 battlerAtk, u8 battlerDef, u16 defAbility, u8 moveIndex);
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bool32 ShouldLowerSpeed(u8 battlerAtk, u8 battlerDef, u16 defAbility, u8 moveIndex);
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bool32 ShouldLowerSpAtk(u8 battlerAtk, u8 battlerDef, u16 defAbility, u8 moveIndex);
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bool32 ShouldLowerSpDef(u8 battlerAtk, u8 battlerDef, u16 defAbility, u8 moveIndex);
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bool32 ShouldLowerAccuracy(u8 battlerAtk, u8 battlerDef, u16 defAbility, u8 moveIndex);
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bool32 ShouldLowerEvasion(u8 battlerAtk, u8 battlerDef, u16 defAbility, u8 moveIndex);
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// move checks
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// move checks
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bool32 IsAffectedByPowder(u8 battler, u16 ability, u16 holdEffect);
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bool32 MovesWithSplitUnusable(u32 attacker, u32 target, u32 split);
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bool32 MovesWithSplitUnusable(u32 attacker, u32 target, u32 split);
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s32 AI_CalcDamage(u16 move, u8 battlerAtk, u8 battlerDef);
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s32 AI_CalcDamage(u16 move, u8 battlerAtk, u8 battlerDef);
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u8 GetMoveDamageResult(u16 move);
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u8 GetMoveDamageResult(u16 move);
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@ -59,10 +77,12 @@ u16 AI_GetTypeEffectiveness(u16 move, u8 battlerAtk, u8 battlerDef);
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u8 AI_GetMoveEffectiveness(u16 move);
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u8 AI_GetMoveEffectiveness(u16 move);
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u16 *GetMovesArray(u32 battler);
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u16 *GetMovesArray(u32 battler);
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bool32 IsConfusionMoveEffect(u16 moveEffect);
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bool32 IsConfusionMoveEffect(u16 moveEffect);
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bool32 HasMove(u32 battlerId, u32 move);
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bool32 HasMoveWithSplit(u32 battler, u32 split);
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bool32 HasMoveWithSplit(u32 battler, u32 split);
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bool32 HasMoveWithType(u32 battler, u8 type);
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bool32 HasMoveWithType(u32 battler, u8 type);
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bool32 HasMoveWithTypeAndSplit(u32 battler, u8 type, u8 split);
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bool32 HasMoveEffect(u32 battlerId, u16 moveEffect);
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bool32 HasMoveEffect(u32 battlerId, u16 moveEffect);
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bool32 HasMoveWithLowAccuracy(u8, u8, u8, bool32, u16, u16, u16, u16, u16);
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bool32 HasMoveWithLowAccuracy(u8, u8, u8, bool32, u16, u16, u16, u16);
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bool32 TestMoveFlagsInMoveset(u8 battler, u32 flags);
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bool32 TestMoveFlagsInMoveset(u8 battler, u32 flags);
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bool32 IsAromaVeilProtectedMove(u16 move);
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bool32 IsAromaVeilProtectedMove(u16 move);
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bool32 IsNonVolatileStatusMoveEffect(u16 moveEffect);
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bool32 IsNonVolatileStatusMoveEffect(u16 moveEffect);
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@ -73,15 +93,36 @@ bool32 IsHazardMoveEffect(u16 moveEffect);
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bool32 MoveCallsOtherMove(u16 move);
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bool32 MoveCallsOtherMove(u16 move);
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bool32 MoveRequiresRecharging(u16 move);
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bool32 MoveRequiresRecharging(u16 move);
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bool32 IsInstructBannedMove(u16 move);
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bool32 IsInstructBannedMove(u16 move);
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bool32 IsEncoreEncouragedEffect(u16 moveEffect);
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void ProtectChecks(u8 battlerAtk, u8 battlerDef, u16 move, u16 predictedMove, s16 *score);
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bool32 ShouldSetSandstorm(u8 battler, u16 ability, u16 holdEffect);
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bool32 ShouldSetHail(u8 battler, u16 ability, u16 holdEffect);
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bool32 ShouldSetRain(u8 battlerAtk, u16 ability, u16 holdEffect);
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bool32 ShouldSetSun(u8 battlerAtk, u16 atkAbility, u16 holdEffect);
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bool32 HasSleepMoveWithLowAccuracy(u8 battlerAtk, u8 battlerDef);
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bool32 IsHealingMoveEffect(u16 effect);
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bool32 HasHealingEffect(u32 battler);
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bool32 ShouldFakeOut(u8 battlerAtk, u8 battlerDef, u16 move);
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bool32 IsThawingMove(u16 move);
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bool32 HasThawingMove(u8 battlerId);
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// status checks
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// status checks
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bool32 CanBeBurned(u8 battler, u16 ability);
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bool32 CanBePoisoned(u8 battler, u16 ability);
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bool32 IsBattlerIncapacitated(u8 battler, u16 ability);
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bool32 CanSleep(u8 battler, u16 ability);
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bool32 AI_CanPutToSleep(u8 battlerAtk, u8 battlerDef, u16 defAbility, u16 move, u16 partnerMove);
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bool32 AI_CanPutToSleep(u8 battlerAtk, u8 battlerDef, u16 defAbility, u16 move, u16 partnerMove);
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bool32 ShouldPoisonSelf(u8 battler, u16 ability);
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bool32 AI_CanPoison(u8 battlerAtk, u8 battlerDef, u16 defAbility, u16 move, u16 partnerMove);
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bool32 AI_CanPoison(u8 battlerAtk, u8 battlerDef, u16 defAbility, u16 move, u16 partnerMove);
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bool32 AI_CanParalyze(u8 battlerAtk, u8 battlerDef, u16 defAbility, u16 move, u16 partnerMove);
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bool32 AI_CanParalyze(u8 battlerAtk, u8 battlerDef, u16 defAbility, u16 move, u16 partnerMove);
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bool32 AI_CanConfuse(u8 battlerAtk, u8 battlerDef, u16 defAbility, u8 battlerAtkPartner, u16 move, u16 partnerMove);
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bool32 AI_CanConfuse(u8 battlerAtk, u8 battlerDef, u16 defAbility, u8 battlerAtkPartner, u16 move, u16 partnerMove);
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bool32 ShouldBurnSelf(u8 battler, u16 ability);
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bool32 AI_CanBurn(u8 battlerAtk, u8 battlerDef, u16 defAbility, u8 battlerAtkPartner, u16 move, u16 partnerMove);
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bool32 AI_CanBurn(u8 battlerAtk, u8 battlerDef, u16 defAbility, u8 battlerAtkPartner, u16 move, u16 partnerMove);
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bool32 AI_CanBeInfatuated(u8 battlerAtk, u8 battlerDef, u16 defAbility, u8 atkGender, u8 defGender);
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bool32 AI_CanBeInfatuated(u8 battlerAtk, u8 battlerDef, u16 defAbility, u8 atkGender, u8 defGender);
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bool32 AnyPartyMemberStatused(u8 battlerId, bool32 checkSoundproof);
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bool32 AnyPartyMemberStatused(u8 battlerId, bool32 checkSoundproof);
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u32 ShouldTryToFlinch(u8 battlerAtk, u8 battlerDef, u16 atkAbility, u16 defAbility, u16 move);
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bool32 ShouldTrap(u8 battlerAtk, u8 battlerDef, u16 move);
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bool32 IsWakeupTurn(u8 battler);
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// partner logic
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// partner logic
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u16 GetAllyChosenMove(void);
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u16 GetAllyChosenMove(void);
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@ -95,10 +136,21 @@ bool32 PartnerMoveEffectIsTerrain(u8 battlerAtkPartner, u16 partnerMove);
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bool32 PartnerMoveIs(u8 battlerAtkPartner, u16 partnerMove, u16 moveCheck);
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bool32 PartnerMoveIs(u8 battlerAtkPartner, u16 partnerMove, u16 moveCheck);
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bool32 PartnerMoveIsSameAsAttacker(u8 battlerAtkPartner, u8 battlerDef, u16 move, u16 partnerMove);
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bool32 PartnerMoveIsSameAsAttacker(u8 battlerAtkPartner, u8 battlerDef, u16 move, u16 partnerMove);
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bool32 PartnerMoveIsSameNoTarget(u8 battlerAtkPartner, u16 move, u16 partnerMove);
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bool32 PartnerMoveIsSameNoTarget(u8 battlerAtkPartner, u16 move, u16 partnerMove);
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bool32 ShouldUseWishAromatherapy(u8 battlerAtk, u8 battlerDef, u16 move);
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// party logic
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// party logic
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s32 AI_CalcPartyMonDamage(u16 move, u8 battlerAtk, u8 battlerDef, struct Pokemon *mon);
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s32 AI_CalcPartyMonDamage(u16 move, u8 battlerAtk, u8 battlerDef, struct Pokemon *mon);
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s32 CountUsablePartyMons(u8 battlerId);
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s32 CountUsablePartyMons(u8 battlerId);
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bool32 IsPartyFullyHealedExceptBattler(u8 battler);
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bool32 IsPartyFullyHealedExceptBattler(u8 battler);
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bool32 PartyHasMoveSplit(u8 battlerId, u8 split);
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bool32 SideHasMoveSplit(u8 battlerId, u8 split);
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// score increases
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void IncreaseStatUpScore(u8 battlerAtk, u8 battlerDef, u8 statId, s16 *score);
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void IncreasePoisonScore(u8 battlerAtk, u8 battlerdef, u16 move, s16 *score);
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void IncreaseBurnScore(u8 battlerAtk, u8 battlerdef, u16 move, s16 *score);
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void IncreaseParalyzeScore(u8 battlerAtk, u8 battlerDef, u16 move, s16 *score);
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void IncreaseSleepScore(u8 battlerAtk, u8 battlerDef, u16 move, s16 *score);
|
||||||
|
void IncreaseConfusionScore(u8 battlerAtk, u8 battlerDef, u16 move, s16 *score);
|
||||||
|
|
||||||
#endif //GUARD_BATTLE_AI_UTIL_H
|
#endif //GUARD_BATTLE_AI_UTIL_H
|
@ -220,7 +220,8 @@
|
|||||||
#define SIDE_STATUS_CRAFTY_SHIELD (1 << 20)
|
#define SIDE_STATUS_CRAFTY_SHIELD (1 << 20)
|
||||||
#define SIDE_STATUS_MAT_BLOCK (1 << 21)
|
#define SIDE_STATUS_MAT_BLOCK (1 << 21)
|
||||||
|
|
||||||
#define SIDE_HAZARDS_ANY (SIDE_STATUS_SPIKES | SIDE_STATUS_STICKY_WEB | SIDE_STATUS_TOXIC_SPIKES | SIDE_STATUS_STEALTH_ROCK)
|
#define SIDE_STATUS_HAZARDS_ANY (SIDE_STATUS_SPIKES | SIDE_STATUS_STICKY_WEB | SIDE_STATUS_TOXIC_SPIKES | SIDE_STATUS_STEALTH_ROCK)
|
||||||
|
#define SIDE_STATUS_SCREEEN_ANY (SIDE_STATUS_REFLECT | SIDE_STATUS_LIGHTSCREEN | SIDE_STATUS_AURORA_VEIL)
|
||||||
|
|
||||||
// Field affecting statuses.
|
// Field affecting statuses.
|
||||||
#define STATUS_FIELD_MAGIC_ROOM 0x1
|
#define STATUS_FIELD_MAGIC_ROOM 0x1
|
||||||
|
@ -50,6 +50,8 @@
|
|||||||
#define AI_FLAG_HELP_PARTNER (1 << 10) // AI can try to help partner. If not set, will tend not to target partner
|
#define AI_FLAG_HELP_PARTNER (1 << 10) // AI can try to help partner. If not set, will tend not to target partner
|
||||||
#define AI_FLAG_WILL_SUICIDE (1 << 11) // AI will use explosion / self destruct / final gambit / etc
|
#define AI_FLAG_WILL_SUICIDE (1 << 11) // AI will use explosion / self destruct / final gambit / etc
|
||||||
#define AI_FLAG_PREFER_STATUS_MOVES (1 << 12) // AI gets a score bonus for status moves. Should be combined with AI_FLAG_CHECK_BAD_MOVE to prevent using only status moves
|
#define AI_FLAG_PREFER_STATUS_MOVES (1 << 12) // AI gets a score bonus for status moves. Should be combined with AI_FLAG_CHECK_BAD_MOVE to prevent using only status moves
|
||||||
|
#define AI_FLAG_STALL (1 << 13) // AI stalls battle and prefers secondary damage/trapping/etc. TODO not finished
|
||||||
|
#define AI_FLAG_SCREENER (1 << 14) // AI prefers screening effects like reflect, mist, etc. TODO unfinished
|
||||||
|
|
||||||
// 'other' ai logic flags
|
// 'other' ai logic flags
|
||||||
#define AI_FLAG_ROAMING (1 << 29)
|
#define AI_FLAG_ROAMING (1 << 29)
|
||||||
|
@ -74,5 +74,6 @@ ItemUseFunc ItemId_GetFieldFunc(u16 itemId);
|
|||||||
u8 ItemId_GetBattleUsage(u16 itemId);
|
u8 ItemId_GetBattleUsage(u16 itemId);
|
||||||
ItemUseFunc ItemId_GetBattleFunc(u16 itemId);
|
ItemUseFunc ItemId_GetBattleFunc(u16 itemId);
|
||||||
u8 ItemId_GetSecondaryId(u16 itemId);
|
u8 ItemId_GetSecondaryId(u16 itemId);
|
||||||
|
bool32 IsPinchBerryItemEffect(u16 holdEffect);
|
||||||
|
|
||||||
#endif // GUARD_ITEM_H
|
#endif // GUARD_ITEM_H
|
||||||
|
File diff suppressed because it is too large
Load Diff
@ -417,7 +417,7 @@ static bool8 FindMonWithFlagsAndSuperEffective(u16 flags, u8 moduloPercent)
|
|||||||
return FALSE;
|
return FALSE;
|
||||||
}
|
}
|
||||||
|
|
||||||
static bool8 ShouldSwitch(void)
|
bool32 ShouldSwitch(void)
|
||||||
{
|
{
|
||||||
u8 battlerIn1, battlerIn2;
|
u8 battlerIn1, battlerIn2;
|
||||||
s32 firstId;
|
s32 firstId;
|
||||||
|
1575
src/battle_ai_util.c
1575
src/battle_ai_util.c
File diff suppressed because it is too large
Load Diff
23
src/item.c
23
src/item.c
@ -957,3 +957,26 @@ u8 ItemId_GetSecondaryId(u16 itemId)
|
|||||||
{
|
{
|
||||||
return gItems[SanitizeItemId(itemId)].secondaryId;
|
return gItems[SanitizeItemId(itemId)].secondaryId;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool32 IsPinchBerryItemEffect(u16 holdEffect)
|
||||||
|
{
|
||||||
|
switch (holdEffect)
|
||||||
|
{
|
||||||
|
case HOLD_EFFECT_ATTACK_UP:
|
||||||
|
case HOLD_EFFECT_DEFENSE_UP:
|
||||||
|
case HOLD_EFFECT_SPEED_UP:
|
||||||
|
case HOLD_EFFECT_SP_ATTACK_UP:
|
||||||
|
case HOLD_EFFECT_SP_DEFENSE_UP:
|
||||||
|
case HOLD_EFFECT_CRITICAL_UP:
|
||||||
|
case HOLD_EFFECT_RANDOM_STAT_UP:
|
||||||
|
#ifdef HOLD_EFFECT_CUSTAP_BERRY
|
||||||
|
case HOLD_EFFECT_CUSTAP_BERRY:
|
||||||
|
#endif
|
||||||
|
#ifdef HOLD_EFFECT_MICLE_BERRY
|
||||||
|
case HOLD_EFFECT_MICLE_BERRY:
|
||||||
|
#endif
|
||||||
|
return TRUE;
|
||||||
|
}
|
||||||
|
|
||||||
|
return FALSE;
|
||||||
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user