trainer z move ai

This commit is contained in:
Evan 2020-12-01 08:24:33 -05:00
parent a0bde70493
commit fd8951d040
15 changed files with 364 additions and 63 deletions

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@ -50,12 +50,17 @@ InsideOfTruck_EventScript_SetIntroFlagsFemale:: @ 823BF46
end end
InsideOfTruck_EventScript_MovingBox:: @ 823BF6C InsideOfTruck_EventScript_MovingBox:: @ 823BF6C
givemon SPECIES_MEW, 55, ITEM_MEWNIUM_Z givemon SPECIES_STARMIE, 55, ITEM_WATERIUM_Z
givemon SPECIES_CHARIZARD, 50, ITEM_FIRIUM_Z givemon SPECIES_CHARIZARD, 50, ITEM_FIRIUM_Z
setwildbattle SPECIES_AGGRON, 40, 0
dowildbattle trainerbattle_no_intro TRAINER_VIOLET, sText_test
@setwildbattle SPECIES_AGGRON, 40, 0
@dowildbattle
@msgbox InsideOfTruck_Text_BoxPrintedWithMonLogo, MSGBOX_SIGN @msgbox InsideOfTruck_Text_BoxPrintedWithMonLogo, MSGBOX_SIGN
end end
sText_test:
.string "hi$"
InsideOfTruck_Text_BoxPrintedWithMonLogo: @ 823BF75 InsideOfTruck_Text_BoxPrintedWithMonLogo: @ 823BF75
.string "The box is printed with a POKéMON logo.\p" .string "The box is printed with a POKéMON logo.\p"

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@ -436,12 +436,12 @@ struct ZMoveData
u8 zStatusActive:1; u8 zStatusActive:1;
u8 healReplacement:1; //TODO: z-parting shot u8 healReplacement:1; //TODO: z-parting shot
u8 zUnused:2; u8 zUnused:2;
/*0x02*/ u16 currZMove; //z move of cursor / selected z move /*0x02*/ u16 currZMove; //z move of move cursor is on
/*0x04*/ u16 baseMove; //move turned into z move
/*0x06*/ u8 triggerSpriteId; /*0x06*/ u8 triggerSpriteId;
u8 effect; u8 effect;
u8 used[MAX_BATTLERS_COUNT]; //one per bank for multi-battles u8 used[MAX_BATTLERS_COUNT]; //one per bank for multi-battles
u16 toBeUsed[MAX_BATTLERS_COUNT]; //TODO z moves per battler to be used u16 toBeUsed[MAX_BATTLERS_COUNT]; //TODO z moves per battler to be used
u16 baseMoves[MAX_BATTLERS_COUNT];
u8 splits[MAX_BATTLERS_COUNT]; u8 splits[MAX_BATTLERS_COUNT];
}; /* size = 8 */ }; /* size = 8 */

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@ -23,5 +23,6 @@ void RecordAbilityBattle(u8 battlerId, u8 abilityId);
void ClearBattlerAbilityHistory(u8 battlerId); void ClearBattlerAbilityHistory(u8 battlerId);
void RecordItemEffectBattle(u8 battlerId, u8 itemEffect); void RecordItemEffectBattle(u8 battlerId, u8 itemEffect);
void ClearBattlerItemEffectHistory(u8 battlerId); void ClearBattlerItemEffectHistory(u8 battlerId);
bool32 HasMoveWithSplit(u32 battler, u32 split);
#endif // GUARD_BATTLE_AI_SCRIPT_COMMANDS_H #endif // GUARD_BATTLE_AI_SCRIPT_COMMANDS_H

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@ -3,6 +3,8 @@
#include "constants/z_move_effects.h" #include "constants/z_move_effects.h"
#define MOVE_Z_STATUS 0xFFFF
struct SignatureZMove struct SignatureZMove
{ {
u16 species; u16 species;
@ -11,6 +13,7 @@ struct SignatureZMove
u16 zmove; u16 zmove;
}; };
void QueueZMove(u8 battlerId, u16 baseMove);
bool32 IsViableZMove(u8 battlerId, u16 move); bool32 IsViableZMove(u8 battlerId, u16 move);
bool32 TryChangeZIndicator(u8 battlerId, u16 move); bool32 TryChangeZIndicator(u8 battlerId, u16 move);
void CreateZMoveTriggerSprite(u8, bool8); void CreateZMoveTriggerSprite(u8, bool8);
@ -20,5 +23,6 @@ void DestroyZMoveTriggerSprite(void);
bool32 MoveSelectionDisplayZMove(u16 zmove); bool32 MoveSelectionDisplayZMove(u16 zmove);
const u8* GetZMoveName(u16 move); const u8* GetZMoveName(u16 move);
void SetZEffect(void); void SetZEffect(void);
bool32 ShouldAIUseZMove(u8 activeId, u8 targetId, u16 *baseMove, u8 *chosenMoveId);
#endif // GUARD_BATTLE_Z_MOVE_H #endif // GUARD_BATTLE_Z_MOVE_H

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@ -145,6 +145,9 @@
#define B_INCINERATE_GEMS GEN_6 // In Gen6+, Incinerate can destroy Gems. #define B_INCINERATE_GEMS GEN_6 // In Gen6+, Incinerate can destroy Gems.
#define B_MINIMIZE_DMG_ACC GEN_6 // In Gen6+, moves that causes double damage to minimized Pokémon will also skip accuracy checks. #define B_MINIMIZE_DMG_ACC GEN_6 // In Gen6+, moves that causes double damage to minimized Pokémon will also skip accuracy checks.
// AI Settings
#define B_AI_PREFER_STATUS_Z_MOVES FALSE // If TRUE, the AI will prefer z-status moves over damaging z moves
// Ability settings // Ability settings
#define B_ABILITY_WEATHER GEN_6 // In Gen5+, weather caused by abilities lasts the same amount of turns as induced from a move. Before, they lasted till the battle's end or weather change by a move. #define B_ABILITY_WEATHER GEN_6 // In Gen5+, weather caused by abilities lasts the same amount of turns as induced from a move. Before, they lasted till the battle's end or weather change by a move.
#define B_GALE_WINGS GEN_6 // In Gen7+ requires full HP to trigger. #define B_GALE_WINGS GEN_6 // In Gen7+ requires full HP to trigger.

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@ -819,6 +819,4 @@
#define MOVES_COUNT MOVES_COUNT_GEN8 #define MOVES_COUNT MOVES_COUNT_GEN8
#define MOVES_COUNT_Z (MOVE_SOUL_STEALING_7_STAR_STRIKE + 1) #define MOVES_COUNT_Z (MOVE_SOUL_STEALING_7_STAR_STRIKE + 1)
#define MOVE_Z_SIGNATURE 0xFFFF //signature z move
#endif // GUARD_CONSTANTS_MOVES_H #endif // GUARD_CONSTANTS_MOVES_H

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@ -2600,7 +2600,7 @@ static u16 *GetMovesArray(u32 battler)
return gBattleResources->battleHistory->usedMoves[battler]; return gBattleResources->battleHistory->usedMoves[battler];
} }
static bool32 HasMoveWithSplit(u32 battler, u32 split) bool32 HasMoveWithSplit(u32 battler, u32 split)
{ {
s32 i; s32 i;
u16 *moves = GetMovesArray(battler); u16 *moves = GetMovesArray(battler);

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@ -9,6 +9,7 @@
#include "battle_setup.h" #include "battle_setup.h"
#include "battle_tower.h" #include "battle_tower.h"
#include "battle_tv.h" #include "battle_tv.h"
#include "battle_z_move.h"
#include "bg.h" #include "bg.h"
#include "data.h" #include "data.h"
#include "frontier_util.h" #include "frontier_util.h"
@ -1573,18 +1574,34 @@ static void OpponentHandleChooseMove(void)
BtlController_EmitTwoReturnValues(1, 15, gBattlerTarget); BtlController_EmitTwoReturnValues(1, 15, gBattlerTarget);
break; break;
default: default:
if (gBattleMoves[moveInfo->moves[chosenMoveId]].target & (MOVE_TARGET_USER_OR_SELECTED | MOVE_TARGET_USER))
gBattlerTarget = gActiveBattler;
if (gBattleMoves[moveInfo->moves[chosenMoveId]].target & MOVE_TARGET_BOTH)
{ {
gBattlerTarget = GetBattlerAtPosition(B_POSITION_PLAYER_LEFT); u16 chosenMove = moveInfo->moves[chosenMoveId];
if (gAbsentBattlerFlags & gBitTable[gBattlerTarget])
gBattlerTarget = GetBattlerAtPosition(B_POSITION_PLAYER_RIGHT); if (ShouldAIUseZMove(gActiveBattler, gBattlerTarget, moveInfo->moves, &chosenMoveId))
{
QueueZMove(gActiveBattler, moveInfo->moves[chosenMoveId]);
chosenMove = moveInfo->moves[chosenMoveId];
gBattlerTarget = GetBattlerAtPosition(B_POSITION_PLAYER_LEFT);
if (gAbsentBattlerFlags & gBitTable[gBattlerTarget])
gBattlerTarget = GetBattlerAtPosition(B_POSITION_PLAYER_RIGHT);
}
else
{
if (gBattleMoves[chosenMove].target & (MOVE_TARGET_USER_OR_SELECTED | MOVE_TARGET_USER))
gBattlerTarget = gActiveBattler;
if (gBattleMoves[chosenMove].target & MOVE_TARGET_BOTH)
{
gBattlerTarget = GetBattlerAtPosition(B_POSITION_PLAYER_LEFT);
if (gAbsentBattlerFlags & gBitTable[gBattlerTarget])
gBattlerTarget = GetBattlerAtPosition(B_POSITION_PLAYER_RIGHT);
}
}
if (CanMegaEvolve(gActiveBattler)) // If opponent can mega evolve, do it.
BtlController_EmitTwoReturnValues(1, 10, (chosenMoveId) | (RET_MEGA_EVOLUTION) | (gBattlerTarget << 8));
else
BtlController_EmitTwoReturnValues(1, 10, (chosenMoveId) | (gBattlerTarget << 8));
} }
if (CanMegaEvolve(gActiveBattler)) // If opponent can mega evolve, do it.
BtlController_EmitTwoReturnValues(1, 10, (chosenMoveId) | (RET_MEGA_EVOLUTION) | (gBattlerTarget << 8));
else
BtlController_EmitTwoReturnValues(1, 10, (chosenMoveId) | (gBattlerTarget << 8));
break; break;
} }
OpponentBufferExecCompleted(); OpponentBufferExecCompleted();

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@ -566,11 +566,7 @@ static void HandleInputChooseMove(void)
{ {
u16 chosenMove = moveInfo->moves[gMoveSelectionCursor[gActiveBattler]]; u16 chosenMove = moveInfo->moves[gMoveSelectionCursor[gActiveBattler]];
//gBattleStruct->zmove.toBeUsed[gActiveBattler] = gBattleStruct->zmove.currZMove; QueueZMove(gActiveBattler, chosenMove);
gBattleStruct->zmove.baseMove = chosenMove;
gBattleStruct->zmove.split = GetBattleMoveSplit(chosenMove);
gBattleStruct->zmove.active = TRUE;
gBattleStruct->zmove.viewing = FALSE; gBattleStruct->zmove.viewing = FALSE;
if (gBattleMoves[moveInfo->moves[gMoveSelectionCursor[gActiveBattler]]].split != SPLIT_STATUS) if (gBattleMoves[moveInfo->moves[gMoveSelectionCursor[gActiveBattler]]].split != SPLIT_STATUS)
moveTarget = MOVE_TARGET_SELECTED; //damaging z moves always have selected target moveTarget = MOVE_TARGET_SELECTED; //damaging z moves always have selected target

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@ -5099,7 +5099,10 @@ static void Cmd_moveend(void)
gSpecialStatuses[gBattlerAttacker].damagedMons = 0; gSpecialStatuses[gBattlerAttacker].damagedMons = 0;
gSpecialStatuses[gBattlerTarget].berryReduced = 0; gSpecialStatuses[gBattlerTarget].berryReduced = 0;
gBattleScripting.moveEffect = 0; gBattleScripting.moveEffect = 0;
// clear attacker z move data
gBattleStruct->zmove.active = FALSE; gBattleStruct->zmove.active = FALSE;
gBattleStruct->zmove.toBeUsed[gBattlerAttacker] = MOVE_NONE;
gBattleStruct->zmove.effect = EFFECT_HIT;
gBattleScripting.moveendState++; gBattleScripting.moveendState++;
break; break;
case MOVEEND_COUNT: case MOVEEND_COUNT:

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@ -124,9 +124,9 @@ void HandleAction_UseMove(void)
} }
// check z move used // check z move used
if (gBattleStruct->zmove.active) if (gBattleStruct->zmove.toBeUsed[gBattlerAttacker])
{ {
gCurrentMove = gBattleStruct->zmove.currZMove; gCurrentMove = gBattleStruct->zmove.toBeUsed[gBattlerAttacker];
} }
if (gBattleMons[gBattlerAttacker].hp != 0) if (gBattleMons[gBattlerAttacker].hp != 0)
@ -3187,16 +3187,17 @@ u8 AtkCanceller_UnableToUseMove(void)
gBattleStruct->atkCancellerTracker++; gBattleStruct->atkCancellerTracker++;
break; break;
case CANCELLER_Z_MOVES: case CANCELLER_Z_MOVES:
if (gBattleStruct->zmove.active == TRUE) if (gBattleStruct->zmove.toBeUsed[gBattlerAttacker] != MOVE_NONE)
{ {
//attacker has a queued z move
gBattleStruct->zmove.active = TRUE;
RecordItemEffectBattle(gBattlerAttacker, HOLD_EFFECT_Z_CRYSTAL); RecordItemEffectBattle(gBattlerAttacker, HOLD_EFFECT_Z_CRYSTAL);
gBattleStruct->zmove.used[gBattlerAttacker] = TRUE; gBattleStruct->zmove.used[gBattlerAttacker] = TRUE;
//TODO - partner battles. //TODO - partner battles
gBattleScripting.battler = gBattlerAttacker; gBattleScripting.battler = gBattlerAttacker;
if (IS_MOVE_STATUS(gBattleStruct->zmove.splits[gBattlerAttacker]))
if (IS_MOVE_STATUS(gBattleStruct->zmove.baseMove))
{ {
gBattleStruct->zmove.effect = gBattleMoves[gBattleStruct->zmove.baseMove].zMoveEffect; gBattleStruct->zmove.effect = gBattleMoves[gBattleStruct->zmove.baseMoves[gBattlerAttacker]].zMoveEffect;
BattleScriptPushCursor(); BattleScriptPushCursor();
gBattlescriptCurrInstr = BattleScript_ZMoveActivateStatus; gBattlescriptCurrInstr = BattleScript_ZMoveActivateStatus;
} }
@ -6402,7 +6403,7 @@ static u16 CalcMoveBasePower(u16 move, u8 battlerAtk, u8 battlerDef)
u32 weight, hpFraction, speed; u32 weight, hpFraction, speed;
if (gBattleStruct->zmove.active) if (gBattleStruct->zmove.active)
return gBattleMoves[gBattleStruct->zmove.baseMove].zMovePower; return gBattleMoves[gBattleStruct->zmove.baseMoves[battlerAtk]].zMovePower;
switch (gBattleMoves[move].effect) switch (gBattleMoves[move].effect)
{ {
@ -7589,6 +7590,9 @@ bool32 CanMegaEvolve(u8 battlerId)
// Check if trainer already mega evolved a pokemon. // Check if trainer already mega evolved a pokemon.
if (mega->alreadyEvolved[battlerPosition]) if (mega->alreadyEvolved[battlerPosition])
return FALSE; return FALSE;
if (gBattleStruct->zmove.toBeUsed[battlerId])
return FALSE; //cannot use z move and mega evolve on same turn
if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE) if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
{ {
if (IsPartnerMonFromSameTrainer(battlerId) if (IsPartnerMonFromSameTrainer(battlerId)

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@ -2,6 +2,7 @@
#include "malloc.h" #include "malloc.h"
#include "battle.h" #include "battle.h"
#include "pokemon.h" #include "pokemon.h"
#include "battle_ai_script_commands.h"
#include "battle_controllers.h" #include "battle_controllers.h"
#include "battle_interface.h" #include "battle_interface.h"
#include "battle_message.h" #include "battle_message.h"
@ -38,6 +39,10 @@
#include "constants/hold_effects.h" #include "constants/hold_effects.h"
#include "constants/battle_string_ids.h" #include "constants/battle_string_ids.h"
#include "constants/battle_move_effects.h" #include "constants/battle_move_effects.h"
#include "constants/abilities.h"
#include "constants/moves.h"
#define STAT_STAGE(battler, stat) (gBattleMons[battler].statStages[stat - 1])
// Function Declarations // Function Declarations
static void SpriteCB_ZMoveTrigger(struct Sprite *sprite); static void SpriteCB_ZMoveTrigger(struct Sprite *sprite);
@ -46,7 +51,8 @@ static u16 GetTypeBasedZMove(u16 move, u8 battler);
static void ZMoveSelectionDisplayPpNumber(void); static void ZMoveSelectionDisplayPpNumber(void);
static void ZMoveSelectionDisplayPower(u16 move, u16 zMove); static void ZMoveSelectionDisplayPower(u16 move, u16 zMove);
static void ShowZMoveTriggerSprite(void); static void ShowZMoveTriggerSprite(void);
static bool32 AreMainStatsMaxed(u8 battlerId); static bool32 AreStatsMaxed(u8 battlerId, u8 n);
static u8 GetZMoveScore(u8 battlerAtk, u8 battlerDef, u16 baseMove, u16 zMove);
// Const Data // Const Data
static const struct SignatureZMove sSignatureZMoves[] = static const struct SignatureZMove sSignatureZMoves[] =
@ -132,6 +138,13 @@ bool8 IsZMove(u16 move)
return move >= FIRST_Z_MOVE && move <= LAST_Z_MOVE; return move >= FIRST_Z_MOVE && move <= LAST_Z_MOVE;
} }
void QueueZMove(u8 battlerId, u16 baseMove)
{
gBattleStruct->zmove.toBeUsed[battlerId] = gBattleStruct->zmove.currZMove;
gBattleStruct->zmove.baseMoves[battlerId] = baseMove;
gBattleStruct->zmove.splits[battlerId] = GetBattleMoveSplit(baseMove);
}
bool32 IsViableZMove(u8 battlerId, u16 move) bool32 IsViableZMove(u8 battlerId, u16 move)
{ {
struct Pokemon *mon; struct Pokemon *mon;
@ -169,8 +182,7 @@ bool32 IsViableZMove(u8 battlerId, u16 move)
if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE) if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
{ {
if (IsPartnerMonFromSameTrainer(battlerId) if (IsPartnerMonFromSameTrainer(battlerId) && (mega->alreadyEvolved[partnerPosition] || (mega->toEvolve & gBitTable[BATTLE_PARTNER(battlerId)])))
&& (mega->alreadyEvolved[partnerPosition] || (mega->toEvolve & gBitTable[BATTLE_PARTNER(battlerId)])))
return FALSE; //partner has mega evolved or is about to mega evolve return FALSE; //partner has mega evolved or is about to mega evolve
} }
@ -187,7 +199,6 @@ bool32 IsViableZMove(u8 battlerId, u16 move)
if (holdEffect == HOLD_EFFECT_Z_CRYSTAL) if (holdEffect == HOLD_EFFECT_Z_CRYSTAL)
#endif #endif
{ {
//TODO: status z moves
u16 zMove = GetSignatureZMove(move, gBattleMons[battlerId].species, item); u16 zMove = GetSignatureZMove(move, gBattleMons[battlerId].species, item);
if (zMove != MOVE_NONE) if (zMove != MOVE_NONE)
{ {
@ -195,10 +206,10 @@ bool32 IsViableZMove(u8 battlerId, u16 move)
return TRUE; return TRUE;
} }
if (move != MOVE_NONE && zMove != MOVE_Z_SIGNATURE && gBattleMoves[move].type == ItemId_GetSecondaryId(item)) if (move != MOVE_NONE && zMove != MOVE_Z_STATUS && gBattleMoves[move].type == ItemId_GetSecondaryId(item))
{ {
if (gBattleMoves[move].split == SPLIT_STATUS) if (IS_MOVE_STATUS(gBattleMoves[move].split))
gBattleStruct->zmove.currZMove = MOVE_Z_SIGNATURE; gBattleStruct->zmove.currZMove = MOVE_Z_STATUS;
else else
gBattleStruct->zmove.currZMove = GetTypeBasedZMove(move, battlerId); gBattleStruct->zmove.currZMove = GetTypeBasedZMove(move, battlerId);
@ -392,7 +403,7 @@ bool32 MoveSelectionDisplayZMove(u16 zmove)
BattlePutTextOnWindow(gDisplayedStringBattle, i + 3); BattlePutTextOnWindow(gDisplayedStringBattle, i + 3);
} }
//if (zmove == MOVE_Z_SIGNATURE) //if (zmove == MOVE_Z_STATUS)
if (IS_MOVE_STATUS(move)) if (IS_MOVE_STATUS(move))
{ {
u8 zEffect = gBattleMoves[move].zMoveEffect; u8 zEffect = gBattleMoves[move].zMoveEffect;
@ -500,18 +511,18 @@ bool32 MoveSelectionDisplayZMove(u16 zmove)
static void ZMoveSelectionDisplayPower(u16 move, u16 zMove) static void ZMoveSelectionDisplayPower(u16 move, u16 zMove)
{ {
u8 *txtPtr; u8 *txtPtr;
u16 power = gBattleMoves[move].zMovePower; u16 power = gBattleMoves[move].zMovePower;
if (zMove >= MOVE_CATASTROPIKA) if (zMove >= MOVE_CATASTROPIKA)
power = gBattleMoves[zMove].power; power = gBattleMoves[zMove].power;
if (gBattleMoves[move].split != SPLIT_STATUS) if (gBattleMoves[move].split != SPLIT_STATUS)
{ {
txtPtr = StringCopy(gDisplayedStringBattle, sText_PowerColon); txtPtr = StringCopy(gDisplayedStringBattle, sText_PowerColon);
ConvertIntToDecimalStringN(txtPtr, power, STR_CONV_MODE_LEFT_ALIGN, 3); ConvertIntToDecimalStringN(txtPtr, power, STR_CONV_MODE_LEFT_ALIGN, 3);
BattlePutTextOnWindow(gDisplayedStringBattle, 5); //bottom left BattlePutTextOnWindow(gDisplayedStringBattle, 5); //bottom left
} }
} }
static void ZMoveSelectionDisplayPpNumber(void) static void ZMoveSelectionDisplayPpNumber(void)
@ -568,7 +579,7 @@ void SetZEffect(void)
gBattlescriptCurrInstr = BattleScript_ZEffectPrintString - Z_EFFECT_BS_LENGTH; gBattlescriptCurrInstr = BattleScript_ZEffectPrintString - Z_EFFECT_BS_LENGTH;
break; break;
case Z_EFFECT_ALL_STATS_UP_1: case Z_EFFECT_ALL_STATS_UP_1:
if (!AreMainStatsMaxed(gBattlerAttacker)) if (!AreStatsMaxed(gBattlerAttacker, STAT_SPDEF))
{ {
for (i = 0; i < STAT_ACC - 1; i++) //Doesn't increase Acc or Evsn for (i = 0; i < STAT_ACC - 1; i++) //Doesn't increase Acc or Evsn
{ {
@ -661,15 +672,270 @@ void SetZEffect(void)
gBattleStruct->zmove.zStatusActive = FALSE; gBattleStruct->zmove.zStatusActive = FALSE;
} }
#define STAT_STAGE(battler, stat) (gBattleMons[battler].statStages[stat - 1]) static bool32 AreStatsMaxed(u8 battlerId, u8 n)
static bool32 AreMainStatsMaxed(u8 battlerId)
{ {
u32 i; u32 i;
for (i = STAT_ATK; i <= STAT_SPDEF; i++) for (i = STAT_ATK; i <= n; i++)
{ {
if (STAT_STAGE(battlerId, i) < MAX_STAT_STAGE) if (STAT_STAGE(battlerId, i) < MAX_STAT_STAGE)
return FALSE; return FALSE;
} }
return TRUE; return TRUE;
}
#define STAT_CAN_RISE(bank, stat) ((gBattleMons[bank].statStages[stat-1] < 12 && GetBattlerAbility(bank) != ABILITY_CONTRARY) || (GetBattlerAbility(bank) == ABILITY_CONTRARY && gBattleMons[bank].statStages[stat-1] > 0))
#define STAT_CAN_FALL(bank, stat) ((gBattleMons[bank].statStages[stat-1] > 0 && GetBattlerAbility(bank) != ABILITY_CONTRARY) || (GetBattlerAbility(bank) == ABILITY_CONTRARY && gBattleMons[bank].statStages[stat-1] < 12))
//TODO - this could be a lot better
bool32 ShouldAIUseZMove(u8 battlerAtk, u8 battlerDef, u16 *baseMoves, u8 *chosenMoveId)
{
u32 i;
u16 possibleZMoves[MAX_MON_MOVES];
u8 zMoveIndex = 0xFF;
u16 zMove = MOVE_NONE;
u8 scores[MAX_MON_MOVES] = {0};
if ((gBattleTypeFlags & BATTLE_TYPE_DOUBLE) && battlerDef == BATTLE_PARTNER(battlerAtk))
return FALSE; //don't use z move on partner
if (gBattleStruct->zmove.used[battlerAtk])
return FALSE; //cant use z move twice
// check possible z moves and select the 'best' one
for (i = 0; i < MAX_MON_MOVES; i++)
{
if (baseMoves[i] != MOVE_NONE && IsViableZMove(battlerAtk, baseMoves[i])) //updates gBattleStruct->zmove.currZMove
{
if (zMove != MOVE_NONE)
{
scores[i] = GetZMoveScore(battlerAtk, battlerDef, baseMoves[i], zMove);
// another z move option already exists. compare them
#if B_AI_PREFER_STATUS_Z_MOVES == TRUE
if (scores[i] > scores[zMoveIndex] || (IS_MOVE_STATUS(gBattleStruct->zmove.currZMove) && !IS_MOVE_STATUS(zMove) && scores[i] != 0))
{
zMove = gBattleStruct->zmove.currZMove;
zMoveIndex = i;
}
#else
if (scores[i] > scores[zMoveIndex] || (!IS_MOVE_STATUS(gBattleStruct->zmove.currZMove) && IS_MOVE_STATUS(zMove) && scores[i] != 0))
{
zMove = gBattleStruct->zmove.currZMove;
zMoveIndex = i;
}
#endif
}
else
{
zMove = gBattleStruct->zmove.currZMove;
zMoveIndex = i;
}
}
}
if (zMoveIndex == 0xFF || scores[zMoveIndex] == 0)
{
return FALSE; //no available z moves
}
else
{
*chosenMoveId = zMoveIndex;
gBattleStruct->zmove.baseMoves[battlerAtk] = baseMoves[*chosenMoveId];
gBattleStruct->zmove.currZMove = zMove; //z move the AI is looking at
return TRUE;
}
return FALSE;
}
static u8 GetZMoveScore(u8 battlerAtk, u8 battlerDef, u16 baseMove, u16 zMove)
{
u8 score = 0;
u8 expectedDamage = 0;
u32 i;
if (zMove != MOVE_Z_STATUS)
{
u8 defAbility = GetBattlerAbility(battlerDef);
u16 defSpecies = gBattleMons[battlerDef].species;
/*if (baseMove == MOVE_FAKE_OUT && gDisableStructs[battlerAtk].isFirstTurn)
return FALSE; //Prefer actual Fake Out over Breakneck Blitz*/
/*if (MoveBlockedBySubstitute(zMove, battlerAtk, battlerDef)
|| (defMovePrediction == MOVE_SUBSTITUTE
&& !MoveWouldHitFirst(zMove, battlerAtk, battlerDef)
&& !MoveIgnoresSubstitutes(zMove, ABILITY(battlerAtk))))
return FALSE; //Don't use a Z-Move on a Substitute or if the enemy is going to go first and use Substitute*/
#ifdef POKEMON_EXPANSION
if (defAbility == ABILITY_DISGUISE && defSpecies == SPECIES_MIMIKYU)
return 0; //Don't waste a Z-Move busting Mimikyu's disguise
if (defAbility == ABILITY_ICEFACE && defSpecies == SPECIES_EISCUE && IS_MOVE_PHYSICAL(baseMove))
return 0; //Don't waste a Z-Move busting Eiscue's Ice Face
#endif
/*if (defMovePrediction == MOVE_PROTECT || defMovePrediction == MOVE_KINGSSHIELD || defMovePrediction == MOVE_SPIKYSHIELD || defMovePrediction == MOVE_OBSTRUCT
|| (IsDynamaxed(battlerDef) && SPLIT(defMovePrediction) == SPLIT_STATUS))
return FALSE; //Don't waste a Z-Move on a Protect*/
/*if (IsRaidBattle() && gNewBS->dynamaxData.raidShieldsUp && SIDE(battlerAtk) == B_SIDE_PLAYER && SIDE(battlerDef) == B_SIDE_OPPONENT) //Partner AI on Raid Pokemon with shields up
{
if (gNewBS->dynamaxData.shieldCount - gNewBS->dynamaxData.shieldsDestroyed <= 2 //Less than 3 shields left
&& gNewBS->dynamaxData.stormLevel < 3) //The Raid boss hasn't almost won
return FALSE; //Don't waste a Z-Move breaking a shield
u16 bankAtkPartner = BATTLE_PARTNER(battlerAtk);
u16 partnerMove = GetAIChosenMove(bankAtkPartner, battlerDef);
if (SPLIT(partnerMove) == SPLIT_STATUS
|| MoveWouldHitFirst(partnerMove, bankAtkPartner, battlerAtk)
|| (gChosenMovesByBanks[bankAtkPartner] != MOVE_NONE && gBattleStruct->moveTarget[bankAtkPartner] != battlerDef)) //Not targeting raid Pokemon
return FALSE; //Don't waste a Z-Move if partner can't destroy shield first
}*/
//These moves should always be turned into Z-Moves, regardless if they KO or not
switch (gBattleMoves[baseMove].effect)
{
case EFFECT_RECHARGE:
case EFFECT_SEMI_INVULNERABLE:
case EFFECT_SKULL_BASH:
case EFFECT_SOLARBEAM:
case EFFECT_LAST_RESORT:
//todo: sky drop
return 255;
}
if (baseMove == MOVE_SKY_ATTACK)
return 255;
gBattleStruct->zmove.active = TRUE; //for damage calc only
expectedDamage = AI_CalcDamage(baseMove, battlerAtk, battlerDef);
gBattleStruct->zmove.active = FALSE;
if (expectedDamage >= gBattleMons[battlerDef].hp)
return 0; //base move knocks out already, no need for z move
return (expectedDamage > 255) ? 255 : expectedDamage;
}
else //Status Move
{
u8 zEffect = gBattleMoves[baseMove].zMoveEffect;
switch (zEffect)
{
case Z_EFFECT_NONE:
return 0;
case Z_EFFECT_RESET_STATS:
for (i = STAT_ATK; i < NUM_BATTLE_STATS; i++)
{
if (i == STAT_ATK && !HasMoveWithSplit(battlerAtk, SPLIT_PHYSICAL)) //Only reset lowered Attack if useful
continue;
else if (i == STAT_ATK && !HasMoveWithSplit(battlerAtk, SPLIT_SPECIAL)) //Only reset lowered Special Attack if useful
continue;
if (STAT_STAGE(battlerAtk, i) < 6)
return 50; //Want to reset any negative stats
}
break;
case Z_EFFECT_ALL_STATS_UP_1:
if (!AreStatsMaxed(battlerAtk, STAT_EVASION)) //all battle stats maxed
return 80;
break;
case Z_EFFECT_BOOST_CRITS:
if (!(gBattleMons[battlerAtk].status2 & STATUS2_FOCUS_ENERGY))
return 30; //kinda meh?
break;
case Z_EFFECT_FOLLOW_ME:
if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
return 30; //kinda meh?
break;
case Z_EFFECT_ATK_UP_1:
if (STAT_CAN_RISE(battlerAtk, STAT_ATK) && HasMoveWithSplit(battlerAtk, SPLIT_PHYSICAL))
return 60;
break;
case Z_EFFECT_ATK_UP_2:
if (STAT_CAN_RISE(battlerAtk, STAT_ATK) && HasMoveWithSplit(battlerAtk, SPLIT_PHYSICAL))
return 70;
break;
case Z_EFFECT_ATK_UP_3:
if (STAT_CAN_RISE(battlerAtk, STAT_ATK) && HasMoveWithSplit(battlerAtk, SPLIT_PHYSICAL))
return 80;
break;
case Z_EFFECT_DEF_UP_1:
if (STAT_CAN_RISE(battlerAtk, STAT_DEF))
return 50;
break;
case Z_EFFECT_DEF_UP_2:
if (STAT_CAN_RISE(battlerAtk, STAT_DEF))
return 60;
break;
case Z_EFFECT_DEF_UP_3:
if (STAT_CAN_RISE(battlerAtk, STAT_DEF))
return 70;
break;
case Z_EFFECT_SPATK_UP_1:
if (STAT_CAN_RISE(battlerAtk, STAT_SPATK) && HasMoveWithSplit(battlerAtk, SPLIT_SPECIAL))
return 50;
break;
case Z_EFFECT_SPATK_UP_2:
if (STAT_CAN_RISE(battlerAtk, STAT_SPATK) && HasMoveWithSplit(battlerAtk, SPLIT_SPECIAL))
return 60;
break;
case Z_EFFECT_SPATK_UP_3:
if (STAT_CAN_RISE(battlerAtk, STAT_SPATK) && HasMoveWithSplit(battlerAtk, SPLIT_SPECIAL))
return 70;
break;
case Z_EFFECT_SPDEF_UP_1:
if (STAT_CAN_RISE(battlerAtk, STAT_SPDEF))
return 50;
break;
case Z_EFFECT_SPDEF_UP_2:
if (STAT_CAN_RISE(battlerAtk, STAT_SPDEF))
return 60;
break;
case Z_EFFECT_SPDEF_UP_3:
if (STAT_CAN_RISE(battlerAtk, STAT_SPDEF))
return 70;
break;
case Z_EFFECT_SPD_UP_1:
if (STAT_CAN_RISE(battlerAtk, STAT_SPEED))
return 50;
break;
case Z_EFFECT_SPD_UP_2:
if (STAT_CAN_RISE(battlerAtk, STAT_SPEED))
return 60;
break;
case Z_EFFECT_SPD_UP_3:
if (STAT_CAN_RISE(battlerAtk, STAT_SPEED))
return 70;
break;
case Z_EFFECT_ACC_UP_1:
if (STAT_CAN_RISE(battlerAtk, STAT_ACC))
return 20; //TODO: only if knows low-accuracy move
break;
case Z_EFFECT_ACC_UP_2:
if (STAT_CAN_RISE(battlerAtk, STAT_ACC))
return 40; //TODO: only if knows low-accuracy move
break;
case Z_EFFECT_ACC_UP_3:
//if (STAT_CAN_RISE(battlerAtk, STAT_ACC) && MoveInMovesetWithAccuracyLessThan(battlerAtk, battlerDef, 90, FALSE))
if (STAT_CAN_RISE(battlerAtk, STAT_ACC))
return 60; //TODO: only if knows low-accuracy move
break;
case Z_EFFECT_EVSN_UP_1:
if (STAT_CAN_RISE(battlerAtk, STAT_EVASION))
return 40;
break;
case Z_EFFECT_EVSN_UP_2:
if (STAT_CAN_RISE(battlerAtk, STAT_EVASION))
return 60;
break;
case Z_EFFECT_EVSN_UP_3:
if (STAT_CAN_RISE(battlerAtk, STAT_EVASION))
return 80;
break;
default: //Recover HP
return 70;
}
}
return score;
} }

View File

@ -2385,6 +2385,8 @@ static const struct LevelUpMove sStarmieLevelUpLearnset[] = {
LEVEL_UP_MOVE( 1, MOVE_RECOVER), LEVEL_UP_MOVE( 1, MOVE_RECOVER),
LEVEL_UP_MOVE( 1, MOVE_SWIFT), LEVEL_UP_MOVE( 1, MOVE_SWIFT),
LEVEL_UP_MOVE(40, MOVE_CONFUSE_RAY), LEVEL_UP_MOVE(40, MOVE_CONFUSE_RAY),
LEVEL_UP_MOVE(40, MOVE_PSYCHIC),
LEVEL_UP_MOVE(50, MOVE_WATER_PULSE),
LEVEL_UP_END LEVEL_UP_END
}; };

View File

@ -429,16 +429,18 @@ static const struct TrainerMonNoItemCustomMoves sParty_Felix[] = {
} }
}; };
static const struct TrainerMonNoItemDefaultMoves sParty_Violet[] = { static const struct TrainerMonItemDefaultMoves sParty_Violet[] = {
{ {
.iv = 0, .iv = 0,
.lvl = 26, .lvl = 45,
.species = SPECIES_ROSELIA, .species = SPECIES_ROSELIA,
.heldItem = ITEM_GRASSIUM_Z,
}, },
{ {
.iv = 0, .iv = 0,
.lvl = 26, .lvl = 40,
.species = SPECIES_GLOOM, .species = SPECIES_GLOOM,
.heldItem = 0,
} }
}; };

View File

@ -547,7 +547,7 @@ const struct Trainer gTrainers[] = {
[TRAINER_VIOLET] = [TRAINER_VIOLET] =
{ {
.partyFlags = 0, .partyFlags = F_TRAINER_PARTY_HELD_ITEM,
.trainerClass = TRAINER_CLASS_AROMA_LADY, .trainerClass = TRAINER_CLASS_AROMA_LADY,
.encounterMusic_gender = F_TRAINER_FEMALE | TRAINER_ENCOUNTER_MUSIC_FEMALE, .encounterMusic_gender = F_TRAINER_FEMALE | TRAINER_ENCOUNTER_MUSIC_FEMALE,
.trainerPic = TRAINER_PIC_AROMA_LADY, .trainerPic = TRAINER_PIC_AROMA_LADY,
@ -556,7 +556,7 @@ const struct Trainer gTrainers[] = {
.doubleBattle = FALSE, .doubleBattle = FALSE,
.aiFlags = AI_SCRIPT_CHECK_BAD_MOVE, .aiFlags = AI_SCRIPT_CHECK_BAD_MOVE,
.partySize = ARRAY_COUNT(sParty_Violet), .partySize = ARRAY_COUNT(sParty_Violet),
.party = {.NoItemDefaultMoves = sParty_Violet}, .party = {.ItemDefaultMoves = sParty_Violet},
}, },
[TRAINER_ROSE_2] = [TRAINER_ROSE_2] =