#include "constants/battle.h" #include "constants/battle_ai.h" #include "constants/abilities.h" #include "constants/items.h" #include "constants/moves.h" #include "constants/battle_move_effects.h" #include "constants/hold_effects.h" #include "constants/pokemon.h" .include "asm/macros/battle_ai_script.inc" .section script_data, "aw", %progbits .align 2 gBattleAI_ScriptsTable:: @ 82DBEF8 .4byte AI_CheckBadMove @ AI_SCRIPT_CHECK_BAD_MOVE .4byte AI_TryToFaint @ AI_SCRIPT_TRY_TO_FAINT .4byte AI_CheckViability @ AI_SCRIPT_CHECK_VIABILITY .4byte AI_SetupFirstTurn @ AI_SCRIPT_SETUP_FIRST_TURN .4byte AI_Risky @ AI_SCRIPT_RISKY .4byte AI_PreferStrongestMove @ AI_SCRIPT_PREFER_STRONGEST_MOVE .4byte AI_PreferBatonPass @ AI_SCRIPT_PREFER_BATON_PASS .4byte AI_DoubleBattle @ AI_SCRIPT_DOUBLE_BATTLE .4byte AI_HPAware @ AI_SCRIPT_HP_AWARE .4byte AI_Unknown @ AI_SCRIPT_UNKNOWN .4byte AI_Ret .4byte AI_Ret .4byte AI_Ret .4byte AI_Ret .4byte AI_Ret .4byte AI_Ret .4byte AI_Ret .4byte AI_Ret .4byte AI_Ret .4byte AI_Ret .4byte AI_Ret .4byte AI_Ret .4byte AI_Ret .4byte AI_Ret .4byte AI_Ret .4byte AI_Ret .4byte AI_Ret .4byte AI_Ret .4byte AI_Ret .4byte AI_Roaming @ AI_SCRIPT_ROAMING .4byte AI_Safari @ AI_SCRIPT_SAFARI .4byte AI_FirstBattle @ AI_SCRIPT_FIRST_BATTLE AI_CheckBadMove: if_target_is_ally AI_Ret @ Check powder moves if_move_flag FLAG_POWDER, AI_CBM_PowderMoves goto AI_CBM_CheckIfNegatesType AI_CBM_PowderMoves: if_type AI_TARGET, TYPE_GRASS, Score_Minus10 if_ability AI_TARGET, ABILITY_OVERCOAT, Score_Minus10 get_hold_effect AI_TARGET if_equal HOLD_EFFECT_SAFETY_GOOGLES Score_Minus10 AI_CBM_CheckIfNegatesType: if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10 get_ability AI_USER if_equal ABILITY_MOLD_BREAKER, AI_CheckBadMove_CheckEffect if_equal ABILITY_TERAVOLT, AI_CheckBadMove_CheckEffect if_equal ABILITY_TURBOBLAZE, AI_CheckBadMove_CheckEffect get_ability AI_TARGET if_equal ABILITY_VOLT_ABSORB, CheckIfVoltAbsorbCancelsElectric if_equal ABILITY_LIGHTNING_ROD, CheckIfVoltAbsorbCancelsElectric if_equal ABILITY_MOTOR_DRIVE, CheckIfVoltAbsorbCancelsElectric if_equal ABILITY_WATER_ABSORB, CheckIfWaterAbsorbCancelsWater if_equal ABILITY_STORM_DRAIN, CheckIfWaterAbsorbCancelsWater if_equal ABILITY_DRY_SKIN, CheckIfWaterAbsorbCancelsWater if_equal ABILITY_FLASH_FIRE, CheckIfFlashFireCancelsFire if_equal ABILITY_WONDER_GUARD, CheckIfWonderGuardCancelsMove if_equal ABILITY_LEVITATE, CheckIfLevitateCancelsGroundMove if_equal ABILITY_SOUNDPROOF, CheckIfSoundproofCancelsMove goto AI_CheckBadMove_CheckEffect CheckIfSoundproofCancelsMove: if_move_flag FLAG_SOUND, Score_Minus10 goto AI_CheckBadMove_CheckEffect CheckIfVoltAbsorbCancelsElectric: @ 82DBFBD get_curr_move_type if_equal TYPE_ELECTRIC, Score_Minus12 goto AI_CheckBadMove_CheckEffect CheckIfWaterAbsorbCancelsWater: @ 82DBFCA get_curr_move_type if_equal TYPE_WATER, Score_Minus12 goto AI_CheckBadMove_CheckEffect CheckIfFlashFireCancelsFire: @ 82DBFD7 get_curr_move_type if_equal TYPE_FIRE, Score_Minus12 goto AI_CheckBadMove_CheckEffect CheckIfWonderGuardCancelsMove: @ 82DBFE4 if_type_effectiveness AI_EFFECTIVENESS_x2, AI_CheckBadMove_CheckEffect if_type_effectiveness AI_EFFECTIVENESS_x4, AI_CheckBadMove_CheckEffect goto Score_Minus10 CheckIfLevitateCancelsGroundMove: @ 82DBFEF get_curr_move_type if_equal TYPE_GROUND, Score_Minus10 AI_CheckBadMove_CheckEffect: @ 82DC045 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_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_CAPTIVATE, AI_CBM_Captivate if_effect EFFECT_RETURN, AI_CBM_HighRiskForDamage if_effect EFFECT_PRESENT, AI_CBM_HighRiskForDamage if_effect EFFECT_FRUSTRATION, AI_CBM_HighRiskForDamage if_effect EFFECT_SAFEGUARD, AI_CBM_Safeguard if_effect EFFECT_MAGNITUDE, AI_CBM_Magnitude if_effect EFFECT_BATON_PASS, AI_CBM_BatonPass if_effect EFFECT_SONICBOOM, AI_CBM_HighRiskForDamage if_effect EFFECT_RAIN_DANCE, AI_CBM_RainDance if_effect EFFECT_SUNNY_DAY, AI_CBM_SunnyDay if_effect EFFECT_BELLY_DRUM, AI_CBM_BellyDrum if_effect EFFECT_PSYCH_UP, AI_CBM_Haze if_effect EFFECT_MIRROR_COAT, AI_CBM_HighRiskForDamage if_effect EFFECT_SKULL_BASH, AI_CBM_HighRiskForDamage if_effect EFFECT_FUTURE_SIGHT, AI_CBM_FutureSight if_effect EFFECT_TELEPORT, Score_Minus10 if_effect EFFECT_DEFENSE_CURL, AI_CBM_DefenseUp if_effect EFFECT_FAKE_OUT, AI_CBM_FakeOut if_effect EFFECT_STOCKPILE, AI_CBM_Stockpile if_effect EFFECT_SPIT_UP, AI_CBM_SpitUpAndSwallow if_effect EFFECT_SWALLOW, AI_CBM_SpitUpAndSwallow if_effect EFFECT_HAIL, AI_CBM_Hail if_effect EFFECT_TORMENT, AI_CBM_Torment if_effect EFFECT_FLATTER, AI_CBM_Confuse if_effect EFFECT_WILL_O_WISP, AI_CBM_WillOWisp if_effect EFFECT_MEMENTO, AI_CBM_Memento if_effect EFFECT_FOCUS_PUNCH, AI_CBM_HighRiskForDamage if_effect EFFECT_HELPING_HAND, AI_CBM_HelpingHand if_effect EFFECT_TRICK, AI_CBM_TrickAndKnockOff if_effect EFFECT_INGRAIN, AI_CBM_Ingrain if_effect EFFECT_SUPERPOWER, AI_CBM_HighRiskForDamage if_effect EFFECT_RECYCLE, AI_CBM_Recycle if_effect EFFECT_KNOCK_OFF, AI_CBM_TrickAndKnockOff if_effect EFFECT_ENDEAVOR, AI_CBM_HighRiskForDamage if_effect EFFECT_IMPRISON, AI_CBM_Imprison if_effect EFFECT_REFRESH, AI_CBM_Refresh if_effect EFFECT_LOW_KICK, AI_CBM_HighRiskForDamage if_effect EFFECT_MUD_SPORT, AI_CBM_MudSport if_effect EFFECT_TICKLE, AI_CBM_Tickle if_effect EFFECT_COSMIC_POWER, AI_CBM_CosmicPower if_effect EFFECT_BULK_UP, AI_CBM_BulkUp if_effect EFFECT_WATER_SPORT, AI_CBM_WaterSport if_effect EFFECT_CALM_MIND, AI_CBM_CalmMind if_effect EFFECT_DRAGON_DANCE, AI_CBM_DragonDance if_effect EFFECT_STICKY_WEB, AI_CBM_StickyWeb if_effect EFFECT_STEALTH_ROCK, AI_CBM_StealthRock if_effect EFFECT_TOXIC_SPIKES, AI_CBM_ToxicSpikes if_effect EFFECT_AQUA_RING, AI_CBM_AquaRing if_effect EFFECT_GRAVITY, AI_CBM_Gravity if_effect EFFECT_EMBARGO, AI_CBM_Embargo if_effect EFFECT_LUCKY_CHANT, AI_CBM_LuckyChant if_effect EFFECT_HEAL_PULSE, Score_Minus5 if_effect EFFECT_QUASH, AI_CBM_Quash if_effect EFFECT_GASTRO_ACID, AI_CBM_GastroAcid if_effect EFFECT_HEAL_BLOCK, AI_CBM_HealBlock if_effect EFFECT_WORRY_SEED, AI_CBM_WorrySeed if_effect EFFECT_MIRACLE_EYE, AI_CBM_MiracleEye if_effect EFFECT_MAGNET_RISE, AI_CBM_MagnetRise if_effect EFFECT_TELEKINESIS, AI_CBM_Telekinesis if_effect EFFECT_MISTY_TERRAIN, AI_CBM_MistyTerrain if_effect EFFECT_GRASSY_TERRAIN, AI_CBM_GrassyTerrain if_effect EFFECT_ELECTRIC_TERRAIN, AI_CBM_ElectricTerrain if_effect EFFECT_PSYCHIC_TERRAIN, AI_CBM_PsychicTerrain if_effect EFFECT_QUIVER_DANCE, AI_CBM_QuiverDance if_effect EFFECT_COIL, AI_CBM_Coil if_effect EFFECT_TAILWIND, AI_CBM_Tailwind if_effect EFFECT_SIMPLE_BEAM, AI_CBM_SimpleBeam if_effect EFFECT_NATURAL_GIFT, AI_CBM_NaturalGift if_effect EFFECT_FLING, AI_CBM_Fling if_effect EFFECT_ATTACK_ACCURACY_UP, AI_CBM_AtkAccUp if_effect EFFECT_ATTACK_SPATK_UP, AI_CBM_AtkSpAtkUp if_effect EFFECT_GROWTH, AI_CBM_AtkSpAtkUp if_effect EFFECT_AROMATIC_MIST, AI_CBM_AromaticMist if_effect EFFECT_ACUPRESSURE, AI_CBM_Acupressure if_effect EFFECT_BESTOW, AI_CBM_Bestow if_effect EFFECT_PSYCHO_SHIFT, AI_CBM_PsychicShift if_effect EFFECT_DEFOG, AI_CBM_Defog if_effect EFFECT_SYNCHRONOISE, AI_CBM_Synchronoise if_effect EFFECT_AUTOTOMIZE, AI_CBM_SpeedUp if_effect EFFECT_TOXIC_THREAD, AI_CBM_ToxicThread if_effect EFFECT_VENOM_DRENCH, AI_CBM_VenomDrench if_effect EFFECT_DEFENSE_UP_3, AI_CBM_DefenseUp if_effect EFFECT_SHIFT_GEAR, AI_CBM_DragonDance if_effect EFFECT_NOBLE_ROAR, AI_CBM_NobleRoar if_effect EFFECT_SHELL_SMASH, AI_CBM_ShellSmash if_effect EFFECT_LAST_RESORT, AI_CBM_LastResort if_effect EFFECT_BELCH, AI_CBM_Belch if_effect EFFECT_DO_NOTHING, Score_Minus8 if_effect EFFECT_POWDER, AI_CBM_Powder if_effect EFFECT_PROTECT, AI_CBM_Protect if_effect EFFECT_TAUNT, AI_CBM_Taunt if_effect EFFECT_HEAL_BELL, AI_CBM_HealBell if_effect EFFECT_FOLLOW_ME, AI_CBM_FollowMe if_effect EFFECT_GEOMANCY, AI_CBM_QuiverDance if_effect EFFECT_FAIRY_LOCK, AI_CBM_FairyLock if_effect EFFECT_ALLY_SWITCH, AI_CBM_HelpingHand if_effect EFFECT_TRICK_ROOM, AI_CBM_TrickRoom if_effect EFFECT_WONDER_ROOM, AI_CBM_WonderRoom if_effect EFFECT_MAGIC_ROOM, AI_CBM_MagicRoom if_effect EFFECT_SOAK, AI_CBM_Soak if_effect EFFECT_LOCK_ON, AI_CBM_LockOn end AI_CBM_LockOn: if_status3 AI_TARGET, STATUS3_ALWAYS_HITS, Score_Minus10 if_ability AI_TARGET, ABILITY_NO_GUARD, Score_Minus10 if_ability AI_USER, ABILITY_NO_GUARD, Score_Minus10 end AI_CBM_Soak: if_type AI_TARGET, TYPE_WATER, Score_Minus10 end AI_CBM_TrickRoom: if_field_status STATUS_FIELD_TRICK_ROOM, Score_Minus10 end AI_CBM_WonderRoom: if_field_status STATUS_FIELD_WONDER_ROOM, Score_Minus10 end AI_CBM_MagicRoom: if_field_status STATUS_FIELD_MAGIC_ROOM, Score_Minus10 end AI_CBM_FairyLock: if_field_status STATUS_FIELD_FAIRY_LOCK, Score_Minus10 if_status2 AI_TARGET, STATUS2_ESCAPE_PREVENTION | STATUS2_WRAPPED, Score_Minus10 end AI_CBM_Geomancy: call AI_CBM_QuiverDance end AI_CBM_FollowMe: if_not_double_battle Score_Minus10 if_battler_absent AI_USER_PARTNER, Score_Minus10 end AI_CBM_HealBell: if_status AI_TARGET, STATUS1_ANY, AI_CBM_HealBell_End if_status_in_party AI_TARGET, STATUS1_ANY, AI_CBM_HealBell_End score -5 AI_CBM_HealBell_End: end AI_CBM_Taunt: if_target_taunted Score_Minus10 end AI_CBM_Protect: get_protect_count AI_USER if_more_than 2, Score_Minus10 if_status AI_TARGET, STATUS1_SLEEP | STATUS1_FREEZE, Score_Minus8 end AI_CBM_Powder: if_type AI_TARGET, TYPE_FIRE, AI_Ret if_has_move_with_type AI_TARGET, TYPE_FIRE, AI_Ret score -5 end AI_CBM_Belch: if_cant_use_belch AI_USER, Score_Minus10 end AI_CBM_LastResort: if_cant_use_last_resort AI_USER, Score_Minus10 end AI_CBM_ShellSmash: if_ability AI_USER, ABILITY_CONTRARY, AI_CBM_ShellSmashContrary if_stat_level_not_equal AI_USER, STAT_SPATK, 12, AI_Ret if_stat_level_not_equal AI_USER, STAT_SPEED, 12, AI_Ret if_stat_level_equal AI_USER, STAT_ATK, 12, Score_Minus10 end AI_CBM_ShellSmashContrary: if_stat_level_not_equal AI_USER, STAT_DEF, 12, AI_Ret if_stat_level_equal AI_USER, STAT_SPDEF, 12, Score_Minus10 end AI_CBM_NobleRoar: if_stat_level_not_equal AI_TARGET, STAT_SPATK, 12, AI_Ret if_stat_level_equal AI_TARGET, STAT_ATK, 12, Score_Minus10 end AI_CBM_VenomDrench: if_not_status AI_TARGET, STATUS1_PSN_ANY, Score_Minus10 if_stat_level_not_equal AI_TARGET, STAT_SPEED, 12, AI_Ret if_stat_level_not_equal AI_TARGET, STAT_SPATK, 12, AI_Ret if_stat_level_equal AI_TARGET, STAT_ATK, 12, Score_Minus10 end AI_CBM_ToxicThread: if_stat_level_not_equal AI_TARGET, STAT_SPEED, 12, AI_Ret goto AI_CBM_Toxic AI_CBM_Synchronoise: if_share_type AI_USER, AI_TARGET AI_Ret goto Score_Minus10 AI_CBM_Defog: if_side_affecting AI_USER, SIDE_STATUS_SPIKES | SIDE_STATUS_STEALTH_ROCK | SIDE_STATUS_TOXIC_SPIKES | SIDE_STATUS_STICKY_WEB, AI_Ret goto AI_CBM_EvasionDown AI_CBM_PsychicShift: if_not_status AI_USER, STATUS1_ANY, Score_Minus10 if_status AI_TARGET, STATUS1_ANY, Score_Minus10 if_status AI_USER, STATUS1_PARALYSIS, AI_CBM_Paralyze if_status AI_USER, STATUS1_PSN_ANY, AI_CBM_Toxic if_status AI_USER, STATUS1_BURN, AI_CBM_WillOWisp if_status AI_USER, STATUS1_SLEEP, AI_CBM_Sleep end AI_CBM_Bestow: if_holds_no_item AI_USER, Score_Minus10 end AI_CBM_Acupressure: if_double_battle AI_Ret if_stat_level_not_equal AI_USER, STAT_ATK, 12, AI_Ret if_stat_level_not_equal AI_USER, STAT_DEF, 12, AI_Ret if_stat_level_not_equal AI_USER, STAT_SPATK, 12, AI_Ret if_stat_level_not_equal AI_USER, STAT_SPDEF, 12, AI_Ret if_stat_level_not_equal AI_USER, STAT_SPEED, 12, AI_Ret if_stat_level_not_equal AI_USER, STAT_ACC, 12, AI_Ret if_stat_level_equal AI_USER, STAT_EVASION, 12, Score_Minus10 end AI_CBM_AromaticMist: if_target_is_ally AI_Ret goto Score_Minus10 AI_CBM_AtkAccUp: if_stat_level_not_equal AI_USER, STAT_ATK, 12, AI_Ret if_stat_level_equal AI_USER, STAT_ACC, 12, Score_Minus10 end AI_CBM_AtkSpAtkUp: if_stat_level_not_equal AI_USER, STAT_ATK, 12, AI_Ret if_stat_level_equal AI_USER, STAT_SPATK, 12, Score_Minus10 end AI_CBM_Fling: if_holds_no_item AI_USER, Score_Minus10 if_ability AI_USER, ABILITY_KLUTZ, Score_Minus10 if_status3 AI_USER, STATUS3_EMBARGO, Score_Minus10 if_field_status STATUS_FIELD_MAGIC_ROOM, Score_Minus10 end AI_CBM_NaturalGift: if_doesnt_hold_berry AI_USER, Score_Minus10 if_ability AI_USER, ABILITY_KLUTZ, Score_Minus10 if_status3 AI_USER, STATUS3_EMBARGO, Score_Minus10 if_field_status STATUS_FIELD_MAGIC_ROOM, Score_Minus10 end AI_CBM_SimpleBeam: if_ability AI_TARGET, ABILITY_SIMPLE, Score_Minus10 end AI_CBM_Tailwind: if_side_affecting AI_USER, SIDE_STATUS_TAILWIND, Score_Minus10 end AI_CBM_QuiverDance: if_stat_level_not_equal AI_USER, STAT_SPATK, 12, AI_Ret if_stat_level_not_equal AI_USER, STAT_SPDEF, 12, AI_Ret if_stat_level_equal AI_USER, STAT_SPEED, 12, Score_Minus10 end AI_CBM_Coil: if_stat_level_not_equal AI_USER, STAT_ATK, 12, AI_Ret if_stat_level_not_equal AI_USER, STAT_DEF, 12, AI_Ret if_stat_level_equal AI_USER, STAT_ACC, 12, Score_Minus10 end AI_CBM_MistyTerrain: if_field_status STATUS_FIELD_MISTY_TERRAIN, Score_Minus10 end AI_CBM_GrassyTerrain: if_field_status STATUS_FIELD_GRASSY_TERRAIN, Score_Minus10 end AI_CBM_ElectricTerrain: if_field_status STATUS_FIELD_ELECTRIC_TERRAIN, Score_Minus10 end AI_CBM_PsychicTerrain: if_field_status STATUS_FIELD_PSYCHIC_TERRAIN, Score_Minus10 end AI_CBM_Quash: if_not_double_battle Score_Minus10 end AI_CBM_Telekinesis: if_status3 AI_TARGET, STATUS3_TELEKINESIS, Score_Minus10 end AI_CBM_MagnetRise: if_status3 AI_USER, STATUS3_MAGNET_RISE, Score_Minus10 end AI_CBM_MiracleEye: if_status3 AI_TARGET, STATUS3_MIRACLE_EYED, Score_Minus10 if_status2 AI_TARGET, STATUS2_FORESIGHT, Score_Minus10 end AI_CBM_WorrySeed: get_ability AI_TARGET if_equal ABILITY_INSOMNIA, Score_Minus10 if_equal ABILITY_VITAL_SPIRIT, Score_Minus10 end AI_CBM_HealBlock: if_status3 AI_TARGET, STATUS3_HEAL_BLOCK, Score_Minus10 end AI_CBM_GastroAcid: if_status3 AI_TARGET, STATUS3_GASTRO_ACID, Score_Minus10 end AI_CBM_AquaRing: if_status3 AI_USER, STATUS3_AQUA_RING, Score_Minus10 end AI_CBM_LuckyChant: if_side_affecting AI_USER, SIDE_STATUS_LUCKY_CHANT, Score_Minus10 end AI_CBM_Embargo: if_status3 AI_TARGET, STATUS3_EMBARGO, Score_Minus10 end AI_CBM_Gravity: if_field_status STATUS_FIELD_GRAVITY, Score_Minus10 end @ Don't use hazards if target side has no mons to switch AI_CBM_Hazards: count_usable_party_mons AI_TARGET if_equal 0, Score_Minus10 end AI_CBM_ToxicSpikes: if_not_side_affecting AI_TARGET, SIDE_STATUS_TOXIC_SPIKES, AI_Ret get_hazards_count AI_TARGET, EFFECT_TOXIC_SPIKES if_equal 2, Score_Minus10 goto AI_CBM_Hazards AI_CBM_StealthRock: if_side_affecting AI_TARGET, SIDE_STATUS_STEALTH_ROCK, Score_Minus10 goto AI_CBM_Hazards AI_CBM_StickyWeb: if_side_affecting AI_TARGET, SIDE_STATUS_STICKY_WEB, Score_Minus10 goto AI_CBM_Hazards AI_CBM_Sleep: @ 82DC2D4 get_ability AI_TARGET if_equal ABILITY_INSOMNIA, Score_Minus10 if_equal ABILITY_VITAL_SPIRIT, Score_Minus10 if_status AI_TARGET, STATUS1_ANY, Score_Minus10 if_side_affecting AI_TARGET, SIDE_STATUS_SAFEGUARD, Score_Minus10 end AI_CBM_Explosion: @ 82DC2F7 if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10 get_ability AI_TARGET if_equal ABILITY_DAMP, Score_Minus10 count_usable_party_mons AI_USER if_not_equal 0, AI_CBM_Explosion_End count_usable_party_mons AI_TARGET if_not_equal 0, Score_Minus10 goto Score_Minus1 AI_CBM_Explosion_End: @ 82DC31A end AI_CBM_Nightmare: @ 82DC31B if_status2 AI_TARGET, STATUS2_NIGHTMARE, Score_Minus10 if_not_status AI_TARGET, STATUS1_SLEEP, Score_Minus8 end AI_CBM_DreamEater: @ 82DC330 if_not_status AI_TARGET, STATUS1_SLEEP, Score_Minus8 if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10 end AI_CBM_BellyDrum: @ 82DC341 if_hp_less_than AI_USER, 51, Score_Minus10 AI_CBM_AttackUp: @ 82DC348 if_stat_level_equal AI_USER, STAT_ATK, 12, Score_Minus10 @ Do not raise attack if has no physical moves if_has_move_with_effect AI_USER, EFFECT_BATON_PASS, AI_Ret if_has_no_physical_move AI_USER, Score_Minus10 end AI_CBM_DefenseUp: @ 82DC351 if_stat_level_equal AI_USER, STAT_DEF, MAX_STAT_STAGE, Score_Minus10 end AI_CBM_SpeedUp: @ 82DC35A if_stat_level_equal AI_USER, STAT_SPEED, MAX_STAT_STAGE, Score_Minus10 end AI_CBM_SpAtkUp: @ 82DC363 if_stat_level_equal AI_USER, STAT_SPATK, 12, Score_Minus10 @ Do not raise sp. attack if has no special moves if_has_move_with_effect AI_USER, EFFECT_BATON_PASS, AI_Ret if_has_no_special_move AI_USER, Score_Minus10 end AI_CBM_SpDefUp: @ 82DC36C if_stat_level_equal AI_USER, STAT_SPDEF, MAX_STAT_STAGE, Score_Minus10 end AI_CBM_AccUp: @ 82DC375 if_stat_level_equal AI_USER, STAT_ACC, MAX_STAT_STAGE, Score_Minus10 end AI_CBM_EvasionUp: @ 82DC37E if_stat_level_equal AI_USER, STAT_EVASION, MAX_STAT_STAGE, Score_Minus10 end AI_CBM_AttackDown: @ 82DC387 if_stat_level_equal AI_TARGET, STAT_ATK, MIN_STAT_STAGE, Score_Minus10 get_ability AI_TARGET if_equal ABILITY_HYPER_CUTTER, Score_Minus10 goto CheckIfAbilityBlocksStatChange AI_CBM_DefenseDown: @ 82DC39C if_stat_level_equal AI_TARGET, STAT_DEF, 0, Score_Minus10 get_ability AI_TARGET if_equal ABILITY_BIG_PECKS, Score_Minus10 goto CheckIfAbilityBlocksStatChange AI_CBM_SpeedDown: @ 82DC3A9 if_stat_level_equal AI_TARGET, STAT_SPEED, MIN_STAT_STAGE, Score_Minus10 if_ability AI_TARGET, ABILITY_SPEED_BOOST, Score_Minus10 goto CheckIfAbilityBlocksStatChange AI_CBM_SpAtkDown: @ 82DC3BF if_stat_level_equal AI_TARGET, STAT_SPATK, MIN_STAT_STAGE, Score_Minus10 goto CheckIfAbilityBlocksStatChange AI_CBM_SpDefDown: @ 82DC3CC if_stat_level_equal AI_TARGET, STAT_SPDEF, MIN_STAT_STAGE, Score_Minus10 goto CheckIfAbilityBlocksStatChange AI_CBM_AccDown: @ 82DC3D9 if_stat_level_equal AI_TARGET, STAT_ACC, MIN_STAT_STAGE, Score_Minus10 get_ability AI_TARGET if_equal ABILITY_KEEN_EYE, Score_Minus10 goto CheckIfAbilityBlocksStatChange AI_CBM_EvasionDown: @ 82DC3EE if_stat_level_equal AI_TARGET, STAT_EVASION, MIN_STAT_STAGE, Score_Minus10 CheckIfAbilityBlocksStatChange: @ 82DC3F6 get_ability AI_TARGET if_equal ABILITY_CLEAR_BODY, Score_Minus10 if_equal ABILITY_WHITE_SMOKE, Score_Minus10 end AI_CBM_Haze: @ 82DC405 if_stat_level_less_than AI_USER, STAT_ATK, DEFAULT_STAT_STAGE, AI_CBM_Haze_End if_stat_level_less_than AI_USER, STAT_DEF, DEFAULT_STAT_STAGE, AI_CBM_Haze_End if_stat_level_less_than AI_USER, STAT_SPEED, DEFAULT_STAT_STAGE, AI_CBM_Haze_End if_stat_level_less_than AI_USER, STAT_SPATK, DEFAULT_STAT_STAGE, AI_CBM_Haze_End if_stat_level_less_than AI_USER, STAT_SPDEF, DEFAULT_STAT_STAGE, AI_CBM_Haze_End if_stat_level_less_than AI_USER, STAT_ACC, DEFAULT_STAT_STAGE, AI_CBM_Haze_End if_stat_level_less_than AI_USER, STAT_EVASION, DEFAULT_STAT_STAGE, AI_CBM_Haze_End if_stat_level_more_than AI_TARGET, STAT_ATK, DEFAULT_STAT_STAGE, AI_CBM_Haze_End if_stat_level_more_than AI_TARGET, STAT_DEF, DEFAULT_STAT_STAGE, AI_CBM_Haze_End if_stat_level_more_than AI_TARGET, STAT_SPEED, DEFAULT_STAT_STAGE, AI_CBM_Haze_End if_stat_level_more_than AI_TARGET, STAT_SPATK, DEFAULT_STAT_STAGE, AI_CBM_Haze_End if_stat_level_more_than AI_TARGET, STAT_SPDEF, DEFAULT_STAT_STAGE, AI_CBM_Haze_End if_stat_level_more_than AI_TARGET, STAT_ACC, DEFAULT_STAT_STAGE, AI_CBM_Haze_End if_stat_level_more_than AI_TARGET, STAT_EVASION, DEFAULT_STAT_STAGE, AI_CBM_Haze_End goto Score_Minus10 AI_CBM_Haze_End: @ 82DC47A end AI_CBM_Roar: @ 82DC47B count_usable_party_mons AI_TARGET if_equal 0, Score_Minus10 get_ability AI_TARGET if_equal ABILITY_SUCTION_CUPS, Score_Minus10 end AI_CBM_Toxic: @ 82DC48C get_target_type1 if_equal TYPE_STEEL, Score_Minus10 if_equal TYPE_POISON, Score_Minus10 get_target_type2 if_equal TYPE_STEEL, Score_Minus10 if_equal TYPE_POISON, Score_Minus10 get_ability AI_TARGET if_equal ABILITY_IMMUNITY, Score_Minus10 if_equal ABILITY_TOXIC_BOOST, Score_Minus10 if_status AI_TARGET, STATUS1_ANY, Score_Minus10 if_side_affecting AI_TARGET, SIDE_STATUS_SAFEGUARD, Score_Minus10 end AI_CBM_LightScreen: @ 82DC4C5 if_side_affecting AI_USER, SIDE_STATUS_LIGHTSCREEN, Score_Minus8 end AI_CBM_OneHitKO: @ 82DC4D0 if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10 get_ability AI_TARGET if_equal ABILITY_STURDY, Score_Minus10 if_level_cond 1, Score_Minus10 end AI_CBM_Magnitude: @ 82DC4E5 get_ability AI_TARGET if_equal ABILITY_LEVITATE, Score_Minus10 AI_CBM_HighRiskForDamage: @ 82DC4ED if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10 get_ability AI_TARGET if_not_equal ABILITY_WONDER_GUARD, AI_CBM_HighRiskForDamage_End if_type_effectiveness AI_EFFECTIVENESS_x2, AI_CBM_HighRiskForDamage_End goto Score_Minus10 AI_CBM_HighRiskForDamage_End: @ 82DC506 end AI_CBM_Mist: @ 82DC507 if_side_affecting AI_USER, SIDE_STATUS_MIST, Score_Minus8 end AI_CBM_FocusEnergy: @ 82DC512 if_status2 AI_USER, STATUS2_FOCUS_ENERGY, Score_Minus10 end AI_CBM_Confuse: @ 82DC51D if_status2 AI_TARGET, STATUS2_CONFUSION, Score_Minus5 get_ability AI_TARGET if_equal ABILITY_OWN_TEMPO, Score_Minus10 if_side_affecting AI_TARGET, SIDE_STATUS_SAFEGUARD, Score_Minus10 end AI_CBM_Reflect: @ 82DC53A if_side_affecting AI_USER, SIDE_STATUS_REFLECT, Score_Minus8 end AI_CBM_Paralyze: @ 82DC545 if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10 get_ability AI_TARGET if_equal ABILITY_LIMBER, Score_Minus10 if_status AI_TARGET, STATUS1_ANY, Score_Minus10 if_side_affecting AI_TARGET, SIDE_STATUS_SAFEGUARD, Score_Minus10 end AI_CBM_Substitute: @ 82DC568 if_status2 AI_USER, STATUS2_SUBSTITUTE, Score_Minus8 if_hp_less_than AI_USER, 26, Score_Minus10 end AI_CBM_LeechSeed: @ 82DC57A if_status3 AI_TARGET, STATUS3_LEECHSEED, Score_Minus10 if_type AI_TARGET, TYPE_GRASS, Score_Minus10 end AI_CBM_Disable: @ 82DC595 if_any_move_disabled AI_TARGET, Score_Minus8 if_no_move_used AI_TARGET, Score_Minus8 end AI_CBM_Encore: @ 82DC59D if_any_move_encored AI_TARGET, Score_Minus8 if_no_move_used AI_TARGET, Score_Minus8 end AI_CBM_DamageDuringSleep: @ 82DC5A5 if_not_status AI_USER, STATUS1_SLEEP, Score_Minus8 end AI_CBM_CantEscape: @ 82DC5B0 if_status2 AI_TARGET, STATUS2_ESCAPE_PREVENTION, Score_Minus10 end AI_CBM_Curse: @ 82DC5BB if_stat_level_equal AI_USER, STAT_ATK, MAX_STAT_STAGE, Score_Minus10 if_stat_level_equal AI_USER, STAT_DEF, MAX_STAT_STAGE, Score_Minus8 end AI_CBM_Spikes: @ 82DC5CC call AI_CBM_Hazards if_not_side_affecting AI_TARGET, SIDE_STATUS_SPIKES, AI_Ret get_hazards_count AI_TARGET, EFFECT_SPIKES if_equal 3, Score_Minus10 end AI_CBM_Foresight: @ 82DC5D7 if_status2 AI_TARGET, STATUS2_FORESIGHT, Score_Minus10 if_status3 AI_TARGET, STATUS3_MIRACLE_EYED, Score_Minus10 end AI_CBM_PerishSong: @ 82DC5E2 if_status3 AI_TARGET, STATUS3_PERISH_SONG, Score_Minus10 end AI_CBM_Sandstorm: @ 82DC5ED get_weather if_equal AI_WEATHER_SANDSTORM, Score_Minus8 end AI_IsOppositeGender: get_ability AI_TARGET if_equal ABILITY_OBLIVIOUS, Score_Minus10 get_gender AI_USER if_equal 0, AI_IsOppositeGenderFemale if_equal 254, AI_IsOppositeGenderMale goto Score_Minus10 AI_IsOppositeGenderFemale: @ 82DC61A get_gender AI_TARGET if_equal 254, AI_CBM_Attract_End goto Score_Minus10 AI_IsOppositeGenderMale: @ 82DC627 get_gender AI_TARGET if_equal 0, AI_CBM_Attract_End goto Score_Minus10 end AI_CBM_Captivate: call AI_IsOppositeGender goto AI_CBM_SpAtkDown AI_CBM_Attract: @ 82DC5F5 if_status2 AI_TARGET, STATUS2_INFATUATION, Score_Minus10 call AI_IsOppositeGender end AI_CBM_Attract_End: @ 82DC634 end AI_CBM_Safeguard: @ 82DC635 if_side_affecting AI_USER, SIDE_STATUS_SAFEGUARD, Score_Minus8 end AI_CBM_Memento: @ 82DC640 if_stat_level_equal AI_TARGET, STAT_ATK, MIN_STAT_STAGE, Score_Minus10 if_stat_level_equal AI_TARGET, STAT_SPATK, MIN_STAT_STAGE, Score_Minus8 AI_CBM_BatonPass: @ 82DC650 count_usable_party_mons AI_USER if_equal 0, Score_Minus10 end AI_CBM_RainDance: @ 82DC659 get_weather if_equal AI_WEATHER_RAIN, Score_Minus8 end AI_CBM_SunnyDay: @ 82DC661 get_weather if_equal AI_WEATHER_SUN, Score_Minus8 end AI_CBM_FutureSight: @ 82DC669 if_side_affecting AI_TARGET, SIDE_STATUS_FUTUREATTACK, Score_Minus12 if_side_affecting AI_USER, SIDE_STATUS_FUTUREATTACK, Score_Minus12 score +5 end AI_CBM_FakeOut: @ 82DC680 is_first_turn_for AI_USER if_equal 0, Score_Minus10 end AI_CBM_Stockpile: @ 82DC689 get_stockpile_count AI_USER if_equal 3, Score_Minus10 end AI_CBM_SpitUpAndSwallow: @ 82DC692 if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10 get_stockpile_count AI_USER if_equal 0, Score_Minus10 end AI_CBM_Hail: @ 82DC6A1 get_weather if_equal AI_WEATHER_HAIL, Score_Minus8 end AI_CBM_Torment: @ 82DC6A9 if_status2 AI_TARGET, STATUS2_TORMENT, Score_Minus10 end AI_CBM_WillOWisp: @ 82DC6B4 get_ability AI_TARGET if_equal ABILITY_WATER_VEIL, Score_Minus10 if_equal ABILITY_FLARE_BOOST, Score_Minus10 if_equal ABILITY_FLASH_FIRE, Score_Minus10 if_status AI_TARGET, STATUS1_ANY, Score_Minus10 if_type AI_TARGET, TYPE_FIRE, Score_Minus10 if_side_affecting AI_TARGET, SIDE_STATUS_SAFEGUARD, Score_Minus10 end AI_CBM_HelpingHand: @ 82DC6E3 if_not_double_battle Score_Minus10 if_battler_absent AI_USER_PARTNER, Score_Minus10 end AI_CBM_TrickAndKnockOff: @ 82DC6EB get_ability AI_TARGET if_equal ABILITY_STICKY_HOLD, Score_Minus10 end AI_CBM_Ingrain: @ 82DC6F4 if_status3 AI_USER, STATUS3_ROOTED, Score_Minus10 end AI_CBM_Recycle: @ 82DC6FF get_used_held_item AI_USER if_equal 0, Score_Minus10 end AI_CBM_Imprison: @ 82DC708 if_status3 AI_USER, STATUS3_IMPRISONED_OTHERS, Score_Minus10 end AI_CBM_Refresh: @ 82DC713 if_not_status AI_USER, STATUS1_POISON | STATUS1_BURN | STATUS1_PARALYSIS | STATUS1_TOXIC_POISON, Score_Minus10 end AI_CBM_MudSport: @ 82DC71E if_field_status STATUS_FIELD_MUDSPORT, Score_Minus10 end AI_CBM_Tickle: @ 82DC729 if_stat_level_equal AI_TARGET, STAT_ATK, MIN_STAT_STAGE, Score_Minus10 if_stat_level_equal AI_TARGET, STAT_DEF, MIN_STAT_STAGE, Score_Minus8 end AI_CBM_CosmicPower: @ 82DC73A if_stat_level_equal AI_USER, STAT_DEF, MAX_STAT_STAGE, Score_Minus10 if_stat_level_equal AI_USER, STAT_SPDEF, MAX_STAT_STAGE, Score_Minus8 end AI_CBM_BulkUp: @ 82DC74B if_stat_level_equal AI_USER, STAT_ATK, MAX_STAT_STAGE, Score_Minus10 if_stat_level_equal AI_USER, STAT_DEF, MAX_STAT_STAGE, Score_Minus8 end AI_CBM_WaterSport: @ 82DC75C if_field_status STATUS_FIELD_WATERSPORT, Score_Minus10 end AI_CBM_CalmMind: @ 82DC767 if_stat_level_equal AI_USER, STAT_SPATK, MAX_STAT_STAGE, Score_Minus10 if_stat_level_equal AI_USER, STAT_SPDEF, MAX_STAT_STAGE, Score_Minus8 end AI_CBM_DragonDance: @ 82DC778 if_stat_level_equal AI_USER, STAT_ATK, MAX_STAT_STAGE, Score_Minus10 if_stat_level_equal AI_USER, STAT_SPEED, MAX_STAT_STAGE, Score_Minus8 end Score_Minus1: score -1 end Score_Minus2: score -2 end Score_Minus3: score -3 end Score_Minus5: score -5 end Score_Minus8: score -8 end Score_Minus10: score -10 end Score_Minus12: score -12 end Score_Minus30: score -30 end Score_Plus1: score +1 end Score_Plus2: score +2 end Score_Plus3: score +3 end Score_Plus5: score +5 end Score_Plus10: score +10 end @ omae wa mou shindeiru @ Basically a scenario where the players mon is faster, able to hit and able to OHKO @ In which, it would be best to use a priority move to deal any damage AI_CheckIfAlreadyDead: if_status2 AI_TARGET, STATUS2_RECHARGE | STATUS2_BIDE, AI_Ret if_ai_can_go_down AI_CheckIfAlreadyDeadPriorities end AI_CheckIfAlreadyDeadPriorities: if_target_faster Score_Minus1 if_random_less_than 126, AI_Ret score +1 end @ The purpose is to use a move effect that hits the hardest or similar AI_CV_DmgMove: get_considered_move_power if_equal 0, AI_Ret get_how_powerful_move_is if_equal MOVE_POWER_WEAK, Score_Minus1 end @ If move deals shit damage, and there are other mons to switch in, use support moves instead AI_WeakDmg: get_considered_move_power if_equal 0, AI_Ret if_has_no_move_with_split AI_USER, SPLIT_STATUS, AI_Ret get_curr_dmg_hp_percent if_more_than 30, AI_Ret if_more_than 20, Score_Minus1 get_how_powerful_move_is if_equal MOVE_POWER_BEST, Score_Minus2 score -3 end AI_DiscourageMagicGuard: if_no_ability AI_TARGET, ABILITY_MAGIC_GUARD, AI_DiscourageMagicGuardEnd if_effect EFFECT_POISON, Score_Minus5 if_effect EFFECT_WILL_O_WISP, Score_Minus5 if_effect EFFECT_TOXIC, Score_Minus5 if_effect EFFECT_LEECH_SEED, Score_Minus5 if_no_type AI_TARGET, TYPE_GHOST, AI_DiscourageMagicGuardEnd if_effect EFFECT_CURSE, Score_Minus5 AI_DiscourageMagicGuardEnd: end AI_CheckViability: if_target_is_ally AI_Ret call_if_always_hit AI_CV_AlwaysHit call_if_move_flag FLAG_HIGH_CRIT, AI_CV_HighCrit call AI_CheckIfAlreadyDead call AI_CV_DmgMove call AI_WeakDmg call AI_DiscourageMagicGuard if_effect EFFECT_HIT, AI_CV_Hit 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_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_SOFTBOILED, AI_CV_Heal if_effect EFFECT_SWALLOW, AI_CV_Heal if_effect EFFECT_ROOST, 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_SUPER_FANG, AI_CV_SuperFang if_effect EFFECT_TRAP, AI_CV_Trap if_effect EFFECT_CONFUSE, AI_CV_Confuse if_effect EFFECT_FOCUS_ENERGY, AI_CV_FocusEnergy 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_AURORA_VEIL, AI_CV_AuroraVeil if_effect EFFECT_POISON, AI_CV_Poison if_effect EFFECT_TOXIC_THREAD, AI_CV_ToxicThread if_effect EFFECT_PARALYZE, AI_CV_Paralyze if_effect EFFECT_SWAGGER, AI_CV_Swagger if_effect EFFECT_SPEED_DOWN_HIT, AI_CV_SpeedDownFromChance if_effect EFFECT_TWO_TURNS_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_LeechSeed 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_LOCK_ON, AI_CV_LockOn if_effect EFFECT_SLEEP_TALK, AI_CV_SleepTalk if_effect EFFECT_SNORE, 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_SHORE_UP, AI_CV_Heal 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_GEOMANCY, AI_CV_Geomancy if_effect EFFECT_SEMI_INVULNERABLE, AI_CV_SemiInvulnerable if_effect EFFECT_SOFTBOILED, AI_CV_Heal if_effect EFFECT_FAKE_OUT, AI_CV_FakeOut if_effect EFFECT_SPIT_UP, AI_CV_SpitUp if_effect EFFECT_HAIL, AI_CV_Sandstorm if_effect EFFECT_SANDSTORM, AI_CV_Sandstorm 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_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_WATER_SPORT, AI_CV_WaterSport if_effect EFFECT_CALM_MIND, AI_CV_SpDefUp if_effect EFFECT_DRAGON_DANCE, AI_CV_DragonDance if_effect EFFECT_POWDER, AI_CV_Powder if_effect EFFECT_MISTY_TERRAIN, AI_CV_MistyTerrain if_effect EFFECT_GRASSY_TERRAIN, AI_CV_GrassyTerrain if_effect EFFECT_ELECTRIC_TERRAIN, AI_CV_ElectricTerrain if_effect EFFECT_PSYCHIC_TERRAIN, AI_CV_PsychicTerrain if_effect EFFECT_STEALTH_ROCK, AI_CV_Hazards if_effect EFFECT_SPIKES, AI_CV_Hazards if_effect EFFECT_STICKY_WEB, AI_CV_Hazards if_effect EFFECT_TOXIC_SPIKES, AI_CV_Hazards if_effect EFFECT_PERISH_SONG, AI_CV_PerishSong end AI_CV_PerishSong: get_ability AI_USER if_equal ABILITY_ARENA_TRAP, AI_CV_PerishSong_ArenaTrap if_equal ABILITY_MAGNET_PULL, AI_CV_PerishSong_MagnetPull if_equal ABILITY_SHADOW_TAG, AI_CV_PerishSong_ShadowTag AI_CV_PerishSongCheckTrap: if_status2 AI_TARGET, STATUS2_WRAPPED | STATUS2_ESCAPE_PREVENTION, Score_Plus3 @ If has a move that can trap, use it first, then use Perish Song if_double_battle AI_Ret if_has_move_with_effect AI_USER, EFFECT_TRAP, Score_Minus5 if_has_move_with_effect AI_USER, EFFECT_MEAN_LOOK, Score_Minus5 end AI_CV_PerishSong_ArenaTrap: if_grounded AI_TARGET, Score_Plus2 goto AI_CV_PerishSongCheckTrap AI_CV_PerishSong_MagnetPull: if_type AI_TARGET, TYPE_STEEL, Score_Plus2 goto AI_CV_PerishSongCheckTrap AI_CV_PerishSong_ShadowTag: if_no_ability AI_TARGET, ABILITY_SHADOW_TAG, Score_Plus2 goto AI_CV_PerishSongCheckTrap AI_CV_Hazards: if_ability AI_TARGET, ABILITY_MAGIC_BOUNCE, AI_CV_HzardsEnd is_first_turn_for AI_USER if_equal 0, AI_CV_HzardsEnd score +2 AI_CV_HzardsEnd: end AI_CV_StealthRock2: score -2 goto AI_CV_HzardsEnd AI_CV_MistyTerrain: call AI_CV_TerrainExpander end AI_CV_GrassyTerrain: call AI_CV_TerrainExpander end AI_CV_ElectricTerrain: call AI_CV_TerrainExpander end AI_CV_PsychicTerrain: call AI_CV_TerrainExpander end AI_CV_TerrainExpander: get_hold_effect AI_USER if_equal HOLD_EFFECT_TERRAIN_EXTENDER, Score_Plus2 end AI_CV_Powder: if_type AI_TARGET, TYPE_FIRE, AI_CV_Powder2 if_has_move_with_type AI_TARGET, TYPE_FIRE, AI_CV_Powder2 score -2 end AI_CV_Powder2: is_first_turn_for AI_TARGET if_equal 0, AI_CV_Powder3 if_random_less_than 100, AI_CV_Powder3 score +1 AI_CV_Powder3: if_type AI_USER, TYPE_BUG, AI_CV_Powder4 if_type AI_USER, TYPE_GRASS, AI_CV_Powder4 if_no_type AI_USER, TYPE_STEEL, AI_CV_Powder5 AI_CV_Powder4: score +1 AI_CV_Powder5: get_last_used_bank_move AI_USER if_equal_u32 MOVE_POWDER, AI_CV_Powder6 if_random_less_than 150, Score_Minus1 if_random_less_than 200, AI_Ret score +2 end AI_CV_Powder6: if_random_less_than 136, Score_Minus2 score +1 end AI_CV_Hit: end AI_CV_Sleep: @ 82DCA92 if_has_move_with_effect AI_TARGET, EFFECT_DREAM_EATER, AI_CV_SleepEncourageSlpDamage if_has_move_with_effect AI_TARGET, EFFECT_NIGHTMARE, AI_CV_SleepEncourageSlpDamage goto AI_CV_Sleep_End AI_CV_SleepEncourageSlpDamage: @ 82DCAA5 if_random_less_than 128, AI_CV_Sleep_End score +1 AI_CV_Sleep_End: @ 82DCAAD end AI_CV_Absorb: @ 82DCAAE if_type_effectiveness AI_EFFECTIVENESS_x0_5, AI_CV_AbsorbEncourageMaybe if_type_effectiveness AI_EFFECTIVENESS_x0_25, AI_CV_AbsorbEncourageMaybe goto AI_CV_Absorb_End AI_CV_AbsorbEncourageMaybe: @ 82DCABF if_random_less_than 50, AI_CV_Absorb_End score -3 AI_CV_Absorb_End: @ 82DCAC7 end AI_CV_SelfKO: @ 82DCAC8 if_stat_level_less_than AI_TARGET, STAT_EVASION, 7, AI_CV_SelfKO_Encourage1 score -1 if_stat_level_less_than AI_TARGET, STAT_EVASION, 10, AI_CV_SelfKO_Encourage1 if_random_less_than 128, AI_CV_SelfKO_Encourage1 score -1 AI_CV_SelfKO_Encourage1: @ 82DCAE2 if_hp_less_than AI_USER, 80, AI_CV_SelfKO_Encourage2 if_target_faster AI_CV_SelfKO_Encourage2 if_random_less_than 50, AI_CV_SelfKO_End goto Score_Minus3 AI_CV_SelfKO_Encourage2: @ 82DCAFA if_hp_more_than AI_USER, 50, AI_CV_SelfKO_Encourage4 if_random_less_than 128, AI_CV_SelfKO_Encourage3 score +1 AI_CV_SelfKO_Encourage3: @ 82DCB09 if_hp_more_than AI_USER, 30, AI_CV_SelfKO_End if_random_less_than 50, AI_CV_SelfKO_End score +1 goto AI_CV_SelfKO_End AI_CV_SelfKO_Encourage4: @ 82DCB1D if_random_less_than 50, AI_CV_SelfKO_End score -1 AI_CV_SelfKO_End: @ 82DCB25 end AI_CV_DreamEater: @ 82DCB26 if_type_effectiveness AI_EFFECTIVENESS_x0_25, AI_CV_DreamEater_ScoreDown1 if_type_effectiveness AI_EFFECTIVENESS_x0_5, AI_CV_DreamEater_ScoreDown1 goto AI_CV_DreamEater_End AI_CV_DreamEater_ScoreDown1: @ 82DCB37 score -1 AI_CV_DreamEater_End: @ 82DCB39 end AI_CV_MirrorMove: @ 82DCB3A if_target_faster AI_CV_MirrorMove2 get_last_used_bank_move AI_TARGET if_not_in_hwords AI_CV_MirrorMove_EncouragedMovesToMirror, AI_CV_MirrorMove2 if_random_less_than 128, AI_CV_MirrorMove_End score +2 goto AI_CV_MirrorMove_End AI_CV_MirrorMove2: @ 82DCB58 get_last_used_bank_move AI_TARGET if_in_hwords AI_CV_MirrorMove_EncouragedMovesToMirror, AI_CV_MirrorMove_End if_random_less_than 80, AI_CV_MirrorMove_End score -1 AI_CV_MirrorMove_End: @ 82DCB6B end .align 1 AI_CV_MirrorMove_EncouragedMovesToMirror: @ 82DCB6C .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: @ 82DCBBC if_physical_moves_unusable AI_USER, AI_TARGET, Score_Minus8 if_stat_level_less_than AI_USER, STAT_ATK, 9, AI_CV_AttackUp2 if_random_less_than 100, AI_CV_AttackUp3 score -1 goto AI_CV_AttackUp3 AI_CV_AttackUp2: @ 82DCBD1 if_hp_not_equal AI_USER, 100, AI_CV_AttackUp3 if_random_less_than 128, AI_CV_AttackUp3 score +2 AI_CV_AttackUp3: @ 82DCBE0 if_hp_more_than AI_USER, 70, AI_CV_AttackUp_End if_hp_less_than AI_USER, 40, AI_CV_AttackUp_ScoreDown2 if_random_less_than 40, AI_CV_AttackUp_End AI_CV_AttackUp_ScoreDown2: @ 82DCBF4 score -2 AI_CV_AttackUp_End: @ 82DCBF6 end AI_CV_DefenseUp: @ 82DCBF7 if_stat_level_less_than AI_USER, STAT_DEF, 9, AI_CV_DefenseUp2 if_random_less_than 100, AI_CV_DefenseUp3 score -1 goto AI_CV_DefenseUp3 AI_CV_DefenseUp2: @ 82DCC0C if_hp_not_equal AI_USER, 100, AI_CV_DefenseUp3 if_random_less_than 128, AI_CV_DefenseUp3 score +2 AI_CV_DefenseUp3: @ 82DCC1B if_hp_less_than AI_USER, 70, AI_CV_DefenseUp4 if_random_less_than 200, AI_CV_DefenseUp_End AI_CV_DefenseUp4: @ 82DCC28 if_hp_less_than AI_USER, 40, AI_CV_DefenseUp_ScoreDown2 get_last_used_bank_move AI_TARGET get_move_power_from_result if_equal 0, AI_CV_DefenseUp5 get_last_used_bank_move AI_TARGET get_move_split_from_result if_not_equal SPLIT_PHYSICAL, AI_CV_DefenseUp_ScoreDown2 if_random_less_than 60, AI_CV_DefenseUp_End AI_CV_DefenseUp5: @ 82DCC4A if_random_less_than 60, AI_CV_DefenseUp_End AI_CV_DefenseUp_ScoreDown2: @ 82DCC50 score -2 AI_CV_DefenseUp_End: @ 82DCC52 end AI_CV_SpeedUp: @ 82DCC5D if_target_faster AI_CV_SpeedUp2 score -3 goto AI_CV_SpeedUp_End AI_CV_SpeedUp2: @ 82DCC6A if_random_less_than 70, AI_CV_SpeedUp_End score +3 AI_CV_SpeedUp_End: @ 82DCC72 end AI_CV_SpAtkUp: @ 82DCC73 if_stat_level_less_than AI_USER, STAT_SPATK, 9, AI_CV_SpAtkUp2 if_random_less_than 100, AI_CV_SpAtkUp3 score -1 goto AI_CV_SpAtkUp3 AI_CV_SpAtkUp2: @ 82DCC88 if_hp_not_equal AI_USER, 100, AI_CV_SpAtkUp3 if_random_less_than 128, AI_CV_SpAtkUp3 score +2 AI_CV_SpAtkUp3: @ 82DCC97 if_hp_more_than AI_USER, 70, AI_CV_SpAtkUp_End if_hp_less_than AI_USER, 40, AI_CV_SpAtkUp_ScoreDown2 if_random_less_than 70, AI_CV_SpAtkUp_End AI_CV_SpAtkUp_ScoreDown2: @ 82DCCAB score -2 AI_CV_SpAtkUp_End: @ 82DCCAD end AI_CV_SpDefUp: @ 82DCCAE if_stat_level_less_than AI_USER, STAT_SPDEF, 9, AI_CV_SpDefUp2 if_random_less_than 100, AI_CV_SpDefUp3 score -1 goto AI_CV_SpDefUp3 AI_CV_SpDefUp2: @ 82DCCC3 if_hp_not_equal AI_USER, 100, AI_CV_SpDefUp3 if_random_less_than 128, AI_CV_SpDefUp3 score +2 AI_CV_SpDefUp3: @ 82DCCD2 if_hp_less_than AI_USER, 70, AI_CV_SpDefUp4 if_random_less_than 200, AI_CV_SpDefUp_End AI_CV_SpDefUp4: @ 82DCCDF if_hp_less_than AI_USER, 40, AI_CV_SpDefUp_ScoreDown2 get_last_used_bank_move AI_TARGET get_move_power_from_result if_equal 0, AI_CV_SpDefUp5 get_last_used_bank_move AI_TARGET get_move_split_from_result if_not_equal SPLIT_SPECIAL, AI_CV_SpDefUp_ScoreDown2 if_random_less_than 60, AI_CV_SpDefUp_End AI_CV_SpDefUp5: @ 82DCD01 if_random_less_than 60, AI_CV_SpDefUp_End AI_CV_SpDefUp_ScoreDown2: @ 82DCD07 score -2 AI_CV_SpDefUp_End: @ 82DCD09 end AI_CV_AccuracyUp: if_stat_level_less_than AI_USER, STAT_ACC, 9, AI_CV_AccuracyUp2 if_random_less_than 50, AI_CV_AccuracyUp2 score -2 AI_CV_AccuracyUp2: if_hp_more_than AI_USER, 70, AI_CV_AccuracyUp_End score -2 AI_CV_AccuracyUp_End: end AI_CV_EvasionUp: if_hp_less_than AI_USER, 90, AI_CV_EvasionUp2 if_random_less_than 100, AI_CV_EvasionUp2 score +3 AI_CV_EvasionUp2: if_stat_level_less_than AI_USER, STAT_EVASION, 9, AI_CV_EvasionUp3 if_random_less_than 128, AI_CV_EvasionUp3 score -1 AI_CV_EvasionUp3: if_not_status AI_TARGET, STATUS1_TOXIC_POISON, AI_CV_EvasionUp5 if_hp_more_than AI_USER, 50, AI_CV_EvasionUp4 if_random_less_than 80, AI_CV_EvasionUp5 AI_CV_EvasionUp4: if_random_less_than 50, AI_CV_EvasionUp5 score +3 AI_CV_EvasionUp5: if_not_status3 AI_TARGET, STATUS3_LEECHSEED, AI_CV_EvasionUp6 if_random_less_than 70, AI_CV_EvasionUp6 score +3 AI_CV_EvasionUp6: if_not_status3 AI_USER, STATUS3_ROOTED, AI_CV_EvasionUp7 if_random_less_than 128, AI_CV_EvasionUp7 score +2 AI_CV_EvasionUp7: if_not_status2 AI_TARGET, STATUS2_CURSED, AI_CV_EvasionUp8 if_random_less_than 70, AI_CV_EvasionUp8 score +3 AI_CV_EvasionUp8: if_hp_more_than AI_USER, 70, AI_CV_EvasionUp_End if_stat_level_equal AI_USER, STAT_EVASION, DEFAULT_STAT_STAGE, AI_CV_EvasionUp_End if_hp_less_than AI_USER, 40, AI_CV_EvasionUp_ScoreDown2 if_hp_less_than AI_TARGET, 40, AI_CV_EvasionUp_ScoreDown2 if_random_less_than 70, AI_CV_EvasionUp_End AI_CV_EvasionUp_ScoreDown2: score -2 AI_CV_EvasionUp_End: end AI_CV_AlwaysHit: if_stat_level_more_than AI_TARGET, STAT_EVASION, 10, AI_CV_AlwaysHit_ScoreUp1 if_stat_level_less_than AI_USER, STAT_ACC, 2, AI_CV_AlwaysHit_ScoreUp1 if_stat_level_more_than AI_TARGET, STAT_EVASION, 8, AI_CV_AlwaysHit2 if_stat_level_less_than AI_USER, STAT_ACC, 4, AI_CV_AlwaysHit2 goto AI_CV_AlwaysHit_End AI_CV_AlwaysHit_ScoreUp1: score +1 AI_CV_AlwaysHit2: if_random_less_than 100, AI_CV_AlwaysHit_End score +1 AI_CV_AlwaysHit_End: end AI_CV_AttackDown: @ 82DCDF8 if_stat_level_equal AI_TARGET, STAT_ATK, DEFAULT_STAT_STAGE, AI_CV_AttackDown3 score -1 if_hp_more_than AI_USER, 90, AI_CV_AttackDown2 score -1 AI_CV_AttackDown2: @ 82DCE0B if_stat_level_more_than AI_TARGET, STAT_ATK, 3, AI_CV_AttackDown3 if_random_less_than 50, AI_CV_AttackDown3 score -2 AI_CV_AttackDown3: @ 82DCE1B if_hp_more_than AI_TARGET, 70, AI_CV_AttackDown4 score -2 AI_CV_AttackDown4: @ 82DCE24 get_target_type1 if_in_bytes AI_CV_AttackDown_UnknownTypeList, AI_CV_AttackDown_End get_target_type2 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: @ 82DCE42 end AI_CV_AttackDown_UnknownTypeList: .byte TYPE_NORMAL .byte TYPE_FIGHTING .byte TYPE_GROUND .byte TYPE_ROCK .byte TYPE_BUG .byte TYPE_STEEL .byte -1 AI_CV_DefenseDown: if_hp_less_than AI_USER, 70, AI_CV_DefenseDown2 if_stat_level_more_than AI_TARGET, STAT_DEF, 3, AI_CV_DefenseDown3 AI_CV_DefenseDown2: if_random_less_than 50, AI_CV_DefenseDown3 score -2 AI_CV_DefenseDown3: if_hp_more_than AI_TARGET, 70, AI_CV_DefenseDown_End score -2 AI_CV_DefenseDown_End: end AI_CV_SpeedDownFromChance: @ 82DCE6B 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: @ 82DCE81 if_target_faster AI_CV_SpeedDown2 score -3 goto AI_CV_SpeedDown_End AI_CV_SpeedDown2: @ 82DCE8E if_random_less_than 70, AI_CV_SpeedDown_End score +2 AI_CV_SpeedDown_End: @ 82DCE96 end AI_CV_SpAtkDown: if_stat_level_equal AI_TARGET, STAT_ATK, DEFAULT_STAT_STAGE, AI_CV_SpAtkDown3 score -1 if_hp_more_than AI_USER, 90, AI_CV_SpAtkDown2 score -1 AI_CV_SpAtkDown2: if_stat_level_more_than AI_TARGET, STAT_SPATK, 3, AI_CV_SpAtkDown3 if_random_less_than 50, AI_CV_SpAtkDown3 score -2 AI_CV_SpAtkDown3: if_hp_more_than AI_TARGET, 70, AI_CV_SpAtkDown4 score -2 AI_CV_SpAtkDown4: get_target_type1 if_in_bytes AI_CV_SpAtkDown_SpecialTypeList, AI_CV_SpAtkDown_End get_target_type2 if_in_bytes AI_CV_SpAtkDown_SpecialTypeList, AI_CV_SpAtkDown_End if_random_less_than 50, AI_CV_SpAtkDown_End score -2 AI_CV_SpAtkDown_End: @ 82DCEE1 end AI_CV_SpAtkDown_SpecialTypeList: @ 82DCEE2 .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: @ 82DCEEB if_hp_less_than AI_USER, 70, AI_CV_SpDefDown2 if_stat_level_more_than AI_TARGET, STAT_SPDEF, 3, AI_CV_SpDefDown3 AI_CV_SpDefDown2: @ 82DCEFA if_random_less_than 50, AI_CV_SpDefDown3 score -2 AI_CV_SpDefDown3: @ 82DCF02 if_hp_more_than AI_TARGET, 70, AI_CV_SpDefDown_End score -2 AI_CV_SpDefDown_End: @ 82DCF0B end AI_CV_AccuracyDown: @ 82DCF0C if_hp_less_than AI_USER, 70, AI_CV_AccuracyDown2 if_hp_more_than AI_TARGET, 70, AI_CV_AccuracyDown3 AI_CV_AccuracyDown2: if_random_less_than 100, AI_CV_AccuracyDown3 score -1 AI_CV_AccuracyDown3: if_stat_level_more_than AI_USER, STAT_ACC, 4, AI_CV_AccuracyDown4 if_random_less_than 80, AI_CV_AccuracyDown4 score -2 AI_CV_AccuracyDown4: if_not_status AI_TARGET, STATUS1_TOXIC_POISON, AI_CV_AccuracyDown5 if_random_less_than 70, AI_CV_AccuracyDown5 score +2 AI_CV_AccuracyDown5: if_not_status3 AI_TARGET, STATUS3_LEECHSEED, AI_CV_AccuracyDown6 if_random_less_than 70, AI_CV_AccuracyDown6 score +2 AI_CV_AccuracyDown6: if_not_status3 AI_USER, STATUS3_ROOTED, AI_CV_AccuracyDown7 if_random_less_than 128, AI_CV_AccuracyDown7 score +1 AI_CV_AccuracyDown7: if_not_status2 AI_TARGET, STATUS2_CURSED, AI_CV_AccuracyDown8 if_random_less_than 70, AI_CV_AccuracyDown8 score +2 AI_CV_AccuracyDown8: if_hp_more_than AI_USER, 70, AI_CV_AccuracyDown_End if_stat_level_equal AI_TARGET, STAT_ACC, DEFAULT_STAT_STAGE, AI_CV_AccuracyDown_End if_hp_less_than AI_USER, 40, AI_CV_AccuracyDown_ScoreDown2 if_hp_less_than AI_TARGET, 40, AI_CV_AccuracyDown_ScoreDown2 if_random_less_than 70, AI_CV_AccuracyDown_End AI_CV_AccuracyDown_ScoreDown2: score -2 AI_CV_AccuracyDown_End: end AI_CV_EvasionDown: if_hp_less_than AI_USER, 70, AI_CV_EvasionDown2 if_stat_level_more_than AI_TARGET, STAT_EVASION, 3, AI_CV_EvasionDown3 AI_CV_EvasionDown2: if_random_less_than 50, AI_CV_EvasionDown3 score -2 AI_CV_EvasionDown3: if_hp_more_than AI_TARGET, 70, AI_CV_EvasionDown_4 score -2 AI_CV_EvasionDown_4: if_stat_level_less_than AI_USER, STAT_ACC, 6, AI_CV_EvasionDown_5 if_stat_level_less_than AI_TARGET, STAT_EVASION, 7, AI_CV_EvasionDown_6 if_ability AI_USER, ABILITY_NO_GUARD, AI_CV_EvasionDown_6 AI_CV_EvasionDown_End: end AI_CV_EvasionDown_5: score +1 goto AI_CV_EvasionDown_End AI_CV_EvasionDown_6: score -2 goto AI_CV_EvasionDown_End AI_CV_Haze: if_stat_level_more_than AI_USER, STAT_ATK, 8, AI_CV_Haze2 if_stat_level_more_than AI_USER, STAT_DEF, 8, AI_CV_Haze2 if_stat_level_more_than AI_USER, STAT_SPATK, 8, AI_CV_Haze2 if_stat_level_more_than AI_USER, STAT_SPDEF, 8, AI_CV_Haze2 if_stat_level_more_than AI_USER, STAT_EVASION, 8, AI_CV_Haze2 if_stat_level_less_than AI_TARGET, STAT_ATK, 4, AI_CV_Haze2 if_stat_level_less_than AI_TARGET, STAT_DEF, 4, AI_CV_Haze2 if_stat_level_less_than AI_TARGET, STAT_SPATK, 4, AI_CV_Haze2 if_stat_level_less_than AI_TARGET, STAT_SPDEF, 4, AI_CV_Haze2 if_stat_level_less_than AI_TARGET, STAT_ACC, 4, AI_CV_Haze2 goto AI_CV_Haze3 AI_CV_Haze2: if_random_less_than 50, AI_CV_Haze3 score -3 AI_CV_Haze3: if_stat_level_more_than AI_TARGET, STAT_ATK, 8, AI_CV_Haze4 if_stat_level_more_than AI_TARGET, STAT_DEF, 8, AI_CV_Haze4 if_stat_level_more_than AI_TARGET, STAT_SPATK, 8, AI_CV_Haze4 if_stat_level_more_than AI_TARGET, STAT_SPDEF, 8, AI_CV_Haze4 if_stat_level_more_than AI_TARGET, STAT_EVASION, 8, AI_CV_Haze4 if_stat_level_less_than AI_USER, STAT_ATK, 4, AI_CV_Haze4 if_stat_level_less_than AI_USER, STAT_DEF, 4, AI_CV_Haze4 if_stat_level_less_than AI_USER, STAT_SPATK, 4, AI_CV_Haze4 if_stat_level_less_than AI_USER, STAT_SPDEF, 4, AI_CV_Haze4 if_stat_level_less_than AI_USER, STAT_ACC, 4, AI_CV_Haze4 if_random_less_than 50, AI_CV_Haze_End score -1 goto AI_CV_Haze_End AI_CV_Haze4: if_random_less_than 50, AI_CV_Haze_End score +3 AI_CV_Haze_End: end AI_CV_Bide: if_hp_more_than AI_USER, 90, AI_CV_Bide_End score -2 AI_CV_Bide_End: end AI_CV_Roar: if_stat_level_more_than AI_TARGET, STAT_ATK, 8, AI_CV_Roar2 if_stat_level_more_than AI_TARGET, STAT_DEF, 8, AI_CV_Roar2 if_stat_level_more_than AI_TARGET, STAT_SPATK, 8, AI_CV_Roar2 if_stat_level_more_than AI_TARGET, STAT_SPDEF, 8, AI_CV_Roar2 if_stat_level_more_than AI_TARGET, STAT_EVASION, 8, AI_CV_Roar2 score -3 goto AI_CV_Roar_End AI_CV_Roar2: if_random_less_than 128, AI_CV_Roar_End score +2 AI_CV_Roar_End: end AI_CV_Conversion: if_hp_more_than AI_USER, 90, AI_CV_Conversion2 score -2 AI_CV_Conversion2: get_turn_count if_equal 0, AI_CV_Conversion_End if_random_less_than 200, Score_Minus2 AI_CV_Conversion_End: end AI_CV_HealWeather: get_weather if_equal AI_WEATHER_HAIL, AI_CV_HealWeather_ScoreDown2 if_equal AI_WEATHER_RAIN, AI_CV_HealWeather_ScoreDown2 if_equal AI_WEATHER_SANDSTORM, AI_CV_HealWeather_ScoreDown2 goto AI_CV_Heal AI_CV_HealWeather_ScoreDown2: score -2 AI_CV_Heal: if_hp_equal AI_USER, 100, AI_CV_Heal3 if_target_faster AI_CV_Heal4 score -8 goto AI_CV_Heal_End AI_CV_Heal2: if_hp_less_than AI_USER, 50, AI_CV_Heal5 if_hp_more_than AI_USER, 80, AI_CV_Heal3 if_random_less_than 70, AI_CV_Heal5 AI_CV_Heal3: score -3 goto AI_CV_Heal_End AI_CV_Heal4: if_hp_less_than AI_USER, 70, AI_CV_Heal5 if_random_less_than 30, AI_CV_Heal5 score -3 goto AI_CV_Heal_End AI_CV_Heal5: if_doesnt_have_move_with_effect AI_TARGET, EFFECT_SNATCH, AI_CV_Heal6 if_random_less_than 100, AI_CV_Heal_End AI_CV_Heal6: if_random_less_than 20, AI_CV_Heal_End score +2 AI_CV_Heal_End: end EncouragePsnVenoshock: if_doesnt_have_move_with_effect AI_USER, EFFECT_VENOSHOCK, EncouragePsnVenoshockEnd score +1 if_random_less_than 128, EncouragePsnVenoshockEnd score +1 EncouragePsnVenoshockEnd: end AI_CV_Toxic: call EncouragePsnVenoshock AI_CV_LeechSeed: if_user_has_no_attacking_moves AI_CV_Toxic3 if_hp_more_than AI_USER, 50, AI_CV_Toxic2 if_random_less_than 50, AI_CV_Toxic2 score -3 AI_CV_Toxic2: if_hp_more_than AI_TARGET, 50, AI_CV_Toxic3 if_random_less_than 50, AI_CV_Toxic3 score -3 AI_CV_Toxic3: if_has_move_with_effect AI_USER, EFFECT_SPECIAL_DEFENSE_UP, AI_CV_Toxic4 if_has_move_with_effect AI_USER, EFFECT_PROTECT, AI_CV_Toxic4 goto AI_CV_Toxic_End AI_CV_Toxic4: if_random_less_than 60, AI_CV_Toxic_End score +2 AI_CV_Toxic_End: end AI_CV_LightScreen: call EncourageLightClay if_hp_less_than AI_USER, 50, AI_CV_LightScreen_ScoreDown2 get_target_type1 if_in_bytes AI_CV_LightScreen_SpecialTypeList, AI_CV_LightScreen_End get_target_type2 if_in_bytes AI_CV_LightScreen_SpecialTypeList, AI_CV_LightScreen_End if_random_less_than 50, AI_CV_LightScreen_End AI_CV_LightScreen_ScoreDown2: score -2 AI_CV_LightScreen_End: end AI_CV_LightScreen_SpecialTypeList: .byte TYPE_FIRE .byte TYPE_WATER .byte TYPE_GRASS .byte TYPE_ELECTRIC .byte TYPE_PSYCHIC .byte TYPE_ICE .byte TYPE_DRAGON .byte TYPE_DARK .byte -1 AI_CV_Rest: if_target_faster AI_CV_Rest4 if_hp_not_equal AI_USER, 100, AI_CV_Rest2 score -8 goto AI_CV_Rest_End AI_CV_Rest2: if_hp_less_than AI_USER, 40, AI_CV_Rest6 if_hp_more_than AI_USER, 50, AI_CV_Rest3 if_random_less_than 70, AI_CV_Rest6 AI_CV_Rest3: score -3 goto AI_CV_Rest_End AI_CV_Rest4: if_hp_less_than AI_USER, 60, AI_CV_Rest6 if_hp_more_than AI_USER, 70, AI_CV_Rest5 if_random_less_than 50, AI_CV_Rest6 AI_CV_Rest5: score -3 goto AI_CV_Rest_End AI_CV_Rest6: if_doesnt_have_move_with_effect AI_TARGET, EFFECT_SNATCH, AI_CV_Rest7 if_random_less_than 50, AI_CV_Rest_End AI_CV_Rest7: if_random_less_than 10, AI_CV_Rest_End score +3 AI_CV_Rest_End: end AI_CV_OneHitKO: if_status3 AI_TARGET, STATUS3_ALWAYS_HITS, Score_Plus5 end AI_CV_SuperFang: if_hp_more_than AI_TARGET, 50, AI_CV_SuperFang_End score -1 AI_CV_SuperFang_End: end AI_CV_Trap: if_status2 AI_TARGET, STATUS2_WRAPPED | STATUS2_ESCAPE_PREVENTION, AI_CV_TrapEnd if_status3 AI_TARGET, STATUS3_PERISH_SONG, AI_CV_Trap5 if_doesnt_have_move_with_effect AI_USER, EFFECT_PERISH_SONG, AI_CV_Trap1 score +3 AI_CV_Trap1: if_status AI_TARGET, STATUS1_TOXIC_POISON, AI_CV_Trap2 if_status2 AI_TARGET, STATUS2_CURSED | STATUS2_INFATUATION, AI_CV_Trap2 goto AI_CV_TrapItem AI_CV_Trap5: score +2 goto AI_CV_TrapItem AI_CV_Trap2: if_random_less_than 128, AI_CV_TrapItem score +1 AI_CV_TrapItem: get_considered_move_power if_equal 0, AI_CV_TrapEnd if_status2 AI_TARGET, STATUS2_WRAPPED, AI_CV_TrapEnd get_hold_effect AI_USER if_equal HOLD_EFFECT_GRIP_CLAW AI_CV_Trap4 if_equal HOLD_EFFECT_BINDING_BAND AI_CV_Trap4 goto AI_CV_TrapEnd AI_CV_Trap4: score +2 AI_CV_TrapEnd: end AI_CV_HighCrit: if_type_effectiveness AI_EFFECTIVENESS_x0_25, AI_CV_HighCrit_End if_type_effectiveness AI_EFFECTIVENESS_x0_5, AI_CV_HighCrit_End if_type_effectiveness AI_EFFECTIVENESS_x2, AI_CV_HighCrit2 if_type_effectiveness AI_EFFECTIVENESS_x4, AI_CV_HighCrit2 if_random_less_than 128, AI_CV_HighCrit_End AI_CV_HighCrit2: if_random_less_than 128, AI_CV_HighCrit_End score +1 AI_CV_HighCrit_End: end AI_CV_FocusEnergy: if_has_move_with_flag AI_USER, FLAG_HIGH_CRIT, AI_CV_FocusEnergy2 AI_CV_FocusEnergy3: get_hold_effect AI_USER if_not_equal HOLD_EFFECT_SCOPE_LENS, AI_CV_FocusEnergyEnd score +1 AI_CV_FocusEnergyEnd: end AI_CV_FocusEnergy2: score +1 goto AI_CV_FocusEnergy3 AI_CV_Swagger: if_doesnt_have_move_with_effect AI_USER, EFFECT_FOUL_PLAY, AI_CV_Swagger2 score +1 AI_CV_Swagger2: if_has_move AI_USER, MOVE_PSYCH_UP, AI_CV_SwaggerHasPsychUp AI_CV_Flatter: if_random_less_than 128, AI_CV_Confuse score +1 AI_CV_Confuse: if_hp_more_than AI_TARGET, 70, AI_CV_Confuse_End if_random_less_than 128, AI_CV_Confuse2 score -1 AI_CV_Confuse2: if_hp_more_than AI_TARGET, 50, AI_CV_Confuse_End score -1 if_hp_more_than AI_TARGET, 30, AI_CV_Confuse_End score -1 AI_CV_Confuse_End: end AI_CV_SwaggerHasPsychUp: if_stat_level_more_than AI_TARGET, STAT_ATK, 3, AI_CV_SwaggerHasPsychUp_Minus5 score +3 get_turn_count if_not_equal 0, AI_CV_SwaggerHasPsychUp_End score +2 goto AI_CV_SwaggerHasPsychUp_End AI_CV_SwaggerHasPsychUp_Minus5: score -5 AI_CV_SwaggerHasPsychUp_End: end EncourageLightClay: get_hold_effect AI_USER if_not_equal HOLD_EFFECT_LIGHT_CLAY, EncourageLightClayEnd score +1 if_random_less_than 111, EncourageLightClayEnd score +1 EncourageLightClayEnd: end AI_CV_AuroraVeil: call EncourageLightClay end AI_CV_Reflect: call EncourageLightClay if_hp_less_than AI_USER, 50, AI_CV_Reflect_ScoreDown2 get_target_type1 if_in_bytes AI_CV_Reflect_PhysicalTypeList, AI_CV_Reflect_End get_target_type2 if_in_bytes AI_CV_Reflect_PhysicalTypeList, AI_CV_Reflect_End if_random_less_than 50, AI_CV_Reflect_End AI_CV_Reflect_ScoreDown2: score -2 AI_CV_Reflect_End: end AI_CV_Reflect_PhysicalTypeList: .byte TYPE_NORMAL .byte TYPE_FIGHTING .byte TYPE_FLYING .byte TYPE_POISON .byte TYPE_GROUND .byte TYPE_ROCK .byte TYPE_BUG .byte TYPE_GHOST .byte TYPE_STEEL .byte -1 AI_CV_ToxicThread: if_status AI_TARGET, STATUS1_ANY, AI_CV_ToxicThreadSpd call EncouragePsnVenoshock AI_CV_ToxicThreadSpd: if_target_faster AI_CV_ToxicThread2 if_not_status AI_TARGET, STATUS1_ANY, AI_CV_ToxicThread3 score -1 goto AI_CV_ToxicThread3 AI_CV_ToxicThread2: score +1 AI_CV_ToxicThread3: goto AI_CV_Poison2 AI_CV_Poison: call EncouragePsnVenoshock AI_CV_Poison2: if_hp_less_than AI_USER, 50, AI_CV_Poison_ScoreDown1 if_hp_more_than AI_TARGET, 50, AI_CV_Poison_End AI_CV_Poison_ScoreDown1: score -1 AI_CV_Poison_End: end AI_CV_Paralyze: if_target_faster AI_CV_Paralyze2 if_hp_more_than AI_USER, 70, AI_CV_Paralyze_End score -1 goto AI_CV_Paralyze_End AI_CV_Paralyze2: if_random_less_than 20, AI_CV_Paralyze_End score +3 AI_CV_Paralyze_End: end AI_CV_VitalThrow: if_target_faster AI_CV_VitalThrow_End if_hp_more_than AI_USER, 60, AI_CV_VitalThrow_End if_hp_less_than AI_USER, 40, AI_CV_VitalThrow2 if_random_less_than 180, AI_CV_VitalThrow_End AI_CV_VitalThrow2: if_random_less_than 50, AI_CV_VitalThrow_End score -1 AI_CV_VitalThrow_End: end AI_CV_Substitute: if_not_status2 AI_TARGET, STATUS2_WRAPPED | STATUS2_ESCAPE_PREVENTION, AI_CV_Substitute1 if_status3 AI_TARGET, STATUS3_PERISH_SONG, AI_CV_SubstitutePlus3Continue if_status AI_TARGET, STATUS1_BURN | STATUS1_PSN_ANY, AI_CV_SubstitutePlus1Continue goto AI_CV_Substitute1 AI_CV_SubstitutePlus1Continue: score +1 goto AI_CV_Substitute1 AI_CV_SubstitutePlus3Continue: score +3 AI_CV_Substitute1: if_hp_more_than AI_USER, 90, AI_CV_Substitute4 if_hp_more_than AI_USER, 70, AI_CV_Substitute3 if_hp_more_than AI_USER, 50, AI_CV_Substitute2 if_random_less_than 100, AI_CV_Substitute2 score -1 AI_CV_Substitute2: if_random_less_than 100, AI_CV_Substitute3 score -1 AI_CV_Substitute3: if_random_less_than 100, AI_CV_Substitute4 score -1 AI_CV_Substitute4: if_target_faster AI_CV_Substitute_End get_last_used_bank_move AI_TARGET get_move_effect_from_result if_equal EFFECT_SLEEP, AI_CV_Substitute5 if_equal EFFECT_TOXIC, AI_CV_Substitute5 if_equal EFFECT_POISON, AI_CV_Substitute5 if_equal EFFECT_PARALYZE, AI_CV_Substitute5 if_equal EFFECT_WILL_O_WISP, AI_CV_Substitute5 if_equal EFFECT_CONFUSE, AI_CV_Substitute6 if_equal EFFECT_LEECH_SEED, AI_CV_Substitute7 goto AI_CV_Substitute_End AI_CV_Substitute5: if_not_status AI_TARGET, STATUS1_ANY, AI_CV_Substitute8 goto AI_CV_Substitute_End AI_CV_Substitute6: if_not_status2 AI_TARGET, STATUS2_CONFUSION, AI_CV_Substitute8 goto AI_CV_Substitute_End AI_CV_Substitute7: if_status3 AI_TARGET, STATUS3_LEECHSEED, AI_CV_Substitute_End AI_CV_Substitute8: if_random_less_than 100, AI_CV_Substitute_End score +1 AI_CV_Substitute_End: end AI_CV_Recharge: if_type_effectiveness AI_EFFECTIVENESS_x0_25, AI_CV_Recharge_ScoreDown1 if_type_effectiveness AI_EFFECTIVENESS_x0_5, AI_CV_Recharge_ScoreDown1 if_target_faster AI_CV_Recharge2 if_hp_more_than AI_USER, 40, AI_CV_Recharge_ScoreDown1 goto AI_CV_Recharge_End AI_CV_Recharge2: if_hp_less_than AI_USER, 60, AI_CV_Recharge_End AI_CV_Recharge_ScoreDown1: score -1 AI_CV_Recharge_End: end AI_CV_Disable: if_target_faster AI_CV_Disable_End get_last_used_bank_move AI_TARGET get_move_power_from_result if_equal 0, AI_CV_Disable2 score +1 goto AI_CV_Disable_End AI_CV_Disable2: if_random_less_than 100, AI_CV_Disable_End score -1 AI_CV_Disable_End: end AI_CV_Counter: if_status AI_TARGET, STATUS1_SLEEP, AI_CV_Counter_ScoreDown1 if_status2 AI_TARGET, STATUS2_INFATUATION, AI_CV_Counter_ScoreDown1 if_status2 AI_TARGET, STATUS2_CONFUSION, AI_CV_Counter_ScoreDown1 if_hp_more_than AI_USER, 30, AI_CV_Counter2 if_random_less_than 10, AI_CV_Counter2 score -1 AI_CV_Counter2: if_hp_more_than AI_USER, 50, AI_CV_Counter3 if_random_less_than 100, AI_CV_Counter3 score -1 AI_CV_Counter3: if_has_move AI_USER, MOVE_MIRROR_COAT, AI_CV_Counter7 get_last_used_bank_move AI_TARGET get_move_power_from_result if_equal 0, AI_CV_Counter5 if_target_not_taunted AI_CV_Counter4 if_random_less_than 100, AI_CV_Counter4 score +1 AI_CV_Counter4: get_last_used_bank_move AI_TARGET get_move_split_from_result if_not_equal SPLIT_PHYSICAL, AI_CV_Counter_ScoreDown1 if_random_less_than 100, AI_CV_Counter_End score +1 goto AI_CV_Counter_End AI_CV_Counter5: if_target_not_taunted AI_CV_Counter6 if_random_less_than 100, AI_CV_Counter6 score +1 AI_CV_Counter6: if_has_no_physical_move AI_TARGET, AI_CV_Counter_ScoreDown1 if_random_less_than 50, AI_CV_Counter_End AI_CV_Counter7: if_random_less_than 100, AI_CV_Counter8 score +4 AI_CV_Counter8: end AI_CV_Counter_ScoreDown1: score -1 AI_CV_Counter_End: end AI_CV_Encore: if_any_move_disabled AI_TARGET, AI_CV_Encore2 if_target_faster AI_CV_Encore_ScoreDown2 get_last_used_bank_move AI_TARGET get_move_effect_from_result if_not_in_bytes AI_CV_Encore_EncouragedMovesToEncore, AI_CV_Encore_ScoreDown2 AI_CV_Encore2: if_random_less_than 30, AI_CV_Encore_End score +3 goto AI_CV_Encore_End AI_CV_Encore_ScoreDown2: score -2 AI_CV_Encore_End: end AI_CV_Encore_EncouragedMovesToEncore: .byte EFFECT_DREAM_EATER .byte EFFECT_ATTACK_UP .byte EFFECT_DEFENSE_UP .byte EFFECT_SPEED_UP .byte EFFECT_SPECIAL_ATTACK_UP .byte EFFECT_HAZE .byte EFFECT_ROAR .byte EFFECT_CONVERSION .byte EFFECT_TOXIC .byte EFFECT_LIGHT_SCREEN .byte EFFECT_REST .byte EFFECT_SUPER_FANG .byte EFFECT_SPECIAL_DEFENSE_UP_2 .byte EFFECT_CONFUSE .byte EFFECT_POISON .byte EFFECT_PARALYZE .byte EFFECT_LEECH_SEED .byte EFFECT_DO_NOTHING .byte EFFECT_ATTACK_UP_2 .byte EFFECT_ENCORE .byte EFFECT_CONVERSION_2 .byte EFFECT_LOCK_ON .byte EFFECT_HEAL_BELL .byte EFFECT_MEAN_LOOK .byte EFFECT_NIGHTMARE .byte EFFECT_PROTECT .byte EFFECT_SKILL_SWAP .byte EFFECT_FORESIGHT .byte EFFECT_PERISH_SONG .byte EFFECT_SANDSTORM .byte EFFECT_ENDURE .byte EFFECT_SWAGGER .byte EFFECT_ATTRACT .byte EFFECT_SAFEGUARD .byte EFFECT_RAIN_DANCE .byte EFFECT_SUNNY_DAY .byte EFFECT_BELLY_DRUM .byte EFFECT_PSYCH_UP .byte EFFECT_FUTURE_SIGHT .byte EFFECT_FAKE_OUT .byte EFFECT_STOCKPILE .byte EFFECT_SPIT_UP .byte EFFECT_SWALLOW .byte EFFECT_HAIL .byte EFFECT_TORMENT .byte EFFECT_WILL_O_WISP .byte EFFECT_FOLLOW_ME .byte EFFECT_CHARGE .byte EFFECT_TRICK .byte EFFECT_ROLE_PLAY .byte EFFECT_INGRAIN .byte EFFECT_RECYCLE .byte EFFECT_KNOCK_OFF .byte EFFECT_SKILL_SWAP .byte EFFECT_IMPRISON .byte EFFECT_REFRESH .byte EFFECT_GRUDGE .byte EFFECT_TEETER_DANCE .byte EFFECT_MUD_SPORT .byte EFFECT_WATER_SPORT .byte EFFECT_DRAGON_DANCE .byte EFFECT_CAMOUFLAGE .byte -1 AI_CV_PainSplit: if_hp_less_than AI_TARGET, 80, AI_CV_PainSplit_ScoreDown1 if_target_faster AI_CV_PainSplit2 if_hp_more_than AI_USER, 40, AI_CV_PainSplit_ScoreDown1 score +1 goto AI_CV_PainSplit_End AI_CV_PainSplit2: if_hp_more_than AI_USER, 60, AI_CV_PainSplit_ScoreDown1 score +1 goto AI_CV_PainSplit_End AI_CV_PainSplit_ScoreDown1: score -1 AI_CV_PainSplit_End: end AI_EncourageIfHasOHKO: if_level_cond 1, AI_EncourageIfHasOHKORet if_has_move_with_effect AI_USER, EFFECT_OHKO, Score_Plus3 AI_EncourageIfHasOHKORet: end AI_EncourageIfHasLowAccuracyMove: if_ability AI_USER, ABILITY_COMPOUND_EYES, AI_EncourageIfHasVeryLowAccuracyMove get_hold_effect AI_USER if_equal HOLD_EFFECT_WIDE_LENS, AI_EncourageIfHasVeryLowAccuracyMove if_equal HOLD_EFFECT_ZOOM_LENS, AI_EncourageIfHasVeryLowAccuracyMove if_has_move_with_accuracy_lt AI_USER, 86, Score_Plus3 if_has_move_with_accuracy_lt AI_USER, 91, Score_Plus1 goto Score_Minus1 AI_EncourageIfHasVeryLowAccuracyMove: if_has_move_with_accuracy_lt AI_USER, 81, Score_Plus3 if_has_move_with_accuracy_lt AI_USER, 86, Score_Plus1 goto Score_Minus1 AI_CV_LockOn: call AI_EncourageIfHasOHKO call AI_EncourageIfHasLowAccuracyMove AI_CV_LockOn2: if_random_less_than 128, AI_CV_LockOn_End score +1 AI_CV_LockOn_End: end AI_CV_SleepTalk: is_wakeup_turn AI_USER if_equal 1, Score_Minus5 if_status AI_USER, STATUS1_SLEEP, Score_Plus10 score -5 end AI_CV_DestinyBond: score -1 if_target_faster AI_CV_DestinyBond_End if_hp_more_than AI_USER, 70, AI_CV_DestinyBond_End if_random_less_than 128, AI_CV_DestinyBond2 score +1 AI_CV_DestinyBond2: if_hp_more_than AI_USER, 50, AI_CV_DestinyBond_End if_random_less_than 128, AI_CV_DestinyBond3 score +1 AI_CV_DestinyBond3: if_hp_more_than AI_USER, 30, AI_CV_DestinyBond_End if_random_less_than 100, AI_CV_DestinyBond_End score +2 AI_CV_DestinyBond_End: end AI_CV_Flail: if_target_faster AI_CV_Flail2 if_hp_more_than AI_USER, 33, AI_CV_Flail_ScoreDown1 if_hp_more_than AI_USER, 20, AI_CV_Flail_End if_hp_less_than AI_USER, 8, AI_CV_Flail_ScoreUp1 goto AI_CV_Flail3 AI_CV_Flail2: if_hp_more_than AI_USER, 60, AI_CV_Flail_ScoreDown1 if_hp_more_than AI_USER, 40, AI_CV_Flail_End goto AI_CV_Flail3 AI_CV_Flail_ScoreUp1: score +1 AI_CV_Flail3: if_random_less_than 100, AI_CV_Flail_End score +1 goto AI_CV_Flail_End AI_CV_Flail_ScoreDown1: score -1 AI_CV_Flail_End: end AI_CV_HealBell: if_move MOVE_HEAL_BELL AI_CV_HealBell2 AI_CV_HealBellEnd: end @ Don't use Heal Bell to heal a partner that has Soundproof AI_CV_HealBell2: if_status AI_USER, STATUS1_ANY, AI_CV_HealBellEnd if_not_status AI_USER_PARTNER, STATUS1_ANY, AI_CV_HealBellEnd if_ability AI_USER_PARTNER, ABILITY_SOUNDPROOF, Score_Minus3 goto AI_CV_HealBellEnd AI_CV_Thief: get_hold_effect AI_TARGET if_not_in_bytes AI_CV_Thief_EncourageItemsToSteal, AI_CV_Thief_ScoreDown2 if_random_less_than 50, AI_CV_Thief_End score +1 goto AI_CV_Thief_End AI_CV_Thief_ScoreDown2: score -2 AI_CV_Thief_End: end AI_CV_Thief_EncourageItemsToSteal: .byte HOLD_EFFECT_CURE_SLP .byte HOLD_EFFECT_CURE_STATUS .byte HOLD_EFFECT_RESTORE_HP .byte HOLD_EFFECT_EVASION_UP .byte HOLD_EFFECT_LEFTOVERS .byte HOLD_EFFECT_LIGHT_BALL .byte HOLD_EFFECT_THICK_CLUB .byte -1 AI_CV_Curse: if_type AI_USER, TYPE_GHOST, AI_CV_CurseGhost if_stat_level_more_than AI_USER, STAT_DEF, 9, AI_CV_Curse2 if_random_less_than 128, AI_CV_Curse2 score +1 AI_CV_Curse2: if_stat_level_more_than AI_USER, STAT_ATK, 9, AI_CV_Curse3 if_random_less_than 128, AI_CV_Curse3 score +1 AI_CV_Curse3: if_stat_level_more_than AI_USER, STAT_DEF, 6, AI_CV_Curse4 if_random_less_than 98, AI_CV_Curse4 score +1 AI_CV_Curse4: if_stat_level_more_than AI_USER, STAT_ATK, 6, AI_CV_Curse5 if_random_less_than 99, AI_CV_Curse5 score +1 AI_CV_Curse5: get_hold_effect AI_USER if_not_equal HOLD_EFFECT_RESTORE_STATS, AI_CV_Curse_End score +2 goto AI_CV_Curse_End AI_CV_CurseGhost: if_hp_more_than AI_USER, 80, AI_CV_Curse_End score -1 AI_CV_Curse_End: end AI_CV_Protect: get_protect_count AI_USER if_more_than 1, AI_CV_Protect_ScoreDown2 if_status AI_USER, STATUS1_PSN_ANY | STATUS1_BURN, AI_CV_ProtectUserStatused if_status2 AI_USER, STATUS2_CURSED | STATUS2_INFATUATION, AI_CV_ProtectUserStatused if_status3 AI_USER, STATUS3_PERISH_SONG | STATUS3_LEECHSEED | STATUS3_YAWN, AI_CV_ProtectUserStatused if_has_move_with_effect AI_TARGET, EFFECT_RESTORE_HP, AI_CV_Protect3 if_has_move_with_effect AI_TARGET, EFFECT_DEFENSE_CURL, AI_CV_Protect3 if_status AI_TARGET, STATUS1_TOXIC_POISON, AI_CV_Protect_ScoreUp2 if_status2 AI_TARGET, STATUS2_CURSED | STATUS2_INFATUATION, AI_CV_Protect_ScoreUp2 if_status3 AI_TARGET, STATUS3_PERISH_SONG | STATUS3_LEECHSEED | STATUS3_YAWN, AI_CV_Protect_ScoreUp2 get_last_used_bank_move AI_TARGET get_move_effect_from_result if_not_equal EFFECT_LOCK_ON, AI_CV_Protect_ScoreUp2 goto AI_CV_Protect2 AI_CV_Protect_ScoreUp2: score +2 AI_CV_Protect2: if_random_less_than 128, AI_CV_Protect4 score -1 AI_CV_Protect4: get_protect_count AI_USER if_equal 0, AI_CV_Protect_End score -1 if_random_less_than 128, AI_CV_Protect_End score -1 goto AI_CV_Protect_End AI_CV_ProtectUserStatused: score -1 if_double_battle AI_CV_Protect4 score -1 goto AI_CV_Protect4 AI_CV_Protect3: get_last_used_bank_move AI_TARGET get_move_effect_from_result if_not_equal EFFECT_LOCK_ON, AI_CV_Protect_End AI_CV_Protect_ScoreDown2: score -2 AI_CV_Protect_End: end AI_CV_Foresight: if_has_move_with_type AI_USER, TYPE_NORMAL, AI_CV_ForesightGhost if_has_move_with_type AI_USER, TYPE_FIGHTING, AI_CV_ForesightGhost goto AI_CV_ForesightEvs AI_CV_ForesightGhost: if_type AI_USER, TYPE_GHOST, AI_CV_Foresight2 AI_CV_ForesightEvs: if_stat_level_more_than AI_USER, STAT_EVASION, 8, AI_CV_Foresight3 score -3 goto AI_CV_Foresight_End AI_CV_Foresight2: if_random_less_than 80, AI_CV_Foresight_End AI_CV_Foresight3: if_random_less_than 80, AI_CV_Foresight_End score +2 AI_CV_Foresight_End: end AI_CV_Endure: get_protect_count AI_USER if_more_than 1, AI_CV_Endure2 if_hp_less_than AI_USER, 8, AI_CV_Endure2 if_hp_less_than AI_USER, 14, AI_CV_Endure4 if_hp_less_than AI_USER, 35, AI_CV_Endure3 if_doesnt_have_move_with_effect AI_USER, EFFECT_FLAIL, AI_CV_Endure2 score +1 goto AI_CV_Endure_End AI_CV_Endure2: score -3 goto AI_CV_Endure_End AI_CV_Endure4: score -1 goto AI_CV_Endure_End AI_CV_Endure3: if_has_move_with_effect AI_USER, EFFECT_FLAIL, Score_Plus2 if_random_less_than 70, AI_CV_Endure_End score +1 AI_CV_Endure_End: end AI_CV_BatonPass: if_stat_level_more_than AI_USER, STAT_ATK, 8, AI_CV_BatonPass2 if_stat_level_more_than AI_USER, STAT_DEF, 8, AI_CV_BatonPass2 if_stat_level_more_than AI_USER, STAT_SPATK, 8, AI_CV_BatonPass2 if_stat_level_more_than AI_USER, STAT_SPDEF, 8, AI_CV_BatonPass2 if_stat_level_more_than AI_USER, STAT_EVASION, 8, AI_CV_BatonPass2 goto AI_CV_BatonPass5 AI_CV_BatonPass2: if_target_faster AI_CV_BatonPass3 if_hp_more_than AI_USER, 60, AI_CV_BatonPass_Last goto AI_CV_BatonPass4 AI_CV_BatonPass3: if_hp_more_than AI_USER, 70, AI_CV_BatonPass_Last AI_CV_BatonPass4: if_random_less_than 80, AI_CV_BatonPass_Last score +2 goto AI_CV_BatonPass_Last AI_CV_BatonPass5: if_stat_level_more_than AI_USER, STAT_ATK, 7, AI_CV_BatonPass7 if_stat_level_more_than AI_USER, STAT_DEF, 7, AI_CV_BatonPass7 if_stat_level_more_than AI_USER, STAT_SPATK, 7, AI_CV_BatonPass7 if_stat_level_more_than AI_USER, STAT_SPDEF, 7, AI_CV_BatonPass7 if_stat_level_more_than AI_USER, STAT_EVASION, 7, AI_CV_BatonPass7 goto AI_CV_BatonPass_ScoreDown2 AI_CV_BatonPass7: if_target_faster AI_CV_BatonPass8 if_ai_can_go_down AI_CV_BatonPass4 if_hp_more_than AI_USER, 60, AI_CV_BatonPass_ScoreDown2 goto AI_CV_BatonPass_Last AI_CV_BatonPass8: if_ai_can_go_down AI_CV_BatonPass_ScoreDown2 if_hp_less_than AI_USER, 70, AI_CV_BatonPass_Last goto AI_CV_BatonPass_ScoreDown2 AI_CV_BatonPass9: if_stat_level_more_than AI_USER, STAT_ATK, 6, AI_CV_BatonPass10 if_stat_level_more_than AI_USER, STAT_DEF, 6, AI_CV_BatonPass10 if_stat_level_more_than AI_USER, STAT_SPATK, 6, AI_CV_BatonPass10 if_stat_level_more_than AI_USER, STAT_SPDEF, 6, AI_CV_BatonPass10 if_stat_level_more_than AI_USER, STAT_EVASION, 6, AI_CV_BatonPass10 goto AI_CV_BatonPass_ScoreDown2 AI_CV_BatonPass10: if_target_faster AI_CV_BatonPass11 if_ai_can_go_down AI_CV_BatonPass4 if_hp_more_than AI_USER, 60, AI_CV_BatonPass_ScoreDown2 goto AI_CV_BatonPass_Last AI_CV_BatonPass11: if_ai_can_go_down AI_CV_BatonPass_ScoreDown2 if_hp_less_than AI_USER, 70, AI_CV_BatonPass_Last goto AI_CV_BatonPass_ScoreDown2 AI_CV_BatonPass_ScoreDown2: score -2 end AI_CV_BatonPass_Last: get_best_dmg_hp_percent if_less_than 10, Score_Plus2 if_less_than 20, Score_Plus1 AI_CV_BatonPass_End: end AI_CV_Pursuit: is_first_turn_for AI_USER if_not_equal 0, AI_CV_Pursuit_End get_target_type1 if_equal TYPE_GHOST, AI_CV_Pursuit2 get_target_type1 if_equal TYPE_PSYCHIC, AI_CV_Pursuit2 get_target_type2 if_equal TYPE_GHOST, AI_CV_Pursuit2 get_target_type2 if_equal TYPE_PSYCHIC, AI_CV_Pursuit2 goto AI_CV_Pursuit_End AI_CV_Pursuit2: if_random_less_than 128, AI_CV_Pursuit_End score +1 AI_CV_Pursuit_End: end AI_CV_RainDance: get_weather if_equal AI_WEATHER_RAIN, AI_CV_RainDance_End if_user_faster AI_CV_RainDance2 get_ability AI_USER if_equal ABILITY_SWIFT_SWIM, AI_CV_RainDance3 get_ability AI_USER_PARTNER if_equal ABILITY_SWIFT_SWIM, AI_CV_RainDance3 AI_CV_RainDance2: if_hp_less_than AI_USER, 40, AI_CV_RainDance_ScoreDown1 get_weather if_equal AI_WEATHER_HAIL, AI_CV_RainDance3 if_equal AI_WEATHER_SUN, AI_CV_RainDance3 if_equal AI_WEATHER_SANDSTORM, AI_CV_RainDance3 if_ability AI_USER, ABILITY_RAIN_DISH, AI_CV_RainDance3 if_ability AI_USER_PARTNER, ABILITY_RAIN_DISH, AI_CV_RainDance3 if_ability AI_USER, ABILITY_HYDRATION, AI_CV_Hydration if_no_ability AI_USER_PARTNER, ABILITY_HYDRATION, AI_CV_RainDance_Rock AI_CV_Hydration: if_status AI_USER, STATUS1_ANY, AI_CV_RainDance3 if_status AI_USER_PARTNER, STATUS1_ANY, AI_CV_RainDance3 goto AI_CV_RainDance_Rock AI_CV_RainDance3: score +1 goto AI_CV_RainDance_Rock AI_CV_RainDance_ScoreDown1: score -1 AI_CV_RainDance_Rock: get_hold_effect AI_USER if_not_equal HOLD_EFFECT_DAMP_ROCK, AI_CV_RainDance_Opponent score +2 AI_CV_RainDance_Opponent: if_has_move_with_type AI_TARGET, TYPE_FIRE, AI_CV_RainDance_OpponentPlus if_no_type AI_TARGET, TYPE_FIRE, AI_CV_RainDance_End AI_CV_RainDance_OpponentPlus: score +1 AI_CV_RainDance_End: end AI_CV_SunnyDay: get_weather if_equal AI_WEATHER_SUN, AI_CV_SunnyDay_End if_hp_less_than AI_USER, 40, AI_CV_SunnyDay_ScoreDown1 get_weather if_equal AI_WEATHER_HAIL, AI_CV_SunnyDay2 if_equal AI_WEATHER_RAIN, AI_CV_SunnyDay2 if_equal AI_WEATHER_SANDSTORM, AI_CV_SunnyDay2 goto AI_CV_SunnyDay_Rock AI_CV_SunnyDay2: score +1 goto AI_CV_SunnyDay_Rock AI_CV_SunnyDay_ScoreDown1: score -1 AI_CV_SunnyDay_Rock: get_hold_effect AI_USER if_not_equal HOLD_EFFECT_HEAT_ROCK, AI_CV_SunnyDay_Moves score +2 AI_CV_SunnyDay_Moves: if_has_move_with_effect AI_USER, EFFECT_SOLARBEAM, AI_CV_SunnyDay_MovesPlus if_has_move_with_effect AI_USER, EFFECT_SYNTHESIS, AI_CV_SunnyDay_MovesPlus if_has_move_with_effect AI_USER_PARTNER, EFFECT_SOLARBEAM, AI_CV_SunnyDay_MovesPlus if_has_move_with_effect AI_USER_PARTNER, EFFECT_SYNTHESIS, AI_CV_SunnyDay_MovesPlus if_has_move_with_type AI_USER, TYPE_FIRE, AI_CV_SunnyDay_MovesPlus goto AI_CV_SunnyDay_Abilities AI_CV_SunnyDay_MovesPlus: score +1 AI_CV_SunnyDay_Abilities: if_user_faster AI_CV_SunnyDay_Abilities2 if_ability AI_USER, ABILITY_CHLOROPHYLL, AI_CV_SunnyDay_AbilitiesPlus get_ability AI_USER_PARTNER if_not_equal ABILITY_CHLOROPHYLL, AI_CV_SunnyDay_Abilities2 AI_CV_SunnyDay_AbilitiesPlus: score +1 AI_CV_SunnyDay_Abilities2: if_ability AI_USER, ABILITY_LEAF_GUARD, AI_CV_SunnyDay_Abilities2Plus get_ability AI_USER_PARTNER if_not_equal ABILITY_LEAF_GUARD, AI_CV_SunnyDay_Opponent AI_CV_SunnyDay_Abilities2Plus: score + 1 @ If target is fire type, giving him a sunny day boost may not be a good idea AI_CV_SunnyDay_Opponent: if_ability AI_USER, ABILITY_FLASH_FIRE, AI_CV_SunnyDay_Opponent2 if_has_move_with_type AI_TARGET, TYPE_FIRE, AI_CV_SunnyDay_OpponentMinus if_no_type AI_TARGET, TYPE_FIRE, AI_CV_SunnyDay_Opponent2 AI_CV_SunnyDay_OpponentMinus: score -1 AI_CV_SunnyDay_Opponent2: if_has_move_with_type AI_TARGET, TYPE_WATER, AI_CV_SunnyDay_Opponent2Plus if_no_type AI_TARGET, TYPE_WATER, AI_CV_SunnyDay_End AI_CV_SunnyDay_Opponent2Plus: score +1 AI_CV_SunnyDay_End: end AI_CV_BellyDrum: if_hp_less_than AI_USER, 90, AI_CV_BellyDrum_ScoreDown2 goto AI_CV_BellyDrum_End AI_CV_BellyDrum_ScoreDown2: score -2 AI_CV_BellyDrum_End: end AI_CV_PsychUp: if_stat_level_more_than AI_TARGET, STAT_ATK, 8, AI_CV_PsychUp2 if_stat_level_more_than AI_TARGET, STAT_DEF, 8, AI_CV_PsychUp2 if_stat_level_more_than AI_TARGET, STAT_SPATK, 8, AI_CV_PsychUp2 if_stat_level_more_than AI_TARGET, STAT_SPDEF, 8, AI_CV_PsychUp2 if_stat_level_more_than AI_TARGET, STAT_EVASION, 8, AI_CV_PsychUp2 goto AI_CV_PsychUp_ScoreDown2 AI_CV_PsychUp2: if_stat_level_less_than AI_USER, STAT_ATK, 7, AI_CV_PsychUp3 if_stat_level_less_than AI_USER, STAT_DEF, 7, AI_CV_PsychUp3 if_stat_level_less_than AI_USER, STAT_SPATK, 7, AI_CV_PsychUp3 if_stat_level_less_than AI_USER, STAT_SPDEF, 7, AI_CV_PsychUp3 if_stat_level_less_than AI_USER, STAT_EVASION, 7, AI_CV_PsychUp_ScoreUp1 if_random_less_than 50, AI_CV_PsychUp_End goto AI_CV_PsychUp_ScoreDown2 AI_CV_PsychUp_ScoreUp1: score +1 AI_CV_PsychUp3: score +1 end AI_CV_PsychUp_ScoreDown2: score -2 AI_CV_PsychUp_End: end AI_CV_MirrorCoat: if_status AI_TARGET, STATUS1_SLEEP, AI_CV_MirrorCoat_ScoreDown1 if_status2 AI_TARGET, STATUS2_INFATUATION, AI_CV_MirrorCoat_ScoreDown1 if_status2 AI_TARGET, STATUS2_CONFUSION, AI_CV_MirrorCoat_ScoreDown1 if_hp_more_than AI_USER, 30, AI_CV_MirrorCoat2 if_random_less_than 10, AI_CV_MirrorCoat2 score -1 AI_CV_MirrorCoat2: if_hp_more_than AI_USER, 50, AI_CV_MirrorCoat3 if_random_less_than 100, AI_CV_MirrorCoat3 score -1 AI_CV_MirrorCoat3: if_has_move AI_USER, MOVE_COUNTER, AI_CV_MirrorCoat_ScoreUp4 get_last_used_bank_move AI_TARGET get_move_power_from_result if_equal 0, AI_CV_MirrorCoat5 if_target_not_taunted AI_CV_MirrorCoat4 if_random_less_than 100, AI_CV_MirrorCoat4 score +1 AI_CV_MirrorCoat4: get_last_used_bank_move AI_TARGET get_move_split_from_result if_not_equal SPLIT_SPECIAL, AI_CV_MirrorCoat_ScoreDown1 if_random_less_than 100, AI_CV_MirrorCoat_End score +1 goto AI_CV_MirrorCoat_End AI_CV_MirrorCoat5: if_target_not_taunted AI_CV_MirrorCoat6 if_random_less_than 100, AI_CV_MirrorCoat6 score +1 AI_CV_MirrorCoat6: if_has_no_special_move AI_TARGET, AI_CV_MirrorCoat_ScoreDown1 if_random_less_than 50, AI_CV_MirrorCoat_End AI_CV_MirrorCoat_ScoreUp4: if_random_less_than 100, AI_CV_MirrorCoat_ScoreUp4_End score +4 AI_CV_MirrorCoat_ScoreUp4_End: end AI_CV_MirrorCoat_ScoreDown1: score -1 AI_CV_MirrorCoat_End: end AI_CV_Geomancy: get_hold_effect AI_USER if_equal HOLD_EFFECT_POWER_HERB, AI_CV_ChargeUpMove_ScoreUp2 end AI_CV_ChargeUpMove: get_hold_effect AI_USER if_equal HOLD_EFFECT_POWER_HERB, AI_CV_ChargeUpMove_ScoreUp2 if_type_effectiveness AI_EFFECTIVENESS_x0_25, AI_CV_ChargeUpMove_ScoreDown2 if_type_effectiveness AI_EFFECTIVENESS_x0_5, AI_CV_ChargeUpMove_ScoreDown2 if_has_move_with_effect AI_TARGET, EFFECT_PROTECT, AI_CV_ChargeUpMove_ScoreDown2 if_hp_more_than AI_USER, 38, AI_CV_ChargeUpMove_End score -1 goto AI_CV_ChargeUpMove_End AI_CV_ChargeUpMove_ScoreDown2: score -2 AI_CV_ChargeUpMove_End: end AI_CV_ChargeUpMove_ScoreUp2: score +2 goto AI_CV_ChargeUpMove_End AI_CV_SemiInvulnerable: get_hold_effect AI_USER if_equal HOLD_EFFECT_POWER_HERB, AI_CV_ChargeUpMove_ScoreUp2 if_doesnt_have_move_with_effect AI_TARGET, EFFECT_PROTECT, AI_CV_SemiInvulnerable2 score -1 goto AI_CV_SemiInvulnerable_End AI_CV_SemiInvulnerable2: if_status AI_TARGET, STATUS1_TOXIC_POISON, AI_CV_SemiInvulnerable_TryEncourage if_status2 AI_TARGET, STATUS2_CURSED, AI_CV_SemiInvulnerable_TryEncourage if_status3 AI_TARGET, STATUS3_LEECHSEED, AI_CV_SemiInvulnerable_TryEncourage get_weather if_equal AI_WEATHER_HAIL, AI_CV_SemiInvulnerable_CheckIceType if_equal AI_WEATHER_SANDSTORM, AI_CV_SemiInvulnerable_CheckSandstormTypes goto AI_CV_SemiInvulnerable5 AI_CV_SemiInvulnerable_CheckSandstormTypes: get_user_type1 if_in_bytes AI_CV_SandstormResistantTypes, AI_CV_SemiInvulnerable_TryEncourage get_user_type2 if_in_bytes AI_CV_SandstormResistantTypes, AI_CV_SemiInvulnerable_TryEncourage get_ability AI_USER if_in_bytes AI_SandstormResistantAbilities, AI_CV_SemiInvulnerable_TryEncourage goto AI_CV_SemiInvulnerable5 AI_CV_SemiInvulnerable_CheckIceType: get_user_type1 if_equal TYPE_ICE, AI_CV_SemiInvulnerable_TryEncourage get_user_type2 if_equal TYPE_ICE, AI_CV_SemiInvulnerable_TryEncourage get_ability AI_USER if_in_bytes AI_HailResistantAbilities, AI_CV_SemiInvulnerable_TryEncourage AI_CV_SemiInvulnerable5: if_target_faster AI_CV_SemiInvulnerable_End get_last_used_bank_move AI_TARGET get_move_effect_from_result if_not_equal EFFECT_LOCK_ON, AI_CV_SemiInvulnerable_TryEncourage goto AI_CV_SemiInvulnerable_End AI_CV_SemiInvulnerable_TryEncourage: if_random_less_than 80, AI_CV_SemiInvulnerable_End score +1 AI_CV_SemiInvulnerable_End: end AI_CV_SandstormResistantTypes: .byte TYPE_GROUND .byte TYPE_ROCK .byte TYPE_STEEL .byte -1 AI_SandstormResistantAbilities: .byte ABILITY_SAND_VEIL .byte ABILITY_SAND_FORCE .byte ABILITY_SAND_RUSH .byte ABILITY_OVERCOAT .byte ABILITY_MAGIC_GUARD .byte -1 AI_HailResistantAbilities: .byte ABILITY_ICE_BODY .byte ABILITY_SNOW_CLOAK .byte ABILITY_OVERCOAT .byte ABILITY_MAGIC_GUARD .byte -1 AI_CV_FakeOut: if_ability AI_TARGET, ABILITY_INNER_FOCUS, AI_CV_FakeOut_End if_double_battle AI_CV_FakeOut_Double score +5 end AI_CV_FakeOut_Double: score +2 AI_CV_FakeOut_End: end AI_CV_SpitUp: get_stockpile_count AI_USER if_less_than 2, AI_CV_SpitUp_End if_random_less_than 80, AI_CV_SpitUp_End score +2 AI_CV_SpitUp_End: end AI_CV_Hail: if_hp_less_than AI_USER, 40, AI_CV_Hail_ScoreDown1 get_weather if_equal AI_WEATHER_SUN, AI_CV_Hail2 if_equal AI_WEATHER_RAIN, AI_CV_Hail2 if_equal AI_WEATHER_SANDSTORM, AI_CV_Hail2 goto AI_CV_Hail_Rock AI_CV_Hail2: score +1 goto AI_CV_Hail_Rock AI_CV_Hail_ScoreDown1: score -1 AI_CV_Hail_Rock: get_hold_effect AI_USER if_not_equal HOLD_EFFECT_ICY_ROCK, AI_CV_Hail_Ability score +2 AI_CV_Hail_Ability: get_ability AI_USER if_equal ABILITY_ICE_BODY, AI_CV_Hail_AbilityPlus if_equal ABILITY_SNOW_CLOAK, AI_CV_Hail_AbilityPlus if_equal ABILITY_SLUSH_RUSH, AI_CV_Hail_AbilityPlus if_not_equal ABILITY_FORECAST, AI_CV_Hail_Move AI_CV_Hail_AbilityPlus: score +1 AI_CV_Hail_Move: if_has_move AI_USER, MOVE_BLIZZARD, AI_CV_Hail_MovePlus if_has_move AI_USER_PARTNER, MOVE_BLIZZARD, AI_CV_Hail_MovePlus goto AI_CV_Hail_End AI_CV_Hail_MovePlus: score +1 AI_CV_Hail_End: end AI_CV_Sandstorm: if_hp_less_than AI_USER, 40, AI_CV_Sandstorm_ScoreDown1 get_weather if_equal AI_WEATHER_SUN, AI_CV_Sandstorm2 if_equal AI_WEATHER_RAIN, AI_CV_Sandstorm2 if_equal AI_WEATHER_HAIL, AI_CV_Sandstorm2 goto AI_CV_Sandstorm_End AI_CV_Sandstorm2: score +1 goto AI_CV_Sandstorm_End AI_CV_Sandstorm_ScoreDown1: score -1 AI_CV_Sandstorm_Rock: get_hold_effect AI_USER if_not_equal HOLD_EFFECT_SMOOTH_ROCK, AI_CV_Sandstorm_Ability score +2 AI_CV_Sandstorm_Ability: get_ability AI_USER if_equal ABILITY_SAND_VEIL, AI_CV_Sandstorm_AbilityPlus if_equal ABILITY_SAND_RUSH, AI_CV_Sandstorm_AbilityPlus if_not_equal ABILITY_SAND_VEIL, AI_CV_Sandstorm_End AI_CV_Sandstorm_AbilityPlus: score +1, AI_CV_Sandstorm_End: end AI_CV_Facade: if_not_status AI_USER, STATUS1_POISON | STATUS1_BURN | STATUS1_PARALYSIS | STATUS1_TOXIC_POISON, AI_CV_Facade_End score +1 AI_CV_Facade_End: end AI_CV_FocusPunch: if_type_effectiveness AI_EFFECTIVENESS_x0_25, AI_CV_FocusPunch2 if_type_effectiveness AI_EFFECTIVENESS_x0_5, AI_CV_FocusPunch2 if_status AI_TARGET, STATUS1_SLEEP, AI_CV_FocusPunch_ScoreUp1 if_status2 AI_TARGET, STATUS2_INFATUATION, AI_CV_FocusPunch3 if_status2 AI_TARGET, STATUS2_CONFUSION, AI_CV_FocusPunch3 is_first_turn_for AI_USER if_not_equal 0, AI_CV_FocusPunch_End if_random_less_than 100, AI_CV_FocusPunch_End score +1 goto AI_CV_FocusPunch_End AI_CV_FocusPunch2: score -1 goto AI_CV_FocusPunch_End AI_CV_FocusPunch3: if_random_less_than 100, AI_CV_FocusPunch_End if_status2 AI_USER, STATUS2_SUBSTITUTE, Score_Plus5 AI_CV_FocusPunch_ScoreUp1: score +1 AI_CV_FocusPunch_End: end AI_CV_SmellingSalt: if_status AI_TARGET, STATUS1_PARALYSIS, AI_CV_SmellingSalt_ScoreUp1 goto AI_CV_SmellingSalt_End AI_CV_SmellingSalt_ScoreUp1: score +1 AI_CV_SmellingSalt_End: end AI_CV_Trick: get_hold_effect AI_USER if_in_bytes AI_CV_Trick_EffectsToEncourage2, AI_CV_Trick3 if_in_bytes AI_CV_Trick_EffectsToEncourage, AI_CV_Trick4 AI_CV_Trick2: score -3 goto AI_CV_Trick_End AI_CV_Trick3: get_hold_effect AI_TARGET if_in_bytes AI_CV_Trick_EffectsToEncourage2, AI_CV_Trick2 score +5 goto AI_CV_Trick_End AI_CV_Trick4: get_hold_effect AI_TARGET if_in_bytes AI_CV_Trick_EffectsToEncourage, AI_CV_Trick2 if_random_less_than 50, AI_CV_Trick_End score +2 AI_CV_Trick_End: end AI_CV_Trick_EffectsToEncourage: .byte HOLD_EFFECT_CONFUSE_SPICY .byte HOLD_EFFECT_CONFUSE_DRY .byte HOLD_EFFECT_CONFUSE_SWEET .byte HOLD_EFFECT_CONFUSE_BITTER .byte HOLD_EFFECT_CONFUSE_SOUR .byte HOLD_EFFECT_MACHO_BRACE .byte HOLD_EFFECT_CHOICE_BAND .byte -1 AI_CV_Trick_EffectsToEncourage2: .byte HOLD_EFFECT_CHOICE_BAND .byte -1 AI_CV_ChangeSelfAbility: get_ability AI_USER if_in_bytes AI_CV_ChangeSelfAbility_AbilitiesToEncourage, AI_CV_ChangeSelfAbility2 get_ability AI_TARGET if_in_bytes AI_CV_ChangeSelfAbility_AbilitiesToEncourage, AI_CV_ChangeSelfAbility3 AI_CV_ChangeSelfAbility2: score -1 goto AI_CV_ChangeSelfAbility_End AI_CV_ChangeSelfAbility3: if_random_less_than 50, AI_CV_ChangeSelfAbility_End score +2 AI_CV_ChangeSelfAbility_End: end AI_CV_ChangeSelfAbility_AbilitiesToEncourage: .byte ABILITY_SPEED_BOOST .byte ABILITY_BATTLE_ARMOR .byte ABILITY_SAND_VEIL .byte ABILITY_STATIC .byte ABILITY_FLASH_FIRE .byte ABILITY_WONDER_GUARD .byte ABILITY_EFFECT_SPORE .byte ABILITY_SWIFT_SWIM .byte ABILITY_HUGE_POWER .byte ABILITY_RAIN_DISH .byte ABILITY_CUTE_CHARM .byte ABILITY_SHED_SKIN .byte ABILITY_MARVEL_SCALE .byte ABILITY_PURE_POWER .byte ABILITY_CHLOROPHYLL .byte ABILITY_SHIELD_DUST .byte -1 AI_CV_Superpower: if_type_effectiveness AI_EFFECTIVENESS_x0_25, AI_CV_Superpower_ScoreDown1 if_type_effectiveness AI_EFFECTIVENESS_x0_5, AI_CV_Superpower_ScoreDown1 if_stat_level_less_than AI_USER, STAT_ATK, DEFAULT_STAT_STAGE, AI_CV_Superpower_ScoreDown1 if_target_faster AI_CV_Superpower2 if_hp_more_than AI_USER, 40, AI_CV_Superpower_ScoreDown1 goto AI_CV_Superpower_End AI_CV_Superpower2: if_hp_less_than AI_USER, 60, AI_CV_Superpower_End AI_CV_Superpower_ScoreDown1: score -1 AI_CV_Superpower_End: end AI_CV_MagicCoat: if_hp_more_than AI_TARGET, 30, AI_CV_MagicCoat2 if_random_less_than 100, AI_CV_MagicCoat2 score -1 AI_CV_MagicCoat2: is_first_turn_for AI_USER if_equal 0, AI_CV_MagicCoat4 if_random_less_than 150, AI_CV_MagicCoat_End score +1 goto AI_CV_MagicCoat_End AI_CV_MagicCoat3: if_random_less_than 50, AI_CV_MagicCoat_End AI_CV_MagicCoat4: if_random_less_than 30, AI_CV_MagicCoat_End score -1 AI_CV_MagicCoat_End: end AI_CV_Recycle: get_used_held_item AI_USER if_not_in_bytes AI_CV_Recycle_ItemsToEncourage, AI_CV_Recycle_ScoreDown2 if_random_less_than 50, AI_CV_Recycle_End score +1 goto AI_CV_Recycle_End AI_CV_Recycle_ScoreDown2: score -2 AI_CV_Recycle_End: end AI_CV_Recycle_ItemsToEncourage: .byte ITEM_CHESTO_BERRY .byte ITEM_LUM_BERRY .byte ITEM_STARF_BERRY .byte -1 AI_CV_Revenge: if_status AI_TARGET, STATUS1_SLEEP, AI_CV_Revenge_ScoreDown2 if_status2 AI_TARGET, STATUS2_INFATUATION, AI_CV_Revenge_ScoreDown2 if_status2 AI_TARGET, STATUS2_CONFUSION, AI_CV_Revenge_ScoreDown2 if_random_less_than 180, AI_CV_Revenge_ScoreDown2 score +2 goto AI_CV_Revenge_End AI_CV_Revenge_ScoreDown2: score -2 AI_CV_Revenge_End: end AI_CV_BrickBreak: if_side_affecting AI_TARGET, SIDE_STATUS_REFLECT, AI_CV_BrickBreak_ScoreUp1 goto AI_CV_BrickBreak_End AI_CV_BrickBreak_ScoreUp1: score +1 AI_CV_BrickBreak_End: end AI_CV_KnockOff: if_hp_less_than AI_TARGET, 30, AI_CV_KnockOff_End is_first_turn_for AI_USER if_more_than 0, AI_CV_KnockOff_End if_random_less_than 180, AI_CV_KnockOff_End score +1 AI_CV_KnockOff_End: end AI_CV_Endeavor: if_hp_less_than AI_TARGET, 70, AI_CV_Endeavor_ScoreDown1 if_target_faster AI_CV_Endeavor2 if_hp_more_than AI_USER, 40, AI_CV_Endeavor_ScoreDown1 score +1 goto AI_CV_Endeavor_End AI_CV_Endeavor2: if_hp_more_than AI_USER, 50, AI_CV_Endeavor_ScoreDown1 score +1 goto AI_CV_Endeavor_End AI_CV_Endeavor_ScoreDown1: score -1 AI_CV_Endeavor_End: end AI_CV_Eruption: if_type_effectiveness AI_EFFECTIVENESS_x0_25, AI_CV_Eruption_ScoreDown1 if_type_effectiveness AI_EFFECTIVENESS_x0_5, AI_CV_Eruption_ScoreDown1 if_target_faster AI_CV_Eruption2 if_hp_more_than AI_TARGET, 50, AI_CV_Eruption_End goto AI_CV_Eruption_ScoreDown1 AI_CV_Eruption2: if_hp_more_than AI_TARGET, 70, AI_CV_Eruption_End AI_CV_Eruption_ScoreDown1: score -1 AI_CV_Eruption_End: end AI_CV_Imprison: is_first_turn_for AI_USER if_more_than 0, AI_CV_Imprison_End if_random_less_than 100, AI_CV_Imprison_End score +2 AI_CV_Imprison_End: end AI_CV_Refresh: if_hp_less_than AI_TARGET, 50, AI_CV_Refresh_ScoreDown1 goto AI_CV_Refresh_End AI_CV_Refresh_ScoreDown1: score -1 AI_CV_Refresh_End: end AI_CV_Snatch: is_first_turn_for AI_USER if_equal 1, AI_CV_Snatch3 if_random_less_than 30, AI_CV_Snatch_End if_target_faster AI_CV_Snatch2 if_hp_not_equal AI_USER, 100, AI_CV_Snatch5 if_hp_less_than AI_TARGET, 70, AI_CV_Snatch5 if_random_less_than 60, AI_CV_Snatch_End goto AI_CV_Snatch5 AI_CV_Snatch2: if_hp_more_than AI_TARGET, 25, AI_CV_Snatch5 if_has_move_with_effect AI_TARGET, EFFECT_RESTORE_HP, AI_CV_Snatch3 if_has_move_with_effect AI_TARGET, EFFECT_DEFENSE_CURL, AI_CV_Snatch3 goto AI_CV_Snatch4 AI_CV_Snatch3: if_random_less_than 150, AI_CV_Snatch_End score +2 goto AI_CV_Snatch_End AI_CV_Snatch4: if_random_less_than 230, AI_CV_Snatch5 score +1 goto AI_CV_Snatch_End AI_CV_Snatch5: if_random_less_than 30, AI_CV_Snatch_End score -2 AI_CV_Snatch_End: end AI_CV_MudSport: if_hp_less_than AI_USER, 50, AI_CV_MudSport_ScoreDown1 get_target_type1 if_equal TYPE_ELECTRIC, AI_CV_MudSport2 get_target_type2 if_equal TYPE_ELECTRIC, AI_CV_MudSport2 goto AI_CV_MudSport_ScoreDown1 AI_CV_MudSport2: score +1 goto AI_CV_MudSport_End AI_CV_MudSport_ScoreDown1: score -1 AI_CV_MudSport_End: end AI_CV_Overheat: if_type_effectiveness AI_EFFECTIVENESS_x0_25, AI_CV_Overheat_ScoreDown1 if_type_effectiveness AI_EFFECTIVENESS_x0_5, AI_CV_Overheat_ScoreDown1 if_target_faster AI_CV_Overheat2 if_hp_more_than AI_USER, 60, AI_CV_Overheat_End goto AI_CV_Overheat_ScoreDown1 AI_CV_Overheat2: if_hp_more_than AI_USER, 80, AI_CV_Overheat_End AI_CV_Overheat_ScoreDown1: score -1 AI_CV_Overheat_End: end AI_CV_WaterSport: if_hp_less_than AI_USER, 50, AI_CV_WaterSport_ScoreDown1 get_target_type1 if_equal TYPE_FIRE, AI_CV_WaterSport2 get_target_type2 if_equal TYPE_FIRE, AI_CV_WaterSport2 goto AI_CV_WaterSport_ScoreDown1 AI_CV_WaterSport2: score +1 goto AI_CV_WaterSport_End AI_CV_WaterSport_ScoreDown1: score -1 AI_CV_WaterSport_End: end AI_CV_DragonDance: if_target_faster AI_CV_DragonDance2 if_hp_more_than AI_USER, 50, AI_CV_DragonDance_End if_random_less_than 70, AI_CV_DragonDance_End score -1 goto AI_CV_DragonDance_End AI_CV_DragonDance2: if_random_less_than 128, AI_CV_DragonDance_End score +1 AI_CV_DragonDance_End: end AI_TryToFaint: if_target_is_ally AI_Ret if_can_faint AI_TryToFaint_Can get_how_powerful_move_is if_equal MOVE_POWER_DISCOURAGED, Score_Minus1 AI_TryToFaint2: if_type_effectiveness AI_EFFECTIVENESS_x4, AI_TryToFaint_DoubleSuperEffective goto AI_TryToFaint_CheckIfDanger AI_TryToFaint_DoubleSuperEffective: if_random_less_than 80, AI_TryToFaint_CheckIfDanger score +2 goto AI_TryToFaint_CheckIfDanger AI_TryToFaint_Can: if_effect EFFECT_EXPLOSION, AI_TryToFaint_CheckIfDanger if_user_faster AI_TryToFaint_ScoreUp4 if_move_flag FLAG_HIGH_CRIT, AI_TryToFaint_ScoreUp4 score +2 goto AI_TryToFaint_CheckIfDanger AI_TryToFaint_ScoreUp4: score +4 AI_TryToFaint_CheckIfDanger: if_user_faster AI_TryToFaint_End if_ai_can_go_down AI_TryToFaint_Danger AI_TryToFaint_End: end AI_TryToFaint_Danger: get_how_powerful_move_is if_not_equal MOVE_POWER_BEST, Score_Minus1 score +1 goto AI_TryToFaint_End AI_SetupFirstTurn: if_target_is_ally AI_Ret get_turn_count if_not_equal 0, AI_SetupFirstTurn_End get_considered_move_effect if_not_in_hwords AI_SetupFirstTurn_SetupEffectsToEncourage, AI_SetupFirstTurn_End score +2 AI_SetupFirstTurn_End: end .align 1 AI_SetupFirstTurn_SetupEffectsToEncourage: .2byte EFFECT_ATTACK_UP .2byte EFFECT_DEFENSE_UP .2byte EFFECT_SPEED_UP .2byte EFFECT_SPECIAL_ATTACK_UP .2byte EFFECT_SPECIAL_DEFENSE_UP .2byte EFFECT_ACCURACY_UP .2byte EFFECT_EVASION_UP .2byte EFFECT_ATTACK_DOWN .2byte EFFECT_DEFENSE_DOWN .2byte EFFECT_SPEED_DOWN .2byte EFFECT_SPECIAL_ATTACK_DOWN .2byte EFFECT_SPECIAL_DEFENSE_DOWN .2byte EFFECT_ACCURACY_DOWN .2byte EFFECT_EVASION_DOWN .2byte EFFECT_CONVERSION .2byte EFFECT_LIGHT_SCREEN .2byte EFFECT_SPECIAL_DEFENSE_UP_2 .2byte EFFECT_FOCUS_ENERGY .2byte EFFECT_CONFUSE .2byte EFFECT_ATTACK_UP_2 .2byte EFFECT_DEFENSE_UP_2 .2byte EFFECT_SPEED_UP_2 .2byte EFFECT_SPECIAL_ATTACK_UP_2 .2byte EFFECT_SPECIAL_DEFENSE_UP_2 .2byte EFFECT_ACCURACY_UP_2 .2byte EFFECT_EVASION_UP_2 .2byte EFFECT_ATTACK_DOWN_2 .2byte EFFECT_DEFENSE_DOWN_2 .2byte EFFECT_SPEED_DOWN_2 .2byte EFFECT_SPECIAL_ATTACK_DOWN_2 .2byte EFFECT_SPECIAL_DEFENSE_DOWN_2 .2byte EFFECT_ACCURACY_DOWN_2 .2byte EFFECT_EVASION_DOWN_2 .2byte EFFECT_REFLECT .2byte EFFECT_POISON .2byte EFFECT_PARALYZE .2byte EFFECT_SUBSTITUTE .2byte EFFECT_LEECH_SEED .2byte EFFECT_MINIMIZE .2byte EFFECT_CURSE .2byte EFFECT_SWAGGER .2byte EFFECT_CAMOUFLAGE .2byte EFFECT_YAWN .2byte EFFECT_DEFENSE_CURL .2byte EFFECT_TORMENT .2byte EFFECT_FLATTER .2byte EFFECT_WILL_O_WISP .2byte EFFECT_INGRAIN .2byte EFFECT_IMPRISON .2byte EFFECT_TEETER_DANCE .2byte EFFECT_TICKLE .2byte EFFECT_COSMIC_POWER .2byte EFFECT_BULK_UP .2byte EFFECT_CALM_MIND .2byte EFFECT_ACUPRESSURE .2byte EFFECT_AUTOTOMIZE .2byte EFFECT_SHIFT_GEAR .2byte EFFECT_SHELL_SMASH .2byte EFFECT_GROWTH .2byte EFFECT_QUIVER_DANCE .2byte EFFECT_ATTACK_SPATK_UP .2byte EFFECT_ATTACK_ACCURACY_UP .2byte EFFECT_PSYCHIC_TERRAIN .2byte EFFECT_GRASSY_TERRAIN .2byte EFFECT_ELECTRIC_TERRAIN .2byte EFFECT_MISTY_TERRAIN .2byte EFFECT_STEALTH_ROCK .2byte EFFECT_TOXIC_SPIKES .2byte EFFECT_TRICK_ROOM .2byte EFFECT_WONDER_ROOM .2byte EFFECT_MAGIC_ROOM .2byte EFFECT_TAILWIND .2byte EFFECT_DRAGON_DANCE .2byte EFFECT_STICKY_WEB .2byte EFFECT_RAIN_DANCE .2byte EFFECT_SUNNY_DAY .2byte EFFECT_SANDSTORM .2byte EFFECT_HAIL .2byte EFFECT_GEOMANCY .2byte -1 AI_PreferStrongestMove: if_target_is_ally AI_Ret get_how_powerful_move_is if_not_equal MOVE_POWER_BEST, AI_PreferStrongestMove_End if_random_less_than 100, AI_PreferStrongestMove_End score +2 AI_PreferStrongestMove_End: end AI_Risky: if_target_is_ally AI_Ret get_considered_move_effect if_move_flag FLAG_HIGH_CRIT, AI_Risky_RandChance if_not_in_bytes AI_Risky_EffectsToEncourage, AI_Risky_End AI_Risky_RandChance: if_random_less_than 128, AI_Risky_End score +2 AI_Risky_End: end AI_Risky_EffectsToEncourage: .byte EFFECT_SLEEP .byte EFFECT_EXPLOSION .byte EFFECT_MIRROR_MOVE .byte EFFECT_OHKO .byte EFFECT_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 .align 1 sMovesTable_ProtectMoves: .2byte MOVE_PROTECT .2byte MOVE_DETECT .2byte -1 .align 1 sEffectsStatRaise: .2byte EFFECT_ATTACK_UP .2byte EFFECT_ATTACK_UP_2 .2byte EFFECT_DEFENSE_UP .2byte EFFECT_DEFENSE_UP_2 .2byte EFFECT_SPEED_UP .2byte EFFECT_SPEED_UP_2 .2byte EFFECT_SPECIAL_ATTACK_UP .2byte EFFECT_SPECIAL_ATTACK_UP_2 .2byte EFFECT_SPECIAL_DEFENSE_UP .2byte EFFECT_SPECIAL_DEFENSE_UP_2 .2byte EFFECT_CALM_MIND .2byte EFFECT_DRAGON_DANCE .2byte EFFECT_ACUPRESSURE .2byte EFFECT_SHELL_SMASH .2byte EFFECT_SHIFT_GEAR .2byte EFFECT_ATTACK_ACCURACY_UP .2byte EFFECT_ATTACK_SPATK_UP .2byte EFFECT_GROWTH .2byte EFFECT_COIL .2byte EFFECT_QUIVER_DANCE .2byte -1 AI_PreferBatonPass: if_target_is_ally AI_Ret count_usable_party_mons AI_USER if_equal 0, AI_PreferBatonPassEnd get_how_powerful_move_is if_not_equal MOVE_POWER_DISCOURAGED, AI_PreferBatonPassEnd if_doesnt_have_move_with_effect AI_USER, EFFECT_BATON_PASS, AI_PreferBatonPassEnd get_considered_move_effect if_in_hwords sEffectsStatRaise, AI_PreferBatonPass2 if_effect EFFECT_PROTECT, AI_PreferBatonPass3 if_move MOVE_BATON_PASS, AI_PreferBatonPass_EncourageIfHighStats end AI_PreferBatonPass2: get_turn_count if_equal 0, Score_Plus5 if_hp_less_than AI_USER, 60, Score_Minus10 goto Score_Plus1 AI_PreferBatonPass3: get_last_used_bank_move AI_USER if_in_hwords sMovesTable_ProtectMoves, Score_Minus2 score +2 end AI_PreferBatonPass_EncourageIfHighStats: get_turn_count if_equal 0, Score_Minus2 if_stat_level_more_than AI_USER, STAT_ATK, DEFAULT_STAT_STAGE + 2, Score_Plus3 if_stat_level_more_than AI_USER, STAT_ATK, DEFAULT_STAT_STAGE + 1, Score_Plus2 if_stat_level_more_than AI_USER, STAT_ATK, DEFAULT_STAT_STAGE, Score_Plus1 if_stat_level_more_than AI_USER, STAT_SPATK, DEFAULT_STAT_STAGE + 2, Score_Plus3 if_stat_level_more_than AI_USER, STAT_SPATK, DEFAULT_STAT_STAGE + 1, Score_Plus2 if_stat_level_more_than AI_USER, STAT_SPATK, DEFAULT_STAT_STAGE, Score_Plus1 end AI_PreferBatonPassEnd: end AI_ConsiderAllyChosenMove: get_ally_chosen_move if_equal 0, AI_ConsiderAllyChosenMoveRet get_move_effect_from_result if_equal EFFECT_HELPING_HAND, AI_PartnerChoseHelpingHand if_equal EFFECT_PERISH_SONG, AI_PartnerChosePerishSong if_equal EFFECT_ALWAYS_CRIT, AI_PartnerChoseAlwaysCrit AI_ConsiderAllyChosenMoveRet: end @ Ally decided to use Frost Breath on us. we must have Anger Point as our ability AI_PartnerChoseAlwaysCrit: if_no_ability AI_USER, ABILITY_ANGER_POINT, AI_PartnerChoseAlwaysCritEnd @frost breath user should be faster compare_speeds AI_USER, AI_USER_PARTNER if_not_equal 1, AI_PartnerChoseAlwaysCritEnd get_considered_move_effect if_in_hwords sEffectsAtkRaise, Score_Minus3 @encourage moves hitting multiple opponents get_considered_move_power if_equal 0, AI_PartnerChoseAlwaysCritEnd get_considered_move_target if_equal MOVE_TARGET_BOTH, Score_Plus3 if_equal MOVE_TARGET_FOES_AND_ALLY, Score_Plus3 AI_PartnerChoseAlwaysCritEnd: end .align 1 sEffectsAtkRaise: .2byte EFFECT_ATTACK_ACCURACY_UP .2byte EFFECT_ATTACK_UP .2byte EFFECT_ATTACK_UP_2 .2byte EFFECT_DRAGON_DANCE .2byte EFFECT_COIL .2byte EFFECT_BELLY_DRUM .2byte EFFECT_BULK_UP .2byte -1 AI_PartnerChoseHelpingHand: @ Do not use a status move if you know your move's power will be boosted get_considered_move_power if_equal 0, Score_Minus5 end AI_PartnerChosePerishSong: if_status2 AI_TARGET, STATUS2_ESCAPE_PREVENTION | STATUS2_WRAPPED, AI_Ret get_considered_move_effect if_equal EFFECT_MEAN_LOOK, Score_Plus1 if_equal EFFECT_TRAP, Score_Plus1 end AI_ConsiderAllyKnownMoves: @ If ally already chose a move, there is nothing to do here. get_ally_chosen_move if_not_equal 0, AI_Ret if_move MOVE_HELPING_HAND, AI_HelpingHandInDoubles if_move MOVE_PERISH_SONG, AI_PerishSongInDoubles end AI_HelpingHandInDoubles: if_has_no_attacking_moves AI_USER_PARTNER, Score_Minus5 end AI_PerishSongInDoubles: if_has_move_with_effect AI_USER_PARTNER, EFFECT_MEAN_LOOK, Score_Plus1 if_has_move_with_effect AI_USER_PARTNER, EFFECT_TRAP, Score_Plus1 end AI_DoubleBattle: call AI_ConsiderAllyChosenMove call AI_ConsiderAllyKnownMoves if_target_is_ally AI_TryOnAlly if_move MOVE_SKILL_SWAP, AI_DoubleBattleSkillSwap get_curr_move_type if_move MOVE_EARTHQUAKE, AI_DoubleBattleAllHittingGroundMove if_move MOVE_MAGNITUDE, AI_DoubleBattleAllHittingGroundMove if_equal TYPE_ELECTRIC, AI_DoubleBattleElectricMove if_equal TYPE_FIRE, AI_DoubleBattleFireMove get_ability AI_USER if_not_equal ABILITY_GUTS, AI_DoubleBattleCheckUserStatus if_has_move AI_USER_PARTNER, MOVE_HELPING_HAND, AI_DoubleBattlePartnerHasHelpingHand end AI_DoubleBattlePartnerHasHelpingHand: get_how_powerful_move_is if_not_equal MOVE_POWER_DISCOURAGED, Score_Plus1 end AI_DoubleBattleCheckUserStatus: if_status AI_USER, STATUS1_ANY, AI_DoubleBattleCheckUserStatus2 end AI_DoubleBattleCheckUserStatus2: get_how_powerful_move_is if_equal MOVE_POWER_DISCOURAGED, Score_Minus5 score +1 if_equal MOVE_POWER_BEST, Score_Plus2 end AI_DoubleBattleAllHittingGroundMove: if_ability AI_USER_PARTNER, ABILITY_LEVITATE, Score_Plus2 if_type AI_USER_PARTNER, TYPE_FLYING, Score_Plus2 if_type AI_USER_PARTNER, TYPE_FIRE, Score_Minus10 if_type AI_USER_PARTNER, TYPE_ELECTRIC, Score_Minus10 if_type AI_USER_PARTNER, TYPE_POISON, Score_Minus10 if_type AI_USER_PARTNER, TYPE_ROCK, Score_Minus10 goto Score_Minus3 AI_DoubleBattleSkillSwap: get_ability AI_USER if_equal ABILITY_TRUANT, Score_Plus5 get_ability AI_TARGET if_equal ABILITY_SHADOW_TAG, Score_Plus2 if_equal ABILITY_PURE_POWER, Score_Plus2 end AI_DoubleBattleElectricMove: if_no_ability AI_TARGET_PARTNER, ABILITY_LIGHTNING_ROD, AI_DoubleBattleElectricMoveEnd score -2 if_no_type AI_TARGET_PARTNER, TYPE_GROUND, AI_DoubleBattleElectricMoveEnd score -8 AI_DoubleBattleElectricMoveEnd: end AI_DoubleBattleFireMove: if_flash_fired AI_USER, AI_DoubleBattleFireMove2 end AI_DoubleBattleFireMove2: goto Score_Plus1 AI_TryOnAlly: get_how_powerful_move_is if_equal MOVE_POWER_DISCOURAGED, AI_TryStatusMoveOnAlly get_curr_move_type if_equal TYPE_FIRE, AI_TryFireMoveOnAlly if_effect EFFECT_ALWAYS_CRIT, AI_TryCritAngerPointAlly AI_DiscourageOnAlly: goto Score_Minus30 AI_TryFireMoveOnAlly: if_ability AI_USER_PARTNER, ABILITY_FLASH_FIRE, AI_TryFireMoveOnAlly_FlashFire goto AI_DiscourageOnAlly AI_TryFireMoveOnAlly_FlashFire: if_flash_fired AI_USER_PARTNER, AI_DiscourageOnAlly goto Score_Plus3 AI_TryCritAngerPointAlly: get_ability AI_USER_PARTNER if_not_equal ABILITY_ANGER_POINT, AI_DiscourageOnAlly if_stat_level_more_than AI_USER_PARTNER, STAT_ATK, 8, AI_DiscourageOnAlly if_status2 AI_USER_PARTNER, STATUS2_SUBSTITUTE, AI_DiscourageOnAlly if_has_no_move_with_split AI_USER_PARTNER, SPLIT_PHYSICAL, AI_DiscourageOnAlly get_curr_dmg_hp_percent if_more_than 34,AI_DiscourageOnAlly if_hp_less_than AI_USER_PARTNER, 60, AI_DiscourageOnAlly goto Score_Plus3 AI_TryStatusMoveOnAlly: if_move MOVE_SKILL_SWAP, AI_TrySkillSwapOnAlly if_move MOVE_WILL_O_WISP, AI_TryStatusOnAlly if_move MOVE_TOXIC, AI_TryStatusOnAlly if_move MOVE_HELPING_HAND, AI_TryHelpingHandOnAlly if_move MOVE_SWAGGER, AI_TrySwaggerOnAlly goto Score_Minus30 AI_TrySkillSwapOnAlly: get_ability AI_TARGET if_equal ABILITY_TRUANT, Score_Plus10 get_ability AI_USER if_not_equal ABILITY_LEVITATE, AI_TrySkillSwapOnAlly2 get_ability AI_TARGET if_equal ABILITY_LEVITATE, Score_Minus30 get_target_type1 if_not_equal TYPE_ELECTRIC, AI_TrySkillSwapOnAlly2 score +1 get_target_type2 if_not_equal TYPE_ELECTRIC, AI_TrySkillSwapOnAlly2 score +1 end AI_TrySkillSwapOnAlly2: if_not_equal ABILITY_COMPOUND_EYES, Score_Minus30 if_has_move AI_USER_PARTNER, MOVE_FIRE_BLAST, AI_TrySkillSwapOnAllyPlus3 if_has_move AI_USER_PARTNER, MOVE_THUNDER, AI_TrySkillSwapOnAllyPlus3 if_has_move AI_USER_PARTNER, MOVE_CROSS_CHOP, AI_TrySkillSwapOnAllyPlus3 if_has_move AI_USER_PARTNER, MOVE_HYDRO_PUMP, AI_TrySkillSwapOnAllyPlus3 if_has_move AI_USER_PARTNER, MOVE_DYNAMIC_PUNCH, AI_TrySkillSwapOnAllyPlus3 if_has_move AI_USER_PARTNER, MOVE_BLIZZARD, AI_TrySkillSwapOnAllyPlus3 if_has_move AI_USER_PARTNER, MOVE_MEGAHORN, AI_TrySkillSwapOnAllyPlus3 goto Score_Minus30 AI_TrySkillSwapOnAllyPlus3: goto Score_Plus3 AI_TryStatusOnAlly: get_ability AI_TARGET if_not_equal ABILITY_GUTS, Score_Minus30 if_status AI_TARGET, STATUS1_ANY, Score_Minus30 if_hp_less_than AI_USER, 91, Score_Minus30 goto Score_Plus5 AI_TryHelpingHandOnAlly: if_random_less_than 64, Score_Minus1 goto Score_Plus2 AI_TrySwaggerOnAlly: if_has_no_physical_move AI_USER_PARTNER, Score_Minus30 if_holds_item AI_TARGET, ITEM_PERSIM_BERRY, AI_TrySwaggerOnAlly2 if_ability AI_USER_PARTNER, ABILITY_OWN_TEMPO, AI_TrySwaggerOnAlly2 goto Score_Minus30 AI_TrySwaggerOnAlly2: if_stat_level_more_than AI_TARGET, STAT_ATK, 7, AI_TrySwaggerOnAlly_End score +3 AI_TrySwaggerOnAlly_End: end AI_HPAware: if_target_is_ally AI_TryOnAlly if_hp_more_than AI_USER, 70, AI_HPAware_UserHasHighHP if_hp_more_than AI_USER, 30, AI_HPAware_UserHasMediumHP get_considered_move_effect if_in_bytes AI_HPAware_DiscouragedEffectsWhenLowHP, AI_HPAware_TryToDiscourage goto AI_HPAware_ConsiderTarget AI_HPAware_UserHasHighHP: get_considered_move_effect if_in_hwords AI_HPAware_DiscouragedEffectsWhenHighHP, AI_HPAware_TryToDiscourage goto AI_HPAware_ConsiderTarget AI_HPAware_UserHasMediumHP: get_considered_move_effect if_in_bytes AI_HPAware_DiscouragedEffectsWhenMediumHP, AI_HPAware_TryToDiscourage goto AI_HPAware_ConsiderTarget AI_HPAware_TryToDiscourage: if_random_less_than 50, AI_HPAware_ConsiderTarget score -2 AI_HPAware_ConsiderTarget: if_hp_more_than AI_TARGET, 70, AI_HPAware_TargetHasHighHP if_hp_more_than AI_TARGET, 30, AI_HPAware_TargetHasMediumHP get_considered_move_effect if_in_bytes AI_HPAware_DiscouragedEffectsWhenTargetLowHP, AI_HPAware_TargetTryToDiscourage goto AI_HPAware_End AI_HPAware_TargetHasHighHP: get_considered_move_effect if_in_bytes AI_HPAware_DiscouragedEffectsWhenTargetHighHP, AI_HPAware_TargetTryToDiscourage goto AI_HPAware_End AI_HPAware_TargetHasMediumHP: get_considered_move_effect if_in_bytes AI_HPAware_DiscouragedEffectsWhenTargetMediumHP, AI_HPAware_TargetTryToDiscourage goto AI_HPAware_End AI_HPAware_TargetTryToDiscourage: if_random_less_than 50, AI_HPAware_End score -2 AI_HPAware_End: end .align 1 AI_HPAware_DiscouragedEffectsWhenHighHP: @ 82DE21F .2byte EFFECT_EXPLOSION .2byte EFFECT_RESTORE_HP .2byte EFFECT_REST .2byte EFFECT_DESTINY_BOND .2byte EFFECT_FLAIL .2byte EFFECT_ENDURE .2byte EFFECT_MORNING_SUN .2byte EFFECT_SYNTHESIS .2byte EFFECT_MOONLIGHT .2byte EFFECT_SHORE_UP .2byte EFFECT_SOFTBOILED .2byte EFFECT_ROOST .2byte EFFECT_MEMENTO .2byte EFFECT_GRUDGE .2byte EFFECT_OVERHEAT .2byte -1 AI_HPAware_DiscouragedEffectsWhenMediumHP: @ 82DE22D .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: @ 82DE258 .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: @ 82DE288 .byte -1 AI_HPAware_DiscouragedEffectsWhenTargetMediumHP: @ 82DE289 .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: @ 82DE2B1 .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_MIST .byte EFFECT_FOCUS_ENERGY .byte EFFECT_CONFUSE .byte EFFECT_ATTACK_UP_2 .byte EFFECT_DEFENSE_UP_2 .byte EFFECT_SPEED_UP_2 .byte EFFECT_SPECIAL_ATTACK_UP_2 .byte EFFECT_SPECIAL_DEFENSE_UP_2 .byte EFFECT_ACCURACY_UP_2 .byte EFFECT_EVASION_UP_2 .byte EFFECT_ATTACK_DOWN_2 .byte EFFECT_DEFENSE_DOWN_2 .byte EFFECT_SPEED_DOWN_2 .byte EFFECT_SPECIAL_ATTACK_DOWN_2 .byte EFFECT_SPECIAL_DEFENSE_DOWN_2 .byte EFFECT_ACCURACY_DOWN_2 .byte EFFECT_EVASION_DOWN_2 .byte EFFECT_POISON .byte EFFECT_PARALYZE .byte EFFECT_PAIN_SPLIT .byte EFFECT_CONVERSION_2 .byte EFFECT_LOCK_ON .byte EFFECT_SPITE .byte EFFECT_PERISH_SONG .byte EFFECT_SWAGGER .byte EFFECT_FURY_CUTTER .byte EFFECT_ATTRACT .byte EFFECT_SAFEGUARD .byte EFFECT_PSYCH_UP .byte EFFECT_MIRROR_COAT .byte EFFECT_WILL_O_WISP .byte EFFECT_TICKLE .byte EFFECT_COSMIC_POWER .byte EFFECT_BULK_UP .byte EFFECT_CALM_MIND .byte EFFECT_DRAGON_DANCE .byte -1 AI_Unknown: if_target_is_ally AI_TryOnAlly if_not_effect EFFECT_SUNNY_DAY, AI_Unknown_End if_equal 0, AI_Unknown_End is_first_turn_for AI_USER if_equal 0, AI_Unknown_End score +5 AI_Unknown_End: @ 82DE308 end AI_Roaming: if_status2 AI_USER, STATUS2_WRAPPED, AI_Roaming_End if_status2 AI_USER, STATUS2_ESCAPE_PREVENTION, AI_Roaming_End get_ability AI_TARGET if_equal ABILITY_SHADOW_TAG, AI_Roaming_End get_ability AI_USER if_equal ABILITY_LEVITATE, AI_Roaming_Flee get_ability AI_TARGET if_equal ABILITY_ARENA_TRAP, AI_Roaming_End AI_Roaming_Flee: @ 82DE335 flee AI_Roaming_End: @ 82DE336 end AI_Safari: if_random_safari_flee AI_Safari_Flee watch AI_Safari_Flee: flee AI_FirstBattle: if_hp_equal AI_TARGET, 20, AI_FirstBattle_Flee if_hp_less_than AI_TARGET, 20, AI_FirstBattle_Flee end AI_FirstBattle_Flee: flee AI_Ret: end