mirror of
https://github.com/Ninjdai1/pokeemerald.git
synced 2024-12-27 12:14:20 +01:00
3216 lines
90 KiB
ArmAsm
3216 lines
90 KiB
ArmAsm
#include "constants/battle.h"
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#include "constants/battle_ai.h"
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#include "constants/abilities.h"
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#include "constants/items.h"
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#include "constants/moves.h"
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#include "constants/battle_move_effects.h"
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#include "constants/hold_effects.h"
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#include "constants/pokemon.h"
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.include "asm/macros/battle_ai_script.inc"
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.include "constants/constants.inc"
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.section script_data, "aw", %progbits
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.align 2
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gBattleAI_ScriptsTable::
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.4byte AI_CheckBadMove @ AI_SCRIPT_CHECK_BAD_MOVE
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.4byte AI_TryToFaint @ AI_SCRIPT_TRY_TO_FAINT
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.4byte AI_CheckViability @ AI_SCRIPT_CHECK_VIABILITY
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.4byte AI_SetupFirstTurn @ AI_SCRIPT_SETUP_FIRST_TURN
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.4byte AI_Risky @ AI_SCRIPT_RISKY
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.4byte AI_PreferPowerExtremes @ AI_SCRIPT_PREFER_POWER_EXTREMES
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.4byte AI_PreferBatonPass @ AI_SCRIPT_PREFER_BATON_PASS
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.4byte AI_DoubleBattle @ AI_SCRIPT_DOUBLE_BATTLE
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.4byte AI_HPAware @ AI_SCRIPT_HP_AWARE
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.4byte AI_TrySunnyDayStart @ AI_SCRIPT_TRY_SUNNY_DAY_START
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.4byte AI_Ret
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.4byte AI_Ret
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.4byte AI_Ret
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.4byte AI_Ret
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.4byte AI_Ret
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.4byte AI_Ret
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.4byte AI_Ret
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.4byte AI_Ret
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.4byte AI_Ret
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.4byte AI_Ret
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.4byte AI_Ret
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.4byte AI_Ret
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.4byte AI_Ret
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.4byte AI_Ret
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.4byte AI_Ret
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.4byte AI_Ret
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.4byte AI_Ret
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.4byte AI_Ret
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.4byte AI_Ret
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.4byte AI_Roaming @ AI_SCRIPT_ROAMING
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.4byte AI_Safari @ AI_SCRIPT_SAFARI
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.4byte AI_FirstBattle @ AI_SCRIPT_FIRST_BATTLE
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AI_CheckBadMove:
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if_target_is_ally AI_Ret
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if_move MOVE_FISSURE, AI_CBM_CheckIfNegatesType
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if_move MOVE_HORN_DRILL, AI_CBM_CheckIfNegatesType
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get_how_powerful_move_is
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if_equal MOVE_POWER_OTHER, AI_CheckBadMove_CheckSoundproof
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AI_CBM_CheckIfNegatesType:
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if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10
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get_ability AI_TARGET
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if_equal ABILITY_VOLT_ABSORB, CheckIfVoltAbsorbCancelsElectric
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if_equal ABILITY_WATER_ABSORB, CheckIfWaterAbsorbCancelsWater
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if_equal ABILITY_FLASH_FIRE, CheckIfFlashFireCancelsFire
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if_equal ABILITY_WONDER_GUARD, CheckIfWonderGuardCancelsMove
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if_equal ABILITY_LEVITATE, CheckIfLevitateCancelsGroundMove
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goto AI_CheckBadMove_CheckSoundproof_
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CheckIfVoltAbsorbCancelsElectric:
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get_curr_move_type
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if_equal_ TYPE_ELECTRIC, Score_Minus12
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goto AI_CheckBadMove_CheckSoundproof_
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CheckIfWaterAbsorbCancelsWater:
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get_curr_move_type
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if_equal_ TYPE_WATER, Score_Minus12
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goto AI_CheckBadMove_CheckSoundproof_
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CheckIfFlashFireCancelsFire:
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get_curr_move_type
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if_equal_ TYPE_FIRE, Score_Minus12
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goto AI_CheckBadMove_CheckSoundproof_
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CheckIfWonderGuardCancelsMove:
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if_type_effectiveness AI_EFFECTIVENESS_x2, AI_CheckBadMove_CheckSoundproof_
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goto Score_Minus10
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CheckIfLevitateCancelsGroundMove:
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get_curr_move_type
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if_equal_ TYPE_GROUND, Score_Minus10
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AI_CheckBadMove_CheckSoundproof_:
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get_how_powerful_move_is
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if_equal MOVE_POWER_OTHER, AI_CheckBadMove_CheckSoundproof @ Pointless check
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AI_CheckBadMove_CheckSoundproof:
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get_ability AI_TARGET
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if_not_equal ABILITY_SOUNDPROOF, AI_CheckBadMove_CheckEffect
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if_move MOVE_GROWL, Score_Minus10
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if_move MOVE_ROAR, Score_Minus10
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if_move MOVE_SING, Score_Minus10
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if_move MOVE_SUPERSONIC, Score_Minus10
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if_move MOVE_SCREECH, Score_Minus10
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if_move MOVE_SNORE, Score_Minus10
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if_move MOVE_UPROAR, Score_Minus10
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if_move MOVE_METAL_SOUND, Score_Minus10
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if_move MOVE_GRASS_WHISTLE, Score_Minus10
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AI_CheckBadMove_CheckEffect:
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if_effect EFFECT_SLEEP, AI_CBM_Sleep
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if_effect EFFECT_EXPLOSION, AI_CBM_Explosion
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if_effect EFFECT_DREAM_EATER, AI_CBM_DreamEater
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if_effect EFFECT_ATTACK_UP, AI_CBM_AttackUp
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if_effect EFFECT_DEFENSE_UP, AI_CBM_DefenseUp
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if_effect EFFECT_SPEED_UP, AI_CBM_SpeedUp
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if_effect EFFECT_SPECIAL_ATTACK_UP, AI_CBM_SpAtkUp
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if_effect EFFECT_SPECIAL_DEFENSE_UP, AI_CBM_SpDefUp
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if_effect EFFECT_ACCURACY_UP, AI_CBM_AccUp
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if_effect EFFECT_EVASION_UP, AI_CBM_EvasionUp
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if_effect EFFECT_ATTACK_DOWN, AI_CBM_AttackDown
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if_effect EFFECT_DEFENSE_DOWN, AI_CBM_DefenseDown
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if_effect EFFECT_SPEED_DOWN, AI_CBM_SpeedDown
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if_effect EFFECT_SPECIAL_ATTACK_DOWN, AI_CBM_SpAtkDown
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if_effect EFFECT_SPECIAL_DEFENSE_DOWN, AI_CBM_SpDefDown
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if_effect EFFECT_ACCURACY_DOWN, AI_CBM_AccDown
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if_effect EFFECT_EVASION_DOWN, AI_CBM_EvasionDown
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if_effect EFFECT_HAZE, AI_CBM_Haze
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if_effect EFFECT_BIDE, AI_CBM_HighRiskForDamage
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if_effect EFFECT_ROAR, AI_CBM_Roar
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if_effect EFFECT_TOXIC, AI_CBM_Toxic
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if_effect EFFECT_LIGHT_SCREEN, AI_CBM_LightScreen
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if_effect EFFECT_OHKO, AI_CBM_OneHitKO
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if_effect EFFECT_RAZOR_WIND, AI_CBM_HighRiskForDamage
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if_effect EFFECT_SUPER_FANG, AI_CBM_HighRiskForDamage
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if_effect EFFECT_MIST, AI_CBM_Mist
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if_effect EFFECT_FOCUS_ENERGY, AI_CBM_FocusEnergy
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if_effect EFFECT_CONFUSE, AI_CBM_Confuse
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if_effect EFFECT_ATTACK_UP_2, AI_CBM_AttackUp
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if_effect EFFECT_DEFENSE_UP_2, AI_CBM_DefenseUp
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if_effect EFFECT_SPEED_UP_2, AI_CBM_SpeedUp
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if_effect EFFECT_SPECIAL_ATTACK_UP_2, AI_CBM_SpAtkUp
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if_effect EFFECT_SPECIAL_DEFENSE_UP_2, AI_CBM_SpDefUp
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if_effect EFFECT_ACCURACY_UP_2, AI_CBM_AccUp
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if_effect EFFECT_EVASION_UP_2, AI_CBM_EvasionUp
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if_effect EFFECT_ATTACK_DOWN_2, AI_CBM_AttackDown
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if_effect EFFECT_DEFENSE_DOWN_2, AI_CBM_DefenseDown
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if_effect EFFECT_SPEED_DOWN_2, AI_CBM_SpeedDown
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if_effect EFFECT_SPECIAL_ATTACK_DOWN_2, AI_CBM_SpAtkDown
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if_effect EFFECT_SPECIAL_DEFENSE_DOWN_2, AI_CBM_SpDefDown
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if_effect EFFECT_ACCURACY_DOWN_2, AI_CBM_AccDown
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if_effect EFFECT_EVASION_DOWN_2, AI_CBM_EvasionDown
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if_effect EFFECT_REFLECT, AI_CBM_Reflect
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if_effect EFFECT_POISON, AI_CBM_Toxic
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if_effect EFFECT_PARALYZE, AI_CBM_Paralyze
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if_effect EFFECT_SUBSTITUTE, AI_CBM_Substitute
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if_effect EFFECT_RECHARGE, AI_CBM_HighRiskForDamage
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if_effect EFFECT_LEECH_SEED, AI_CBM_LeechSeed
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if_effect EFFECT_DISABLE, AI_CBM_Disable
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if_effect EFFECT_LEVEL_DAMAGE, AI_CBM_HighRiskForDamage
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if_effect EFFECT_PSYWAVE, AI_CBM_HighRiskForDamage
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if_effect EFFECT_COUNTER, AI_CBM_HighRiskForDamage
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if_effect EFFECT_ENCORE, AI_CBM_Encore
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if_effect EFFECT_SNORE, AI_CBM_DamageDuringSleep
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if_effect EFFECT_SLEEP_TALK, AI_CBM_DamageDuringSleep
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if_effect EFFECT_FLAIL, AI_CBM_HighRiskForDamage
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if_effect EFFECT_MEAN_LOOK, AI_CBM_CantEscape
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if_effect EFFECT_NIGHTMARE, AI_CBM_Nightmare
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if_effect EFFECT_MINIMIZE, AI_CBM_EvasionUp
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if_effect EFFECT_CURSE, AI_CBM_Curse
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if_effect EFFECT_SPIKES, AI_CBM_Spikes
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if_effect EFFECT_FORESIGHT, AI_CBM_Foresight
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if_effect EFFECT_PERISH_SONG, AI_CBM_PerishSong
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if_effect EFFECT_SANDSTORM, AI_CBM_Sandstorm
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if_effect EFFECT_SWAGGER, AI_CBM_Confuse
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if_effect EFFECT_ATTRACT, AI_CBM_Attract
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if_effect EFFECT_RETURN, AI_CBM_HighRiskForDamage
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if_effect EFFECT_PRESENT, AI_CBM_HighRiskForDamage
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if_effect EFFECT_FRUSTRATION, AI_CBM_HighRiskForDamage
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if_effect EFFECT_SAFEGUARD, AI_CBM_Safeguard
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if_effect EFFECT_MAGNITUDE, AI_CBM_Magnitude
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if_effect EFFECT_BATON_PASS, AI_CBM_BatonPass
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if_effect EFFECT_SONICBOOM, AI_CBM_HighRiskForDamage
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if_effect EFFECT_RAIN_DANCE, AI_CBM_RainDance
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if_effect EFFECT_SUNNY_DAY, AI_CBM_SunnyDay
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if_effect EFFECT_BELLY_DRUM, AI_CBM_BellyDrum
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if_effect EFFECT_PSYCH_UP, AI_CBM_Haze
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if_effect EFFECT_MIRROR_COAT, AI_CBM_HighRiskForDamage
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if_effect EFFECT_SKULL_BASH, AI_CBM_HighRiskForDamage
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if_effect EFFECT_FUTURE_SIGHT, AI_CBM_FutureSight
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if_effect EFFECT_TELEPORT, Score_Minus10
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if_effect EFFECT_DEFENSE_CURL, AI_CBM_DefenseUp
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if_effect EFFECT_FAKE_OUT, AI_CBM_FakeOut
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if_effect EFFECT_STOCKPILE, AI_CBM_Stockpile
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if_effect EFFECT_SPIT_UP, AI_CBM_SpitUpAndSwallow
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if_effect EFFECT_SWALLOW, AI_CBM_SpitUpAndSwallow
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if_effect EFFECT_HAIL, AI_CBM_Hail
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if_effect EFFECT_TORMENT, AI_CBM_Torment
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if_effect EFFECT_FLATTER, AI_CBM_Confuse
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if_effect EFFECT_WILL_O_WISP, AI_CBM_WillOWisp
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if_effect EFFECT_MEMENTO, AI_CBM_Memento
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if_effect EFFECT_FOCUS_PUNCH, AI_CBM_HighRiskForDamage
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if_effect EFFECT_HELPING_HAND, AI_CBM_HelpingHand
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if_effect EFFECT_TRICK, AI_CBM_TrickAndKnockOff
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if_effect EFFECT_INGRAIN, AI_CBM_Ingrain
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if_effect EFFECT_SUPERPOWER, AI_CBM_HighRiskForDamage
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if_effect EFFECT_RECYCLE, AI_CBM_Recycle
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if_effect EFFECT_KNOCK_OFF, AI_CBM_TrickAndKnockOff
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if_effect EFFECT_ENDEAVOR, AI_CBM_HighRiskForDamage
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if_effect EFFECT_IMPRISON, AI_CBM_Imprison
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if_effect EFFECT_REFRESH, AI_CBM_Refresh
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if_effect EFFECT_LOW_KICK, AI_CBM_HighRiskForDamage
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if_effect EFFECT_MUD_SPORT, AI_CBM_MudSport
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if_effect EFFECT_TICKLE, AI_CBM_Tickle
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if_effect EFFECT_COSMIC_POWER, AI_CBM_CosmicPower
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if_effect EFFECT_BULK_UP, AI_CBM_BulkUp
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if_effect EFFECT_WATER_SPORT, AI_CBM_WaterSport
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if_effect EFFECT_CALM_MIND, AI_CBM_CalmMind
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if_effect EFFECT_DRAGON_DANCE, AI_CBM_DragonDance
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end
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AI_CBM_Sleep:
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get_ability AI_TARGET
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if_equal ABILITY_INSOMNIA, Score_Minus10
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if_equal ABILITY_VITAL_SPIRIT, Score_Minus10
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if_status AI_TARGET, STATUS1_ANY, Score_Minus10
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if_side_affecting AI_TARGET, SIDE_STATUS_SAFEGUARD, Score_Minus10
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end
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AI_CBM_Explosion:
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if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10
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get_ability AI_TARGET
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if_equal ABILITY_DAMP, Score_Minus10
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count_usable_party_mons AI_USER
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if_not_equal 0, AI_CBM_Explosion_End
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count_usable_party_mons AI_TARGET
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if_not_equal 0, Score_Minus10
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goto Score_Minus1
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AI_CBM_Explosion_End:
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end
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AI_CBM_Nightmare:
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if_status2 AI_TARGET, STATUS2_NIGHTMARE, Score_Minus10
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if_not_status AI_TARGET, STATUS1_SLEEP, Score_Minus8
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end
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AI_CBM_DreamEater:
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if_not_status AI_TARGET, STATUS1_SLEEP, Score_Minus8
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if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10
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end
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AI_CBM_BellyDrum:
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if_hp_less_than AI_USER, 51, Score_Minus10
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AI_CBM_AttackUp:
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if_stat_level_equal AI_USER, STAT_ATK, MAX_STAT_STAGE, Score_Minus10
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end
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AI_CBM_DefenseUp:
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if_stat_level_equal AI_USER, STAT_DEF, MAX_STAT_STAGE, Score_Minus10
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end
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AI_CBM_SpeedUp:
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if_stat_level_equal AI_USER, STAT_SPEED, MAX_STAT_STAGE, Score_Minus10
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end
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AI_CBM_SpAtkUp:
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if_stat_level_equal AI_USER, STAT_SPATK, MAX_STAT_STAGE, Score_Minus10
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end
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AI_CBM_SpDefUp:
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if_stat_level_equal AI_USER, STAT_SPDEF, MAX_STAT_STAGE, Score_Minus10
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end
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AI_CBM_AccUp:
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if_stat_level_equal AI_USER, STAT_ACC, MAX_STAT_STAGE, Score_Minus10
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end
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AI_CBM_EvasionUp:
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if_stat_level_equal AI_USER, STAT_EVASION, MAX_STAT_STAGE, Score_Minus10
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end
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AI_CBM_AttackDown:
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if_stat_level_equal AI_TARGET, STAT_ATK, MIN_STAT_STAGE, Score_Minus10
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get_ability AI_TARGET
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if_equal ABILITY_HYPER_CUTTER, Score_Minus10
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goto CheckIfAbilityBlocksStatChange
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AI_CBM_DefenseDown:
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if_stat_level_equal AI_TARGET, STAT_DEF, MIN_STAT_STAGE, Score_Minus10
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goto CheckIfAbilityBlocksStatChange
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AI_CBM_SpeedDown:
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if_stat_level_equal AI_TARGET, STAT_SPEED, MIN_STAT_STAGE, Score_Minus10
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if_ability AI_TARGET, ABILITY_SPEED_BOOST, Score_Minus10
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goto CheckIfAbilityBlocksStatChange
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AI_CBM_SpAtkDown:
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if_stat_level_equal AI_TARGET, STAT_SPATK, MIN_STAT_STAGE, Score_Minus10
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goto CheckIfAbilityBlocksStatChange
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AI_CBM_SpDefDown:
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if_stat_level_equal AI_TARGET, STAT_SPDEF, MIN_STAT_STAGE, Score_Minus10
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goto CheckIfAbilityBlocksStatChange
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AI_CBM_AccDown:
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if_stat_level_equal AI_TARGET, STAT_ACC, MIN_STAT_STAGE, Score_Minus10
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get_ability AI_TARGET
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if_equal ABILITY_KEEN_EYE, Score_Minus10
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goto CheckIfAbilityBlocksStatChange
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AI_CBM_EvasionDown:
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if_stat_level_equal AI_TARGET, STAT_EVASION, MIN_STAT_STAGE, Score_Minus10
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CheckIfAbilityBlocksStatChange:
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get_ability AI_TARGET
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if_equal ABILITY_CLEAR_BODY, Score_Minus10
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if_equal ABILITY_WHITE_SMOKE, Score_Minus10
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end
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AI_CBM_Haze:
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if_stat_level_less_than AI_USER, STAT_ATK, DEFAULT_STAT_STAGE, AI_CBM_Haze_End
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if_stat_level_less_than AI_USER, STAT_DEF, DEFAULT_STAT_STAGE, AI_CBM_Haze_End
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if_stat_level_less_than AI_USER, STAT_SPEED, DEFAULT_STAT_STAGE, AI_CBM_Haze_End
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if_stat_level_less_than AI_USER, STAT_SPATK, DEFAULT_STAT_STAGE, AI_CBM_Haze_End
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if_stat_level_less_than AI_USER, STAT_SPDEF, DEFAULT_STAT_STAGE, AI_CBM_Haze_End
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if_stat_level_less_than AI_USER, STAT_ACC, DEFAULT_STAT_STAGE, AI_CBM_Haze_End
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if_stat_level_less_than AI_USER, STAT_EVASION, DEFAULT_STAT_STAGE, AI_CBM_Haze_End
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if_stat_level_more_than AI_TARGET, STAT_ATK, DEFAULT_STAT_STAGE, AI_CBM_Haze_End
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if_stat_level_more_than AI_TARGET, STAT_DEF, DEFAULT_STAT_STAGE, AI_CBM_Haze_End
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if_stat_level_more_than AI_TARGET, STAT_SPEED, DEFAULT_STAT_STAGE, AI_CBM_Haze_End
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if_stat_level_more_than AI_TARGET, STAT_SPATK, DEFAULT_STAT_STAGE, AI_CBM_Haze_End
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if_stat_level_more_than AI_TARGET, STAT_SPDEF, DEFAULT_STAT_STAGE, AI_CBM_Haze_End
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if_stat_level_more_than AI_TARGET, STAT_ACC, DEFAULT_STAT_STAGE, AI_CBM_Haze_End
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if_stat_level_more_than AI_TARGET, STAT_EVASION, DEFAULT_STAT_STAGE, AI_CBM_Haze_End
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goto Score_Minus10
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AI_CBM_Haze_End:
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end
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AI_CBM_Roar:
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count_usable_party_mons AI_TARGET
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if_equal 0, Score_Minus10
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get_ability AI_TARGET
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if_equal ABILITY_SUCTION_CUPS, Score_Minus10
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end
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AI_CBM_Toxic:
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get_target_type1
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if_equal TYPE_STEEL, Score_Minus10
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if_equal TYPE_POISON, Score_Minus10
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get_target_type2
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if_equal TYPE_STEEL, Score_Minus10
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if_equal TYPE_POISON, Score_Minus10
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get_ability AI_TARGET
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if_equal ABILITY_IMMUNITY, Score_Minus10
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if_status AI_TARGET, STATUS1_ANY, Score_Minus10
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if_side_affecting AI_TARGET, SIDE_STATUS_SAFEGUARD, Score_Minus10
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end
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AI_CBM_LightScreen:
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if_side_affecting AI_USER, SIDE_STATUS_LIGHTSCREEN, Score_Minus8
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end
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AI_CBM_OneHitKO:
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if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10
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get_ability AI_TARGET
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if_equal ABILITY_STURDY, Score_Minus10
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if_level_cond 1, Score_Minus10
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end
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AI_CBM_Magnitude:
|
|
get_ability AI_TARGET
|
|
if_equal ABILITY_LEVITATE, Score_Minus10
|
|
AI_CBM_HighRiskForDamage:
|
|
if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10
|
|
get_ability AI_TARGET
|
|
if_not_equal ABILITY_WONDER_GUARD, AI_CBM_HighRiskForDamage_End
|
|
if_type_effectiveness AI_EFFECTIVENESS_x2, AI_CBM_HighRiskForDamage_End
|
|
goto Score_Minus10
|
|
|
|
AI_CBM_HighRiskForDamage_End:
|
|
end
|
|
|
|
AI_CBM_Mist:
|
|
if_side_affecting AI_USER, SIDE_STATUS_MIST, Score_Minus8
|
|
end
|
|
|
|
AI_CBM_FocusEnergy:
|
|
if_status2 AI_USER, STATUS2_FOCUS_ENERGY, Score_Minus10
|
|
end
|
|
|
|
AI_CBM_Confuse:
|
|
if_status2 AI_TARGET, STATUS2_CONFUSION, Score_Minus5
|
|
get_ability AI_TARGET
|
|
if_equal ABILITY_OWN_TEMPO, Score_Minus10
|
|
if_side_affecting AI_TARGET, SIDE_STATUS_SAFEGUARD, Score_Minus10
|
|
end
|
|
|
|
AI_CBM_Reflect:
|
|
if_side_affecting AI_USER, SIDE_STATUS_REFLECT, Score_Minus8
|
|
end
|
|
|
|
AI_CBM_Paralyze:
|
|
if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10
|
|
get_ability AI_TARGET
|
|
if_equal ABILITY_LIMBER, Score_Minus10
|
|
if_status AI_TARGET, STATUS1_ANY, Score_Minus10
|
|
if_side_affecting AI_TARGET, SIDE_STATUS_SAFEGUARD, Score_Minus10
|
|
end
|
|
|
|
AI_CBM_Substitute:
|
|
if_status2 AI_USER, STATUS2_SUBSTITUTE, Score_Minus8
|
|
if_hp_less_than AI_USER, 26, Score_Minus10
|
|
end
|
|
|
|
AI_CBM_LeechSeed:
|
|
if_status3 AI_TARGET, STATUS3_LEECHSEED, Score_Minus10
|
|
get_target_type1
|
|
if_equal TYPE_GRASS, Score_Minus10
|
|
get_target_type2
|
|
if_equal TYPE_GRASS, Score_Minus10
|
|
end
|
|
|
|
AI_CBM_Disable:
|
|
if_any_move_disabled AI_TARGET, Score_Minus8
|
|
end
|
|
|
|
AI_CBM_Encore:
|
|
if_any_move_encored AI_TARGET, Score_Minus8
|
|
end
|
|
|
|
AI_CBM_DamageDuringSleep:
|
|
if_not_status AI_USER, STATUS1_SLEEP, Score_Minus8
|
|
end
|
|
|
|
AI_CBM_CantEscape:
|
|
if_status2 AI_TARGET, STATUS2_ESCAPE_PREVENTION, Score_Minus10
|
|
end
|
|
|
|
AI_CBM_Curse:
|
|
if_stat_level_equal AI_USER, STAT_ATK, MAX_STAT_STAGE, Score_Minus10
|
|
if_stat_level_equal AI_USER, STAT_DEF, MAX_STAT_STAGE, Score_Minus8
|
|
end
|
|
|
|
AI_CBM_Spikes:
|
|
if_side_affecting AI_TARGET, SIDE_STATUS_SPIKES, Score_Minus10
|
|
end
|
|
|
|
AI_CBM_Foresight:
|
|
if_status2 AI_TARGET, STATUS2_FORESIGHT, Score_Minus10
|
|
end
|
|
|
|
AI_CBM_PerishSong:
|
|
if_status3 AI_TARGET, STATUS3_PERISH_SONG, Score_Minus10
|
|
end
|
|
|
|
AI_CBM_Sandstorm:
|
|
get_weather
|
|
if_equal AI_WEATHER_SANDSTORM, Score_Minus8
|
|
end
|
|
|
|
AI_CBM_Attract:
|
|
if_status2 AI_TARGET, STATUS2_INFATUATION, Score_Minus10
|
|
get_ability AI_TARGET
|
|
if_equal ABILITY_OBLIVIOUS, Score_Minus10
|
|
get_gender AI_USER
|
|
if_equal MON_MALE, AI_CBM_Attract_CheckIfTargetIsFemale
|
|
if_equal MON_FEMALE, AI_CBM_Attract_CheckIfTargetIsMale
|
|
goto Score_Minus10
|
|
|
|
AI_CBM_Attract_CheckIfTargetIsFemale:
|
|
get_gender AI_TARGET
|
|
if_equal MON_FEMALE, AI_CBM_Attract_End
|
|
goto Score_Minus10
|
|
|
|
AI_CBM_Attract_CheckIfTargetIsMale:
|
|
get_gender AI_TARGET
|
|
if_equal MON_MALE, AI_CBM_Attract_End
|
|
goto Score_Minus10
|
|
|
|
AI_CBM_Attract_End:
|
|
end
|
|
|
|
AI_CBM_Safeguard:
|
|
if_side_affecting AI_USER, SIDE_STATUS_SAFEGUARD, Score_Minus8
|
|
end
|
|
|
|
AI_CBM_Memento:
|
|
if_stat_level_equal AI_TARGET, STAT_ATK, MIN_STAT_STAGE, Score_Minus10
|
|
if_stat_level_equal AI_TARGET, STAT_SPATK, MIN_STAT_STAGE, Score_Minus8
|
|
AI_CBM_BatonPass:
|
|
count_usable_party_mons AI_USER
|
|
if_equal 0, Score_Minus10
|
|
end
|
|
|
|
AI_CBM_RainDance:
|
|
get_weather
|
|
if_equal AI_WEATHER_RAIN, Score_Minus8
|
|
end
|
|
|
|
AI_CBM_SunnyDay:
|
|
get_weather
|
|
if_equal AI_WEATHER_SUN, Score_Minus8
|
|
end
|
|
|
|
AI_CBM_FutureSight:
|
|
if_side_affecting AI_TARGET, SIDE_STATUS_FUTUREATTACK, Score_Minus12
|
|
if_side_affecting AI_USER, SIDE_STATUS_FUTUREATTACK, Score_Minus12
|
|
score +5
|
|
end
|
|
|
|
AI_CBM_FakeOut:
|
|
is_first_turn_for AI_USER
|
|
if_equal FALSE, Score_Minus10
|
|
end
|
|
|
|
AI_CBM_Stockpile:
|
|
get_stockpile_count AI_USER
|
|
if_equal 3, Score_Minus10
|
|
end
|
|
|
|
AI_CBM_SpitUpAndSwallow:
|
|
if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10
|
|
get_stockpile_count AI_USER
|
|
if_equal 0, Score_Minus10
|
|
end
|
|
|
|
AI_CBM_Hail:
|
|
get_weather
|
|
if_equal AI_WEATHER_HAIL, Score_Minus8
|
|
end
|
|
|
|
AI_CBM_Torment:
|
|
if_status2 AI_TARGET, STATUS2_TORMENT, Score_Minus10
|
|
end
|
|
|
|
AI_CBM_WillOWisp:
|
|
get_ability AI_TARGET
|
|
if_equal ABILITY_WATER_VEIL, Score_Minus10
|
|
if_status AI_TARGET, STATUS1_ANY, Score_Minus10
|
|
if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10
|
|
if_type_effectiveness AI_EFFECTIVENESS_x0_5, Score_Minus10
|
|
if_type_effectiveness AI_EFFECTIVENESS_x0_25, Score_Minus10
|
|
if_side_affecting AI_TARGET, SIDE_STATUS_SAFEGUARD, Score_Minus10
|
|
end
|
|
|
|
AI_CBM_HelpingHand:
|
|
if_not_double_battle Score_Minus10
|
|
end
|
|
|
|
AI_CBM_TrickAndKnockOff:
|
|
get_ability AI_TARGET
|
|
if_equal ABILITY_STICKY_HOLD, Score_Minus10
|
|
end
|
|
|
|
AI_CBM_Ingrain:
|
|
if_status3 AI_USER, STATUS3_ROOTED, Score_Minus10
|
|
end
|
|
|
|
AI_CBM_Recycle:
|
|
get_used_held_item AI_USER
|
|
if_equal ITEM_NONE, Score_Minus10
|
|
end
|
|
|
|
AI_CBM_Imprison:
|
|
if_status3 AI_USER, STATUS3_IMPRISONED_OTHERS, Score_Minus10
|
|
end
|
|
|
|
AI_CBM_Refresh:
|
|
if_not_status AI_USER, STATUS1_POISON | STATUS1_BURN | STATUS1_PARALYSIS | STATUS1_TOXIC_POISON, Score_Minus10
|
|
end
|
|
|
|
AI_CBM_MudSport:
|
|
if_status3 AI_USER, STATUS3_MUDSPORT, Score_Minus10
|
|
end
|
|
|
|
AI_CBM_Tickle:
|
|
if_stat_level_equal AI_TARGET, STAT_ATK, MIN_STAT_STAGE, Score_Minus10
|
|
if_stat_level_equal AI_TARGET, STAT_DEF, MIN_STAT_STAGE, Score_Minus8
|
|
end
|
|
|
|
AI_CBM_CosmicPower:
|
|
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:
|
|
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:
|
|
if_status3 AI_USER, STATUS3_WATERSPORT, Score_Minus10
|
|
end
|
|
|
|
AI_CBM_CalmMind:
|
|
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:
|
|
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
|
|
|
|
AI_CheckViability:
|
|
if_target_is_ally AI_Ret
|
|
if_effect EFFECT_SLEEP, AI_CV_Sleep
|
|
if_effect EFFECT_ABSORB, AI_CV_Absorb
|
|
if_effect EFFECT_EXPLOSION, AI_CV_SelfKO
|
|
if_effect EFFECT_DREAM_EATER, AI_CV_DreamEater
|
|
if_effect EFFECT_MIRROR_MOVE, AI_CV_MirrorMove
|
|
if_effect EFFECT_ATTACK_UP, AI_CV_AttackUp
|
|
if_effect EFFECT_DEFENSE_UP, AI_CV_DefenseUp
|
|
if_effect EFFECT_SPEED_UP, AI_CV_SpeedUp
|
|
if_effect EFFECT_SPECIAL_ATTACK_UP, AI_CV_SpAtkUp
|
|
if_effect EFFECT_SPECIAL_DEFENSE_UP, AI_CV_SpDefUp
|
|
if_effect EFFECT_ACCURACY_UP, AI_CV_AccuracyUp
|
|
if_effect EFFECT_EVASION_UP, AI_CV_EvasionUp
|
|
if_effect EFFECT_ALWAYS_HIT, AI_CV_AlwaysHit
|
|
if_effect EFFECT_ATTACK_DOWN, AI_CV_AttackDown
|
|
if_effect EFFECT_DEFENSE_DOWN, AI_CV_DefenseDown
|
|
if_effect EFFECT_SPEED_DOWN, AI_CV_SpeedDown
|
|
if_effect EFFECT_SPECIAL_ATTACK_DOWN, AI_CV_SpAtkDown
|
|
if_effect EFFECT_SPECIAL_DEFENSE_DOWN, AI_CV_SpDefDown
|
|
if_effect EFFECT_ACCURACY_DOWN, AI_CV_AccuracyDown
|
|
if_effect EFFECT_EVASION_DOWN, AI_CV_EvasionDown
|
|
if_effect EFFECT_HAZE, AI_CV_Haze
|
|
if_effect EFFECT_BIDE, AI_CV_Bide
|
|
if_effect EFFECT_ROAR, AI_CV_Roar
|
|
if_effect EFFECT_CONVERSION, AI_CV_Conversion
|
|
if_effect EFFECT_RESTORE_HP, AI_CV_Heal
|
|
if_effect EFFECT_TOXIC, AI_CV_Toxic
|
|
if_effect EFFECT_LIGHT_SCREEN, AI_CV_LightScreen
|
|
if_effect EFFECT_REST, AI_CV_Rest
|
|
if_effect EFFECT_OHKO, AI_CV_OneHitKO
|
|
if_effect EFFECT_RAZOR_WIND, AI_CV_ChargeUpMove
|
|
if_effect EFFECT_SUPER_FANG, AI_CV_SuperFang
|
|
if_effect EFFECT_TRAP, AI_CV_Trap
|
|
if_effect EFFECT_HIGH_CRITICAL, AI_CV_HighCrit
|
|
if_effect EFFECT_CONFUSE, AI_CV_Confuse
|
|
if_effect EFFECT_ATTACK_UP_2, AI_CV_AttackUp
|
|
if_effect EFFECT_DEFENSE_UP_2, AI_CV_DefenseUp
|
|
if_effect EFFECT_SPEED_UP_2, AI_CV_SpeedUp
|
|
if_effect EFFECT_SPECIAL_ATTACK_UP_2, AI_CV_SpAtkUp
|
|
if_effect EFFECT_SPECIAL_DEFENSE_UP_2, AI_CV_SpDefUp
|
|
if_effect EFFECT_ACCURACY_UP_2, AI_CV_AccuracyUp
|
|
if_effect EFFECT_EVASION_UP_2, AI_CV_EvasionUp
|
|
if_effect EFFECT_ATTACK_DOWN_2, AI_CV_AttackDown
|
|
if_effect EFFECT_DEFENSE_DOWN_2, AI_CV_DefenseDown
|
|
if_effect EFFECT_SPEED_DOWN_2, AI_CV_SpeedDown
|
|
if_effect EFFECT_SPECIAL_ATTACK_DOWN_2, AI_CV_SpAtkDown
|
|
if_effect EFFECT_SPECIAL_DEFENSE_DOWN_2, AI_CV_SpDefDown
|
|
if_effect EFFECT_ACCURACY_DOWN_2, AI_CV_AccuracyDown
|
|
if_effect EFFECT_EVASION_DOWN_2, AI_CV_EvasionDown
|
|
if_effect EFFECT_REFLECT, AI_CV_Reflect
|
|
if_effect EFFECT_POISON, AI_CV_Poison
|
|
if_effect EFFECT_PARALYZE, AI_CV_Paralyze
|
|
if_effect EFFECT_SWAGGER, AI_CV_Swagger
|
|
if_effect EFFECT_SPEED_DOWN_HIT, AI_CV_SpeedDownFromChance
|
|
if_effect EFFECT_SKY_ATTACK, AI_CV_ChargeUpMove
|
|
if_effect EFFECT_VITAL_THROW, AI_CV_VitalThrow
|
|
if_effect EFFECT_SUBSTITUTE, AI_CV_Substitute
|
|
if_effect EFFECT_RECHARGE, AI_CV_Recharge
|
|
if_effect EFFECT_LEECH_SEED, AI_CV_Toxic
|
|
if_effect EFFECT_DISABLE, AI_CV_Disable
|
|
if_effect EFFECT_COUNTER, AI_CV_Counter
|
|
if_effect EFFECT_ENCORE, AI_CV_Encore
|
|
if_effect EFFECT_PAIN_SPLIT, AI_CV_PainSplit
|
|
if_effect EFFECT_SNORE, AI_CV_Snore
|
|
if_effect EFFECT_LOCK_ON, AI_CV_LockOn
|
|
if_effect EFFECT_SLEEP_TALK, AI_CV_SleepTalk
|
|
if_effect EFFECT_DESTINY_BOND, AI_CV_DestinyBond
|
|
if_effect EFFECT_FLAIL, AI_CV_Flail
|
|
if_effect EFFECT_HEAL_BELL, AI_CV_HealBell
|
|
if_effect EFFECT_THIEF, AI_CV_Thief
|
|
if_effect EFFECT_MEAN_LOOK, AI_CV_Trap
|
|
if_effect EFFECT_MINIMIZE, AI_CV_EvasionUp
|
|
if_effect EFFECT_CURSE, AI_CV_Curse
|
|
if_effect EFFECT_PROTECT, AI_CV_Protect
|
|
if_effect EFFECT_FORESIGHT, AI_CV_Foresight
|
|
if_effect EFFECT_ENDURE, AI_CV_Endure
|
|
if_effect EFFECT_BATON_PASS, AI_CV_BatonPass
|
|
if_effect EFFECT_PURSUIT, AI_CV_Pursuit
|
|
if_effect EFFECT_MORNING_SUN, AI_CV_HealWeather
|
|
if_effect EFFECT_SYNTHESIS, AI_CV_HealWeather
|
|
if_effect EFFECT_MOONLIGHT, AI_CV_HealWeather
|
|
if_effect EFFECT_RAIN_DANCE, AI_CV_RainDance
|
|
if_effect EFFECT_SUNNY_DAY, AI_CV_SunnyDay
|
|
if_effect EFFECT_BELLY_DRUM, AI_CV_BellyDrum
|
|
if_effect EFFECT_PSYCH_UP, AI_CV_PsychUp
|
|
if_effect EFFECT_MIRROR_COAT, AI_CV_MirrorCoat
|
|
if_effect EFFECT_SKULL_BASH, AI_CV_ChargeUpMove
|
|
if_effect EFFECT_SOLAR_BEAM, AI_CV_ChargeUpMove
|
|
if_effect EFFECT_SEMI_INVULNERABLE, AI_CV_SemiInvulnerable
|
|
if_effect EFFECT_SOFTBOILED, AI_CV_Heal
|
|
if_effect EFFECT_FAKE_OUT, AI_CV_FakeOut
|
|
if_effect EFFECT_SPIT_UP, AI_CV_SpitUp
|
|
if_effect EFFECT_SWALLOW, AI_CV_Heal
|
|
if_effect EFFECT_HAIL, AI_CV_Hail
|
|
if_effect EFFECT_FLATTER, AI_CV_Flatter
|
|
if_effect EFFECT_MEMENTO, AI_CV_SelfKO
|
|
if_effect EFFECT_FACADE, AI_CV_Facade
|
|
if_effect EFFECT_FOCUS_PUNCH, AI_CV_FocusPunch
|
|
if_effect EFFECT_SMELLINGSALT, AI_CV_SmellingSalt
|
|
if_effect EFFECT_TRICK, AI_CV_Trick
|
|
if_effect EFFECT_ROLE_PLAY, AI_CV_ChangeSelfAbility
|
|
if_effect EFFECT_SUPERPOWER, AI_CV_Superpower
|
|
if_effect EFFECT_MAGIC_COAT, AI_CV_MagicCoat
|
|
if_effect EFFECT_RECYCLE, AI_CV_Recycle
|
|
if_effect EFFECT_REVENGE, AI_CV_Revenge
|
|
if_effect EFFECT_BRICK_BREAK, AI_CV_BrickBreak
|
|
if_effect EFFECT_KNOCK_OFF, AI_CV_KnockOff
|
|
if_effect EFFECT_ENDEAVOR, AI_CV_Endeavor
|
|
if_effect EFFECT_ERUPTION, AI_CV_Eruption
|
|
if_effect EFFECT_SKILL_SWAP, AI_CV_ChangeSelfAbility
|
|
if_effect EFFECT_IMPRISON, AI_CV_Imprison
|
|
if_effect EFFECT_REFRESH, AI_CV_Refresh
|
|
if_effect EFFECT_SNATCH, AI_CV_Snatch
|
|
if_effect EFFECT_BLAZE_KICK, AI_CV_HighCrit
|
|
if_effect EFFECT_MUD_SPORT, AI_CV_MudSport
|
|
if_effect EFFECT_OVERHEAT, AI_CV_Overheat
|
|
if_effect EFFECT_TICKLE, AI_CV_DefenseDown
|
|
if_effect EFFECT_COSMIC_POWER, AI_CV_SpDefUp
|
|
if_effect EFFECT_BULK_UP, AI_CV_DefenseUp
|
|
if_effect EFFECT_POISON_TAIL, AI_CV_HighCrit
|
|
if_effect EFFECT_WATER_SPORT, AI_CV_WaterSport
|
|
if_effect EFFECT_CALM_MIND, AI_CV_SpDefUp
|
|
if_effect EFFECT_DRAGON_DANCE, AI_CV_DragonDance
|
|
end
|
|
|
|
AI_CV_Sleep:
|
|
if_has_move_with_effect AI_TARGET, EFFECT_DREAM_EATER, AI_CV_SleepEncourageSlpDamage
|
|
if_has_move_with_effect AI_TARGET, EFFECT_NIGHTMARE, AI_CV_SleepEncourageSlpDamage
|
|
goto AI_CV_Sleep_End
|
|
|
|
AI_CV_SleepEncourageSlpDamage:
|
|
if_random_less_than 128, AI_CV_Sleep_End
|
|
score +1
|
|
AI_CV_Sleep_End:
|
|
end
|
|
|
|
AI_CV_Absorb:
|
|
if_type_effectiveness AI_EFFECTIVENESS_x0_5, AI_CV_AbsorbEncourageMaybe
|
|
if_type_effectiveness AI_EFFECTIVENESS_x0_25, AI_CV_AbsorbEncourageMaybe
|
|
goto AI_CV_Absorb_End
|
|
|
|
AI_CV_AbsorbEncourageMaybe:
|
|
if_random_less_than 50, AI_CV_Absorb_End
|
|
score -3
|
|
AI_CV_Absorb_End:
|
|
end
|
|
|
|
AI_CV_SelfKO:
|
|
if_stat_level_less_than AI_TARGET, STAT_EVASION, 7, AI_CV_SelfKO_Encourage1
|
|
score -1
|
|
if_stat_level_less_than AI_TARGET, STAT_EVASION, 10, AI_CV_SelfKO_Encourage1
|
|
if_random_less_than 128, AI_CV_SelfKO_Encourage1
|
|
score -1
|
|
AI_CV_SelfKO_Encourage1:
|
|
if_hp_less_than AI_USER, 80, AI_CV_SelfKO_Encourage2
|
|
if_target_faster AI_CV_SelfKO_Encourage2
|
|
if_random_less_than 50, AI_CV_SelfKO_End
|
|
goto Score_Minus3
|
|
|
|
AI_CV_SelfKO_Encourage2:
|
|
if_hp_more_than AI_USER, 50, AI_CV_SelfKO_Encourage4
|
|
if_random_less_than 128, AI_CV_SelfKO_Encourage3
|
|
score +1
|
|
AI_CV_SelfKO_Encourage3:
|
|
if_hp_more_than AI_USER, 30, AI_CV_SelfKO_End
|
|
if_random_less_than 50, AI_CV_SelfKO_End
|
|
score +1
|
|
goto AI_CV_SelfKO_End
|
|
|
|
AI_CV_SelfKO_Encourage4:
|
|
if_random_less_than 50, AI_CV_SelfKO_End
|
|
score -1
|
|
AI_CV_SelfKO_End:
|
|
end
|
|
|
|
AI_CV_DreamEater:
|
|
if_type_effectiveness AI_EFFECTIVENESS_x0_25, AI_CV_DreamEater_ScoreDown1
|
|
if_type_effectiveness AI_EFFECTIVENESS_x0_5, AI_CV_DreamEater_ScoreDown1
|
|
goto AI_CV_DreamEater_End
|
|
|
|
AI_CV_DreamEater_ScoreDown1:
|
|
score -1
|
|
AI_CV_DreamEater_End:
|
|
end
|
|
|
|
AI_CV_MirrorMove:
|
|
if_target_faster AI_CV_MirrorMove2
|
|
get_last_used_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:
|
|
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:
|
|
end
|
|
|
|
AI_CV_MirrorMove_EncouragedMovesToMirror:
|
|
.2byte MOVE_SLEEP_POWDER
|
|
.2byte MOVE_LOVELY_KISS
|
|
.2byte MOVE_SPORE
|
|
.2byte MOVE_HYPNOSIS
|
|
.2byte MOVE_SING
|
|
.2byte MOVE_GRASS_WHISTLE
|
|
.2byte MOVE_SHADOW_PUNCH
|
|
.2byte MOVE_SAND_ATTACK
|
|
.2byte MOVE_SMOKESCREEN
|
|
.2byte MOVE_TOXIC
|
|
.2byte MOVE_GUILLOTINE
|
|
.2byte MOVE_HORN_DRILL
|
|
.2byte MOVE_FISSURE
|
|
.2byte MOVE_SHEER_COLD
|
|
.2byte MOVE_CROSS_CHOP
|
|
.2byte MOVE_AEROBLAST
|
|
.2byte MOVE_CONFUSE_RAY
|
|
.2byte MOVE_SWEET_KISS
|
|
.2byte MOVE_SCREECH
|
|
.2byte MOVE_COTTON_SPORE
|
|
.2byte MOVE_SCARY_FACE
|
|
.2byte MOVE_FAKE_TEARS
|
|
.2byte MOVE_METAL_SOUND
|
|
.2byte MOVE_THUNDER_WAVE
|
|
.2byte MOVE_GLARE
|
|
.2byte MOVE_POISON_POWDER
|
|
.2byte MOVE_SHADOW_BALL
|
|
.2byte MOVE_DYNAMIC_PUNCH
|
|
.2byte MOVE_HYPER_BEAM
|
|
.2byte MOVE_EXTREME_SPEED
|
|
.2byte MOVE_THIEF
|
|
.2byte MOVE_COVET
|
|
.2byte MOVE_ATTRACT
|
|
.2byte MOVE_SWAGGER
|
|
.2byte MOVE_TORMENT
|
|
.2byte MOVE_FLATTER
|
|
.2byte MOVE_TRICK
|
|
.2byte MOVE_SUPERPOWER
|
|
.2byte MOVE_SKILL_SWAP
|
|
.2byte -1
|
|
|
|
AI_CV_AttackUp:
|
|
if_stat_level_less_than AI_USER, STAT_ATK, 9, AI_CV_AttackUp2
|
|
if_random_less_than 100, AI_CV_AttackUp3
|
|
score -1
|
|
goto AI_CV_AttackUp3
|
|
|
|
AI_CV_AttackUp2:
|
|
if_hp_not_equal AI_USER, 100, AI_CV_AttackUp3
|
|
if_random_less_than 128, AI_CV_AttackUp3
|
|
score +2
|
|
AI_CV_AttackUp3:
|
|
if_hp_more_than AI_USER, 70, AI_CV_AttackUp_End
|
|
if_hp_less_than AI_USER, 40, AI_CV_AttackUp_ScoreDown2
|
|
if_random_less_than 40, AI_CV_AttackUp_End
|
|
AI_CV_AttackUp_ScoreDown2:
|
|
score -2
|
|
AI_CV_AttackUp_End:
|
|
end
|
|
|
|
AI_CV_DefenseUp:
|
|
if_stat_level_less_than AI_USER, STAT_DEF, 9, AI_CV_DefenseUp2
|
|
if_random_less_than 100, AI_CV_DefenseUp3
|
|
score -1
|
|
goto AI_CV_DefenseUp3
|
|
|
|
AI_CV_DefenseUp2:
|
|
if_hp_not_equal AI_USER, 100, AI_CV_DefenseUp3
|
|
if_random_less_than 128, AI_CV_DefenseUp3
|
|
score +2
|
|
AI_CV_DefenseUp3:
|
|
if_hp_less_than AI_USER, 70, AI_CV_DefenseUp4
|
|
if_random_less_than 200, AI_CV_DefenseUp_End
|
|
AI_CV_DefenseUp4:
|
|
if_hp_less_than AI_USER, 40, AI_CV_DefenseUp_ScoreDown2
|
|
get_last_used_bank_move AI_TARGET
|
|
get_move_power_from_result
|
|
if_equal 0, AI_CV_DefenseUp5
|
|
get_last_used_bank_move AI_TARGET
|
|
get_move_type_from_result
|
|
if_not_in_bytes AI_CV_DefenseUp_PhysicalTypes, AI_CV_DefenseUp_ScoreDown2
|
|
if_random_less_than 60, AI_CV_DefenseUp_End
|
|
AI_CV_DefenseUp5:
|
|
if_random_less_than 60, AI_CV_DefenseUp_End
|
|
AI_CV_DefenseUp_ScoreDown2:
|
|
score -2
|
|
AI_CV_DefenseUp_End:
|
|
end
|
|
|
|
AI_CV_DefenseUp_PhysicalTypes:
|
|
.byte TYPE_NORMAL
|
|
.byte TYPE_FIGHTING
|
|
.byte TYPE_POISON
|
|
.byte TYPE_GROUND
|
|
.byte TYPE_FLYING
|
|
.byte TYPE_ROCK
|
|
.byte TYPE_BUG
|
|
.byte TYPE_GHOST
|
|
.byte TYPE_STEEL
|
|
.byte -1
|
|
|
|
AI_CV_SpeedUp:
|
|
if_target_faster AI_CV_SpeedUp2
|
|
score -3
|
|
goto AI_CV_SpeedUp_End
|
|
|
|
AI_CV_SpeedUp2:
|
|
if_random_less_than 70, AI_CV_SpeedUp_End
|
|
score +3
|
|
AI_CV_SpeedUp_End:
|
|
end
|
|
|
|
AI_CV_SpAtkUp:
|
|
if_stat_level_less_than AI_USER, STAT_SPATK, 9, AI_CV_SpAtkUp2
|
|
if_random_less_than 100, AI_CV_SpAtkUp3
|
|
score -1
|
|
goto AI_CV_SpAtkUp3
|
|
|
|
AI_CV_SpAtkUp2:
|
|
if_hp_not_equal AI_USER, 100, AI_CV_SpAtkUp3
|
|
if_random_less_than 128, AI_CV_SpAtkUp3
|
|
score +2
|
|
AI_CV_SpAtkUp3:
|
|
if_hp_more_than AI_USER, 70, AI_CV_SpAtkUp_End
|
|
if_hp_less_than AI_USER, 40, AI_CV_SpAtkUp_ScoreDown2
|
|
if_random_less_than 70, AI_CV_SpAtkUp_End
|
|
AI_CV_SpAtkUp_ScoreDown2:
|
|
score -2
|
|
AI_CV_SpAtkUp_End:
|
|
end
|
|
|
|
AI_CV_SpDefUp:
|
|
if_stat_level_less_than AI_USER, STAT_SPDEF, 9, AI_CV_SpDefUp2
|
|
if_random_less_than 100, AI_CV_SpDefUp3
|
|
score -1
|
|
goto AI_CV_SpDefUp3
|
|
|
|
AI_CV_SpDefUp2:
|
|
if_hp_not_equal AI_USER, 100, AI_CV_SpDefUp3
|
|
if_random_less_than 128, AI_CV_SpDefUp3
|
|
score +2
|
|
AI_CV_SpDefUp3:
|
|
if_hp_less_than AI_USER, 70, AI_CV_SpDefUp4
|
|
if_random_less_than 200, AI_CV_SpDefUp_End
|
|
AI_CV_SpDefUp4:
|
|
if_hp_less_than AI_USER, 40, AI_CV_SpDefUp_ScoreDown2
|
|
get_last_used_bank_move AI_TARGET
|
|
get_move_power_from_result
|
|
if_equal 0, AI_CV_SpDefUp5
|
|
get_last_used_bank_move AI_TARGET
|
|
get_move_type_from_result
|
|
if_in_bytes AI_CV_SpDefUp_PhysicalTypes, AI_CV_SpDefUp_ScoreDown2
|
|
if_random_less_than 60, AI_CV_SpDefUp_End
|
|
AI_CV_SpDefUp5:
|
|
if_random_less_than 60, AI_CV_SpDefUp_End
|
|
AI_CV_SpDefUp_ScoreDown2:
|
|
score -2
|
|
AI_CV_SpDefUp_End:
|
|
end
|
|
|
|
AI_CV_SpDefUp_PhysicalTypes:
|
|
.byte TYPE_NORMAL
|
|
.byte TYPE_FIGHTING
|
|
.byte TYPE_POISON
|
|
.byte TYPE_GROUND
|
|
.byte TYPE_FLYING
|
|
.byte TYPE_ROCK
|
|
.byte TYPE_BUG
|
|
.byte TYPE_GHOST
|
|
.byte TYPE_STEEL
|
|
.byte -1
|
|
|
|
AI_CV_AccuracyUp:
|
|
if_stat_level_less_than AI_USER, STAT_ACC, 9, AI_CV_AccuracyUp2
|
|
if_random_less_than 50, AI_CV_AccuracyUp2
|
|
score -2
|
|
AI_CV_AccuracyUp2:
|
|
if_hp_more_than AI_USER, 70, AI_CV_AccuracyUp_End
|
|
score -2
|
|
AI_CV_AccuracyUp_End:
|
|
end
|
|
|
|
AI_CV_EvasionUp:
|
|
if_hp_less_than AI_USER, 90, AI_CV_EvasionUp2
|
|
if_random_less_than 100, AI_CV_EvasionUp2
|
|
score +3
|
|
AI_CV_EvasionUp2:
|
|
if_stat_level_less_than AI_USER, STAT_EVASION, 9, AI_CV_EvasionUp3
|
|
if_random_less_than 128, AI_CV_EvasionUp3
|
|
score -1
|
|
AI_CV_EvasionUp3:
|
|
if_not_status AI_TARGET, STATUS1_TOXIC_POISON, AI_CV_EvasionUp5
|
|
if_hp_more_than AI_USER, 50, AI_CV_EvasionUp4
|
|
if_random_less_than 80, AI_CV_EvasionUp5
|
|
AI_CV_EvasionUp4:
|
|
if_random_less_than 50, AI_CV_EvasionUp5
|
|
score +3
|
|
AI_CV_EvasionUp5:
|
|
if_not_status3 AI_TARGET, STATUS3_LEECHSEED, AI_CV_EvasionUp6
|
|
if_random_less_than 70, AI_CV_EvasionUp6
|
|
score +3
|
|
AI_CV_EvasionUp6:
|
|
if_not_status3 AI_USER, STATUS3_ROOTED, AI_CV_EvasionUp7
|
|
if_random_less_than 128, AI_CV_EvasionUp7
|
|
score +2
|
|
AI_CV_EvasionUp7:
|
|
if_not_status2 AI_TARGET, STATUS2_CURSED, AI_CV_EvasionUp8
|
|
if_random_less_than 70, AI_CV_EvasionUp8
|
|
score +3
|
|
AI_CV_EvasionUp8:
|
|
if_hp_more_than AI_USER, 70, AI_CV_EvasionUp_End
|
|
if_stat_level_equal AI_USER, STAT_EVASION, 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:
|
|
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:
|
|
if_stat_level_more_than AI_TARGET, STAT_ATK, 3, AI_CV_AttackDown3
|
|
if_random_less_than 50, AI_CV_AttackDown3
|
|
score -2
|
|
AI_CV_AttackDown3:
|
|
if_hp_more_than AI_TARGET, 70, AI_CV_AttackDown4
|
|
score -2
|
|
AI_CV_AttackDown4:
|
|
get_target_type1
|
|
if_in_bytes AI_CV_AttackDown_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:
|
|
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:
|
|
if_move MOVE_ICY_WIND, AI_CV_SpeedDown
|
|
if_move MOVE_ROCK_TOMB, AI_CV_SpeedDown
|
|
if_move MOVE_MUD_SHOT, AI_CV_SpeedDown
|
|
end
|
|
|
|
AI_CV_SpeedDown:
|
|
if_target_faster AI_CV_SpeedDown2
|
|
score -3
|
|
goto AI_CV_SpeedDown_End
|
|
|
|
AI_CV_SpeedDown2:
|
|
if_random_less_than 70, AI_CV_SpeedDown_End
|
|
score +2
|
|
AI_CV_SpeedDown_End:
|
|
end
|
|
|
|
AI_CV_SpAtkDown:
|
|
if_stat_level_equal AI_TARGET, STAT_ATK, 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:
|
|
end
|
|
|
|
AI_CV_SpAtkDown_SpecialTypeList:
|
|
.byte TYPE_FIRE
|
|
.byte TYPE_WATER
|
|
.byte TYPE_GRASS
|
|
.byte TYPE_ELECTRIC
|
|
.byte TYPE_PSYCHIC
|
|
.byte TYPE_ICE
|
|
.byte TYPE_DRAGON
|
|
.byte TYPE_DARK
|
|
.byte -1
|
|
|
|
AI_CV_SpDefDown:
|
|
if_hp_less_than AI_USER, 70, AI_CV_SpDefDown2
|
|
if_stat_level_more_than AI_TARGET, STAT_SPDEF, 3, AI_CV_SpDefDown3
|
|
AI_CV_SpDefDown2:
|
|
if_random_less_than 50, AI_CV_SpDefDown3
|
|
score -2
|
|
AI_CV_SpDefDown3:
|
|
if_hp_more_than AI_TARGET, 70, AI_CV_SpDefDown_End
|
|
score -2
|
|
AI_CV_SpDefDown_End:
|
|
end
|
|
|
|
AI_CV_AccuracyDown:
|
|
if_hp_less_than AI_USER, 70, AI_CV_AccuracyDown2
|
|
if_hp_more_than AI_TARGET, 70, AI_CV_AccuracyDown3
|
|
AI_CV_AccuracyDown2:
|
|
if_random_less_than 100, AI_CV_AccuracyDown3
|
|
score -1
|
|
AI_CV_AccuracyDown3:
|
|
if_stat_level_more_than AI_USER, STAT_ACC, 4, AI_CV_AccuracyDown4
|
|
if_random_less_than 80, AI_CV_AccuracyDown4
|
|
score -2
|
|
AI_CV_AccuracyDown4:
|
|
if_not_status AI_TARGET, STATUS1_TOXIC_POISON, AI_CV_AccuracyDown5
|
|
if_random_less_than 70, AI_CV_AccuracyDown5
|
|
score +2
|
|
AI_CV_AccuracyDown5:
|
|
if_not_status3 AI_TARGET, STATUS3_LEECHSEED, AI_CV_AccuracyDown6
|
|
if_random_less_than 70, AI_CV_AccuracyDown6
|
|
score +2
|
|
AI_CV_AccuracyDown6:
|
|
if_not_status3 AI_USER, STATUS3_ROOTED, AI_CV_AccuracyDown7
|
|
if_random_less_than 128, AI_CV_AccuracyDown7
|
|
score +1
|
|
AI_CV_AccuracyDown7:
|
|
if_not_status2 AI_TARGET, STATUS2_CURSED, AI_CV_AccuracyDown8
|
|
if_random_less_than 70, AI_CV_AccuracyDown8
|
|
score +2
|
|
AI_CV_AccuracyDown8:
|
|
if_hp_more_than AI_USER, 70, AI_CV_AccuracyDown_End
|
|
if_stat_level_equal AI_TARGET, STAT_ACC, 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_End
|
|
score -2
|
|
AI_CV_EvasionDown_End:
|
|
end
|
|
|
|
AI_CV_Haze:
|
|
if_stat_level_more_than AI_USER, STAT_ATK, 8, AI_CV_Haze2
|
|
if_stat_level_more_than AI_USER, STAT_DEF, 8, AI_CV_Haze2
|
|
if_stat_level_more_than AI_USER, STAT_SPATK, 8, AI_CV_Haze2
|
|
if_stat_level_more_than AI_USER, STAT_SPDEF, 8, AI_CV_Haze2
|
|
if_stat_level_more_than AI_USER, STAT_EVASION, 8, AI_CV_Haze2
|
|
if_stat_level_less_than AI_TARGET, STAT_ATK, 4, AI_CV_Haze2
|
|
if_stat_level_less_than AI_TARGET, STAT_DEF, 4, AI_CV_Haze2
|
|
if_stat_level_less_than AI_TARGET, STAT_SPATK, 4, AI_CV_Haze2
|
|
if_stat_level_less_than AI_TARGET, STAT_SPDEF, 4, AI_CV_Haze2
|
|
if_stat_level_less_than AI_TARGET, STAT_ACC, 4, AI_CV_Haze2
|
|
goto AI_CV_Haze3
|
|
|
|
AI_CV_Haze2:
|
|
if_random_less_than 50, AI_CV_Haze3
|
|
score -3
|
|
AI_CV_Haze3:
|
|
if_stat_level_more_than AI_TARGET, STAT_ATK, 8, AI_CV_Haze4
|
|
if_stat_level_more_than AI_TARGET, STAT_DEF, 8, AI_CV_Haze4
|
|
if_stat_level_more_than AI_TARGET, STAT_SPATK, 8, AI_CV_Haze4
|
|
if_stat_level_more_than AI_TARGET, STAT_SPDEF, 8, AI_CV_Haze4
|
|
if_stat_level_more_than AI_TARGET, STAT_EVASION, 8, AI_CV_Haze4
|
|
if_stat_level_less_than AI_USER, STAT_ATK, 4, AI_CV_Haze4
|
|
if_stat_level_less_than AI_USER, STAT_DEF, 4, AI_CV_Haze4
|
|
if_stat_level_less_than AI_USER, STAT_SPATK, 4, AI_CV_Haze4
|
|
if_stat_level_less_than AI_USER, STAT_SPDEF, 4, AI_CV_Haze4
|
|
if_stat_level_less_than AI_USER, STAT_ACC, 4, AI_CV_Haze4
|
|
if_random_less_than 50, AI_CV_Haze_End
|
|
score -1
|
|
goto AI_CV_Haze_End
|
|
|
|
AI_CV_Haze4:
|
|
if_random_less_than 50, AI_CV_Haze_End
|
|
score +3
|
|
AI_CV_Haze_End:
|
|
end
|
|
|
|
AI_CV_Bide:
|
|
if_hp_more_than AI_USER, 90, AI_CV_Bide_End
|
|
score -2
|
|
AI_CV_Bide_End:
|
|
end
|
|
|
|
AI_CV_Roar:
|
|
if_stat_level_more_than AI_TARGET, STAT_ATK, 8, AI_CV_Roar2
|
|
if_stat_level_more_than AI_TARGET, STAT_DEF, 8, AI_CV_Roar2
|
|
if_stat_level_more_than AI_TARGET, STAT_SPATK, 8, AI_CV_Roar2
|
|
if_stat_level_more_than AI_TARGET, STAT_SPDEF, 8, AI_CV_Roar2
|
|
if_stat_level_more_than AI_TARGET, STAT_EVASION, 8, AI_CV_Roar2
|
|
score -3
|
|
goto AI_CV_Roar_End
|
|
|
|
AI_CV_Roar2:
|
|
if_random_less_than 128, AI_CV_Roar_End
|
|
score +2
|
|
AI_CV_Roar_End:
|
|
end
|
|
|
|
AI_CV_Conversion:
|
|
if_hp_more_than AI_USER, 90, AI_CV_Conversion2
|
|
score -2
|
|
AI_CV_Conversion2:
|
|
get_turn_count
|
|
if_equal 0, AI_CV_Conversion_End
|
|
if_random_less_than 200, Score_Minus2
|
|
AI_CV_Conversion_End:
|
|
end
|
|
|
|
AI_CV_HealWeather:
|
|
get_weather
|
|
if_equal AI_WEATHER_HAIL, AI_CV_HealWeather_ScoreDown2
|
|
if_equal AI_WEATHER_RAIN, AI_CV_HealWeather_ScoreDown2
|
|
if_equal AI_WEATHER_SANDSTORM, AI_CV_HealWeather_ScoreDown2
|
|
goto AI_CV_Heal
|
|
|
|
AI_CV_HealWeather_ScoreDown2:
|
|
score -2
|
|
AI_CV_Heal:
|
|
if_hp_equal AI_USER, 100, AI_CV_Heal3
|
|
if_target_faster AI_CV_Heal4
|
|
score -8
|
|
goto AI_CV_Heal_End
|
|
|
|
AI_CV_Heal2:
|
|
if_hp_less_than AI_USER, 50, AI_CV_Heal5
|
|
if_hp_more_than AI_USER, 80, AI_CV_Heal3
|
|
if_random_less_than 70, AI_CV_Heal5
|
|
AI_CV_Heal3:
|
|
score -3
|
|
goto AI_CV_Heal_End
|
|
|
|
AI_CV_Heal4:
|
|
if_hp_less_than AI_USER, 70, AI_CV_Heal5
|
|
if_random_less_than 30, AI_CV_Heal5
|
|
score -3
|
|
goto AI_CV_Heal_End
|
|
|
|
AI_CV_Heal5:
|
|
if_doesnt_have_move_with_effect AI_TARGET, EFFECT_SNATCH, AI_CV_Heal6
|
|
if_random_less_than 100, AI_CV_Heal_End
|
|
AI_CV_Heal6:
|
|
if_random_less_than 20, AI_CV_Heal_End
|
|
score +2
|
|
AI_CV_Heal_End:
|
|
end
|
|
|
|
AI_CV_Toxic:
|
|
if_user_has_no_attacking_moves AI_CV_Toxic3
|
|
if_hp_more_than AI_USER, 50, AI_CV_Toxic2
|
|
if_random_less_than 50, AI_CV_Toxic2
|
|
score -3
|
|
AI_CV_Toxic2:
|
|
if_hp_more_than AI_TARGET, 50, AI_CV_Toxic3
|
|
if_random_less_than 50, AI_CV_Toxic3
|
|
score -3
|
|
AI_CV_Toxic3:
|
|
if_has_move_with_effect AI_USER, EFFECT_SPECIAL_DEFENSE_UP, AI_CV_Toxic4
|
|
if_has_move_with_effect AI_USER, EFFECT_PROTECT, AI_CV_Toxic4
|
|
goto AI_CV_Toxic_End
|
|
|
|
AI_CV_Toxic4:
|
|
if_random_less_than 60, AI_CV_Toxic_End
|
|
score +2
|
|
AI_CV_Toxic_End:
|
|
end
|
|
|
|
AI_CV_LightScreen:
|
|
if_hp_less_than AI_USER, 50, AI_CV_LightScreen_ScoreDown2
|
|
get_target_type1
|
|
if_in_bytes AI_CV_LightScreen_SpecialTypeList, AI_CV_LightScreen_End
|
|
get_target_type2
|
|
if_in_bytes AI_CV_LightScreen_SpecialTypeList, AI_CV_LightScreen_End
|
|
if_random_less_than 50, AI_CV_LightScreen_End
|
|
AI_CV_LightScreen_ScoreDown2:
|
|
score -2
|
|
AI_CV_LightScreen_End:
|
|
end
|
|
|
|
AI_CV_LightScreen_SpecialTypeList:
|
|
.byte TYPE_FIRE
|
|
.byte TYPE_WATER
|
|
.byte TYPE_GRASS
|
|
.byte TYPE_ELECTRIC
|
|
.byte TYPE_PSYCHIC
|
|
.byte TYPE_ICE
|
|
.byte TYPE_DRAGON
|
|
.byte TYPE_DARK
|
|
.byte -1
|
|
|
|
AI_CV_Rest:
|
|
if_target_faster AI_CV_Rest4
|
|
if_hp_not_equal AI_USER, 100, AI_CV_Rest2
|
|
score -8
|
|
goto AI_CV_Rest_End
|
|
|
|
AI_CV_Rest2:
|
|
if_hp_less_than AI_USER, 40, AI_CV_Rest6
|
|
if_hp_more_than AI_USER, 50, AI_CV_Rest3
|
|
if_random_less_than 70, AI_CV_Rest6
|
|
AI_CV_Rest3:
|
|
score -3
|
|
goto AI_CV_Rest_End
|
|
|
|
AI_CV_Rest4:
|
|
if_hp_less_than AI_USER, 60, AI_CV_Rest6
|
|
if_hp_more_than AI_USER, 70, AI_CV_Rest5
|
|
if_random_less_than 50, AI_CV_Rest6
|
|
AI_CV_Rest5:
|
|
score -3
|
|
goto AI_CV_Rest_End
|
|
|
|
AI_CV_Rest6:
|
|
if_doesnt_have_move_with_effect AI_TARGET, EFFECT_SNATCH, AI_CV_Rest7
|
|
if_random_less_than 50, AI_CV_Rest_End
|
|
AI_CV_Rest7:
|
|
if_random_less_than 10, AI_CV_Rest_End
|
|
score +3
|
|
AI_CV_Rest_End:
|
|
end
|
|
|
|
AI_CV_OneHitKO:
|
|
end
|
|
|
|
AI_CV_SuperFang:
|
|
if_hp_more_than AI_TARGET, 50, AI_CV_SuperFang_End
|
|
score -1
|
|
AI_CV_SuperFang_End:
|
|
end
|
|
|
|
AI_CV_Trap:
|
|
if_status AI_TARGET, STATUS1_TOXIC_POISON, AI_CV_Trap2
|
|
if_status2 AI_TARGET, STATUS2_CURSED, AI_CV_Trap2
|
|
if_status3 AI_TARGET, STATUS3_PERISH_SONG, AI_CV_Trap2
|
|
if_status2 AI_TARGET, STATUS2_INFATUATION, AI_CV_Trap2
|
|
goto AI_CV_Trap_End
|
|
|
|
AI_CV_Trap2:
|
|
if_random_less_than 128, AI_CV_Trap_End
|
|
score +1
|
|
AI_CV_Trap_End:
|
|
end
|
|
|
|
AI_CV_HighCrit:
|
|
if_type_effectiveness AI_EFFECTIVENESS_x0_25, AI_CV_HighCrit_End
|
|
if_type_effectiveness AI_EFFECTIVENESS_x0_5, AI_CV_HighCrit_End
|
|
if_type_effectiveness AI_EFFECTIVENESS_x2, AI_CV_HighCrit2
|
|
if_type_effectiveness AI_EFFECTIVENESS_x4, AI_CV_HighCrit2
|
|
if_random_less_than 128, AI_CV_HighCrit_End
|
|
|
|
AI_CV_HighCrit2:
|
|
if_random_less_than 128, AI_CV_HighCrit_End
|
|
score +1
|
|
AI_CV_HighCrit_End:
|
|
end
|
|
|
|
AI_CV_Swagger:
|
|
if_has_move AI_USER, MOVE_PSYCH_UP, AI_CV_SwaggerHasPsychUp
|
|
AI_CV_Flatter:
|
|
if_random_less_than 128, AI_CV_Confuse
|
|
score +1
|
|
AI_CV_Confuse:
|
|
if_hp_more_than AI_TARGET, 70, AI_CV_Confuse_End
|
|
if_random_less_than 128, AI_CV_Confuse2
|
|
score -1
|
|
AI_CV_Confuse2:
|
|
if_hp_more_than AI_TARGET, 50, AI_CV_Confuse_End
|
|
score -1
|
|
if_hp_more_than AI_TARGET, 30, AI_CV_Confuse_End
|
|
score -1
|
|
AI_CV_Confuse_End:
|
|
end
|
|
|
|
AI_CV_SwaggerHasPsychUp:
|
|
if_stat_level_more_than AI_TARGET, STAT_ATK, 3, AI_CV_SwaggerHasPsychUp_Minus5
|
|
score +3
|
|
get_turn_count
|
|
if_not_equal 0, AI_CV_SwaggerHasPsychUp_End
|
|
score +2
|
|
goto AI_CV_SwaggerHasPsychUp_End
|
|
|
|
AI_CV_SwaggerHasPsychUp_Minus5:
|
|
score -5
|
|
AI_CV_SwaggerHasPsychUp_End:
|
|
end
|
|
|
|
AI_CV_Reflect:
|
|
if_hp_less_than AI_USER, 50, AI_CV_Reflect_ScoreDown2
|
|
get_target_type1
|
|
if_in_bytes AI_CV_Reflect_PhysicalTypeList, AI_CV_Reflect_End
|
|
get_target_type2
|
|
if_in_bytes AI_CV_Reflect_PhysicalTypeList, AI_CV_Reflect_End
|
|
if_random_less_than 50, AI_CV_Reflect_End
|
|
AI_CV_Reflect_ScoreDown2:
|
|
score -2
|
|
AI_CV_Reflect_End:
|
|
end
|
|
|
|
AI_CV_Reflect_PhysicalTypeList:
|
|
.byte TYPE_NORMAL
|
|
.byte TYPE_FIGHTING
|
|
.byte TYPE_FLYING
|
|
.byte TYPE_POISON
|
|
.byte TYPE_GROUND
|
|
.byte TYPE_ROCK
|
|
.byte TYPE_BUG
|
|
.byte TYPE_GHOST
|
|
.byte TYPE_STEEL
|
|
.byte -1
|
|
|
|
AI_CV_Poison:
|
|
if_hp_less_than AI_USER, 50, AI_CV_Poison_ScoreDown1
|
|
if_hp_more_than AI_TARGET, 50, AI_CV_Poison_End
|
|
AI_CV_Poison_ScoreDown1:
|
|
score -1
|
|
AI_CV_Poison_End:
|
|
end
|
|
|
|
AI_CV_Paralyze:
|
|
if_target_faster AI_CV_Paralyze2
|
|
if_hp_more_than AI_USER, 70, AI_CV_Paralyze_End
|
|
score -1
|
|
goto AI_CV_Paralyze_End
|
|
|
|
AI_CV_Paralyze2:
|
|
if_random_less_than 20, AI_CV_Paralyze_End
|
|
score +3
|
|
AI_CV_Paralyze_End:
|
|
end
|
|
|
|
AI_CV_VitalThrow:
|
|
if_target_faster AI_CV_VitalThrow_End
|
|
if_hp_more_than AI_USER, 60, AI_CV_VitalThrow_End
|
|
if_hp_less_than AI_USER, 40, AI_CV_VitalThrow2
|
|
if_random_less_than 180, AI_CV_VitalThrow_End
|
|
AI_CV_VitalThrow2:
|
|
if_random_less_than 50, AI_CV_VitalThrow_End
|
|
score -1
|
|
AI_CV_VitalThrow_End:
|
|
end
|
|
|
|
AI_CV_Substitute:
|
|
if_hp_more_than AI_USER, 90, AI_CV_Substitute4
|
|
if_hp_more_than AI_USER, 70, AI_CV_Substitute3
|
|
if_hp_more_than AI_USER, 50, AI_CV_Substitute2
|
|
if_random_less_than 100, AI_CV_Substitute2
|
|
score -1
|
|
AI_CV_Substitute2:
|
|
if_random_less_than 100, AI_CV_Substitute3
|
|
score -1
|
|
AI_CV_Substitute3:
|
|
if_random_less_than 100, AI_CV_Substitute4
|
|
score -1
|
|
AI_CV_Substitute4:
|
|
if_target_faster AI_CV_Substitute_End
|
|
get_last_used_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_type_from_result
|
|
if_not_in_bytes AI_CV_Counter_PhysicalTypeList, AI_CV_Counter_ScoreDown1
|
|
if_random_less_than 100, AI_CV_Counter_End
|
|
score +1
|
|
goto AI_CV_Counter_End
|
|
|
|
AI_CV_Counter5:
|
|
if_target_not_taunted AI_CV_Counter6
|
|
if_random_less_than 100, AI_CV_Counter6
|
|
score +1
|
|
AI_CV_Counter6:
|
|
get_target_type1
|
|
if_in_bytes AI_CV_Counter_PhysicalTypeList, AI_CV_Counter_End
|
|
get_target_type2
|
|
if_in_bytes AI_CV_Counter_PhysicalTypeList, AI_CV_Counter_End
|
|
if_random_less_than 50, AI_CV_Counter_End
|
|
AI_CV_Counter7:
|
|
if_random_less_than 100, AI_CV_Counter8
|
|
score +4
|
|
AI_CV_Counter8:
|
|
end
|
|
|
|
AI_CV_Counter_ScoreDown1:
|
|
score -1
|
|
AI_CV_Counter_End:
|
|
end
|
|
|
|
AI_CV_Counter_PhysicalTypeList:
|
|
.byte TYPE_NORMAL
|
|
.byte TYPE_FIGHTING
|
|
.byte TYPE_FLYING
|
|
.byte TYPE_POISON
|
|
.byte TYPE_GROUND
|
|
.byte TYPE_ROCK
|
|
.byte TYPE_BUG
|
|
.byte TYPE_GHOST
|
|
.byte TYPE_STEEL
|
|
.byte -1
|
|
|
|
AI_CV_Encore:
|
|
if_any_move_disabled AI_TARGET, AI_CV_Encore2
|
|
if_target_faster AI_CV_Encore_ScoreDown2
|
|
get_last_used_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_SPLASH
|
|
.byte EFFECT_ATTACK_UP_2
|
|
.byte EFFECT_ENCORE
|
|
.byte EFFECT_CONVERSION_2
|
|
.byte EFFECT_LOCK_ON
|
|
.byte EFFECT_HEAL_BELL
|
|
.byte EFFECT_MEAN_LOOK
|
|
.byte EFFECT_NIGHTMARE
|
|
.byte EFFECT_PROTECT
|
|
.byte EFFECT_SKILL_SWAP
|
|
.byte EFFECT_FORESIGHT
|
|
.byte EFFECT_PERISH_SONG
|
|
.byte EFFECT_SANDSTORM
|
|
.byte EFFECT_ENDURE
|
|
.byte EFFECT_SWAGGER
|
|
.byte EFFECT_ATTRACT
|
|
.byte EFFECT_SAFEGUARD
|
|
.byte EFFECT_RAIN_DANCE
|
|
.byte EFFECT_SUNNY_DAY
|
|
.byte EFFECT_BELLY_DRUM
|
|
.byte EFFECT_PSYCH_UP
|
|
.byte EFFECT_FUTURE_SIGHT
|
|
.byte EFFECT_FAKE_OUT
|
|
.byte EFFECT_STOCKPILE
|
|
.byte EFFECT_SPIT_UP
|
|
.byte EFFECT_SWALLOW
|
|
.byte EFFECT_HAIL
|
|
.byte EFFECT_TORMENT
|
|
.byte EFFECT_WILL_O_WISP
|
|
.byte EFFECT_FOLLOW_ME
|
|
.byte EFFECT_CHARGE
|
|
.byte EFFECT_TRICK
|
|
.byte EFFECT_ROLE_PLAY
|
|
.byte EFFECT_INGRAIN
|
|
.byte EFFECT_RECYCLE
|
|
.byte EFFECT_KNOCK_OFF
|
|
.byte EFFECT_SKILL_SWAP
|
|
.byte EFFECT_IMPRISON
|
|
.byte EFFECT_REFRESH
|
|
.byte EFFECT_GRUDGE
|
|
.byte EFFECT_TEETER_DANCE
|
|
.byte EFFECT_MUD_SPORT
|
|
.byte EFFECT_WATER_SPORT
|
|
.byte EFFECT_DRAGON_DANCE
|
|
.byte EFFECT_CAMOUFLAGE
|
|
.byte -1
|
|
|
|
AI_CV_PainSplit:
|
|
if_hp_less_than AI_TARGET, 80, AI_CV_PainSplit_ScoreDown1
|
|
if_target_faster AI_CV_PainSplit2
|
|
if_hp_more_than AI_USER, 40, AI_CV_PainSplit_ScoreDown1
|
|
score +1
|
|
goto AI_CV_PainSplit_End
|
|
|
|
AI_CV_PainSplit2:
|
|
if_hp_more_than AI_USER, 60, AI_CV_PainSplit_ScoreDown1
|
|
score +1
|
|
goto AI_CV_PainSplit_End
|
|
|
|
AI_CV_PainSplit_ScoreDown1:
|
|
score -1
|
|
AI_CV_PainSplit_End:
|
|
end
|
|
|
|
AI_CV_Snore:
|
|
score +2
|
|
end
|
|
|
|
AI_CV_LockOn:
|
|
if_random_less_than 128, AI_CV_LockOn_End
|
|
score +2
|
|
AI_CV_LockOn_End:
|
|
end
|
|
|
|
AI_CV_SleepTalk:
|
|
if_status AI_USER, STATUS1_SLEEP, Score_Plus10
|
|
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_status AI_TARGET, STATUS1_ANY, AI_CV_HealBell_End
|
|
if_status_in_party AI_TARGET, STATUS1_ANY, AI_CV_HealBell_End
|
|
score -5
|
|
AI_CV_HealBell_End:
|
|
end
|
|
|
|
AI_CV_Thief:
|
|
get_hold_effect AI_TARGET
|
|
if_not_in_bytes AI_CV_Thief_EncourageItemsToSteal, AI_CV_Thief_ScoreDown2
|
|
if_random_less_than 50, AI_CV_Thief_End
|
|
score +1
|
|
goto AI_CV_Thief_End
|
|
|
|
AI_CV_Thief_ScoreDown2:
|
|
score -2
|
|
AI_CV_Thief_End:
|
|
end
|
|
|
|
AI_CV_Thief_EncourageItemsToSteal:
|
|
.byte HOLD_EFFECT_CURE_SLP
|
|
.byte HOLD_EFFECT_CURE_STATUS
|
|
.byte HOLD_EFFECT_RESTORE_HP
|
|
.byte HOLD_EFFECT_EVASION_UP
|
|
.byte HOLD_EFFECT_LEFTOVERS
|
|
.byte HOLD_EFFECT_LIGHT_BALL
|
|
.byte HOLD_EFFECT_THICK_CLUB
|
|
.byte -1
|
|
|
|
AI_CV_Curse:
|
|
get_user_type1
|
|
if_equal TYPE_GHOST, AI_CV_Curse4
|
|
get_user_type2
|
|
if_equal TYPE_GHOST, AI_CV_Curse4
|
|
if_stat_level_more_than AI_USER, STAT_DEF, 9, AI_CV_Curse_End
|
|
if_random_less_than 128, AI_CV_Curse2
|
|
score +1
|
|
AI_CV_Curse2:
|
|
if_stat_level_more_than AI_USER, STAT_DEF, 7, AI_CV_Curse_End
|
|
if_random_less_than 128, AI_CV_Curse3
|
|
score +1
|
|
AI_CV_Curse3:
|
|
if_stat_level_more_than AI_USER, STAT_DEF, DEFAULT_STAT_STAGE, AI_CV_Curse_End
|
|
if_random_less_than 128, AI_CV_Curse_End
|
|
score +1
|
|
goto AI_CV_Curse_End
|
|
|
|
AI_CV_Curse4:
|
|
if_hp_more_than AI_USER, 80, AI_CV_Curse_End
|
|
score -1
|
|
AI_CV_Curse_End:
|
|
end
|
|
|
|
AI_CV_Protect:
|
|
get_protect_count AI_USER
|
|
if_more_than 1, AI_CV_Protect_ScoreDown2
|
|
if_status AI_USER, STATUS1_TOXIC_POISON, AI_CV_Protect3
|
|
if_status2 AI_USER, STATUS2_CURSED, AI_CV_Protect3
|
|
if_status3 AI_USER, STATUS3_PERISH_SONG, AI_CV_Protect3
|
|
if_status2 AI_USER, STATUS2_INFATUATION, AI_CV_Protect3
|
|
if_status3 AI_USER, STATUS3_LEECHSEED, AI_CV_Protect3
|
|
if_status3 AI_USER, STATUS3_YAWN, AI_CV_Protect3
|
|
if_has_move_with_effect AI_TARGET, EFFECT_RESTORE_HP, AI_CV_Protect3
|
|
if_has_move_with_effect AI_TARGET, EFFECT_DEFENSE_CURL, AI_CV_Protect3
|
|
if_status AI_TARGET, STATUS1_TOXIC_POISON, AI_CV_Protect_ScoreUp2
|
|
if_status2 AI_TARGET, STATUS2_CURSED, AI_CV_Protect_ScoreUp2
|
|
if_status3 AI_TARGET, STATUS3_PERISH_SONG, AI_CV_Protect_ScoreUp2
|
|
if_status2 AI_TARGET, STATUS2_INFATUATION, AI_CV_Protect_ScoreUp2
|
|
if_status3 AI_TARGET, STATUS3_LEECHSEED, AI_CV_Protect_ScoreUp2
|
|
if_status3 AI_TARGET, STATUS3_YAWN, AI_CV_Protect_ScoreUp2
|
|
get_last_used_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_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
|
|
|
|
@ BUG: Foresight is only encouraged if the user is Ghost type or
|
|
@ has high evasion, but should check target instead
|
|
AI_CV_Foresight:
|
|
.ifdef BUGFIX
|
|
get_target_type1
|
|
if_equal TYPE_GHOST, AI_CV_Foresight2
|
|
get_target_type2
|
|
if_equal TYPE_GHOST, AI_CV_Foresight2
|
|
if_stat_level_more_than AI_TARGET, STAT_EVASION, 8, AI_CV_Foresight3
|
|
.else
|
|
get_user_type1
|
|
if_equal TYPE_GHOST, AI_CV_Foresight2
|
|
get_user_type2
|
|
if_equal TYPE_GHOST, AI_CV_Foresight2
|
|
if_stat_level_more_than AI_USER, STAT_EVASION, 8, AI_CV_Foresight3
|
|
.endif
|
|
score -2
|
|
goto AI_CV_Foresight_End
|
|
|
|
AI_CV_Foresight2:
|
|
if_random_less_than 80, AI_CV_Foresight_End
|
|
AI_CV_Foresight3:
|
|
if_random_less_than 80, AI_CV_Foresight_End
|
|
score +2
|
|
AI_CV_Foresight_End:
|
|
end
|
|
|
|
AI_CV_Endure:
|
|
if_hp_less_than AI_USER, 4, AI_CV_Endure2
|
|
if_hp_less_than AI_USER, 35, AI_CV_Endure3
|
|
AI_CV_Endure2:
|
|
score -1
|
|
goto AI_CV_Endure_End
|
|
|
|
AI_CV_Endure3:
|
|
if_random_less_than 70, AI_CV_Endure_End
|
|
score +1
|
|
AI_CV_Endure_End:
|
|
end
|
|
|
|
AI_CV_BatonPass:
|
|
if_stat_level_more_than AI_USER, STAT_ATK, 8, AI_CV_BatonPass2
|
|
if_stat_level_more_than AI_USER, STAT_DEF, 8, AI_CV_BatonPass2
|
|
if_stat_level_more_than AI_USER, STAT_SPATK, 8, AI_CV_BatonPass2
|
|
if_stat_level_more_than AI_USER, STAT_SPDEF, 8, AI_CV_BatonPass2
|
|
if_stat_level_more_than AI_USER, STAT_EVASION, 8, AI_CV_BatonPass2
|
|
goto AI_CV_BatonPass5
|
|
|
|
AI_CV_BatonPass2:
|
|
if_target_faster AI_CV_BatonPass3
|
|
if_hp_more_than AI_USER, 60, AI_CV_BatonPass_End
|
|
goto AI_CV_BatonPass4
|
|
|
|
AI_CV_BatonPass3:
|
|
if_hp_more_than AI_USER, 70, AI_CV_BatonPass_End
|
|
AI_CV_BatonPass4:
|
|
if_random_less_than 80, AI_CV_BatonPass_End
|
|
score +2
|
|
goto AI_CV_BatonPass_End
|
|
|
|
AI_CV_BatonPass5:
|
|
if_stat_level_more_than AI_USER, STAT_ATK, 7, AI_CV_BatonPass7
|
|
if_stat_level_more_than AI_USER, STAT_DEF, 7, AI_CV_BatonPass7
|
|
if_stat_level_more_than AI_USER, STAT_SPATK, 7, AI_CV_BatonPass7
|
|
if_stat_level_more_than AI_USER, STAT_SPDEF, 7, AI_CV_BatonPass7
|
|
if_stat_level_more_than AI_USER, STAT_EVASION, 7, AI_CV_BatonPass7
|
|
goto AI_CV_BatonPass_ScoreDown2
|
|
|
|
AI_CV_BatonPass7:
|
|
if_target_faster AI_CV_BatonPass8
|
|
if_hp_more_than AI_USER, 60, AI_CV_BatonPass_ScoreDown2
|
|
goto AI_CV_BatonPass_End
|
|
|
|
AI_CV_BatonPass8:
|
|
if_hp_less_than AI_USER, 70, AI_CV_BatonPass_End
|
|
AI_CV_BatonPass_ScoreDown2:
|
|
score -2
|
|
AI_CV_BatonPass_End:
|
|
end
|
|
|
|
AI_CV_Pursuit:
|
|
is_first_turn_for AI_USER
|
|
if_not_equal 0, AI_CV_Pursuit_End
|
|
get_target_type1
|
|
if_equal TYPE_GHOST, AI_CV_Pursuit2
|
|
get_target_type1
|
|
if_equal TYPE_PSYCHIC, AI_CV_Pursuit2
|
|
get_target_type2
|
|
if_equal TYPE_GHOST, AI_CV_Pursuit2
|
|
get_target_type2
|
|
if_equal TYPE_PSYCHIC, AI_CV_Pursuit2
|
|
goto AI_CV_Pursuit_End
|
|
|
|
AI_CV_Pursuit2:
|
|
if_random_less_than 128, AI_CV_Pursuit_End
|
|
score +1
|
|
AI_CV_Pursuit_End:
|
|
end
|
|
|
|
AI_CV_RainDance:
|
|
if_user_faster AI_CV_RainDance2
|
|
get_ability AI_USER
|
|
if_equal ABILITY_SWIFT_SWIM, AI_CV_RainDance3
|
|
AI_CV_RainDance2:
|
|
if_hp_less_than AI_USER, 40, AI_CV_RainDance_ScoreDown1
|
|
get_weather
|
|
if_equal AI_WEATHER_HAIL, AI_CV_RainDance3
|
|
if_equal AI_WEATHER_SUN, AI_CV_RainDance3
|
|
if_equal AI_WEATHER_SANDSTORM, AI_CV_RainDance3
|
|
get_ability AI_USER
|
|
if_equal ABILITY_RAIN_DISH, AI_CV_RainDance3
|
|
goto AI_CV_RainDance_End
|
|
|
|
AI_CV_RainDance3:
|
|
score +1
|
|
goto AI_CV_RainDance_End
|
|
|
|
AI_CV_RainDance_ScoreDown1:
|
|
score -1
|
|
AI_CV_RainDance_End:
|
|
end
|
|
|
|
AI_CV_SunnyDay:
|
|
if_hp_less_than AI_USER, 40, AI_CV_SunnyDay_ScoreDown1
|
|
get_weather
|
|
if_equal AI_WEATHER_HAIL, AI_CV_SunnyDay2
|
|
if_equal AI_WEATHER_RAIN, AI_CV_SunnyDay2
|
|
if_equal AI_WEATHER_SANDSTORM, AI_CV_SunnyDay2
|
|
goto AI_CV_SunnyDay_End
|
|
|
|
AI_CV_SunnyDay2:
|
|
score +1
|
|
goto AI_CV_SunnyDay_End
|
|
|
|
AI_CV_SunnyDay_ScoreDown1:
|
|
score -1
|
|
AI_CV_SunnyDay_End:
|
|
end
|
|
|
|
AI_CV_BellyDrum:
|
|
if_hp_less_than AI_USER, 90, AI_CV_BellyDrum_ScoreDown2
|
|
goto AI_CV_BellyDrum_End
|
|
|
|
AI_CV_BellyDrum_ScoreDown2:
|
|
score -2
|
|
AI_CV_BellyDrum_End:
|
|
end
|
|
|
|
AI_CV_PsychUp:
|
|
if_stat_level_more_than AI_TARGET, STAT_ATK, 8, AI_CV_PsychUp2
|
|
if_stat_level_more_than AI_TARGET, STAT_DEF, 8, AI_CV_PsychUp2
|
|
if_stat_level_more_than AI_TARGET, STAT_SPATK, 8, AI_CV_PsychUp2
|
|
if_stat_level_more_than AI_TARGET, STAT_SPDEF, 8, AI_CV_PsychUp2
|
|
if_stat_level_more_than AI_TARGET, STAT_EVASION, 8, AI_CV_PsychUp2
|
|
goto AI_CV_PsychUp_ScoreDown2
|
|
|
|
AI_CV_PsychUp2:
|
|
if_stat_level_less_than AI_USER, STAT_ATK, 7, AI_CV_PsychUp3
|
|
if_stat_level_less_than AI_USER, STAT_DEF, 7, AI_CV_PsychUp3
|
|
if_stat_level_less_than AI_USER, STAT_SPATK, 7, AI_CV_PsychUp3
|
|
if_stat_level_less_than AI_USER, STAT_SPDEF, 7, AI_CV_PsychUp3
|
|
if_stat_level_less_than AI_USER, STAT_EVASION, 7, AI_CV_PsychUp_ScoreUp1
|
|
if_random_less_than 50, AI_CV_PsychUp_End
|
|
goto AI_CV_PsychUp_ScoreDown2
|
|
|
|
AI_CV_PsychUp_ScoreUp1:
|
|
score +1
|
|
AI_CV_PsychUp3:
|
|
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_type_from_result
|
|
if_not_in_bytes AI_CV_MirrorCoat_SpecialTypeList, AI_CV_MirrorCoat_ScoreDown1
|
|
if_random_less_than 100, AI_CV_MirrorCoat_End
|
|
score +1
|
|
goto AI_CV_MirrorCoat_End
|
|
|
|
AI_CV_MirrorCoat5:
|
|
if_target_not_taunted AI_CV_MirrorCoat6
|
|
if_random_less_than 100, AI_CV_MirrorCoat6
|
|
score +1
|
|
AI_CV_MirrorCoat6:
|
|
get_target_type1
|
|
if_in_bytes AI_CV_MirrorCoat_SpecialTypeList, AI_CV_MirrorCoat_End
|
|
get_target_type2
|
|
if_in_bytes AI_CV_MirrorCoat_SpecialTypeList, AI_CV_MirrorCoat_End
|
|
if_random_less_than 50, AI_CV_MirrorCoat_End
|
|
AI_CV_MirrorCoat_ScoreUp4:
|
|
if_random_less_than 100, AI_CV_MirrorCoat_ScoreUp4_End
|
|
score +4
|
|
AI_CV_MirrorCoat_ScoreUp4_End:
|
|
end
|
|
|
|
AI_CV_MirrorCoat_ScoreDown1:
|
|
score -1
|
|
AI_CV_MirrorCoat_End:
|
|
end
|
|
|
|
AI_CV_MirrorCoat_SpecialTypeList:
|
|
.byte TYPE_FIRE
|
|
.byte TYPE_WATER
|
|
.byte TYPE_GRASS
|
|
.byte TYPE_ELECTRIC
|
|
.byte TYPE_PSYCHIC
|
|
.byte TYPE_ICE
|
|
.byte TYPE_DRAGON
|
|
.byte TYPE_DARK
|
|
.byte -1
|
|
|
|
AI_CV_ChargeUpMove:
|
|
if_type_effectiveness AI_EFFECTIVENESS_x0_25, AI_CV_ChargeUpMove_ScoreDown2
|
|
if_type_effectiveness AI_EFFECTIVENESS_x0_5, AI_CV_ChargeUpMove_ScoreDown2
|
|
if_has_move_with_effect AI_TARGET, EFFECT_PROTECT, AI_CV_ChargeUpMove_ScoreDown2
|
|
if_hp_more_than AI_USER, 38, AI_CV_ChargeUpMove_End
|
|
score -1
|
|
goto AI_CV_ChargeUpMove_End
|
|
|
|
AI_CV_ChargeUpMove_ScoreDown2:
|
|
score -2
|
|
AI_CV_ChargeUpMove_End:
|
|
end
|
|
|
|
AI_CV_SemiInvulnerable:
|
|
if_doesnt_have_move_with_effect AI_TARGET, EFFECT_PROTECT, AI_CV_SemiInvulnerable2
|
|
score -1
|
|
goto AI_CV_SemiInvulnerable_End
|
|
|
|
@ BUG: The scripts for checking type-resistance to weather for semi-invulnerable moves are swapped
|
|
@ The result is that the AI is encouraged to stall while taking damage from weather
|
|
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
|
|
.ifdef BUGFIX
|
|
if_equal AI_WEATHER_HAIL, AI_CV_SemiInvulnerable_CheckIceType
|
|
if_equal AI_WEATHER_SANDSTORM, AI_CV_SemiInvulnerable_CheckSandstormTypes
|
|
.else
|
|
if_equal AI_WEATHER_HAIL, AI_CV_SemiInvulnerable_CheckSandstormTypes
|
|
if_equal AI_WEATHER_SANDSTORM, AI_CV_SemiInvulnerable_CheckIceType
|
|
.endif
|
|
goto AI_CV_SemiInvulnerable5
|
|
|
|
AI_CV_SemiInvulnerable_CheckSandstormTypes:
|
|
get_user_type1
|
|
if_in_bytes AI_CV_SandstormResistantTypes, AI_CV_SemiInvulnerable_TryEncourage
|
|
get_user_type2
|
|
if_in_bytes AI_CV_SandstormResistantTypes, AI_CV_SemiInvulnerable_TryEncourage
|
|
goto AI_CV_SemiInvulnerable5
|
|
|
|
AI_CV_SemiInvulnerable_CheckIceType:
|
|
get_user_type1
|
|
if_equal TYPE_ICE, AI_CV_SemiInvulnerable_TryEncourage
|
|
get_user_type2
|
|
if_equal TYPE_ICE, AI_CV_SemiInvulnerable_TryEncourage
|
|
AI_CV_SemiInvulnerable5:
|
|
if_target_faster AI_CV_SemiInvulnerable_End
|
|
get_last_used_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_CV_FakeOut:
|
|
score +2
|
|
end
|
|
|
|
AI_CV_SpitUp:
|
|
get_stockpile_count AI_USER
|
|
if_less_than 2, AI_CV_SpitUp_End
|
|
if_random_less_than 80, AI_CV_SpitUp_End
|
|
score +2
|
|
AI_CV_SpitUp_End:
|
|
end
|
|
|
|
AI_CV_Hail:
|
|
if_hp_less_than AI_USER, 40, AI_CV_Hail_ScoreDown1
|
|
get_weather
|
|
if_equal AI_WEATHER_SUN, AI_CV_Hail2
|
|
if_equal AI_WEATHER_RAIN, AI_CV_Hail2
|
|
if_equal AI_WEATHER_SANDSTORM, AI_CV_Hail2
|
|
goto AI_CV_Hail_End
|
|
|
|
AI_CV_Hail2:
|
|
score +1
|
|
goto AI_CV_Hail_End
|
|
|
|
AI_CV_Hail_ScoreDown1:
|
|
score -1
|
|
AI_CV_Hail_End:
|
|
end
|
|
|
|
@ BUG: Facade score is increased if the target is statused, but should be if the user is
|
|
AI_CV_Facade:
|
|
.ifdef BUGFIX
|
|
if_not_status AI_USER, STATUS1_POISON | STATUS1_BURN | STATUS1_PARALYSIS | STATUS1_TOXIC_POISON, AI_CV_Facade_End
|
|
.else
|
|
if_not_status AI_TARGET, STATUS1_POISON | STATUS1_BURN | STATUS1_PARALYSIS | STATUS1_TOXIC_POISON, AI_CV_Facade_End
|
|
.endif
|
|
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 FALSE, 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 TRUE, 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_TryToEncourageQuickAttack
|
|
get_how_powerful_move_is
|
|
if_equal MOVE_NOT_MOST_POWERFUL, Score_Minus1
|
|
if_type_effectiveness AI_EFFECTIVENESS_x4, AI_TryToFaint_DoubleSuperEffective
|
|
end
|
|
|
|
AI_TryToFaint_DoubleSuperEffective:
|
|
if_random_less_than 80, AI_TryToFaint_End
|
|
score +2
|
|
end
|
|
|
|
AI_TryToFaint_TryToEncourageQuickAttack:
|
|
if_effect EFFECT_EXPLOSION, AI_TryToFaint_End
|
|
if_not_effect EFFECT_QUICK_ATTACK, AI_TryToFaint_ScoreUp4
|
|
score +2
|
|
AI_TryToFaint_ScoreUp4:
|
|
score +4
|
|
AI_TryToFaint_End:
|
|
end
|
|
|
|
AI_SetupFirstTurn:
|
|
if_target_is_ally AI_Ret
|
|
get_turn_count
|
|
if_not_equal 0, AI_SetupFirstTurn_End
|
|
get_considered_move_effect
|
|
if_not_in_bytes AI_SetupFirstTurn_SetupEffectsToEncourage, AI_SetupFirstTurn_End
|
|
if_random_less_than 80, AI_SetupFirstTurn_End
|
|
score +2
|
|
AI_SetupFirstTurn_End:
|
|
end
|
|
|
|
AI_SetupFirstTurn_SetupEffectsToEncourage:
|
|
.byte EFFECT_ATTACK_UP
|
|
.byte EFFECT_DEFENSE_UP
|
|
.byte EFFECT_SPEED_UP
|
|
.byte EFFECT_SPECIAL_ATTACK_UP
|
|
.byte EFFECT_SPECIAL_DEFENSE_UP
|
|
.byte EFFECT_ACCURACY_UP
|
|
.byte EFFECT_EVASION_UP
|
|
.byte EFFECT_ATTACK_DOWN
|
|
.byte EFFECT_DEFENSE_DOWN
|
|
.byte EFFECT_SPEED_DOWN
|
|
.byte EFFECT_SPECIAL_ATTACK_DOWN
|
|
.byte EFFECT_SPECIAL_DEFENSE_DOWN
|
|
.byte EFFECT_ACCURACY_DOWN
|
|
.byte EFFECT_EVASION_DOWN
|
|
.byte EFFECT_CONVERSION
|
|
.byte EFFECT_LIGHT_SCREEN
|
|
.byte EFFECT_SPECIAL_DEFENSE_UP_2
|
|
.byte EFFECT_FOCUS_ENERGY
|
|
.byte EFFECT_CONFUSE
|
|
.byte EFFECT_ATTACK_UP_2
|
|
.byte EFFECT_DEFENSE_UP_2
|
|
.byte EFFECT_SPEED_UP_2
|
|
.byte EFFECT_SPECIAL_ATTACK_UP_2
|
|
.byte EFFECT_SPECIAL_DEFENSE_UP_2
|
|
.byte EFFECT_ACCURACY_UP_2
|
|
.byte EFFECT_EVASION_UP_2
|
|
.byte EFFECT_ATTACK_DOWN_2
|
|
.byte EFFECT_DEFENSE_DOWN_2
|
|
.byte EFFECT_SPEED_DOWN_2
|
|
.byte EFFECT_SPECIAL_ATTACK_DOWN_2
|
|
.byte EFFECT_SPECIAL_DEFENSE_DOWN_2
|
|
.byte EFFECT_ACCURACY_DOWN_2
|
|
.byte EFFECT_EVASION_DOWN_2
|
|
.byte EFFECT_REFLECT
|
|
.byte EFFECT_POISON
|
|
.byte EFFECT_PARALYZE
|
|
.byte EFFECT_SUBSTITUTE
|
|
.byte EFFECT_LEECH_SEED
|
|
.byte EFFECT_MINIMIZE
|
|
.byte EFFECT_CURSE
|
|
.byte EFFECT_SWAGGER
|
|
.byte EFFECT_CAMOUFLAGE
|
|
.byte EFFECT_YAWN
|
|
.byte EFFECT_DEFENSE_CURL
|
|
.byte EFFECT_TORMENT
|
|
.byte EFFECT_FLATTER
|
|
.byte EFFECT_WILL_O_WISP
|
|
.byte EFFECT_INGRAIN
|
|
.byte EFFECT_IMPRISON
|
|
.byte EFFECT_TEETER_DANCE
|
|
.byte EFFECT_TICKLE
|
|
.byte EFFECT_COSMIC_POWER
|
|
.byte EFFECT_BULK_UP
|
|
.byte EFFECT_CALM_MIND
|
|
.byte EFFECT_CAMOUFLAGE
|
|
.byte -1
|
|
|
|
@ ~60% chance to prefer moves that do 0 or 1 damage, or are in sIgnoredPowerfulMoveEffects
|
|
@ Oddly this group includes moves like Explosion and Eruption, so the AI strategy isn't very coherent
|
|
AI_PreferPowerExtremes:
|
|
if_target_is_ally AI_Ret
|
|
get_how_powerful_move_is
|
|
if_not_equal MOVE_POWER_OTHER, AI_PreferPowerExtremes_End
|
|
if_random_less_than 100, AI_PreferPowerExtremes_End
|
|
score +2
|
|
AI_PreferPowerExtremes_End:
|
|
end
|
|
|
|
AI_Risky:
|
|
if_target_is_ally AI_Ret
|
|
get_considered_move_effect
|
|
if_not_in_bytes AI_Risky_EffectsToEncourage, AI_Risky_End
|
|
if_random_less_than 128, AI_Risky_End
|
|
score +2
|
|
AI_Risky_End:
|
|
end
|
|
|
|
AI_Risky_EffectsToEncourage:
|
|
.byte EFFECT_SLEEP
|
|
.byte EFFECT_EXPLOSION
|
|
.byte EFFECT_MIRROR_MOVE
|
|
.byte EFFECT_OHKO
|
|
.byte EFFECT_HIGH_CRITICAL
|
|
.byte EFFECT_CONFUSE
|
|
.byte EFFECT_METRONOME
|
|
.byte EFFECT_PSYWAVE
|
|
.byte EFFECT_COUNTER
|
|
.byte EFFECT_DESTINY_BOND
|
|
.byte EFFECT_SWAGGER
|
|
.byte EFFECT_ATTRACT
|
|
.byte EFFECT_PRESENT
|
|
.byte EFFECT_ALL_STATS_UP_HIT
|
|
.byte EFFECT_BELLY_DRUM
|
|
.byte EFFECT_MIRROR_COAT
|
|
.byte EFFECT_FOCUS_PUNCH
|
|
.byte EFFECT_REVENGE
|
|
.byte EFFECT_TEETER_DANCE
|
|
.byte -1
|
|
|
|
AI_PreferBatonPass:
|
|
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_OTHER, AI_PreferBatonPassEnd
|
|
if_has_move_with_effect AI_USER, EFFECT_BATON_PASS, AI_PreferBatonPass_GoForBatonPass
|
|
if_random_less_than 80, AI_Risky_End
|
|
AI_PreferBatonPass_GoForBatonPass:
|
|
if_move MOVE_SWORDS_DANCE, AI_PreferBatonPass2
|
|
if_move MOVE_DRAGON_DANCE, AI_PreferBatonPass2
|
|
if_move MOVE_CALM_MIND, AI_PreferBatonPass2
|
|
if_effect EFFECT_PROTECT, AI_PreferBatonPass_End
|
|
if_move MOVE_BATON_PASS, AI_PreferBatonPass_EncourageIfHighStats
|
|
if_random_less_than 20, AI_Risky_End
|
|
score +3
|
|
AI_PreferBatonPass2:
|
|
get_turn_count
|
|
if_equal 0, Score_Plus5
|
|
if_hp_less_than AI_USER, 60, Score_Minus10
|
|
goto Score_Plus1
|
|
|
|
AI_PreferBatonPass_End:
|
|
get_last_used_bank_move AI_USER
|
|
if_in_hwords sMovesTable_ProtectMoves, Score_Minus2
|
|
score +2
|
|
end
|
|
|
|
sMovesTable_ProtectMoves:
|
|
.2byte MOVE_PROTECT
|
|
.2byte MOVE_DETECT
|
|
.2byte -1
|
|
|
|
AI_PreferBatonPass_EncourageIfHighStats:
|
|
get_turn_count
|
|
if_equal 0, Score_Minus2
|
|
if_stat_level_more_than AI_USER, STAT_ATK, 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_DoubleBattle:
|
|
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_OTHER, 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_OTHER, Score_Minus5
|
|
score +1
|
|
if_equal MOVE_MOST_POWERFUL, 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_OTHER, AI_TryStatusMoveOnAlly
|
|
get_curr_move_type
|
|
if_equal TYPE_FIRE, AI_TryFireMoveOnAlly
|
|
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_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_holds_item AI_TARGET, ITEM_PERSIM_BERRY, 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
|
|
|
|
Score_Minus30_:
|
|
score -30
|
|
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_bytes AI_HPAware_DiscouragedEffectsWhenHighHP, AI_HPAware_TryToDiscourage
|
|
goto AI_HPAware_ConsiderTarget
|
|
|
|
AI_HPAware_UserHasMediumHP:
|
|
get_considered_move_effect
|
|
if_in_bytes AI_HPAware_DiscouragedEffectsWhenMediumHP, AI_HPAware_TryToDiscourage
|
|
goto AI_HPAware_ConsiderTarget
|
|
|
|
AI_HPAware_TryToDiscourage:
|
|
if_random_less_than 50, AI_HPAware_ConsiderTarget
|
|
score -2
|
|
AI_HPAware_ConsiderTarget:
|
|
if_hp_more_than AI_TARGET, 70, AI_HPAware_TargetHasHighHP
|
|
if_hp_more_than AI_TARGET, 30, AI_HPAware_TargetHasMediumHP
|
|
get_considered_move_effect
|
|
if_in_bytes AI_HPAware_DiscouragedEffectsWhenTargetLowHP, AI_HPAware_TargetTryToDiscourage
|
|
goto AI_HPAware_End
|
|
|
|
AI_HPAware_TargetHasHighHP:
|
|
get_considered_move_effect
|
|
if_in_bytes AI_HPAware_DiscouragedEffectsWhenTargetHighHP, AI_HPAware_TargetTryToDiscourage
|
|
goto AI_HPAware_End
|
|
|
|
AI_HPAware_TargetHasMediumHP:
|
|
get_considered_move_effect
|
|
if_in_bytes AI_HPAware_DiscouragedEffectsWhenTargetMediumHP, AI_HPAware_TargetTryToDiscourage
|
|
goto AI_HPAware_End
|
|
|
|
AI_HPAware_TargetTryToDiscourage:
|
|
if_random_less_than 50, AI_HPAware_End
|
|
score -2
|
|
AI_HPAware_End:
|
|
end
|
|
|
|
AI_HPAware_DiscouragedEffectsWhenHighHP:
|
|
.byte EFFECT_EXPLOSION
|
|
.byte EFFECT_RESTORE_HP
|
|
.byte EFFECT_REST
|
|
.byte EFFECT_DESTINY_BOND
|
|
.byte EFFECT_FLAIL
|
|
.byte EFFECT_ENDURE
|
|
.byte EFFECT_MORNING_SUN
|
|
.byte EFFECT_SYNTHESIS
|
|
.byte EFFECT_MOONLIGHT
|
|
.byte EFFECT_SOFTBOILED
|
|
.byte EFFECT_MEMENTO
|
|
.byte EFFECT_GRUDGE
|
|
.byte EFFECT_OVERHEAT
|
|
.byte -1
|
|
|
|
AI_HPAware_DiscouragedEffectsWhenMediumHP:
|
|
.byte EFFECT_EXPLOSION
|
|
.byte EFFECT_ATTACK_UP
|
|
.byte EFFECT_DEFENSE_UP
|
|
.byte EFFECT_SPEED_UP
|
|
.byte EFFECT_SPECIAL_ATTACK_UP
|
|
.byte EFFECT_SPECIAL_DEFENSE_UP
|
|
.byte EFFECT_ACCURACY_UP
|
|
.byte EFFECT_EVASION_UP
|
|
.byte EFFECT_ATTACK_DOWN
|
|
.byte EFFECT_DEFENSE_DOWN
|
|
.byte EFFECT_SPEED_DOWN
|
|
.byte EFFECT_SPECIAL_ATTACK_DOWN
|
|
.byte EFFECT_SPECIAL_DEFENSE_DOWN
|
|
.byte EFFECT_ACCURACY_DOWN
|
|
.byte EFFECT_EVASION_DOWN
|
|
.byte EFFECT_BIDE
|
|
.byte EFFECT_CONVERSION
|
|
.byte EFFECT_LIGHT_SCREEN
|
|
.byte EFFECT_MIST
|
|
.byte EFFECT_FOCUS_ENERGY
|
|
.byte EFFECT_ATTACK_UP_2
|
|
.byte EFFECT_DEFENSE_UP_2
|
|
.byte EFFECT_SPEED_UP_2
|
|
.byte EFFECT_SPECIAL_ATTACK_UP_2
|
|
.byte EFFECT_SPECIAL_DEFENSE_UP_2
|
|
.byte EFFECT_ACCURACY_UP_2
|
|
.byte EFFECT_EVASION_UP_2
|
|
.byte EFFECT_ATTACK_DOWN_2
|
|
.byte EFFECT_DEFENSE_DOWN_2
|
|
.byte EFFECT_SPEED_DOWN_2
|
|
.byte EFFECT_SPECIAL_ATTACK_DOWN_2
|
|
.byte EFFECT_SPECIAL_DEFENSE_DOWN_2
|
|
.byte EFFECT_ACCURACY_DOWN_2
|
|
.byte EFFECT_EVASION_DOWN_2
|
|
.byte EFFECT_CONVERSION_2
|
|
.byte EFFECT_SAFEGUARD
|
|
.byte EFFECT_BELLY_DRUM
|
|
.byte EFFECT_TICKLE
|
|
.byte EFFECT_COSMIC_POWER
|
|
.byte EFFECT_BULK_UP
|
|
.byte EFFECT_CALM_MIND
|
|
.byte EFFECT_DRAGON_DANCE
|
|
.byte -1
|
|
|
|
AI_HPAware_DiscouragedEffectsWhenLowHP:
|
|
.byte EFFECT_ATTACK_UP
|
|
.byte EFFECT_DEFENSE_UP
|
|
.byte EFFECT_SPEED_UP
|
|
.byte EFFECT_SPECIAL_ATTACK_UP
|
|
.byte EFFECT_SPECIAL_DEFENSE_UP
|
|
.byte EFFECT_ACCURACY_UP
|
|
.byte EFFECT_EVASION_UP
|
|
.byte EFFECT_ATTACK_DOWN
|
|
.byte EFFECT_DEFENSE_DOWN
|
|
.byte EFFECT_SPEED_DOWN
|
|
.byte EFFECT_SPECIAL_ATTACK_DOWN
|
|
.byte EFFECT_SPECIAL_DEFENSE_DOWN
|
|
.byte EFFECT_ACCURACY_DOWN
|
|
.byte EFFECT_EVASION_DOWN
|
|
.byte EFFECT_BIDE
|
|
.byte EFFECT_CONVERSION
|
|
.byte EFFECT_LIGHT_SCREEN
|
|
.byte EFFECT_MIST
|
|
.byte EFFECT_FOCUS_ENERGY
|
|
.byte EFFECT_ATTACK_UP_2
|
|
.byte EFFECT_DEFENSE_UP_2
|
|
.byte EFFECT_SPEED_UP_2
|
|
.byte EFFECT_SPECIAL_ATTACK_UP_2
|
|
.byte EFFECT_SPECIAL_DEFENSE_UP_2
|
|
.byte EFFECT_ACCURACY_UP_2
|
|
.byte EFFECT_EVASION_UP_2
|
|
.byte EFFECT_ATTACK_DOWN_2
|
|
.byte EFFECT_DEFENSE_DOWN_2
|
|
.byte EFFECT_SPEED_DOWN_2
|
|
.byte EFFECT_SPECIAL_ATTACK_DOWN_2
|
|
.byte EFFECT_SPECIAL_DEFENSE_DOWN_2
|
|
.byte EFFECT_ACCURACY_DOWN_2
|
|
.byte EFFECT_EVASION_DOWN_2
|
|
.byte EFFECT_RAGE
|
|
.byte EFFECT_CONVERSION_2
|
|
.byte EFFECT_LOCK_ON
|
|
.byte EFFECT_SAFEGUARD
|
|
.byte EFFECT_BELLY_DRUM
|
|
.byte EFFECT_PSYCH_UP
|
|
.byte EFFECT_MIRROR_COAT
|
|
.byte EFFECT_SOLAR_BEAM
|
|
.byte EFFECT_ERUPTION
|
|
.byte EFFECT_TICKLE
|
|
.byte EFFECT_COSMIC_POWER
|
|
.byte EFFECT_BULK_UP
|
|
.byte EFFECT_CALM_MIND
|
|
.byte EFFECT_DRAGON_DANCE
|
|
.byte -1
|
|
|
|
AI_HPAware_DiscouragedEffectsWhenTargetHighHP:
|
|
.byte -1
|
|
|
|
AI_HPAware_DiscouragedEffectsWhenTargetMediumHP:
|
|
.byte EFFECT_ATTACK_UP
|
|
.byte EFFECT_DEFENSE_UP
|
|
.byte EFFECT_SPEED_UP
|
|
.byte EFFECT_SPECIAL_ATTACK_UP
|
|
.byte EFFECT_SPECIAL_DEFENSE_UP
|
|
.byte EFFECT_ACCURACY_UP
|
|
.byte EFFECT_EVASION_UP
|
|
.byte EFFECT_ATTACK_DOWN
|
|
.byte EFFECT_DEFENSE_DOWN
|
|
.byte EFFECT_SPEED_DOWN
|
|
.byte EFFECT_SPECIAL_ATTACK_DOWN
|
|
.byte EFFECT_SPECIAL_DEFENSE_DOWN
|
|
.byte EFFECT_ACCURACY_DOWN
|
|
.byte EFFECT_EVASION_DOWN
|
|
.byte EFFECT_MIST
|
|
.byte EFFECT_FOCUS_ENERGY
|
|
.byte EFFECT_ATTACK_UP_2
|
|
.byte EFFECT_DEFENSE_UP_2
|
|
.byte EFFECT_SPEED_UP_2
|
|
.byte EFFECT_SPECIAL_ATTACK_UP_2
|
|
.byte EFFECT_SPECIAL_DEFENSE_UP_2
|
|
.byte EFFECT_ACCURACY_UP_2
|
|
.byte EFFECT_EVASION_UP_2
|
|
.byte EFFECT_ATTACK_DOWN_2
|
|
.byte EFFECT_DEFENSE_DOWN_2
|
|
.byte EFFECT_SPEED_DOWN_2
|
|
.byte EFFECT_SPECIAL_ATTACK_DOWN_2
|
|
.byte EFFECT_SPECIAL_DEFENSE_DOWN_2
|
|
.byte EFFECT_ACCURACY_DOWN_2
|
|
.byte EFFECT_EVASION_DOWN_2
|
|
.byte EFFECT_POISON
|
|
.byte EFFECT_PAIN_SPLIT
|
|
.byte EFFECT_PERISH_SONG
|
|
.byte EFFECT_SAFEGUARD
|
|
.byte EFFECT_TICKLE
|
|
.byte EFFECT_COSMIC_POWER
|
|
.byte EFFECT_BULK_UP
|
|
.byte EFFECT_CALM_MIND
|
|
.byte EFFECT_DRAGON_DANCE
|
|
.byte -1
|
|
|
|
AI_HPAware_DiscouragedEffectsWhenTargetLowHP:
|
|
.byte EFFECT_SLEEP
|
|
.byte EFFECT_EXPLOSION
|
|
.byte EFFECT_ATTACK_UP
|
|
.byte EFFECT_DEFENSE_UP
|
|
.byte EFFECT_SPEED_UP
|
|
.byte EFFECT_SPECIAL_ATTACK_UP
|
|
.byte EFFECT_SPECIAL_DEFENSE_UP
|
|
.byte EFFECT_ACCURACY_UP
|
|
.byte EFFECT_EVASION_UP
|
|
.byte EFFECT_ATTACK_DOWN
|
|
.byte EFFECT_DEFENSE_DOWN
|
|
.byte EFFECT_SPEED_DOWN
|
|
.byte EFFECT_SPECIAL_ATTACK_DOWN
|
|
.byte EFFECT_SPECIAL_DEFENSE_DOWN
|
|
.byte EFFECT_ACCURACY_DOWN
|
|
.byte EFFECT_EVASION_DOWN
|
|
.byte EFFECT_BIDE
|
|
.byte EFFECT_CONVERSION
|
|
.byte EFFECT_TOXIC
|
|
.byte EFFECT_LIGHT_SCREEN
|
|
.byte EFFECT_OHKO
|
|
.byte EFFECT_SUPER_FANG //Maybe supposed to be EFFECT_RAZOR_WIND
|
|
.byte EFFECT_SUPER_FANG
|
|
.byte EFFECT_MIST
|
|
.byte EFFECT_FOCUS_ENERGY
|
|
.byte EFFECT_CONFUSE
|
|
.byte EFFECT_ATTACK_UP_2
|
|
.byte EFFECT_DEFENSE_UP_2
|
|
.byte EFFECT_SPEED_UP_2
|
|
.byte EFFECT_SPECIAL_ATTACK_UP_2
|
|
.byte EFFECT_SPECIAL_DEFENSE_UP_2
|
|
.byte EFFECT_ACCURACY_UP_2
|
|
.byte EFFECT_EVASION_UP_2
|
|
.byte EFFECT_ATTACK_DOWN_2
|
|
.byte EFFECT_DEFENSE_DOWN_2
|
|
.byte EFFECT_SPEED_DOWN_2
|
|
.byte EFFECT_SPECIAL_ATTACK_DOWN_2
|
|
.byte EFFECT_SPECIAL_DEFENSE_DOWN_2
|
|
.byte EFFECT_ACCURACY_DOWN_2
|
|
.byte EFFECT_EVASION_DOWN_2
|
|
.byte EFFECT_POISON
|
|
.byte EFFECT_PARALYZE
|
|
.byte EFFECT_PAIN_SPLIT
|
|
.byte EFFECT_CONVERSION_2
|
|
.byte EFFECT_LOCK_ON
|
|
.byte EFFECT_SPITE
|
|
.byte EFFECT_PERISH_SONG
|
|
.byte EFFECT_SWAGGER
|
|
.byte EFFECT_FURY_CUTTER
|
|
.byte EFFECT_ATTRACT
|
|
.byte EFFECT_SAFEGUARD
|
|
.byte EFFECT_PSYCH_UP
|
|
.byte EFFECT_MIRROR_COAT
|
|
.byte EFFECT_WILL_O_WISP
|
|
.byte EFFECT_TICKLE
|
|
.byte EFFECT_COSMIC_POWER
|
|
.byte EFFECT_BULK_UP
|
|
.byte EFFECT_CALM_MIND
|
|
.byte EFFECT_DRAGON_DANCE
|
|
.byte -1
|
|
|
|
@ Given the AI_TryOnAlly at the beginning it's possible that this was the start of a more
|
|
@ comprehensive double battle AI script
|
|
AI_TrySunnyDayStart:
|
|
if_target_is_ally AI_TryOnAlly
|
|
if_not_effect EFFECT_SUNNY_DAY, AI_TrySunnyDayStart_End
|
|
.ifndef BUGFIX @ funcResult has not been set in this script yet, below call is nonsense
|
|
if_equal FALSE, AI_TrySunnyDayStart_End
|
|
.endif
|
|
is_first_turn_for AI_USER
|
|
if_equal FALSE, AI_TrySunnyDayStart_End
|
|
score +5
|
|
AI_TrySunnyDayStart_End:
|
|
end
|
|
|
|
AI_Roaming:
|
|
if_status2 AI_USER, STATUS2_WRAPPED, AI_Roaming_End
|
|
if_status2 AI_USER, STATUS2_ESCAPE_PREVENTION, AI_Roaming_End
|
|
get_ability AI_TARGET
|
|
if_equal ABILITY_SHADOW_TAG, AI_Roaming_End
|
|
get_ability AI_USER
|
|
if_equal ABILITY_LEVITATE, AI_Roaming_Flee
|
|
get_ability AI_TARGET
|
|
if_equal ABILITY_ARENA_TRAP, AI_Roaming_End
|
|
AI_Roaming_Flee:
|
|
flee
|
|
|
|
AI_Roaming_End:
|
|
end
|
|
|
|
AI_Safari:
|
|
if_random_safari_flee AI_Safari_Flee
|
|
watch
|
|
|
|
AI_Safari_Flee:
|
|
flee
|
|
|
|
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
|