pokecrystal-board/battle/ai/scoring.asm

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AI_Basic: ; 38591
; Don't do anything redundant:
; -Using status-only moves if the player can't be statused
; -Using moves that fail if they've already been used
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ld hl, Buffer1 - 1
ld de, EnemyMonMoves
ld b, EnemyMonMovesEnd - EnemyMonMoves + 1
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.checkmove
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dec b
ret z
inc hl
ld a, [de]
and a
ret z
inc de
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call AIGetEnemyMove
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ld a, [wEnemyMoveStruct + MOVE_EFFECT]
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ld c, a
; Dismiss moves with special effects if they are
; useless or not a good choice right now.
; For example, healing moves, weather moves, Dream Eater...
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push hl
push de
push bc
callba AI_Redundant
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pop bc
pop de
pop hl
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jr nz, .discourage
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; Dismiss status-only moves if the player can't be statused.
ld a, [wEnemyMoveStruct + MOVE_EFFECT]
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push hl
push de
push bc
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ld hl, .statusonlyeffects
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ld de, 1
call IsInArray
pop bc
pop de
pop hl
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jr nc, .checkmove
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ld a, [BattleMonStatus]
and a
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jr nz, .discourage
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; Dismiss Safeguard if it's already active.
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ld a, [PlayerScreens]
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bit SCREENS_SAFEGUARD, a
jr z, .checkmove
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.discourage
call AIDiscourageMove
jr .checkmove
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; 385db
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.statusonlyeffects
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db EFFECT_SLEEP
db EFFECT_TOXIC
db EFFECT_POISON
db EFFECT_PARALYZE
db $ff
; 385e0
AI_Setup: ; 385e0
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; Use stat-modifying moves on turn 1.
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; 50% chance to greatly encourage stat-up moves during the first turn of enemy's Pokemon.
; 50% chance to greatly encourage stat-down moves during the first turn of player's Pokemon.
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; Almost 90% chance to greatly discourage stat-modifying moves otherwise.
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ld hl, Buffer1 - 1
ld de, EnemyMonMoves
ld b, EnemyMonMovesEnd - EnemyMonMoves + 1
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.checkmove
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dec b
ret z
inc hl
ld a, [de]
and a
ret z
inc de
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call AIGetEnemyMove
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ld a, [wEnemyMoveStruct + MOVE_EFFECT]
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cp EFFECT_ATTACK_UP
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jr c, .checkmove
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cp EFFECT_EVASION_UP + 1
jr c, .statup
; cp EFFECT_ATTACK_DOWN - 1
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jr z, .checkmove
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cp EFFECT_EVASION_DOWN + 1
jr c, .statdown
cp EFFECT_ATTACK_UP_2
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jr c, .checkmove
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cp EFFECT_EVASION_UP_2 + 1
jr c, .statup
; cp EFFECT_ATTACK_DOWN_2 - 1
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jr z, .checkmove
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cp EFFECT_EVASION_DOWN_2 + 1
jr c, .statdown
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jr .checkmove
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.statup
ld a, [EnemyTurnsTaken]
and a
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jr nz, .discourage
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jr .encourage
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.statdown
ld a, [PlayerTurnsTaken]
and a
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jr nz, .discourage
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.encourage
call AI_50_50
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jr c, .checkmove
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dec [hl]
dec [hl]
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jr .checkmove
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.discourage
call Random
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cp 30
jr c, .checkmove
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inc [hl]
inc [hl]
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jr .checkmove
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; 38635
AI_Types: ; 38635
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; Dismiss any move that the player is immune to.
; Encourage super-effective moves.
; Discourage not very effective moves unless
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; all damaging moves are of the same type.
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ld hl, Buffer1 - 1
ld de, EnemyMonMoves
ld b, EnemyMonMovesEnd - EnemyMonMoves + 1
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.checkmove
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dec b
ret z
inc hl
ld a, [de]
and a
ret z
inc de
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call AIGetEnemyMove
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push hl
push bc
push de
ld a, 1
ld [hBattleTurn], a
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callab BattleCheckTypeMatchup
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pop de
pop bc
pop hl
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ld a, [wd265]
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and a
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jr z, .immune
cp 10 ; 1.0
jr z, .checkmove
jr c, .noteffective
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; effective
ld a, [wEnemyMoveStruct + MOVE_POWER]
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and a
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jr z, .checkmove
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dec [hl]
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jr .checkmove
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.noteffective
; Discourage this move if there are any moves
; that do damage of a different type.
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push hl
push de
push bc
ld a, [wEnemyMoveStruct + MOVE_TYPE]
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ld d, a
ld hl, EnemyMonMoves
ld b, EnemyMonMovesEnd - EnemyMonMoves + 1
ld c, 0
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.checkmove2
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dec b
jr z, .asm_38693
ld a, [hli]
and a
jr z, .asm_38693
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call AIGetEnemyMove
ld a, [wEnemyMoveStruct + MOVE_TYPE]
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cp d
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jr z, .checkmove2
ld a, [wEnemyMoveStruct + MOVE_POWER]
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and a
jr nz, .asm_38692
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jr .checkmove2
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.asm_38692
ld c, a
.asm_38693
ld a, c
pop bc
pop de
pop hl
and a
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jr z, .checkmove
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inc [hl]
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jr .checkmove
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.immune
call AIDiscourageMove
jr .checkmove
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; 386a2
AI_Offensive: ; 386a2
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; Greatly discourage non-damaging moves.
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ld hl, Buffer1 - 1
ld de, EnemyMonMoves
ld b, EnemyMonMovesEnd - EnemyMonMoves + 1
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.checkmove
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dec b
ret z
inc hl
ld a, [de]
and a
ret z
inc de
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call AIGetEnemyMove
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ld a, [wEnemyMoveStruct + MOVE_POWER]
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and a
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jr nz, .checkmove
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inc [hl]
inc [hl]
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jr .checkmove
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; 386be
AI_Smart: ; 386be
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; Context-specific scoring.
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ld hl, Buffer1
ld de, EnemyMonMoves
ld b, EnemyMonMovesEnd - EnemyMonMoves + 1
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.checkmove
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dec b
ret z
ld a, [de]
inc de
and a
ret z
push de
push bc
push hl
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call AIGetEnemyMove
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ld a, [wEnemyMoveStruct + MOVE_EFFECT]
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ld hl, .table_386f2
ld de, 3
call IsInArray
inc hl
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jr nc, .nextmove
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ld a, [hli]
ld e, a
ld d, [hl]
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pop hl
push hl
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ld bc, .nextmove
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push bc
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push de
ret
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.nextmove
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pop hl
pop bc
pop de
inc hl
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jr .checkmove
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.table_386f2
dbw EFFECT_SLEEP, AI_Smart_Sleep
dbw EFFECT_LEECH_HIT, AI_Smart_LeechHit
dbw EFFECT_SELFDESTRUCT, AI_Smart_Selfdestruct
dbw EFFECT_DREAM_EATER, AI_Smart_DreamEater
dbw EFFECT_MIRROR_MOVE, AI_Smart_MirrorMove
dbw EFFECT_EVASION_UP, AI_Smart_EvasionUp
dbw EFFECT_ALWAYS_HIT, AI_Smart_AlwaysHit
dbw EFFECT_ACCURACY_DOWN, AI_Smart_AccuracyDown
dbw EFFECT_RESET_STATS, AI_Smart_ResetStats
dbw EFFECT_BIDE, AI_Smart_Bide
dbw EFFECT_FORCE_SWITCH, AI_Smart_ForceSwitch
dbw EFFECT_HEAL, AI_Smart_Heal
dbw EFFECT_TOXIC, AI_Smart_Toxic
dbw EFFECT_LIGHT_SCREEN, AI_Smart_LightScreen
dbw EFFECT_OHKO, AI_Smart_Ohko
dbw EFFECT_RAZOR_WIND, AI_Smart_RazorWind
dbw EFFECT_SUPER_FANG, AI_Smart_SuperFang
dbw EFFECT_TRAP_TARGET, AI_Smart_TrapTarget
dbw EFFECT_UNUSED_2B, AI_Smart_Unused2B
dbw EFFECT_CONFUSE, AI_Smart_Confuse
dbw EFFECT_SP_DEF_UP_2, AI_Smart_SpDefenseUp2
dbw EFFECT_REFLECT, AI_Smart_Reflect
dbw EFFECT_PARALYZE, AI_Smart_Paralyze
dbw EFFECT_SPEED_DOWN_HIT, AI_Smart_SpeedDownHit
dbw EFFECT_SUBSTITUTE, AI_Smart_Substitute
dbw EFFECT_HYPER_BEAM, AI_Smart_HyperBeam
dbw EFFECT_RAGE, AI_Smart_Rage
dbw EFFECT_MIMIC, AI_Smart_Mimic
dbw EFFECT_LEECH_SEED, AI_Smart_LeechSeed
dbw EFFECT_DISABLE, AI_Smart_Disable
dbw EFFECT_COUNTER, AI_Smart_Counter
dbw EFFECT_ENCORE, AI_Smart_Encore
dbw EFFECT_PAIN_SPLIT, AI_Smart_PainSplit
dbw EFFECT_SNORE, AI_Smart_Snore
dbw EFFECT_CONVERSION2, AI_Smart_Conversion2
dbw EFFECT_LOCK_ON, AI_Smart_LockOn
dbw EFFECT_DEFROST_OPPONENT, AI_Smart_DefrostOpponent
dbw EFFECT_SLEEP_TALK, AI_Smart_SleepTalk
dbw EFFECT_DESTINY_BOND, AI_Smart_DestinyBond
dbw EFFECT_REVERSAL, AI_Smart_Reversal
dbw EFFECT_SPITE, AI_Smart_Spite
dbw EFFECT_HEAL_BELL, AI_Smart_HealBell
dbw EFFECT_PRIORITY_HIT, AI_Smart_PriorityHit
dbw EFFECT_THIEF, AI_Smart_Thief
dbw EFFECT_MEAN_LOOK, AI_Smart_MeanLook
dbw EFFECT_NIGHTMARE, AI_Smart_Nightmare
dbw EFFECT_FLAME_WHEEL, AI_Smart_FlameWheel
dbw EFFECT_CURSE, AI_Smart_Curse
dbw EFFECT_PROTECT, AI_Smart_Protect
dbw EFFECT_FORESIGHT, AI_Smart_Foresight
dbw EFFECT_PERISH_SONG, AI_Smart_PerishSong
dbw EFFECT_SANDSTORM, AI_Smart_Sandstorm
dbw EFFECT_ENDURE, AI_Smart_Endure
dbw EFFECT_ROLLOUT, AI_Smart_Rollout
dbw EFFECT_SWAGGER, AI_Smart_Swagger
dbw EFFECT_FURY_CUTTER, AI_Smart_FuryCutter
dbw EFFECT_ATTRACT, AI_Smart_Attract
dbw EFFECT_SAFEGUARD, AI_Smart_Safeguard
dbw EFFECT_MAGNITUDE, AI_Smart_Magnitude
dbw EFFECT_BATON_PASS, AI_Smart_BatonPass
dbw EFFECT_PURSUIT, AI_Smart_Pursuit
dbw EFFECT_RAPID_SPIN, AI_Smart_RapidSpin
dbw EFFECT_MORNING_SUN, AI_Smart_MorningSun
dbw EFFECT_SYNTHESIS, AI_Smart_Synthesis
dbw EFFECT_MOONLIGHT, AI_Smart_Moonlight
dbw EFFECT_HIDDEN_POWER, AI_Smart_HiddenPower
dbw EFFECT_RAIN_DANCE, AI_Smart_RainDance
dbw EFFECT_SUNNY_DAY, AI_Smart_SunnyDay
dbw EFFECT_BELLY_DRUM, AI_Smart_BellyDrum
dbw EFFECT_PSYCH_UP, AI_Smart_PsychUp
dbw EFFECT_MIRROR_COAT, AI_Smart_MirrorCoat
dbw EFFECT_SKULL_BASH, AI_Smart_SkullBash
dbw EFFECT_TWISTER, AI_Smart_Twister
dbw EFFECT_EARTHQUAKE, AI_Smart_Earthquake
dbw EFFECT_FUTURE_SIGHT, AI_Smart_FutureSight
dbw EFFECT_GUST, AI_Smart_Gust
dbw EFFECT_STOMP, AI_Smart_Stomp
dbw EFFECT_SOLARBEAM, AI_Smart_Solarbeam
dbw EFFECT_THUNDER, AI_Smart_Thunder
dbw EFFECT_FLY, AI_Smart_Fly
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db $ff
; 387e3
AI_Smart_Sleep: ; 387e3
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; Greatly encourage sleep inducing moves if the enemy has either Dream Eater or Nightmare.
; 50% chance to greatly encourage sleep inducing moves otherwise.
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ld b, EFFECT_DREAM_EATER
call AIHasMoveEffect
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jr c, .asm_387f0
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ld b, EFFECT_NIGHTMARE
call AIHasMoveEffect
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ret nc
.asm_387f0
call AI_50_50
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ret c
dec [hl]
dec [hl]
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ret
; 387f7
AI_Smart_LeechHit: ; 387f7
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push hl
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ld a, 1
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ld [hBattleTurn], a
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callab BattleCheckTypeMatchup
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pop hl
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; 60% chance to discourage this move if not very effective.
ld a, [wd265]
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cp 10 ; 1.0
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jr c, .asm_38815
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; Do nothing if effectiveness is neutral.
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ret z
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; Do nothing if enemy's HP is full.
call AICheckEnemyMaxHP
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ret c
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; 80% chance to encourage this move otherwise.
call AI_80_20
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ret c
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dec [hl]
ret
.asm_38815
call Random
cp 100
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ret c
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inc [hl]
ret
; 3881d
AI_Smart_LockOn: ; 3881d
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ld a, [PlayerSubStatus5]
bit SUBSTATUS_LOCK_ON, a
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jr nz, .asm_38882
push hl
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call AICheckEnemyQuarterHP
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jr nc, .asm_38877
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call AICheckEnemyHalfHP
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jr c, .asm_38834
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call AICompareSpeed
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jr nc, .asm_38877
.asm_38834
ld a, [PlayerEvaLevel]
cp $a
jr nc, .asm_3887a
cp $8
jr nc, .asm_38875
ld a, [EnemyAccLevel]
cp $5
jr c, .asm_3887a
cp $7
jr c, .asm_38875
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ld hl, EnemyMonMoves
ld c, EnemyMonMovesEnd - EnemyMonMoves + 1
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.asm_3884f
dec c
jr z, .asm_38877
ld a, [hli]
and a
jr z, .asm_38877
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call AIGetEnemyMove
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ld a, [wEnemyMoveStruct + MOVE_ACC]
cp 180
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jr nc, .asm_3884f
ld a, $1
ld [hBattleTurn], a
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push hl
push bc
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callba BattleCheckTypeMatchup
ld a, [wd265]
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cp $a
pop bc
pop hl
jr c, .asm_3884f
.asm_38875
pop hl
ret
.asm_38877
pop hl
inc [hl]
ret
.asm_3887a
pop hl
call AI_50_50
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ret c
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dec [hl]
dec [hl]
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ret
.asm_38882
push hl
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ld hl, Buffer1 - 1
ld de, EnemyMonMoves
ld c, EnemyMonMovesEnd - EnemyMonMoves + 1
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.asm_3888b
inc hl
dec c
jr z, .asm_388a2
ld a, [de]
and a
jr z, .asm_388a2
inc de
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call AIGetEnemyMove
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ld a, [wEnemyMoveStruct + MOVE_ACC]
cp 180
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jr nc, .asm_3888b
dec [hl]
dec [hl]
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jr .asm_3888b
.asm_388a2
pop hl
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jp AIDiscourageMove
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; 388a6
AI_Smart_Selfdestruct: ; 388a6
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; Selfdestruct, Explosion
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; Unless this is the enemy's last Pokemon...
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push hl
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callba FindAliveEnemyMons
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pop hl
jr nc, .asm_388b7
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; ...greatly discourage this move unless this is the player's last Pokemon too.
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push hl
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call AICheckLastPlayerMon
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pop hl
jr nz, .asm_388c6
.asm_388b7
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; Greatly discourage this move if enemy's HP is above 50%.
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call AICheckEnemyHalfHP
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jr c, .asm_388c6
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; Do nothing if enemy's HP is below 25%.
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call AICheckEnemyQuarterHP
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ret nc
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; If enemy's HP is between 25% and 50%,
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; over 90% chance to greatly discourage this move.
call Random
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cp 20
2013-05-05 16:56:17 -07:00
ret c
.asm_388c6
inc [hl]
inc [hl]
inc [hl]
2013-05-05 16:56:17 -07:00
ret
; 388ca
AI_Smart_DreamEater: ; 388ca
2014-10-21 11:44:42 -07:00
; 90% chance to greatly encourage this move.
; The AI_Basic layer will make sure that
2014-10-21 11:44:42 -07:00
; Dream Eater is only used against sleeping targets.
call Random
cp 25
2013-05-05 16:56:17 -07:00
ret c
dec [hl]
dec [hl]
dec [hl]
2013-05-05 16:56:17 -07:00
ret
; 388d4
AI_Smart_EvasionUp: ; 388d4
2014-10-22 05:47:33 -07:00
; Dismiss this move if enemy's evasion can't raise anymore.
2013-05-05 16:56:17 -07:00
ld a, [EnemyEvaLevel]
cp $d
2013-05-06 11:33:19 -07:00
jp nc, AIDiscourageMove
2013-05-05 16:56:17 -07:00
2014-10-22 05:47:33 -07:00
; If enemy's HP is full...
2013-05-06 11:33:19 -07:00
call AICheckEnemyMaxHP
2013-05-05 16:56:17 -07:00
jr nc, .asm_388f2
2014-10-22 05:47:33 -07:00
; ...greatly encourage this move if player is badly poisoned.
2013-05-05 16:56:17 -07:00
ld a, [PlayerSubStatus5]
bit SUBSTATUS_TOXIC, a
2013-05-05 16:56:17 -07:00
jr nz, .asm_388ef
2014-10-22 05:47:33 -07:00
; ...70% chance to greatly encourage this move if player is not badly poisoned.
call Random
2013-05-05 16:56:17 -07:00
cp $b2
jr nc, .asm_38911
.asm_388ef
dec [hl]
dec [hl]
2013-05-05 16:56:17 -07:00
ret
.asm_388f2
2014-10-22 05:47:33 -07:00
; Greatly discourage this move if enemy's HP is below 25%.
2013-05-06 11:33:19 -07:00
call AICheckEnemyQuarterHP
2013-05-05 16:56:17 -07:00
jr nc, .asm_3890f
2014-10-22 05:47:33 -07:00
; If enemy's HP is above 25% but not full, 4% chance to greatly encourage this move.
call Random
2013-05-05 16:56:17 -07:00
cp $a
jr c, .asm_388ef
2014-10-22 05:47:33 -07:00
; If enemy's HP is between 25% and 50%,...
2013-05-06 11:33:19 -07:00
call AICheckEnemyHalfHP
2013-05-05 16:56:17 -07:00
jr nc, .asm_3890a
2014-10-22 05:47:33 -07:00
; If enemy's HP is above 50% but not full, 20% chance to greatly encourage this move.
call AI_80_20
2013-05-05 16:56:17 -07:00
jr c, .asm_388ef
jr .asm_38911
.asm_3890a
2014-10-22 05:47:33 -07:00
; ...50% chance to greatly discourage this move.
call AI_50_50
2013-05-05 16:56:17 -07:00
jr c, .asm_38911
.asm_3890f
inc [hl]
inc [hl]
2013-05-05 16:56:17 -07:00
; 30% chance to end up here if enemy's HP is full and player is not badly poisoned.
2014-10-22 05:47:33 -07:00
; 77% chance to end up here if enemy's HP is above 50% but not full.
; 96% chance to end up here if enemy's HP is between 25% and 50%.
; 100% chance to end up here if enemy's HP is below 25%.
; In other words, we only end up here if the move has not been encouraged or dismissed.
2013-05-05 16:56:17 -07:00
.asm_38911
ld a, [PlayerSubStatus5]
bit SUBSTATUS_TOXIC, a
2013-05-05 16:56:17 -07:00
jr nz, .asm_38938
ld a, [PlayerSubStatus4]
bit SUBSTATUS_LEECH_SEED, a
2013-05-05 16:56:17 -07:00
jr nz, .asm_38941
2014-10-22 05:47:33 -07:00
; Discourage this move if enemy's evasion level is higher than player's accuracy level.
2013-05-05 16:56:17 -07:00
ld a, [EnemyEvaLevel]
ld b, a
ld a, [PlayerAccLevel]
cp b
jr c, .asm_38936
2014-10-22 05:47:33 -07:00
; Greatly encourage this move if the player is in the middle of Fury Cutter or Rollout.
2013-05-05 16:56:17 -07:00
ld a, [PlayerFuryCutterCount]
and a
jr nz, .asm_388ef
ld a, [PlayerSubStatus1]
bit SUBSTATUS_ROLLOUT, a
2013-05-05 16:56:17 -07:00
jr nz, .asm_388ef
.asm_38936
inc [hl]
ret
2014-10-22 05:47:33 -07:00
; Player is badly poisoned.
; 80% chance to greatly encourage this move.
; This would counter any previous discouragement.
2013-05-05 16:56:17 -07:00
.asm_38938
call Random
2013-05-05 16:56:17 -07:00
cp $50
ret c
dec [hl]
dec [hl]
2013-05-05 16:56:17 -07:00
ret
2014-10-22 05:47:33 -07:00
; Player is seeded.
; 50% chance to encourage this move.
; This would partly counter any previous discouragement.
2013-05-05 16:56:17 -07:00
.asm_38941
call AI_50_50
2013-05-05 16:56:17 -07:00
ret c
2013-05-05 16:56:17 -07:00
dec [hl]
ret
; 38947
AI_Smart_AlwaysHit: ; 38947
2014-10-21 05:17:55 -07:00
; 80% chance to greatly encourage this move if either...
2014-10-21 15:28:51 -07:00
; ...enemy's accuracy level has been lowered three or more stages
2013-05-05 16:56:17 -07:00
ld a, [EnemyAccLevel]
cp $5
jr c, .asm_38954
2014-10-21 15:28:51 -07:00
; ...or player's evasion level has been raised three or more stages.
2013-05-05 16:56:17 -07:00
ld a, [PlayerEvaLevel]
cp $a
ret c
.asm_38954
call AI_80_20
2013-05-05 16:56:17 -07:00
ret c
2013-05-05 16:56:17 -07:00
dec [hl]
dec [hl]
2013-05-05 16:56:17 -07:00
ret
; 3895b
AI_Smart_MirrorMove: ; 3895b
2014-10-21 15:28:51 -07:00
; If the player did not use any move last turn...
ld a, [LastPlayerCounterMove]
2013-05-05 16:56:17 -07:00
and a
jr nz, .asm_38968
2014-10-21 15:28:51 -07:00
; ...do nothing if enemy is slower than player
call AICompareSpeed
2013-05-05 16:56:17 -07:00
ret nc
2014-10-21 15:28:51 -07:00
; ...or dismiss this move if enemy is faster than player.
jp AIDiscourageMove
2013-05-05 16:56:17 -07:00
2014-10-21 15:28:51 -07:00
; If the player did use a move last turn...
2013-05-05 16:56:17 -07:00
.asm_38968
push hl
2014-10-21 15:28:51 -07:00
ld hl, UsefulMoves
2013-05-05 23:39:01 -07:00
ld de, 1
2013-05-05 16:56:17 -07:00
call IsInArray
pop hl
2014-10-21 15:28:51 -07:00
; ...do nothing if he didn't use a useful move.
2013-05-05 16:56:17 -07:00
ret nc
2014-10-21 15:28:51 -07:00
; If he did, 50% chance to encourage this move...
call AI_50_50
2013-05-05 16:56:17 -07:00
ret c
2013-05-05 16:56:17 -07:00
dec [hl]
2014-10-21 15:28:51 -07:00
; ...and 90% chance to encourage this move again if the enemy is faster.
2013-05-06 17:51:07 -07:00
call AICompareSpeed
2013-05-05 16:56:17 -07:00
ret nc
call Random
2013-05-05 16:56:17 -07:00
cp $19
ret c
2013-05-05 16:56:17 -07:00
dec [hl]
ret
; 38985
AI_Smart_AccuracyDown: ; 38985
2014-10-22 05:47:33 -07:00
; If player's HP is full...
2013-05-06 11:33:19 -07:00
call AICheckPlayerMaxHP
2013-05-05 16:56:17 -07:00
jr nc, .asm_389a0
; ...and enemy's HP is above 50%...
2013-05-06 11:33:19 -07:00
call AICheckEnemyHalfHP
2013-05-05 16:56:17 -07:00
jr nc, .asm_389a0
; ...greatly encourage this move if player is badly poisoned.
2013-05-05 16:56:17 -07:00
ld a, [PlayerSubStatus5]
bit SUBSTATUS_TOXIC, a
2013-05-05 16:56:17 -07:00
jr nz, .asm_3899d
2014-10-22 05:47:33 -07:00
; ...70% chance to greatly encourage this move if player is not badly poisoned.
call Random
2013-05-05 16:56:17 -07:00
cp $b2
jr nc, .asm_389bf
.asm_3899d
dec [hl]
dec [hl]
2013-05-05 16:56:17 -07:00
ret
.asm_389a0
2014-10-22 05:47:33 -07:00
; Greatly discourage this move if player's HP is below 25%.
2013-05-06 11:33:19 -07:00
call AICheckPlayerQuarterHP
2013-05-05 16:56:17 -07:00
jr nc, .asm_389bd
; If player's HP is above 25% but not full, 4% chance to greatly encourage this move.
call Random
2013-05-05 16:56:17 -07:00
cp $a
jr c, .asm_3899d
; If player's HP is between 25% and 50%,...
2013-05-06 11:33:19 -07:00
call AICheckPlayerHalfHP
2013-05-05 16:56:17 -07:00
jr nc, .asm_389b8
; If player's HP is above 50% but not full, 20% chance to greatly encourage this move.
call AI_80_20
2013-05-05 16:56:17 -07:00
jr c, .asm_3899d
jr .asm_389bf
; ...50% chance to greatly discourage this move.
2013-05-05 16:56:17 -07:00
.asm_389b8
call AI_50_50
2013-05-05 16:56:17 -07:00
jr c, .asm_389bf
.asm_389bd
inc [hl]
inc [hl]
2013-05-05 16:56:17 -07:00
; We only end up here if the move has not been already encouraged.
2013-05-05 16:56:17 -07:00
.asm_389bf
ld a, [PlayerSubStatus5]
bit SUBSTATUS_TOXIC, a
2013-05-05 16:56:17 -07:00
jr nz, .asm_389e6
ld a, [PlayerSubStatus4]
bit SUBSTATUS_LEECH_SEED, a
2013-05-05 16:56:17 -07:00
jr nz, .asm_389ef
; Discourage this move if enemy's evasion level is higher than player's accuracy level.
2013-05-05 16:56:17 -07:00
ld a, [EnemyEvaLevel]
ld b, a
ld a, [PlayerAccLevel]
cp b
jr c, .asm_389e4
; Greatly encourage this move if the player is in the middle of Fury Cutter or Rollout.
2013-05-05 16:56:17 -07:00
ld a, [PlayerFuryCutterCount]
and a
jr nz, .asm_3899d
ld a, [PlayerSubStatus1]
bit SUBSTATUS_ROLLOUT, a
2013-05-05 16:56:17 -07:00
jr nz, .asm_3899d
.asm_389e4
inc [hl]
ret
2014-10-22 05:47:33 -07:00
; Player is badly poisoned.
; 80% chance to greatly encourage this move.
; This would counter any previous discouragement.
2013-05-05 16:56:17 -07:00
.asm_389e6
call Random
2013-05-05 16:56:17 -07:00
cp $50
ret c
dec [hl]
dec [hl]
2013-05-05 16:56:17 -07:00
ret
2014-10-22 05:47:33 -07:00
; Player is seeded.
; 50% chance to encourage this move.
; This would partly counter any previous discouragement.
2013-05-05 16:56:17 -07:00
.asm_389ef
call AI_50_50
2013-05-05 16:56:17 -07:00
ret c
2013-05-05 16:56:17 -07:00
dec [hl]
ret
; 389f5
AI_Smart_ResetStats: ; 389f5
2014-10-22 05:47:33 -07:00
; 85% chance to encourage this move if any of enemy's stat levels is lower than -2.
2013-05-05 16:56:17 -07:00
push hl
ld hl, EnemyAtkLevel
ld c, $8
.asm_389fb
dec c
jr z, .asm_38a05
ld a, [hli]
cp $5
jr c, .asm_38a12
jr .asm_389fb
; 85% chance to encourage this move if any of player's stat levels is higher than +2.
2013-05-05 16:56:17 -07:00
.asm_38a05
ld hl, PlayerAtkLevel
ld c, $8
.asm_38a0a
dec c
jr z, .asm_38a1b
ld a, [hli]
cp $a
jr c, .asm_38a0a
.asm_38a12
pop hl
call Random
2013-05-05 16:56:17 -07:00
cp $28
ret c
dec [hl]
ret
2014-10-22 05:47:33 -07:00
; Discourage this move if neither:
; Any of enemy's stat levels is lower than -2.
; Any of player's stat levels is higher than +2.
2013-05-05 16:56:17 -07:00
.asm_38a1b
pop hl
inc [hl]
ret
; 38a1e
AI_Smart_Bide: ; 38a1e
2014-10-21 11:44:42 -07:00
; 90% chance to discourage this move unless enemy's HP is full.
2014-10-21 05:17:55 -07:00
2013-05-06 11:33:19 -07:00
call AICheckEnemyMaxHP
2013-05-05 16:56:17 -07:00
ret c
call Random
2013-05-05 16:56:17 -07:00
cp $19
ret c
inc [hl]
ret
; 38a2a
AI_Smart_ForceSwitch: ; 38a2a
2014-10-22 08:36:42 -07:00
; Whirlwind, Roar.
; Discourage this move if the player has not shown
2014-10-22 05:47:33 -07:00
; a super-effective move against the enemy.
; Consider player's type(s) if its moves are unknown.
2014-10-22 05:47:33 -07:00
2013-05-05 16:56:17 -07:00
push hl
callab CheckPlayerMoveTypeMatchups
2016-01-12 09:46:18 -08:00
ld a, [wEnemyAISwitchScore]
2014-10-22 08:36:42 -07:00
cp 10 ; neutral
2013-05-05 16:56:17 -07:00
pop hl
ret c
inc [hl]
ret
; 38a3a
AI_Smart_Heal:
AI_Smart_MorningSun:
AI_Smart_Synthesis:
AI_Smart_Moonlight: ; 38a3a
2014-10-21 15:28:51 -07:00
; 90% chance to greatly encourage this move if enemy's HP is below 25%.
; Discourage this move if enemy's HP is higher than 50%.
; Do nothing otherwise.
2013-05-06 11:33:19 -07:00
call AICheckEnemyQuarterHP
2013-05-05 16:56:17 -07:00
jr nc, .asm_38a45
2013-05-06 11:33:19 -07:00
call AICheckEnemyHalfHP
2013-05-05 16:56:17 -07:00
ret nc
inc [hl]
ret
.asm_38a45
call Random
2013-05-05 16:56:17 -07:00
cp $19
ret c
dec [hl]
dec [hl]
2013-05-05 16:56:17 -07:00
ret
; 38a4e
AI_Smart_Toxic:
AI_Smart_LeechSeed: ; 38a4e
2014-10-21 11:44:42 -07:00
; Discourage this move if player's HP is below 50%.
2014-10-21 05:17:55 -07:00
2013-05-06 11:33:19 -07:00
call AICheckPlayerHalfHP
2013-05-05 16:56:17 -07:00
ret c
inc [hl]
ret
; 38a54
AI_Smart_LightScreen:
AI_Smart_Reflect: ; 38a54
2014-10-21 11:44:42 -07:00
; Over 90% chance to discourage this move unless enemy's HP is full.
2013-05-06 11:33:19 -07:00
call AICheckEnemyMaxHP
2013-05-05 16:56:17 -07:00
ret c
call Random
2013-05-05 16:56:17 -07:00
cp $14
ret c
inc [hl]
ret
; 38a60
AI_Smart_Ohko: ; 38a60
2014-10-22 08:36:42 -07:00
; Dismiss this move if player's level is higher than enemy's level.
2014-10-22 14:08:51 -07:00
; Else, discourage this move is player's HP is below 50%.
2014-10-21 15:28:51 -07:00
2013-05-05 16:56:17 -07:00
ld a, [BattleMonLevel]
ld b, a
ld a, [EnemyMonLevel]
cp b
2013-05-06 11:33:19 -07:00
jp c, AIDiscourageMove
call AICheckPlayerHalfHP
2013-05-05 16:56:17 -07:00
ret c
inc [hl]
ret
; 38a71
AI_Smart_TrapTarget: ; 38a71
2014-10-22 08:36:42 -07:00
; Bind, Wrap, Fire Spin, Clamp
2014-10-22 14:08:51 -07:00
; 50% chance to discourage this move if the player is already trapped.
2015-11-08 10:27:26 -08:00
ld a, [wPlayerWrapCount]
2013-05-05 16:56:17 -07:00
and a
jr nz, .asm_38a8b
2014-10-22 14:08:51 -07:00
; 50% chance to greatly encourage this move if player is either
; badly poisoned, in love, identified, stuck in Rollout, or has a Nightmare.
2013-05-05 16:56:17 -07:00
ld a, [PlayerSubStatus5]
2013-05-05 23:39:01 -07:00
bit SUBSTATUS_TOXIC, a
2013-05-05 16:56:17 -07:00
jr nz, .asm_38a91
ld a, [PlayerSubStatus1]
and 1<<SUBSTATUS_IN_LOVE | 1<<SUBSTATUS_ROLLOUT | 1<<SUBSTATUS_IDENTIFIED | 1<<SUBSTATUS_NIGHTMARE
2013-05-05 16:56:17 -07:00
jr nz, .asm_38a91
2014-10-22 14:08:51 -07:00
; Else, 50% chance to greatly encourage this move if it's the player's Pokemon first turn.
2013-05-05 16:56:17 -07:00
ld a, [PlayerTurnsTaken]
and a
jr z, .asm_38a91
2014-10-22 14:08:51 -07:00
; 50% chance to discourage this move otherwise.
2013-05-05 16:56:17 -07:00
.asm_38a8b
call AI_50_50
2013-05-05 16:56:17 -07:00
ret c
inc [hl]
ret
.asm_38a91
2013-05-06 11:33:19 -07:00
call AICheckEnemyQuarterHP
2013-05-05 16:56:17 -07:00
ret nc
call AI_50_50
2013-05-05 16:56:17 -07:00
ret c
dec [hl]
dec [hl]
2013-05-05 16:56:17 -07:00
ret
; 38a9c
AI_Smart_RazorWind:
AI_Smart_Unused2B: ; 38a9c
2013-05-05 16:56:17 -07:00
ld a, [EnemySubStatus1]
2013-05-05 23:39:01 -07:00
bit SUBSTATUS_PERISH, a
2013-05-05 16:56:17 -07:00
jr z, .asm_38aaa
ld a, [EnemyPerishCount]
2013-05-05 23:39:01 -07:00
cp 3
2013-05-05 16:56:17 -07:00
jr c, .asm_38ad3
.asm_38aaa
push hl
ld hl, PlayerUsedMoves
2013-05-05 23:39:01 -07:00
ld c, 4
2013-05-05 16:56:17 -07:00
.asm_38ab0
ld a, [hli]
and a
jr z, .asm_38ac1
2013-05-06 11:33:19 -07:00
call AIGetEnemyMove
2013-05-05 16:56:17 -07:00
ld a, [wEnemyMoveStruct + MOVE_EFFECT]
2013-05-05 23:39:01 -07:00
cp EFFECT_PROTECT
2013-05-05 16:56:17 -07:00
jr z, .asm_38ad5
dec c
jr nz, .asm_38ab0
.asm_38ac1
pop hl
ld a, [EnemySubStatus3]
2013-05-05 23:39:01 -07:00
bit SUBSTATUS_CONFUSED, a
2013-05-05 16:56:17 -07:00
jr nz, .asm_38acd
2013-05-06 11:33:19 -07:00
call AICheckEnemyHalfHP
2013-05-05 16:56:17 -07:00
ret c
.asm_38acd
call Random
2013-05-05 16:56:17 -07:00
cp $c8
ret c
.asm_38ad3
inc [hl]
ret
.asm_38ad5
pop hl
ld a, [hl]
2013-05-05 23:39:01 -07:00
add 6
2013-05-05 16:56:17 -07:00
ld [hl], a
ret
; 38adb
AI_Smart_Confuse: ; 38adb
2014-10-21 15:28:51 -07:00
; 90% chance to discourage this move if player's HP is between 25% and 50%.
2013-05-06 11:33:19 -07:00
call AICheckPlayerHalfHP
2013-05-05 16:56:17 -07:00
ret c
call Random
2013-05-05 16:56:17 -07:00
cp $19
jr c, .asm_38ae7
inc [hl]
2013-05-05 16:56:17 -07:00
.asm_38ae7
2014-10-21 15:28:51 -07:00
; Discourage again if player's HP is below 25%.
2013-05-06 11:33:19 -07:00
call AICheckPlayerQuarterHP
2013-05-05 16:56:17 -07:00
ret c
inc [hl]
ret
; 38aed
AI_Smart_SpDefenseUp2: ; 38aed
2014-10-22 08:36:42 -07:00
; Discourage this move if enemy's HP is lower than 50%.
2013-05-06 11:33:19 -07:00
call AICheckEnemyHalfHP
2013-05-05 16:56:17 -07:00
jr nc, .asm_38b10
2014-10-22 08:36:42 -07:00
; Discourage this move if enemy's special defense level is higher than +3.
2013-05-05 16:56:17 -07:00
ld a, [EnemySDefLevel]
cp $b
jr nc, .asm_38b10
2014-10-22 08:36:42 -07:00
; 80% chance to greatly encourage this move if
; enemy's Special Defense level is lower than +2, and the player is of a special type.
2013-05-05 16:56:17 -07:00
cp $9
ret nc
2013-05-05 23:39:01 -07:00
2013-05-05 16:56:17 -07:00
ld a, [BattleMonType1]
cp SPECIAL
2013-05-05 16:56:17 -07:00
jr nc, .asm_38b09
ld a, [BattleMonType2]
cp SPECIAL
2013-05-05 16:56:17 -07:00
ret c
.asm_38b09
call AI_80_20
2013-05-05 16:56:17 -07:00
ret c
dec [hl]
dec [hl]
2013-05-05 16:56:17 -07:00
ret
.asm_38b10
inc [hl]
ret
; 38b12
AI_Smart_Fly: ; 38b12
2014-10-22 14:08:51 -07:00
; Fly, Dig
2014-10-21 15:28:51 -07:00
; Greatly encourage this move if the player is
; flying or underground, and slower than the enemy.
2013-05-05 16:56:17 -07:00
ld a, [PlayerSubStatus3]
2014-05-05 00:30:51 -07:00
and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND
2013-05-05 16:56:17 -07:00
ret z
2013-05-06 17:51:07 -07:00
call AICompareSpeed
2013-05-05 16:56:17 -07:00
ret nc
2013-05-05 16:56:17 -07:00
dec [hl]
dec [hl]
dec [hl]
2013-05-05 16:56:17 -07:00
ret
; 38b20
AI_Smart_SuperFang: ; 38b20
2014-10-21 15:28:51 -07:00
; Discourage this move if player's HP is below 25%.
2013-05-06 11:33:19 -07:00
call AICheckPlayerQuarterHP
2013-05-05 16:56:17 -07:00
ret c
inc [hl]
ret
; 38b26
AI_Smart_Paralyze: ; 38b26
2014-10-21 15:28:51 -07:00
; 50% chance to discourage this move if player's HP is below 25%.
2013-05-06 11:33:19 -07:00
call AICheckPlayerQuarterHP
2013-05-05 16:56:17 -07:00
jr nc, .asm_38b3a
; 80% chance to greatly encourage this move
; if enemy is slower than player and its HP is above 25%.
2013-05-06 17:51:07 -07:00
call AICompareSpeed
2013-05-05 16:56:17 -07:00
ret c
2013-05-06 11:33:19 -07:00
call AICheckEnemyQuarterHP
2013-05-05 16:56:17 -07:00
ret nc
call AI_80_20
2013-05-05 16:56:17 -07:00
ret c
dec [hl]
dec [hl]
2013-05-05 16:56:17 -07:00
ret
.asm_38b3a
call AI_50_50
2013-05-05 16:56:17 -07:00
ret c
inc [hl]
ret
; 38b40
AI_Smart_SpeedDownHit: ; 38b40
2014-10-22 08:36:42 -07:00
; Icy Wind
; Almost 90% chance to greatly encourage this move if the following conditions all meet:
; Enemy's HP is higher than 25%.
; It's the first turn of player's Pokemon.
; Player is faster than enemy.
ld a, [wEnemyMoveStruct + MOVE_ANIM]
2013-05-06 17:51:07 -07:00
cp ICY_WIND
2013-05-05 16:56:17 -07:00
ret nz
2013-05-06 11:33:19 -07:00
call AICheckEnemyQuarterHP
2013-05-05 16:56:17 -07:00
ret nc
ld a, [PlayerTurnsTaken]
and a
ret nz
2013-05-06 17:51:07 -07:00
call AICompareSpeed
2013-05-05 16:56:17 -07:00
ret c
call Random
2013-05-06 21:58:35 -07:00
cp 30
2013-05-05 16:56:17 -07:00
ret c
dec [hl]
dec [hl]
2013-05-05 16:56:17 -07:00
ret
; 38b5c
AI_Smart_Substitute: ; 38b5c
2014-10-21 15:28:51 -07:00
; Dismiss this move if enemy's HP is below 50%.
2013-05-06 11:33:19 -07:00
call AICheckEnemyHalfHP
2013-05-05 16:56:17 -07:00
ret c
2013-05-06 11:33:19 -07:00
jp AIDiscourageMove
2013-05-05 16:56:17 -07:00
; 38b63
AI_Smart_HyperBeam: ; 38b63
2013-05-06 11:33:19 -07:00
call AICheckEnemyHalfHP
2013-05-05 16:56:17 -07:00
jr c, .asm_38b72
; 50% chance to encourage this move if enemy's HP is below 25%.
2013-05-06 11:33:19 -07:00
call AICheckEnemyQuarterHP
2013-05-05 16:56:17 -07:00
ret c
call AI_50_50
2013-05-05 16:56:17 -07:00
ret c
dec [hl]
ret
.asm_38b72
2014-10-21 15:28:51 -07:00
; If enemy's HP is above 50%, discourage this move at random
call Random
2013-05-06 21:58:35 -07:00
cp 40
2013-05-05 16:56:17 -07:00
ret c
inc [hl]
call AI_50_50
2013-05-05 16:56:17 -07:00
ret c
inc [hl]
ret
; 38b7f
AI_Smart_Rage: ; 38b7f
2013-05-05 16:56:17 -07:00
ld a, [EnemySubStatus4]
bit SUBSTATUS_RAGE, a
2013-05-05 16:56:17 -07:00
jr z, .asm_38b9b
; If enemy's Rage is building, 50% chance to encourage this move.
call AI_50_50
2013-05-05 16:56:17 -07:00
jr c, .asm_38b8c
dec [hl]
; Encourage this move based on Rage's counter.
2013-05-05 16:56:17 -07:00
.asm_38b8c
2015-11-05 16:13:09 -08:00
ld a, [wEnemyRageCounter]
2013-05-05 16:56:17 -07:00
cp $2
ret c
dec [hl]
2015-11-05 16:13:09 -08:00
ld a, [wEnemyRageCounter]
2013-05-05 16:56:17 -07:00
cp $3
ret c
dec [hl]
ret
.asm_38b9b
2014-10-22 08:36:42 -07:00
; If enemy's Rage is not building, discourage this move if enemy's HP is below 50%.
2013-05-06 11:33:19 -07:00
call AICheckEnemyHalfHP
2013-05-05 16:56:17 -07:00
jr nc, .asm_38ba6
2014-10-22 08:36:42 -07:00
; 50% chance to encourage this move otherwise.
call AI_80_20
2013-05-05 16:56:17 -07:00
ret nc
dec [hl]
ret
.asm_38ba6
inc [hl]
ret
; 38ba8
AI_Smart_Mimic: ; 38ba8
ld a, [LastPlayerCounterMove]
2013-05-05 16:56:17 -07:00
and a
jr z, .asm_38be9
2013-05-06 11:33:19 -07:00
call AICheckEnemyHalfHP
2013-05-05 16:56:17 -07:00
jr nc, .asm_38bef
push hl
ld a, [LastPlayerCounterMove]
2013-05-06 11:33:19 -07:00
call AIGetEnemyMove
2013-05-05 16:56:17 -07:00
ld a, $1
ld [hBattleTurn], a
2015-11-06 17:55:16 -08:00
callab BattleCheckTypeMatchup
2013-05-05 16:56:17 -07:00
ld a, [wd265]
2013-05-05 16:56:17 -07:00
cp $a
pop hl
jr c, .asm_38bef
jr z, .asm_38bd4
call AI_50_50
2013-05-05 16:56:17 -07:00
jr c, .asm_38bd4
dec [hl]
.asm_38bd4
ld a, [LastPlayerCounterMove]
2013-05-05 16:56:17 -07:00
push hl
2014-10-21 15:28:51 -07:00
ld hl, UsefulMoves
2013-05-05 23:39:01 -07:00
ld de, 1
2013-05-05 16:56:17 -07:00
call IsInArray
pop hl
ret nc
call AI_50_50
2013-05-05 16:56:17 -07:00
ret c
dec [hl]
ret
.asm_38be9
2013-05-06 17:51:07 -07:00
call AICompareSpeed
2013-05-06 11:33:19 -07:00
jp c, AIDiscourageMove
2013-05-05 16:56:17 -07:00
.asm_38bef
inc [hl]
ret
; 38bf1
AI_Smart_Counter: ; 38bf1
2013-05-05 16:56:17 -07:00
push hl
ld hl, PlayerUsedMoves
2013-05-05 23:39:01 -07:00
ld c, 4
ld b, 0
2013-05-05 16:56:17 -07:00
.asm_38bf9
ld a, [hli]
and a
jr z, .asm_38c0e
2013-05-06 11:33:19 -07:00
call AIGetEnemyMove
2013-05-05 16:56:17 -07:00
ld a, [wEnemyMoveStruct + MOVE_POWER]
2013-05-05 16:56:17 -07:00
and a
jr z, .asm_38c0e
ld a, [wEnemyMoveStruct + MOVE_TYPE]
cp SPECIAL
2013-05-05 16:56:17 -07:00
jr nc, .asm_38c0e
inc b
.asm_38c0e
dec c
jr nz, .asm_38bf9
pop hl
ld a, b
and a
jr z, .asm_38c39
cp $3
jr nc, .asm_38c30
ld a, [LastPlayerCounterMove]
2013-05-05 16:56:17 -07:00
and a
jr z, .asm_38c38
2013-05-06 11:33:19 -07:00
call AIGetEnemyMove
2013-05-05 16:56:17 -07:00
ld a, [wEnemyMoveStruct + MOVE_POWER]
2013-05-05 16:56:17 -07:00
and a
jr z, .asm_38c38
ld a, [wEnemyMoveStruct + MOVE_TYPE]
cp SPECIAL
2013-05-05 16:56:17 -07:00
jr nc, .asm_38c38
.asm_38c30
call Random
2013-05-05 16:56:17 -07:00
cp $64
jr c, .asm_38c38
dec [hl]
.asm_38c38
ret
.asm_38c39
inc [hl]
ret
; 38c3b
AI_Smart_Encore: ; 38c3b
2013-05-06 17:51:07 -07:00
call AICompareSpeed
2013-05-05 16:56:17 -07:00
jr nc, .asm_38c81
ld a, [LastPlayerMove]
and a
2013-05-06 11:33:19 -07:00
jp z, AIDiscourageMove
2013-05-05 16:56:17 -07:00
2013-05-06 11:33:19 -07:00
call AIGetEnemyMove
2013-05-05 16:56:17 -07:00
ld a, [wEnemyMoveStruct + MOVE_POWER]
2013-05-05 16:56:17 -07:00
and a
jr z, .asm_38c68
push hl
ld a, [wEnemyMoveStruct + MOVE_TYPE]
2013-05-05 16:56:17 -07:00
ld hl, EnemyMonType1
2015-11-06 17:55:16 -08:00
predef CheckTypeMatchup
2013-05-05 16:56:17 -07:00
pop hl
ld a, [wd265]
2013-05-05 16:56:17 -07:00
cp $a
jr nc, .asm_38c68
and a
ret nz
jr .asm_38c78
.asm_38c68
push hl
ld a, [LastPlayerCounterMove]
ld hl, .EncoreMoves
2013-05-05 23:39:01 -07:00
ld de, 1
2013-05-05 16:56:17 -07:00
call IsInArray
pop hl
jr nc, .asm_38c81
.asm_38c78
call Random
2013-05-05 16:56:17 -07:00
cp $46
ret c
dec [hl]
dec [hl]
2013-05-05 16:56:17 -07:00
ret
.asm_38c81
inc [hl]
inc [hl]
inc [hl]
2013-05-05 16:56:17 -07:00
ret
.EncoreMoves:
2013-05-05 23:39:01 -07:00
db SWORDS_DANCE
db WHIRLWIND
db LEER
db ROAR
db DISABLE
db MIST
db LEECH_SEED
db GROWTH
db POISONPOWDER
db STRING_SHOT
db MEDITATE
db AGILITY
db TELEPORT
db SCREECH
db HAZE
db FOCUS_ENERGY
db DREAM_EATER
db POISON_GAS
db SPLASH
db SHARPEN
db CONVERSION
db SUPER_FANG
db SUBSTITUTE
db TRIPLE_KICK
db SPIDER_WEB
db MIND_READER
db FLAME_WHEEL
db AEROBLAST
db COTTON_SPORE
db POWDER_SNOW
db $ff
; 38ca4
2013-05-05 16:56:17 -07:00
AI_Smart_PainSplit: ; 38ca4
2014-10-22 08:36:42 -07:00
; Discourage this move if [enemy's current HP * 2 > player's current HP].
2013-05-05 16:56:17 -07:00
push hl
ld hl, EnemyMonHP
2013-05-05 16:56:17 -07:00
ld b, [hl]
inc hl
ld c, [hl]
sla c
rl b
2014-05-05 00:30:51 -07:00
ld hl, BattleMonHP + 1
2013-05-05 16:56:17 -07:00
ld a, [hld]
cp c
ld a, [hl]
sbc b
pop hl
ret nc
inc [hl]
ret
; 38cba
AI_Smart_Snore:
AI_Smart_SleepTalk: ; 38cba
2014-10-22 08:36:42 -07:00
; Greatly encourage this move if enemy is fast asleep.
; Greatly discourage this move otherwise.
2013-05-05 16:56:17 -07:00
ld a, [EnemyMonStatus]
and $7
cp $1
jr z, .asm_38cc7
dec [hl]
dec [hl]
dec [hl]
2013-05-05 16:56:17 -07:00
ret
.asm_38cc7
inc [hl]
inc [hl]
inc [hl]
2013-05-05 16:56:17 -07:00
ret
; 38ccb
AI_Smart_DefrostOpponent: ; 38ccb
2014-10-22 08:36:42 -07:00
; Greatly encourage this move if enemy is frozen.
; No move has EFFECT_DEFROST_OPPONENT, so this layer is unused.
2013-05-05 16:56:17 -07:00
ld a, [EnemyMonStatus]
and $20
ret z
dec [hl]
dec [hl]
dec [hl]
2013-05-05 16:56:17 -07:00
ret
; 38cd5
AI_Smart_Spite: ; 38cd5
ld a, [LastPlayerCounterMove]
2013-05-05 16:56:17 -07:00
and a
jr nz, .asm_38ce7
2013-05-06 17:51:07 -07:00
call AICompareSpeed
2013-05-06 11:33:19 -07:00
jp c, AIDiscourageMove
2013-05-05 16:56:17 -07:00
call AI_50_50
2013-05-05 16:56:17 -07:00
ret c
inc [hl]
ret
.asm_38ce7
push hl
ld b, a
2013-05-05 23:39:01 -07:00
ld c, 4
ld hl, BattleMonMoves
ld de, BattleMonPP
2013-05-05 16:56:17 -07:00
.asm_38cf1
ld a, [hli]
cp b
jr z, .asm_38cfb
inc de
dec c
jr nz, .asm_38cf1
pop hl
ret
.asm_38cfb
pop hl
ld a, [de]
cp $6
jr c, .asm_38d0d
cp $f
jr nc, .asm_38d0b
call Random
2013-05-05 16:56:17 -07:00
cp $64
ret nc
.asm_38d0b
inc [hl]
ret
.asm_38d0d
call Random
2013-05-05 16:56:17 -07:00
cp $64
ret c
dec [hl]
dec [hl]
2013-05-05 16:56:17 -07:00
ret
; 38d16
2013-05-05 23:39:01 -07:00
Function_0x38d16; 38d16
2013-05-06 11:33:19 -07:00
jp AIDiscourageMove
2013-05-05 23:39:01 -07:00
; 38d19
2013-05-05 16:56:17 -07:00
AI_Smart_DestinyBond:
AI_Smart_Reversal:
AI_Smart_SkullBash: ; 38d19
2014-10-22 08:36:42 -07:00
; Discourage this move if enemy's HP is above 25%.
2013-05-06 11:33:19 -07:00
call AICheckEnemyQuarterHP
2013-05-05 16:56:17 -07:00
ret nc
inc [hl]
ret
; 38d1f
AI_Smart_HealBell: ; 38d1f
2014-10-22 08:36:42 -07:00
; Dismiss this move if none of the opponent's Pokemon is statused.
; Encourage this move if the enemy is statused.
; 50% chance to greatly encourage this move if the enemy is fast asleep or frozen.
2013-05-05 16:56:17 -07:00
push hl
ld a, [OTPartyCount]
ld b, a
2013-05-05 23:39:01 -07:00
ld c, 0
ld hl, OTPartyMon1HP
ld de, PARTYMON_STRUCT_LENGTH
2013-05-05 16:56:17 -07:00
.loop
2013-05-05 16:56:17 -07:00
push hl
ld a, [hli]
or [hl]
jr z, .next
2013-05-05 16:56:17 -07:00
; status
2013-05-05 16:56:17 -07:00
dec hl
dec hl
dec hl
2013-05-05 16:56:17 -07:00
ld a, [hl]
or c
ld c, a
.next
2013-05-05 16:56:17 -07:00
pop hl
add hl, de
dec b
jr nz, .loop
2013-05-05 16:56:17 -07:00
pop hl
ld a, c
and a
jr z, .no_status
2013-05-05 16:56:17 -07:00
ld a, [EnemyMonStatus]
and a
jr z, .ok
2013-05-05 16:56:17 -07:00
dec [hl]
.ok
and 1 << FRZ | SLP
2013-05-05 16:56:17 -07:00
ret z
call AI_50_50
2013-05-05 16:56:17 -07:00
ret c
dec [hl]
dec [hl]
2013-05-05 16:56:17 -07:00
ret
.no_status
2013-05-05 16:56:17 -07:00
ld a, [EnemyMonStatus]
and a
ret nz
2013-05-06 11:33:19 -07:00
jp AIDiscourageMove
2013-05-05 16:56:17 -07:00
; 38d5a
AI_Smart_PriorityHit: ; 38d5a
2013-05-06 17:51:07 -07:00
call AICompareSpeed
2013-05-05 16:56:17 -07:00
ret c
; Dismiss this move if the player is flying or underground.
2013-05-05 16:56:17 -07:00
ld a, [PlayerSubStatus3]
2014-05-05 00:30:51 -07:00
and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND
2013-05-06 11:33:19 -07:00
jp nz, AIDiscourageMove
2013-05-05 16:56:17 -07:00
; Greatly encourage this move if it will KO the player.
2013-05-05 16:56:17 -07:00
ld a, $1
ld [hBattleTurn], a
push hl
2014-05-05 00:30:51 -07:00
callab EnemyAttackDamage
callab BattleCommand_DamageCalc
callab BattleCommand_Stab
2013-05-05 16:56:17 -07:00
pop hl
2014-05-05 00:30:51 -07:00
ld a, [CurDamage + 1]
2013-05-05 16:56:17 -07:00
ld c, a
ld a, [CurDamage]
ld b, a
2014-05-05 00:30:51 -07:00
ld a, [BattleMonHP + 1]
2013-05-05 16:56:17 -07:00
cp c
ld a, [BattleMonHP]
sbc b
ret nc
dec [hl]
dec [hl]
dec [hl]
2013-05-05 16:56:17 -07:00
ret
; 38d93
AI_Smart_Thief: ; 38d93
2014-10-21 11:44:42 -07:00
; Don't use Thief unless it's the only move available.
2014-10-21 15:28:51 -07:00
2013-05-05 16:56:17 -07:00
ld a, [hl]
add $1e
ld [hl], a
ret
; 38d98
AI_Smart_Conversion2: ; 38d98
2013-05-05 16:56:17 -07:00
ld a, [LastPlayerMove]
and a
jr nz, .asm_38dc9
push hl
dec a
ld hl, Moves + MOVE_TYPE
ld bc, MOVE_LENGTH
2013-05-05 16:56:17 -07:00
call AddNTimes
2013-05-05 23:39:01 -07:00
ld a, BANK(Moves)
2013-05-05 16:56:17 -07:00
call GetFarByte
ld [wPlayerMoveStruct + MOVE_TYPE], a
2013-05-05 23:39:01 -07:00
2013-05-05 16:56:17 -07:00
xor a
ld [hBattleTurn], a
2013-05-05 23:39:01 -07:00
2015-11-06 17:55:16 -08:00
callab BattleCheckTypeMatchup
2013-05-05 16:56:17 -07:00
ld a, [wd265]
2013-05-05 16:56:17 -07:00
cp $a
pop hl
jr c, .asm_38dc9
ret z
call AI_50_50
2013-05-05 16:56:17 -07:00
ret c
2013-05-05 16:56:17 -07:00
dec [hl]
ret
.asm_38dc9
call Random
cp 25
2013-05-05 16:56:17 -07:00
ret c
inc [hl]
ret
; 38dd1
AI_Smart_Disable: ; 38dd1
2013-05-06 17:51:07 -07:00
call AICompareSpeed
2013-05-05 16:56:17 -07:00
jr nc, .asm_38df3
push hl
ld a, [LastPlayerCounterMove]
2014-10-21 15:28:51 -07:00
ld hl, UsefulMoves
2013-05-05 23:39:01 -07:00
ld de, 1
2013-05-05 16:56:17 -07:00
call IsInArray
pop hl
jr nc, .asm_38dee
call Random
2013-05-06 21:58:35 -07:00
cp 100
2013-05-05 16:56:17 -07:00
ret c
dec [hl]
ret
.asm_38dee
ld a, [wEnemyMoveStruct + MOVE_POWER]
2013-05-05 16:56:17 -07:00
and a
ret nz
.asm_38df3
call Random
2013-05-06 21:58:35 -07:00
cp 20
2013-05-05 16:56:17 -07:00
ret c
inc [hl]
ret
; 38dfb
AI_Smart_MeanLook: ; 38dfb
2013-05-06 11:33:19 -07:00
call AICheckEnemyHalfHP
2013-05-05 16:56:17 -07:00
jr nc, .asm_38e24
push hl
2013-05-06 21:58:35 -07:00
call AICheckLastPlayerMon
2013-05-05 16:56:17 -07:00
pop hl
2013-05-06 11:33:19 -07:00
jp z, AIDiscourageMove
2013-05-05 16:56:17 -07:00
; 80% chance to greatly encourage this move if the enemy is badly poisoned (weird).
2013-05-05 16:56:17 -07:00
ld a, [EnemySubStatus5]
2013-05-06 21:58:35 -07:00
bit SUBSTATUS_TOXIC, a
2013-05-05 16:56:17 -07:00
jr nz, .asm_38e26
; 80% chance to greatly encourage this move if the player is either
; in love, identified, stuck in Rollout, or has a Nightmare.
2013-05-05 16:56:17 -07:00
ld a, [PlayerSubStatus1]
and 1<<SUBSTATUS_IN_LOVE | 1<<SUBSTATUS_ROLLOUT | 1<<SUBSTATUS_IDENTIFIED | 1<<SUBSTATUS_NIGHTMARE
2013-05-05 16:56:17 -07:00
jr nz, .asm_38e26
; Otherwise, discourage this move unless the player only has not very effective moves against the enemy.
2013-05-05 16:56:17 -07:00
push hl
callab CheckPlayerMoveTypeMatchups
2016-01-12 09:46:18 -08:00
ld a, [wEnemyAISwitchScore]
2014-10-22 08:36:42 -07:00
cp $b ; not very effective
2013-05-05 16:56:17 -07:00
pop hl
ret nc
.asm_38e24
inc [hl]
ret
.asm_38e26
call AI_80_20
2013-05-05 16:56:17 -07:00
ret c
dec [hl]
dec [hl]
dec [hl]
2013-05-05 16:56:17 -07:00
ret
; 38e2e
2013-05-06 21:58:35 -07:00
AICheckLastPlayerMon: ; 38e2e
2013-05-05 23:39:01 -07:00
ld a, [PartyCount]
ld b, a
ld c, 0
ld hl, PartyMon1HP
ld de, PARTYMON_STRUCT_LENGTH
2013-05-05 23:39:01 -07:00
.loop
ld a, [CurBattleMon]
cp c
jr z, .asm_38e44
ld a, [hli]
or [hl]
ret nz
dec hl
2013-05-05 16:56:17 -07:00
2013-05-05 23:39:01 -07:00
.asm_38e44
add hl, de
inc c
dec b
jr nz, .loop
2013-05-05 16:56:17 -07:00
2013-05-05 23:39:01 -07:00
ret
; 38e4a
2013-05-05 16:56:17 -07:00
AI_Smart_Nightmare: ; 38e4a
2014-10-22 08:36:42 -07:00
; 50% chance to encourage this move.
; The AI_Basic layer will make sure that
2014-10-22 08:36:42 -07:00
; Dream Eater is only used against sleeping targets.
call AI_50_50
2013-05-05 16:56:17 -07:00
ret c
dec [hl]
ret
; 38e50
AI_Smart_FlameWheel: ; 38e50
2014-10-22 14:08:51 -07:00
; Use this move if the enemy is frozen.
2013-05-05 16:56:17 -07:00
ld a, [EnemyMonStatus]
2013-05-06 21:58:35 -07:00
bit FRZ, a
2013-05-05 16:56:17 -07:00
ret z
2015-07-20 19:18:18 -07:00
rept 5
2013-05-05 16:56:17 -07:00
dec [hl]
2015-07-20 19:18:18 -07:00
endr
2013-05-05 16:56:17 -07:00
ret
; 38e5c
AI_Smart_Curse: ; 38e5c
2013-05-05 16:56:17 -07:00
ld a, [EnemyMonType1]
2013-05-06 21:58:35 -07:00
cp GHOST
jr z, .ghostcurse
2013-05-05 16:56:17 -07:00
ld a, [EnemyMonType2]
2013-05-06 21:58:35 -07:00
cp GHOST
jr z, .ghostcurse
2013-05-05 16:56:17 -07:00
2013-05-06 11:33:19 -07:00
call AICheckEnemyHalfHP
2013-05-05 16:56:17 -07:00
jr nc, .asm_38e93
ld a, [EnemyAtkLevel]
cp $b
jr nc, .asm_38e93
cp $9
ret nc
2013-05-06 21:58:35 -07:00
2013-05-05 16:56:17 -07:00
ld a, [BattleMonType1]
2013-05-06 21:58:35 -07:00
cp GHOST
2013-05-05 16:56:17 -07:00
jr z, .asm_38e92
cp SPECIAL
2013-05-05 16:56:17 -07:00
ret nc
ld a, [BattleMonType2]
cp SPECIAL
2013-05-05 16:56:17 -07:00
ret nc
call AI_80_20
2013-05-05 16:56:17 -07:00
ret c
dec [hl]
dec [hl]
2013-05-05 16:56:17 -07:00
ret
.asm_38e90
inc [hl]
inc [hl]
2013-05-05 16:56:17 -07:00
.asm_38e92
inc [hl]
.asm_38e93
inc [hl]
ret
2013-05-06 21:58:35 -07:00
.ghostcurse
2013-05-05 16:56:17 -07:00
ld a, [PlayerSubStatus1]
2013-05-06 21:58:35 -07:00
bit SUBSTATUS_CURSE, a
2013-05-06 11:33:19 -07:00
jp nz, AIDiscourageMove
2013-05-05 16:56:17 -07:00
push hl
2015-11-08 16:09:36 -08:00
callba FindAliveEnemyMons
2013-05-05 16:56:17 -07:00
pop hl
jr nc, .asm_38eb0
push hl
2013-05-06 21:58:35 -07:00
call AICheckLastPlayerMon
2013-05-05 16:56:17 -07:00
pop hl
jr nz, .asm_38e90
jr .asm_38eb7
.asm_38eb0
push hl
2013-05-06 21:58:35 -07:00
call AICheckLastPlayerMon
2013-05-05 16:56:17 -07:00
pop hl
jr z, .asm_38ecb
.asm_38eb7
2013-05-06 11:33:19 -07:00
call AICheckEnemyQuarterHP
2013-05-05 23:39:01 -07:00
jp nc, .asm_38e90
2013-05-05 16:56:17 -07:00
2013-05-06 11:33:19 -07:00
call AICheckEnemyHalfHP
2013-05-05 16:56:17 -07:00
jr nc, .asm_38e92
2013-05-06 11:33:19 -07:00
call AICheckEnemyMaxHP
2013-05-05 16:56:17 -07:00
ret nc
2013-05-06 21:58:35 -07:00
2013-05-05 16:56:17 -07:00
ld a, [PlayerTurnsTaken]
and a
ret nz
.asm_38ecb
call AI_50_50
2013-05-05 16:56:17 -07:00
ret c
2013-05-05 16:56:17 -07:00
dec [hl]
dec [hl]
2013-05-05 16:56:17 -07:00
ret
; 38ed2
AI_Smart_Protect: ; 38ed2
ld a, [EnemyProtectCount]
2013-05-05 16:56:17 -07:00
and a
jr nz, .asm_38f13
ld a, [PlayerSubStatus5]
2013-05-06 21:58:35 -07:00
bit SUBSTATUS_LOCK_ON, a
2013-05-05 16:56:17 -07:00
jr nz, .asm_38f14
ld a, [PlayerFuryCutterCount]
2013-05-06 21:58:35 -07:00
cp 3
2013-05-05 16:56:17 -07:00
jr nc, .asm_38f0d
ld a, [PlayerSubStatus3]
2013-05-06 21:58:35 -07:00
bit SUBSTATUS_CHARGED, a
2013-05-05 16:56:17 -07:00
jr nz, .asm_38f0d
ld a, [PlayerSubStatus5]
2013-05-06 21:58:35 -07:00
bit SUBSTATUS_TOXIC, a
2013-05-05 16:56:17 -07:00
jr nz, .asm_38f0d
ld a, [PlayerSubStatus4]
2013-05-06 21:58:35 -07:00
bit SUBSTATUS_LEECH_SEED, a
2013-05-05 16:56:17 -07:00
jr nz, .asm_38f0d
ld a, [PlayerSubStatus1]
2013-05-06 21:58:35 -07:00
bit SUBSTATUS_CURSE, a
2013-05-05 16:56:17 -07:00
jr nz, .asm_38f0d
bit SUBSTATUS_ROLLOUT, a
2013-05-05 16:56:17 -07:00
jr z, .asm_38f14
ld a, [PlayerRolloutCount]
2013-05-06 21:58:35 -07:00
cp 3
2013-05-05 16:56:17 -07:00
jr c, .asm_38f14
.asm_38f0d
call AI_80_20
2013-05-05 16:56:17 -07:00
ret c
dec [hl]
ret
.asm_38f13
inc [hl]
.asm_38f14
call Random
2013-05-06 21:58:35 -07:00
cp 20
2013-05-05 16:56:17 -07:00
ret c
inc [hl]
inc [hl]
2013-05-05 16:56:17 -07:00
ret
; 38f1d
AI_Smart_Foresight: ; 38f1d
2013-05-05 16:56:17 -07:00
ld a, [EnemyAccLevel]
cp $5
jr c, .asm_38f41
ld a, [PlayerEvaLevel]
cp $a
jr nc, .asm_38f41
ld a, [BattleMonType1]
2013-05-06 21:58:35 -07:00
cp GHOST
2013-05-05 16:56:17 -07:00
jr z, .asm_38f41
ld a, [BattleMonType2]
2013-05-06 21:58:35 -07:00
cp GHOST
2013-05-05 16:56:17 -07:00
jr z, .asm_38f41
call Random
2013-05-06 21:58:35 -07:00
cp 20
2013-05-05 16:56:17 -07:00
ret c
inc [hl]
ret
.asm_38f41
call Random
2013-05-06 21:58:35 -07:00
cp 100
2013-05-05 16:56:17 -07:00
ret c
dec [hl]
dec [hl]
2013-05-05 16:56:17 -07:00
ret
; 38f4a
AI_Smart_PerishSong: ; 38f4a
2013-05-05 16:56:17 -07:00
push hl
2015-11-08 16:09:36 -08:00
callab FindAliveEnemyMons
2013-05-05 16:56:17 -07:00
pop hl
jr c, .no
2013-05-05 16:56:17 -07:00
ld a, [PlayerSubStatus5]
bit SUBSTATUS_CANT_RUN, a
jr nz, .yes
2013-05-05 16:56:17 -07:00
push hl
callab CheckPlayerMoveTypeMatchups
2016-01-12 09:46:18 -08:00
ld a, [wEnemyAISwitchScore]
2013-05-06 21:58:35 -07:00
cp 10 ; 1.0
2013-05-05 16:56:17 -07:00
pop hl
ret c
call AI_50_50
2013-05-05 16:56:17 -07:00
ret c
2013-05-06 21:58:35 -07:00
2013-05-05 16:56:17 -07:00
inc [hl]
ret
.yes
call AI_50_50
2013-05-05 16:56:17 -07:00
ret c
2013-05-05 16:56:17 -07:00
dec [hl]
ret
.no
2013-05-05 16:56:17 -07:00
ld a, [hl]
2013-05-06 21:58:35 -07:00
add 5
2013-05-05 16:56:17 -07:00
ld [hl], a
ret
; 38f7a
AI_Smart_Sandstorm: ; 38f7a
2014-10-22 14:08:51 -07:00
; Greatly discourage this move if the player is immune to Sandstorm damage.
2013-05-05 16:56:17 -07:00
ld a, [BattleMonType1]
push hl
2013-05-05 23:39:01 -07:00
ld hl, .SandstormImmuneTypes
ld de, 1
2013-05-05 16:56:17 -07:00
call IsInArray
pop hl
jr c, .asm_38fa5
ld a, [BattleMonType2]
push hl
2013-05-05 23:39:01 -07:00
ld hl, .SandstormImmuneTypes
ld de, 1
2013-05-05 16:56:17 -07:00
call IsInArray
pop hl
jr c, .asm_38fa5
2014-10-22 14:08:51 -07:00
; Discourage this move if player's HP is below 50%.
2013-05-06 11:33:19 -07:00
call AICheckPlayerHalfHP
2013-05-05 16:56:17 -07:00
jr nc, .asm_38fa6
2014-10-22 14:08:51 -07:00
; 50% chance to encourage this move otherwise.
call AI_50_50
2013-05-05 16:56:17 -07:00
ret c
2013-05-05 23:39:01 -07:00
2013-05-05 16:56:17 -07:00
dec [hl]
ret
.asm_38fa5
inc [hl]
.asm_38fa6
inc [hl]
ret
.SandstormImmuneTypes:
2013-05-05 23:39:01 -07:00
db ROCK
db GROUND
db STEEL
db $ff
; 38fac
2013-05-05 16:56:17 -07:00
AI_Smart_Endure: ; 38fac
ld a, [EnemyProtectCount]
2013-05-05 16:56:17 -07:00
and a
jr nz, .asm_38fd8
2013-05-06 11:33:19 -07:00
call AICheckEnemyMaxHP
2013-05-05 16:56:17 -07:00
jr c, .asm_38fd8
2013-05-06 11:33:19 -07:00
call AICheckEnemyQuarterHP
2013-05-05 16:56:17 -07:00
jr c, .asm_38fd9
2013-05-06 21:58:35 -07:00
ld b, EFFECT_REVERSAL
call AIHasMoveEffect
2013-05-05 16:56:17 -07:00
jr nc, .asm_38fcb
call AI_80_20
2013-05-05 16:56:17 -07:00
ret c
2013-05-06 21:58:35 -07:00
2013-05-05 16:56:17 -07:00
dec [hl]
dec [hl]
dec [hl]
2013-05-05 16:56:17 -07:00
ret
.asm_38fcb
ld a, [EnemySubStatus5]
2013-05-06 21:58:35 -07:00
bit SUBSTATUS_LOCK_ON, a
2013-05-05 16:56:17 -07:00
ret z
call AI_50_50
2013-05-05 16:56:17 -07:00
ret c
2013-05-05 16:56:17 -07:00
dec [hl]
dec [hl]
2013-05-05 16:56:17 -07:00
ret
.asm_38fd8
inc [hl]
.asm_38fd9
inc [hl]
ret
; 38fdb
AI_Smart_FuryCutter: ; 38fdb
2014-10-22 08:36:42 -07:00
; Encourage this move based on Fury Cutter's count.
2013-05-05 16:56:17 -07:00
ld a, [EnemyFuryCutterCount]
and a
2013-05-06 21:58:35 -07:00
jr z, .end
2013-05-05 16:56:17 -07:00
dec [hl]
2013-05-06 21:58:35 -07:00
cp 2
jr c, .end
2013-05-05 16:56:17 -07:00
dec [hl]
dec [hl]
2013-05-05 16:56:17 -07:00
2013-05-06 21:58:35 -07:00
cp 3
jr c, .end
2013-05-05 16:56:17 -07:00
dec [hl]
dec [hl]
dec [hl]
2013-05-05 16:56:17 -07:00
2013-05-06 21:58:35 -07:00
.end
2013-05-05 16:56:17 -07:00
; fallthrough
; 38fef
AI_Smart_Rollout: ; 38fef
2014-10-22 08:36:42 -07:00
; Rollout, Fury Cutter
; 80% chance to discourage this move if the enemy is in love, confused, or paralyzed.
2013-05-05 16:56:17 -07:00
ld a, [EnemySubStatus1]
2013-05-06 21:58:35 -07:00
bit SUBSTATUS_IN_LOVE, a
2013-05-05 16:56:17 -07:00
jr nz, .asm_39020
ld a, [EnemySubStatus3]
2013-05-06 21:58:35 -07:00
bit SUBSTATUS_CONFUSED, a
2013-05-05 16:56:17 -07:00
jr nz, .asm_39020
ld a, [EnemyMonStatus]
2013-05-06 21:58:35 -07:00
bit PAR, a
2013-05-05 16:56:17 -07:00
jr nz, .asm_39020
2014-10-22 14:08:51 -07:00
; 80% chance to discourage this move if the enemy's HP is below 25%,
; or if accuracy or evasion modifiers favour the player.
2013-05-06 11:33:19 -07:00
call AICheckEnemyQuarterHP
2013-05-05 16:56:17 -07:00
jr nc, .asm_39020
ld a, [EnemyAccLevel]
2013-05-06 21:58:35 -07:00
cp 7
2013-05-05 16:56:17 -07:00
jr c, .asm_39020
ld a, [PlayerEvaLevel]
2013-05-06 21:58:35 -07:00
cp 8
2013-05-05 16:56:17 -07:00
jr nc, .asm_39020
2014-10-22 14:08:51 -07:00
; Otherwise, 80% chance to greatly encourage this move.
call Random
2013-05-06 21:58:35 -07:00
cp 200
2013-05-05 16:56:17 -07:00
ret nc
dec [hl]
dec [hl]
2013-05-05 16:56:17 -07:00
ret
.asm_39020
call AI_80_20
2013-05-05 16:56:17 -07:00
ret c
inc [hl]
ret
; 39026
AI_Smart_Swagger:
AI_Smart_Attract: ; 39026
2014-10-22 08:36:42 -07:00
; 80% chance to encourage this move during the first turn of player's Pokemon.
; 80% chance to discourage this move otherwise.
2013-05-05 16:56:17 -07:00
ld a, [PlayerTurnsTaken]
and a
jr z, .first_turn
2013-05-05 16:56:17 -07:00
call AI_80_20
2013-05-05 16:56:17 -07:00
ret c
inc [hl]
ret
.first_turn
call Random
2013-05-06 21:58:35 -07:00
cp 200
2013-05-05 16:56:17 -07:00
ret nc
dec [hl]
ret
; 3903a
AI_Smart_Safeguard: ; 3903a
2014-10-22 08:36:42 -07:00
; 80% chance to discourage this move if player's HP is below 50%.
2013-05-06 11:33:19 -07:00
call AICheckPlayerHalfHP
2013-05-05 16:56:17 -07:00
ret c
call AI_80_20
2013-05-05 16:56:17 -07:00
ret c
inc [hl]
ret
; 39044
AI_Smart_Magnitude:
AI_Smart_Earthquake: ; 39044
2014-10-22 08:36:42 -07:00
2014-10-22 14:08:51 -07:00
; Greatly encourage this move if the player is underground and the enemy is faster.
ld a, [LastPlayerCounterMove]
2013-05-06 21:58:35 -07:00
cp DIG
2013-05-05 16:56:17 -07:00
ret nz
2013-05-06 21:58:35 -07:00
2013-05-05 16:56:17 -07:00
ld a, [PlayerSubStatus3]
2013-05-06 21:58:35 -07:00
bit SUBSTATUS_UNDERGROUND, a
jr z, .could_dig
2013-05-05 16:56:17 -07:00
2013-05-06 17:51:07 -07:00
call AICompareSpeed
2013-05-05 16:56:17 -07:00
ret nc
dec [hl]
dec [hl]
2013-05-05 16:56:17 -07:00
ret
.could_dig
; Try to predict if the player will use Dig this turn.
2014-10-22 08:36:42 -07:00
; 50% chance to encourage this move if the enemy is slower than the player.
2013-05-06 17:51:07 -07:00
call AICompareSpeed
2013-05-05 16:56:17 -07:00
ret c
call AI_50_50
2013-05-05 16:56:17 -07:00
ret c
2013-05-05 16:56:17 -07:00
dec [hl]
ret
; 39062
AI_Smart_BatonPass: ; 39062
2014-10-22 08:36:42 -07:00
; Discourage this move if the player hasn't shown super-effective moves against the enemy.
2014-10-22 14:08:51 -07:00
; Consider player's type(s) if its moves are unknown.
2014-10-22 08:36:42 -07:00
2013-05-05 16:56:17 -07:00
push hl
callab CheckPlayerMoveTypeMatchups
2016-01-12 09:46:18 -08:00
ld a, [wEnemyAISwitchScore]
2014-10-22 08:36:42 -07:00
cp 10 ; neutral
2013-05-05 16:56:17 -07:00
pop hl
ret c
inc [hl]
ret
; 39072
AI_Smart_Pursuit: ; 39072
2014-10-22 14:08:51 -07:00
; 50% chance to greatly encourage this move if player's HP is below 25%.
; 80% chance to discourage this move otherwise.
2013-05-06 11:33:19 -07:00
call AICheckPlayerQuarterHP
2013-05-05 16:56:17 -07:00
jr nc, .asm_3907d
call AI_80_20
2013-05-05 16:56:17 -07:00
ret c
inc [hl]
ret
.asm_3907d
call AI_50_50
2013-05-05 16:56:17 -07:00
ret c
dec [hl]
dec [hl]
2013-05-05 16:56:17 -07:00
ret
; 39084
AI_Smart_RapidSpin: ; 39084
2014-10-22 14:08:51 -07:00
; 80% chance to greatly encourage this move if the enemy is
; trapped (Bind effect), seeded, or scattered with spikes.
2015-11-08 10:27:26 -08:00
ld a, [wEnemyWrapCount]
2013-05-05 16:56:17 -07:00
and a
jr nz, .asm_39097
ld a, [EnemySubStatus4]
2013-05-06 21:58:35 -07:00
bit SUBSTATUS_LEECH_SEED, a
2013-05-05 16:56:17 -07:00
jr nz, .asm_39097
ld a, [EnemyScreens]
2013-05-06 21:58:35 -07:00
bit SCREENS_SPIKES, a
2013-05-05 16:56:17 -07:00
ret z
.asm_39097
call AI_80_20
2013-05-05 16:56:17 -07:00
ret c
2013-05-05 16:56:17 -07:00
dec [hl]
dec [hl]
2013-05-05 16:56:17 -07:00
ret
; 3909e
AI_Smart_HiddenPower: ; 3909e
2013-05-05 16:56:17 -07:00
push hl
2013-05-06 21:58:35 -07:00
ld a, 1
2013-05-05 16:56:17 -07:00
ld [hBattleTurn], a
2014-10-22 14:08:51 -07:00
; Calculate Hidden Power's type and base power based on enemy's DVs.
2014-05-05 00:30:51 -07:00
callab HiddenPowerDamage
2015-11-06 17:55:16 -08:00
callab BattleCheckTypeMatchup
2013-05-05 16:56:17 -07:00
pop hl
2013-05-06 21:58:35 -07:00
2014-10-22 14:08:51 -07:00
; Discourage Hidden Power if not very effective.
ld a, [wd265]
cp 10
jr c, .bad
2013-05-05 16:56:17 -07:00
2014-10-21 11:44:42 -07:00
; Discourage Hidden Power if its base power is lower than 50.
2013-05-05 16:56:17 -07:00
ld a, d
cp 50
jr c, .bad
2013-05-05 16:56:17 -07:00
2014-10-22 14:08:51 -07:00
; Encourage Hidden Power if super-effective.
ld a, [wd265]
cp 11
jr nc, .good
2013-05-05 16:56:17 -07:00
2014-10-22 14:08:51 -07:00
; Encourage Hidden Power if its base power is 70.
2013-05-05 16:56:17 -07:00
ld a, d
cp 70
2013-05-05 16:56:17 -07:00
ret c
.good
2013-05-05 16:56:17 -07:00
dec [hl]
ret
.bad
2013-05-05 16:56:17 -07:00
inc [hl]
ret
; 390cb
AI_Smart_RainDance: ; 390cb
2014-10-22 14:08:51 -07:00
; Greatly discourage this move if it would favour the player type-wise.
; Particularly, if the player is a Water-type.
2013-05-05 16:56:17 -07:00
ld a, [BattleMonType1]
2013-05-05 23:39:01 -07:00
cp WATER
2013-05-06 21:58:35 -07:00
jr z, AIBadWeatherType
2013-05-05 23:39:01 -07:00
cp FIRE
2013-05-06 21:58:35 -07:00
jr z, AIGoodWeatherType
2013-05-05 16:56:17 -07:00
ld a, [BattleMonType2]
2013-05-05 23:39:01 -07:00
cp WATER
2013-05-06 21:58:35 -07:00
jr z, AIBadWeatherType
2013-05-05 23:39:01 -07:00
cp FIRE
2013-05-06 21:58:35 -07:00
jr z, AIGoodWeatherType
2013-05-05 16:56:17 -07:00
push hl
2013-05-05 23:39:01 -07:00
ld hl, RainDanceMoves
jr AI_Smart_WeatherMove
2013-05-05 16:56:17 -07:00
; 390e7
2013-05-05 23:39:01 -07:00
RainDanceMoves: ; 390e7
db WATER_GUN
db HYDRO_PUMP
db SURF
db BUBBLEBEAM
db THUNDER
db WATERFALL
db CLAMP
db BUBBLE
db CRABHAMMER
db OCTAZOOKA
db WHIRLPOOL
db $ff
; 390f3
2013-05-05 16:56:17 -07:00
AI_Smart_SunnyDay: ; 390f3
2014-10-22 14:08:51 -07:00
; Greatly discourage this move if it would favour the player type-wise.
; Particularly, if the player is a Fire-type.
2013-05-05 16:56:17 -07:00
ld a, [BattleMonType1]
2013-05-05 23:39:01 -07:00
cp FIRE
2013-05-06 21:58:35 -07:00
jr z, AIBadWeatherType
2013-05-05 23:39:01 -07:00
cp WATER
2013-05-06 21:58:35 -07:00
jr z, AIGoodWeatherType
2013-05-05 16:56:17 -07:00
ld a, [BattleMonType2]
2013-05-05 23:39:01 -07:00
cp FIRE
2013-05-06 21:58:35 -07:00
jr z, AIBadWeatherType
2013-05-05 23:39:01 -07:00
cp WATER
2013-05-06 21:58:35 -07:00
jr z, AIGoodWeatherType
2013-05-05 16:56:17 -07:00
push hl
2013-05-05 23:39:01 -07:00
ld hl, SunnyDayMoves
2013-05-05 16:56:17 -07:00
; fallthrough
; 3910d
AI_Smart_WeatherMove: ; 3910d
2014-10-22 14:08:51 -07:00
; Rain Dance, Sunny Day
; Greatly discourage this move if the enemy doesn't have
; one of the useful Rain Dance or Sunny Day moves.
2013-05-06 21:58:35 -07:00
call AIHasMoveInArray
2013-05-05 16:56:17 -07:00
pop hl
2013-05-06 21:58:35 -07:00
jr nc, AIBadWeatherType
2013-05-05 16:56:17 -07:00
2014-10-22 14:08:51 -07:00
; Greatly discourage this move if player's HP is below 50%.
2013-05-06 11:33:19 -07:00
call AICheckPlayerHalfHP
2013-05-06 21:58:35 -07:00
jr nc, AIBadWeatherType
2013-05-05 16:56:17 -07:00
2014-10-22 14:08:51 -07:00
; 50% chance to encourage this move otherwise.
call AI_50_50
2013-05-05 16:56:17 -07:00
ret c
2013-05-05 23:39:01 -07:00
2013-05-05 16:56:17 -07:00
dec [hl]
ret
2013-05-06 21:58:35 -07:00
; 3911e
2013-05-05 16:56:17 -07:00
2013-05-06 21:58:35 -07:00
AIBadWeatherType: ; 3911e
2013-05-05 16:56:17 -07:00
inc [hl]
inc [hl]
inc [hl]
2013-05-05 16:56:17 -07:00
ret
2013-05-06 21:58:35 -07:00
; 39122
2013-05-05 16:56:17 -07:00
2013-05-06 21:58:35 -07:00
AIGoodWeatherType: ; 39122
2014-10-22 14:08:51 -07:00
; Rain Dance, Sunny Day
; Greatly encourage this move if it would disfavour the player type-wise and player's HP is above 50%...
2013-05-06 11:33:19 -07:00
call AICheckPlayerHalfHP
2013-05-05 16:56:17 -07:00
ret nc
2013-05-05 23:39:01 -07:00
2014-10-22 14:08:51 -07:00
; ...as long as one of the following conditions meet:
; It's the first turn of the player's Pokemon.
2013-05-05 16:56:17 -07:00
ld a, [PlayerTurnsTaken]
and a
2013-05-06 21:58:35 -07:00
jr z, .good
2013-05-05 16:56:17 -07:00
2014-10-22 14:08:51 -07:00
; Or it's the first turn of the enemy's Pokemon.
2013-05-05 16:56:17 -07:00
ld a, [EnemyTurnsTaken]
and a
ret nz
2013-05-06 21:58:35 -07:00
.good
2013-05-05 16:56:17 -07:00
dec [hl]
dec [hl]
2013-05-05 16:56:17 -07:00
ret
; 39134
2013-05-05 23:39:01 -07:00
SunnyDayMoves: ; 39134
db FIRE_PUNCH
db EMBER
db FLAMETHROWER
db FIRE_SPIN
db FIRE_BLAST
db SACRED_FIRE
db MORNING_SUN
db SYNTHESIS
db $ff
; 3913d
2013-05-05 16:56:17 -07:00
AI_Smart_BellyDrum: ; 3913d
2014-10-22 14:08:51 -07:00
; Dismiss this move if enemy's attack is higher than +2 or if enemy's HP is below 50%.
; Else, discourage this move if enemy's HP is not full.
2013-05-05 16:56:17 -07:00
ld a, [EnemyAtkLevel]
cp $a
jr nc, .asm_3914d
2013-05-06 11:33:19 -07:00
call AICheckEnemyMaxHP
2013-05-05 16:56:17 -07:00
ret c
2013-05-05 16:56:17 -07:00
inc [hl]
2013-05-06 11:33:19 -07:00
call AICheckEnemyHalfHP
2013-05-05 16:56:17 -07:00
ret c
.asm_3914d
ld a, [hl]
add $5
ld [hl], a
ret
; 39152
AI_Smart_PsychUp: ; 39152
2013-05-05 16:56:17 -07:00
push hl
ld hl, EnemyAtkLevel
ld b, $8
2014-10-22 14:08:51 -07:00
ld c, 100
2013-05-05 16:56:17 -07:00
2014-10-22 14:08:51 -07:00
; Calculate the sum of all enemy's stat level modifiers. Add 100 first to prevent underflow.
; Put the result in c. c will range between 58 and 142.
2013-05-05 16:56:17 -07:00
.asm_3915a
ld a, [hli]
sub $7
add c
ld c, a
dec b
jr nz, .asm_3915a
2014-10-22 14:08:51 -07:00
; Calculate the sum of all player's stat level modifiers. Add 100 first to prevent underflow.
; Put the result in d. d will range between 58 and 142.
2013-05-05 16:56:17 -07:00
ld hl, PlayerAtkLevel
ld b, $8
2014-10-22 14:08:51 -07:00
ld d, 100
2013-05-05 16:56:17 -07:00
.asm_39169
ld a, [hli]
sub $7
add d
ld d, a
dec b
jr nz, .asm_39169
2014-10-22 14:08:51 -07:00
; Greatly discourage this move if enemy's stat levels are higher than player's (if c>=d).
2013-05-05 16:56:17 -07:00
ld a, c
sub d
pop hl
jr nc, .asm_39188
; Else, 80% chance to encourage this move unless player's accuracy level is lower than -1...
2013-05-05 16:56:17 -07:00
ld a, [PlayerAccLevel]
cp $6
ret c
; ...or enemy's evasion level is higher than +0.
2013-05-05 16:56:17 -07:00
ld a, [EnemyEvaLevel]
cp $8
ret nc
call AI_80_20
2013-05-05 16:56:17 -07:00
ret c
2013-05-05 16:56:17 -07:00
dec [hl]
ret
.asm_39188
inc [hl]
inc [hl]
2013-05-05 16:56:17 -07:00
ret
; 3918b
AI_Smart_MirrorCoat: ; 3918b
2013-05-05 16:56:17 -07:00
push hl
ld hl, PlayerUsedMoves
ld c, $4
ld b, $0
.asm_39193
ld a, [hli]
and a
jr z, .asm_391a8
2013-05-06 11:33:19 -07:00
call AIGetEnemyMove
2013-05-05 16:56:17 -07:00
ld a, [wEnemyMoveStruct + MOVE_POWER]
2013-05-05 16:56:17 -07:00
and a
jr z, .asm_391a8
ld a, [wEnemyMoveStruct + MOVE_TYPE]
cp SPECIAL
2013-05-05 16:56:17 -07:00
jr c, .asm_391a8
inc b
.asm_391a8
dec c
jr nz, .asm_39193
pop hl
ld a, b
and a
jr z, .asm_391d3
cp $3
jr nc, .asm_391ca
ld a, [LastPlayerCounterMove]
2013-05-05 16:56:17 -07:00
and a
jr z, .asm_391d2
2013-05-06 11:33:19 -07:00
call AIGetEnemyMove
2013-05-05 16:56:17 -07:00
ld a, [wEnemyMoveStruct + MOVE_POWER]
2013-05-05 16:56:17 -07:00
and a
jr z, .asm_391d2
ld a, [wEnemyMoveStruct + MOVE_TYPE]
cp SPECIAL
2013-05-05 16:56:17 -07:00
jr c, .asm_391d2
.asm_391ca
call Random
2013-05-06 21:58:35 -07:00
cp 100
2013-05-05 16:56:17 -07:00
jr c, .asm_391d2
dec [hl]
.asm_391d2
ret
.asm_391d3
inc [hl]
ret
; 391d5
AI_Smart_Twister:
AI_Smart_Gust: ; 391d5
2014-10-22 14:08:51 -07:00
; Greatly encourage this move if the player is flying and the enemy is faster.
ld a, [LastPlayerCounterMove]
2013-05-06 21:58:35 -07:00
cp FLY
2013-05-05 16:56:17 -07:00
ret nz
2013-05-06 21:58:35 -07:00
2013-05-05 16:56:17 -07:00
ld a, [PlayerSubStatus3]
2013-05-06 21:58:35 -07:00
bit SUBSTATUS_FLYING, a
2014-10-22 14:08:51 -07:00
jr z, .couldFly
2013-05-05 16:56:17 -07:00
2013-05-06 17:51:07 -07:00
call AICompareSpeed
2013-05-05 16:56:17 -07:00
ret nc
2013-05-06 21:58:35 -07:00
2013-05-05 16:56:17 -07:00
dec [hl]
dec [hl]
2013-05-05 16:56:17 -07:00
ret
; Try to predict if the player will use Fly this turn.
2014-10-22 14:08:51 -07:00
.couldFly
; 50% chance to encourage this move if the enemy is slower than the player.
2013-05-06 17:51:07 -07:00
call AICompareSpeed
2013-05-05 16:56:17 -07:00
ret c
call AI_50_50
2013-05-05 16:56:17 -07:00
ret c
dec [hl]
ret
; 391f3
AI_Smart_FutureSight: ; 391f3
2014-10-22 14:08:51 -07:00
; Greatly encourage this move if the player is
; flying or underground, and slower than the enemy.
2013-05-06 17:51:07 -07:00
call AICompareSpeed
2013-05-05 16:56:17 -07:00
ret nc
2013-05-06 21:58:35 -07:00
2013-05-05 16:56:17 -07:00
ld a, [PlayerSubStatus3]
2014-05-05 00:30:51 -07:00
and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND
2013-05-05 16:56:17 -07:00
ret z
2013-05-06 21:58:35 -07:00
2013-05-05 16:56:17 -07:00
dec [hl]
dec [hl]
2013-05-05 16:56:17 -07:00
ret
; 39200
AI_Smart_Stomp: ; 39200
2014-10-22 14:08:51 -07:00
; 80% chance to encourage this move if the player has used Minimize.
ld a, [wPlayerMinimized]
2013-05-05 16:56:17 -07:00
and a
ret z
call AI_80_20
2013-05-05 16:56:17 -07:00
ret c
2013-05-06 21:58:35 -07:00
2013-05-05 16:56:17 -07:00
dec [hl]
ret
; 3920b
AI_Smart_Solarbeam: ; 3920b
2014-10-22 14:08:51 -07:00
; 80% chance to encourage this move when it's sunny.
; 90% chance to discourage this move when it's raining.
2013-05-05 16:56:17 -07:00
ld a, [Weather]
2013-05-05 23:39:01 -07:00
cp WEATHER_SUN
2013-05-05 16:56:17 -07:00
jr z, .asm_3921e
2013-05-05 23:39:01 -07:00
cp WEATHER_RAIN
2013-05-05 16:56:17 -07:00
ret nz
call Random
2013-05-05 23:39:01 -07:00
cp 25 ; 1/10
2013-05-05 16:56:17 -07:00
ret c
2013-05-05 23:39:01 -07:00
2013-05-05 16:56:17 -07:00
inc [hl]
inc [hl]
2013-05-05 16:56:17 -07:00
ret
.asm_3921e
call AI_80_20
2013-05-05 16:56:17 -07:00
ret c
2013-05-05 23:39:01 -07:00
2013-05-05 16:56:17 -07:00
dec [hl]
dec [hl]
2013-05-05 16:56:17 -07:00
ret
; 39225
AI_Smart_Thunder: ; 39225
2014-10-22 14:08:51 -07:00
; 90% chance to discourage this move when it's sunny.
2014-10-21 15:28:51 -07:00
2013-05-05 16:56:17 -07:00
ld a, [Weather]
2013-05-05 23:39:01 -07:00
cp WEATHER_SUN
2013-05-05 16:56:17 -07:00
ret nz
call Random
2013-05-05 23:39:01 -07:00
cp 25 ; 1/10
2013-05-05 16:56:17 -07:00
ret c
2013-05-05 23:39:01 -07:00
2013-05-05 16:56:17 -07:00
inc [hl]
ret
; 39233
2013-05-06 17:51:07 -07:00
AICompareSpeed: ; 39233
2014-10-22 14:08:51 -07:00
; Return carry if enemy is faster than player.
2014-10-21 15:28:51 -07:00
2013-05-05 23:39:01 -07:00
push bc
ld a, [EnemyMonSpeed + 1]
2013-05-05 23:39:01 -07:00
ld b, a
ld a, [BattleMonSpeed + 1]
2013-05-05 23:39:01 -07:00
cp b
ld a, [EnemyMonSpeed]
2013-05-05 23:39:01 -07:00
ld b, a
ld a, [BattleMonSpeed]
2013-05-05 23:39:01 -07:00
sbc b
pop bc
ret
; 39246
2013-05-06 11:33:19 -07:00
AICheckPlayerMaxHP: ; 39246
2013-05-05 23:39:01 -07:00
push hl
push de
push bc
ld de, BattleMonHP
ld hl, BattleMonMaxHP
2013-05-06 11:33:19 -07:00
jr AICheckMaxHP
2013-05-05 23:39:01 -07:00
; 39251
2013-05-06 11:33:19 -07:00
AICheckEnemyMaxHP: ; 39251
2013-05-05 23:39:01 -07:00
push hl
push de
push bc
ld de, EnemyMonHP
ld hl, EnemyMonMaxHP
2013-05-05 23:39:01 -07:00
; fallthrough
; 3925a
2013-05-06 11:33:19 -07:00
AICheckMaxHP: ; 3925a
; Return carry if hp at de matches max hp at hl.
2014-10-21 11:44:42 -07:00
2013-05-05 23:39:01 -07:00
ld a, [de]
inc de
cp [hl]
jr nz, .asm_39269
inc hl
ld a, [de]
cp [hl]
jr nz, .asm_39269
pop bc
pop de
pop hl
scf
ret
.asm_39269
pop bc
pop de
pop hl
and a
ret
; 3926e
2013-05-06 11:33:19 -07:00
AICheckPlayerHalfHP: ; 3926e
2013-05-05 23:39:01 -07:00
push hl
ld hl, BattleMonHP
ld b, [hl]
inc hl
ld c, [hl]
sla c
rl b
inc hl
inc hl
2013-05-05 23:39:01 -07:00
ld a, [hld]
cp c
ld a, [hl]
sbc b
pop hl
ret
; 39281
2013-05-06 11:33:19 -07:00
AICheckEnemyHalfHP: ; 39281
2013-05-05 23:39:01 -07:00
push hl
push de
push bc
ld hl, EnemyMonHP
2013-05-05 23:39:01 -07:00
ld b, [hl]
inc hl
ld c, [hl]
sla c
rl b
inc hl
inc hl
2013-05-05 23:39:01 -07:00
ld a, [hld]
cp c
ld a, [hl]
sbc b
pop bc
pop de
pop hl
ret
; 39298
2013-05-05 16:56:17 -07:00
2013-05-06 11:33:19 -07:00
AICheckEnemyQuarterHP: ; 39298
2013-05-05 23:39:01 -07:00
push hl
push de
push bc
ld hl, EnemyMonHP
2013-05-05 23:39:01 -07:00
ld b, [hl]
inc hl
ld c, [hl]
sla c
rl b
sla c
rl b
inc hl
inc hl
2013-05-05 23:39:01 -07:00
ld a, [hld]
cp c
ld a, [hl]
sbc b
pop bc
pop de
pop hl
ret
; 392b3
2013-05-06 11:33:19 -07:00
AICheckPlayerQuarterHP: ; 392b3
2013-05-05 23:39:01 -07:00
push hl
ld hl, BattleMonHP
ld b, [hl]
inc hl
ld c, [hl]
sla c
rl b
sla c
rl b
inc hl
inc hl
2013-05-05 23:39:01 -07:00
ld a, [hld]
cp c
ld a, [hl]
sbc b
pop hl
ret
; 392ca
AIHasMoveEffect: ; 392ca
2013-05-06 21:58:35 -07:00
; Return carry if the enemy has move b.
2014-10-21 11:44:42 -07:00
2013-05-05 23:39:01 -07:00
push hl
ld hl, EnemyMonMoves
ld c, EnemyMonMovesEnd - EnemyMonMoves
2013-05-06 21:58:35 -07:00
.checkmove
2013-05-05 23:39:01 -07:00
ld a, [hli]
and a
jr z, .no
2013-05-05 23:39:01 -07:00
2013-05-06 11:33:19 -07:00
call AIGetEnemyMove
2013-05-05 23:39:01 -07:00
ld a, [wEnemyMoveStruct + MOVE_EFFECT]
2013-05-05 23:39:01 -07:00
cp b
jr z, .yes
2013-05-05 23:39:01 -07:00
dec c
2013-05-06 21:58:35 -07:00
jr nz, .checkmove
2013-05-05 23:39:01 -07:00
.no
2013-05-05 23:39:01 -07:00
pop hl
and a
ret
.yes
2013-05-05 23:39:01 -07:00
pop hl
scf
ret
; 392e6
2013-05-06 21:58:35 -07:00
AIHasMoveInArray: ; 392e6
; Return carry if the enemy has a move in array hl.
2013-05-05 23:39:01 -07:00
push hl
push de
push bc
.next
2013-05-05 23:39:01 -07:00
ld a, [hli]
cp $ff
jr z, .done
2013-05-05 23:39:01 -07:00
ld b, a
ld c, EnemyMonMovesEnd - EnemyMonMoves + 1
ld de, EnemyMonMoves
.check
2013-05-05 23:39:01 -07:00
dec c
jr z, .next
2013-05-05 23:39:01 -07:00
ld a, [de]
inc de
cp b
jr nz, .check
2013-05-05 23:39:01 -07:00
scf
.done
2013-05-05 23:39:01 -07:00
pop bc
pop de
pop hl
ret
; 39301
2014-10-21 15:28:51 -07:00
UsefulMoves: ; 39301
; Moves that are usable all-around.
2013-05-05 23:39:01 -07:00
db DOUBLE_EDGE
db SING
db FLAMETHROWER
db HYDRO_PUMP
db SURF
db ICE_BEAM
db BLIZZARD
db HYPER_BEAM
db SLEEP_POWDER
db THUNDERBOLT
db THUNDER
db EARTHQUAKE
db TOXIC
db PSYCHIC_M
db HYPNOSIS
db RECOVER
db FIRE_BLAST
db SOFTBOILED
db SUPER_FANG
db $ff
; 39315
2013-05-05 16:56:17 -07:00
AI_Opportunist: ; 39315
2014-10-21 11:44:42 -07:00
; Discourage stall moves when the enemy's HP is low.
2013-05-06 11:33:19 -07:00
2014-10-21 11:44:42 -07:00
; Do nothing if enemy's HP is above 50%.
2013-05-06 11:33:19 -07:00
call AICheckEnemyHalfHP
2013-05-05 16:56:17 -07:00
ret c
; Discourage stall moves if enemy's HP is below 25%.
2013-05-06 11:33:19 -07:00
call AICheckEnemyQuarterHP
2013-05-05 16:56:17 -07:00
jr nc, .asm_39322
2014-10-21 11:44:42 -07:00
; 50% chance to discourage stall moves if enemy's HP is between 25% and 50%.
call AI_50_50
2013-05-05 16:56:17 -07:00
ret c
.asm_39322
ld hl, Buffer1 - 1
ld de, EnemyMonMoves
ld c, EnemyMonMovesEnd - EnemyMonMoves + 1
2013-05-06 11:33:19 -07:00
.checkmove
2013-05-05 16:56:17 -07:00
inc hl
dec c
jr z, .asm_39347
ld a, [de]
inc de
and a
jr z, .asm_39347
push hl
push de
push bc
2013-05-06 11:33:19 -07:00
ld hl, .stallmoves
2013-05-05 16:56:17 -07:00
ld de, 1
call IsInArray
pop bc
pop de
pop hl
2013-05-06 11:33:19 -07:00
jr nc, .checkmove
2013-05-05 16:56:17 -07:00
inc [hl]
2013-05-06 11:33:19 -07:00
jr .checkmove
2013-05-05 16:56:17 -07:00
.asm_39347
ret
2013-05-06 11:33:19 -07:00
.stallmoves
2013-05-05 16:56:17 -07:00
db SWORDS_DANCE
db TAIL_WHIP
db LEER
db GROWL
db DISABLE
db MIST
db COUNTER
db LEECH_SEED
db GROWTH
db STRING_SHOT
db MEDITATE
db AGILITY
db RAGE
db MIMIC
db SCREECH
db HARDEN
db WITHDRAW
db DEFENSE_CURL
db BARRIER
db LIGHT_SCREEN
db HAZE
db REFLECT
db FOCUS_ENERGY
db BIDE
db AMNESIA
db TRANSFORM
db SPLASH
db ACID_ARMOR
db SHARPEN
db CONVERSION
db SUBSTITUTE
db FLAME_WHEEL
db $ff
; 39369
AI_Aggressive: ; 39369
2013-05-06 11:33:19 -07:00
; Use whatever does the most damage.
; Discourage all damaging moves but the one that does the most damage.
; If no damaging move deals damage to the player (immune),
; no move will be discouraged
2013-05-06 11:33:19 -07:00
; Figure out which attack does the most damage and put it in c.
2013-05-05 16:56:17 -07:00
ld hl, EnemyMonMoves
ld bc, 0
ld de, 0
2013-05-06 11:33:19 -07:00
.checkmove
2013-05-05 16:56:17 -07:00
inc b
ld a, b
cp EnemyMonMovesEnd - EnemyMonMoves + 1
2013-05-06 11:33:19 -07:00
jr z, .gotstrongestmove
2013-05-05 16:56:17 -07:00
ld a, [hli]
and a
2013-05-06 11:33:19 -07:00
jr z, .gotstrongestmove
2013-05-05 16:56:17 -07:00
push hl
push de
push bc
2013-05-06 11:33:19 -07:00
call AIGetEnemyMove
ld a, [wEnemyMoveStruct + MOVE_POWER]
2013-05-05 16:56:17 -07:00
and a
2013-05-06 11:33:19 -07:00
jr z, .nodamage
call AIDamageCalc
2013-05-05 16:56:17 -07:00
pop bc
pop de
pop hl
2013-05-06 11:33:19 -07:00
; Update current move if damage is highest so far
2013-05-05 16:56:17 -07:00
ld a, [CurDamage + 1]
cp e
ld a, [CurDamage]
sbc d
2013-05-06 11:33:19 -07:00
jr c, .checkmove
2013-05-05 16:56:17 -07:00
ld a, [CurDamage + 1]
ld e, a
ld a, [CurDamage]
ld d, a
ld c, b
2013-05-06 11:33:19 -07:00
jr .checkmove
2013-05-05 16:56:17 -07:00
2013-05-06 11:33:19 -07:00
.nodamage
2013-05-05 16:56:17 -07:00
pop bc
pop de
pop hl
2013-05-06 11:33:19 -07:00
jr .checkmove
2013-05-05 16:56:17 -07:00
2013-05-06 11:33:19 -07:00
.gotstrongestmove
; Nothing we can do if no attacks did damage.
2013-05-05 16:56:17 -07:00
ld a, c
and a
2013-05-06 11:33:19 -07:00
jr z, .done
2013-05-05 16:56:17 -07:00
2013-05-06 11:33:19 -07:00
; Discourage moves that do less damage unless they're reckless too.
2013-05-05 16:56:17 -07:00
ld hl, Buffer1 - 1
ld de, EnemyMonMoves
2013-05-05 23:39:01 -07:00
ld b, 0
2013-05-06 11:33:19 -07:00
.checkmove2
2013-05-05 16:56:17 -07:00
inc b
ld a, b
cp EnemyMonMovesEnd - EnemyMonMoves + 1
2013-05-06 11:33:19 -07:00
jr z, .done
2013-05-05 16:56:17 -07:00
2014-10-21 11:44:42 -07:00
; Ignore this move if it is the highest damaging one.
2013-05-05 16:56:17 -07:00
cp c
ld a, [de]
inc de
inc hl
2013-05-06 11:33:19 -07:00
jr z, .checkmove2
2013-05-05 16:56:17 -07:00
2013-05-06 11:33:19 -07:00
call AIGetEnemyMove
2013-05-05 16:56:17 -07:00
2014-10-21 11:44:42 -07:00
; Ignore this move if its power is 0 or 1.
; Moves such as Seismic Toss, Hidden Power,
; Counter and Fissure have a base power of 1.
ld a, [wEnemyMoveStruct + MOVE_POWER]
2013-05-06 11:33:19 -07:00
cp 2
jr c, .checkmove2
2013-05-05 16:56:17 -07:00
; Ignore this move if it is reckless.
2013-05-05 16:56:17 -07:00
push hl
push de
push bc
ld a, [wEnemyMoveStruct + MOVE_EFFECT]
ld hl, .RecklessMoves
2013-05-05 16:56:17 -07:00
ld de, 1
call IsInArray
pop bc
pop de
pop hl
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jr c, .checkmove2
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; If we made it this far, discourage this move.
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inc [hl]
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jr .checkmove2
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.done
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ret
.RecklessMoves:
db EFFECT_SELFDESTRUCT
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db EFFECT_RAMPAGE
db EFFECT_MULTI_HIT
db EFFECT_DOUBLE_HIT
db $ff
; 393e7
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AIDamageCalc: ; 393e7
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ld a, 1
ld [hBattleTurn], a
ld a, [wEnemyMoveStruct + MOVE_EFFECT]
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ld de, 1
ld hl, .ConstantDamageEffects
call IsInArray
jr nc, .asm_39400
callab BattleCommand_ConstantDamage
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ret
.asm_39400
callab EnemyAttackDamage
callab BattleCommand_DamageCalc
callab BattleCommand_Stab
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ret
.ConstantDamageEffects:
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db EFFECT_SUPER_FANG
db EFFECT_STATIC_DAMAGE
db EFFECT_LEVEL_DAMAGE
db EFFECT_PSYWAVE
db $ff
; 39418
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AI_Cautious: ; 39418
; 90% chance to discourage moves with residual effects after the first turn.
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ld a, [EnemyTurnsTaken]
and a
ret z
ld hl, Buffer1 - 1
ld de, EnemyMonMoves
ld c, EnemyMonMovesEnd - EnemyMonMoves + 1
.asm_39425
inc hl
dec c
ret z
ld a, [de]
inc de
and a
ret z
push hl
push de
push bc
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ld hl, .residualmoves
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ld de, 1
call IsInArray
pop bc
pop de
pop hl
jr nc, .asm_39425
call Random
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cp 230
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ret nc
inc [hl]
jr .asm_39425
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.residualmoves
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db MIST
db LEECH_SEED
db POISONPOWDER
db STUN_SPORE
db THUNDER_WAVE
db FOCUS_ENERGY
db BIDE
db POISON_GAS
db TRANSFORM
db CONVERSION
db SUBSTITUTE
db SPIKES
db $ff
; 39453
AI_Status: ; 39453
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; Dismiss status moves that don't affect the player.
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ld hl, Buffer1 - 1
ld de, EnemyMonMoves
ld b, EnemyMonMovesEnd - EnemyMonMoves + 1
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.checkmove
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dec b
ret z
inc hl
ld a, [de]
and a
ret z
inc de
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call AIGetEnemyMove
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ld a, [wEnemyMoveStruct + MOVE_EFFECT]
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cp EFFECT_TOXIC
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jr z, .poisonimmunity
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cp EFFECT_POISON
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jr z, .poisonimmunity
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cp EFFECT_SLEEP
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jr z, .typeimmunity
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cp EFFECT_PARALYZE
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jr z, .typeimmunity
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ld a, [wEnemyMoveStruct + MOVE_POWER]
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and a
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jr z, .checkmove
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jr .typeimmunity
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.poisonimmunity
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ld a, [BattleMonType1]
cp POISON
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jr z, .immune
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ld a, [BattleMonType2]
cp POISON
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jr z, .immune
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.typeimmunity
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push hl
push bc
push de
ld a, 1
ld [hBattleTurn], a
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callab BattleCheckTypeMatchup
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pop de
pop bc
pop hl
ld a, [wd265]
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and a
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jr nz, .checkmove
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.immune
call AIDiscourageMove
jr .checkmove
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; 394a9
AI_Risky: ; 394a9
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; Use any move that will KO the target.
; Risky moves will often be an exception (see below).
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ld hl, Buffer1 - 1
ld de, EnemyMonMoves
ld c, EnemyMonMovesEnd - EnemyMonMoves + 1
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.checkmove
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inc hl
dec c
ret z
ld a, [de]
inc de
and a
ret z
push de
push bc
push hl
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call AIGetEnemyMove
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ld a, [wEnemyMoveStruct + MOVE_POWER]
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and a
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jr z, .nextmove
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; Don't use risky moves at max hp.
ld a, [wEnemyMoveStruct + MOVE_EFFECT]
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ld de, 1
ld hl, .RiskyMoves
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call IsInArray
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jr nc, .checkko
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call AICheckEnemyMaxHP
jr c, .nextmove
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; Else, 80% chance to exclude them.
call Random
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cp 200 ; 1/5
jr c, .nextmove
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.checkko
call AIDamageCalc
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ld a, [CurDamage + 1]
ld e, a
ld a, [CurDamage]
ld d, a
ld a, [BattleMonHP + 1]
cp e
ld a, [BattleMonHP]
sbc d
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jr nc, .nextmove
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pop hl
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rept 5
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dec [hl]
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endr
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push hl
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.nextmove
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pop hl
pop bc
pop de
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jr .checkmove
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.RiskyMoves:
db EFFECT_SELFDESTRUCT
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db EFFECT_OHKO
db $ff
; 39502
AI_None: ; 39502
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ret
; 39503
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AIDiscourageMove: ; 39503
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ld a, [hl]
add 10
ld [hl], a
ret
; 39508
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AIGetEnemyMove: ; 39508
; Load attributes of move a into ram
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push hl
push de
push bc
dec a
ld hl, Moves
ld bc, MOVE_LENGTH
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call AddNTimes
ld de, wEnemyMoveStruct
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ld a, BANK(Moves)
call FarCopyBytes
pop bc
pop de
pop hl
ret
; 39521
AI_80_20: ; 39521
call Random
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cp 50 ; 1/5
ret
; 39527
AI_50_50: ; 39527
call Random
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cp $80 ; 1/2
ret
; 3952d