pokecrystal-board/battle/ai/scoring.asm
2014-10-22 14:47:33 +02:00

3464 lines
48 KiB
NASM

AIScoring_RedStatus: ; 38591
; Handle the AI of status-only moves and moves with special effects.
ld hl, Buffer1 - 1
ld de, EnemyMonMoves
ld b, EnemyMonMovesEnd - EnemyMonMoves + 1
.checkmove
dec b
ret z
inc hl
ld a, [de]
and a
ret z
inc de
call AIGetEnemyMove
ld a, [wEnemyMoveStruct + MOVE_EFFECT]
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...
push hl
push de
push bc
callba AISpecialEffects
pop bc
pop de
pop hl
jr nz, .discourage
; Dismiss status-only moves if the player can't be statused.
ld a, [wEnemyMoveStruct + MOVE_EFFECT]
push hl
push de
push bc
ld hl, .statusonlyeffects
ld de, 1
call IsInArray
pop bc
pop de
pop hl
jr nc, .checkmove
ld a, [BattleMonStatus]
and a
jr nz, .discourage
; Dismiss Safeguard if it's already active.
ld a, [PlayerScreens]
bit SCREENS_SAFEGUARD, a
jr z, .checkmove
.discourage
call AIDiscourageMove
jr .checkmove
; 385db
.statusonlyeffects
db EFFECT_SLEEP
db EFFECT_TOXIC
db EFFECT_POISON
db EFFECT_PARALYZE
db $ff
; 385e0
AIScoring_RedStatMods: ; 385e0
; 50% chance to greatly encourage stat-up moves during enemy's first turn.
; 50% chance to greatly encourage stat-down moves during player's first turn.
; Almost 90% chance to greatly discourage stat-modifying moves otherwise.
ld hl, Buffer1 - 1
ld de, EnemyMonMoves
ld b, EnemyMonMovesEnd - EnemyMonMoves + 1
.checkmove
dec b
ret z
inc hl
ld a, [de]
and a
ret z
inc de
call AIGetEnemyMove
ld a, [wEnemyMoveStruct + MOVE_EFFECT]
cp EFFECT_ATTACK_UP
jr c, .checkmove
cp EFFECT_EVASION_UP + 1
jr c, .statup
; cp EFFECT_ATTACK_DOWN - 1
jr z, .checkmove ; ignore EFFECT_ALWAYS_HIT
cp EFFECT_EVASION_DOWN + 1
jr c, .statdown
cp EFFECT_ATTACK_UP_2
jr c, .checkmove
cp EFFECT_EVASION_UP_2 + 1
jr c, .statup
; cp EFFECT_ATTACK_DOWN_2 - 1
jr z, .checkmove ; ignore EFFECT_TRANSFROM
cp EFFECT_EVASION_DOWN_2 + 1
jr c, .statdown
jr .checkmove
.statup
ld a, [EnemyTurnsTaken]
and a
jr nz, .discourage
jr .encourage
.statdown
ld a, [PlayerTurnsTaken]
and a
jr nz, .discourage
.encourage
call Function39527
jr c, .checkmove
dec [hl]
dec [hl]
jr .checkmove
.discourage
call Random
cp 30
jr c, .checkmove
inc [hl]
inc [hl]
jr .checkmove
; 38635
AIScoring_RedSuperEffective: ; 38635
; Dismiss any move that the player is immune to.
; Encourage super-effective moves.
; Discourage not very effective moves unless
; all damaging moves are of the same type.
ld hl, Buffer1 - 1
ld de, EnemyMonMoves
ld b, EnemyMonMovesEnd - EnemyMonMoves + 1
.checkmove
dec b
ret z
inc hl
ld a, [de]
and a
ret z
inc de
call AIGetEnemyMove
push hl
push bc
push de
ld a, 1
ld [hBattleTurn], a
callab Function347c8
pop de
pop bc
pop hl
ld a, [$d265]
and a
jr z, .immune
cp 10 ; 1.0
jr z, .checkmove
jr c, .noteffective
; effective
ld a, [wEnemyMoveStruct + MOVE_POWER]
and a
jr z, .checkmove
dec [hl]
jr .checkmove
.noteffective
; Discourage this move if there are any moves
; that do damage of a different type.
push hl
push de
push bc
ld a, [wEnemyMoveStruct + MOVE_TYPE]
ld d, a
ld hl, EnemyMonMoves
ld b, EnemyMonMovesEnd - EnemyMonMoves + 1
ld c, 0
.checkmove2
dec b
jr z, .asm_38693
ld a, [hli]
and a
jr z, .asm_38693
call AIGetEnemyMove
ld a, [wEnemyMoveStruct + MOVE_TYPE]
cp d
jr z, .checkmove2
ld a, [wEnemyMoveStruct + MOVE_POWER]
and a
jr nz, .asm_38692
jr .checkmove2
.asm_38692
ld c, a
.asm_38693
ld a, c
pop bc
pop de
pop hl
and a
jr z, .checkmove
inc [hl]
jr .checkmove
.immune
call AIDiscourageMove
jr .checkmove
; 386a2
AIScoring_Offensive: ; 386a2
; Greatly discourage non-damaging moves.
ld hl, Buffer1 - 1
ld de, EnemyMonMoves
ld b, EnemyMonMovesEnd - EnemyMonMoves + 1
.checkmove
dec b
ret z
inc hl
ld a, [de]
and a
ret z
inc de
call AIGetEnemyMove
ld a, [wEnemyMoveStruct + MOVE_POWER]
and a
jr nz, .checkmove
inc [hl]
inc [hl]
jr .checkmove
; 386be
AIScoring_Smart: ; 386be
; Context-specific scoring.
ld hl, Buffer1
ld de, EnemyMonMoves
ld b, EnemyMonMovesEnd - EnemyMonMoves + 1
.checkmove
dec b
ret z
ld a, [de]
inc de
and a
ret z
push de
push bc
push hl
call AIGetEnemyMove
ld a, [wEnemyMoveStruct + MOVE_EFFECT]
ld hl, .table_386f2
ld de, 3
call IsInArray
inc hl
jr nc, .nextmove
ld a, [hli]
ld e, a
ld d, [hl]
pop hl
push hl
ld bc, .nextmove
push bc
push de
ret
.nextmove
pop hl
pop bc
pop de
inc hl
jr .checkmove
.table_386f2
dbw EFFECT_SLEEP, AIScoring_Sleep
dbw EFFECT_LEECH_HIT, AIScoring_LeechHit
dbw EFFECT_EXPLOSION, AIScoring_Explosion
dbw EFFECT_DREAM_EATER, AIScoring_DreamEater
dbw EFFECT_MIRROR_MOVE, AIScoring_MirrorMove
dbw EFFECT_EVASION_UP, AIScoring_EvasionUp
dbw EFFECT_ALWAYS_HIT, AIScoring_AlwaysHit
dbw EFFECT_ACCURACY_DOWN, AIScoring_AccuracyDown
dbw EFFECT_HAZE, AIScoring_Haze
dbw EFFECT_BIDE, AIScoring_Bide
dbw EFFECT_WHIRLWIND, AIScoring_Whirlwind
dbw EFFECT_HEAL, AIScoring_Heal
dbw EFFECT_TOXIC, AIScoring_Toxic
dbw EFFECT_LIGHT_SCREEN, AIScoring_LightScreen
dbw EFFECT_OHKO, AIScoring_Ohko
dbw EFFECT_RAZOR_WIND, AIScoring_RazorWind
dbw EFFECT_SUPER_FANG, AIScoring_SuperFang
dbw EFFECT_BIND, AIScoring_Bind
dbw EFFECT_UNUSED_2B, AIScoring_Unused2B
dbw EFFECT_CONFUSE, AIScoring_Confuse
dbw EFFECT_SP_DEF_UP_2, AIScoring_SpDefenseUp2
dbw EFFECT_REFLECT, AIScoring_Reflect
dbw EFFECT_PARALYZE, AIScoring_Paralyze
dbw EFFECT_SPEED_DOWN_HIT, AIScoring_SpeedDownHit
dbw EFFECT_SUBSTITUTE, AIScoring_Substitute
dbw EFFECT_HYPER_BEAM, AIScoring_HyperBeam
dbw EFFECT_RAGE, AIScoring_Rage
dbw EFFECT_MIMIC, AIScoring_Mimic
dbw EFFECT_LEECH_SEED, AIScoring_LeechSeed
dbw EFFECT_DISABLE, AIScoring_Disable
dbw EFFECT_COUNTER, AIScoring_Counter
dbw EFFECT_ENCORE, AIScoring_Encore
dbw EFFECT_PAIN_SPLIT, AIScoring_PainSplit
dbw EFFECT_SNORE, AIScoring_Snore
dbw EFFECT_CONVERSION2, AIScoring_Conversion2
dbw EFFECT_LOCK_ON, AIScoring_LockOn
dbw EFFECT_DEFROST_OPPONENT, AIScoring_DefrostOpponent
dbw EFFECT_SLEEP_TALK, AIScoring_SleepTalk
dbw EFFECT_DESTINY_BOND, AIScoring_DestinyBond
dbw EFFECT_REVERSAL, AIScoring_Reversal
dbw EFFECT_SPITE, AIScoring_Spite
dbw EFFECT_HEAL_BELL, AIScoring_HealBell
dbw EFFECT_PRIORITY_HIT, AIScoring_PriorityHit
dbw EFFECT_THIEF, AIScoring_Thief
dbw EFFECT_MEAN_LOOK, AIScoring_MeanLook
dbw EFFECT_NIGHTMARE, AIScoring_Nightmare
dbw EFFECT_FLAME_WHEEL, AIScoring_FlameWheel
dbw EFFECT_CURSE, AIScoring_Curse
dbw EFFECT_PROTECT, AIScoring_Protect
dbw EFFECT_FORESIGHT, AIScoring_Foresight
dbw EFFECT_PERISH_SONG, AIScoring_PerishSong
dbw EFFECT_SANDSTORM, AIScoring_Sandstorm
dbw EFFECT_ENDURE, AIScoring_Endure
dbw EFFECT_ROLLOUT, AIScoring_Rollout
dbw EFFECT_SWAGGER, AIScoring_Swagger
dbw EFFECT_FURY_CUTTER, AIScoring_FuryCutter
dbw EFFECT_ATTRACT, AIScoring_Attract
dbw EFFECT_SAFEGUARD, AIScoring_Safeguard
dbw EFFECT_MAGNITUDE, AIScoring_Magnitude
dbw EFFECT_BATON_PASS, AIScoring_BatonPass
dbw EFFECT_PURSUIT, AIScoring_Pursuit
dbw EFFECT_RAPID_SPIN, AIScoring_RapidSpin
dbw EFFECT_MORNING_SUN, AIScoring_MorningSun
dbw EFFECT_SYNTHESIS, AIScoring_Synthesis
dbw EFFECT_MOONLIGHT, AIScoring_Moonlight
dbw EFFECT_HIDDEN_POWER, AIScoring_HiddenPower
dbw EFFECT_RAIN_DANCE, AIScoring_RainDance
dbw EFFECT_SUNNY_DAY, AIScoring_SunnyDay
dbw EFFECT_BELLY_DRUM, AIScoring_BellyDrum
dbw EFFECT_PSYCH_UP, AIScoring_PsychUp
dbw EFFECT_MIRROR_COAT, AIScoring_MirrorCoat
dbw EFFECT_SKULL_BASH, AIScoring_SkullBash
dbw EFFECT_TWISTER, AIScoring_Twister
dbw EFFECT_EARTHQUAKE, AIScoring_Earthquake
dbw EFFECT_FUTURE_SIGHT, AIScoring_FutureSight
dbw EFFECT_GUST, AIScoring_Gust
dbw EFFECT_STOMP, AIScoring_Stomp
dbw EFFECT_SOLARBEAM, AIScoring_Solarbeam
dbw EFFECT_THUNDER, AIScoring_Thunder
dbw EFFECT_FLY, AIScoring_Fly
db $ff
; 387e3
AIScoring_Sleep: ; 387e3
; Greatly encourage sleep inducing moves if the enemy has either Dream Eater or Nightmare.
; 50% chance to greatly encourage sleep inducing moves otherwise.
ld b, EFFECT_DREAM_EATER
call AIHasMove
jr c, .asm_387f0
ld b, EFFECT_NIGHTMARE
call AIHasMove
ret nc
.asm_387f0
call Function39527
ret c
dec [hl]
dec [hl]
ret
; 387f7
AIScoring_LeechHit: ; 387f7
push hl
ld a, 1
ld [hBattleTurn], a
callab Function347c8
pop hl
; 60% chance to discourage this move if not very effective.
ld a, [$d265]
cp 10 ; 1.0
jr c, .asm_38815
; Do nothing if effectiveness is neutral.
ret z
; Do nothing if enemy's HP is full.
call AICheckEnemyMaxHP
ret c
; 80% chance to encourage this move otherwise.
call Function39521
ret c
dec [hl]
ret
.asm_38815
call Random
cp $64
ret c
inc [hl]
ret
; 3881d
AIScoring_LockOn: ; 3881d
ld a, [PlayerSubStatus5]
bit SUBSTATUS_LOCK_ON, a
jr nz, .asm_38882
push hl
call AICheckEnemyQuarterHP
jr nc, .asm_38877
call AICheckEnemyHalfHP
jr c, .asm_38834
call AICompareSpeed
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
ld hl, EnemyMonMoves
ld c, EnemyMonMovesEnd - EnemyMonMoves + 1
.asm_3884f
dec c
jr z, .asm_38877
ld a, [hli]
and a
jr z, .asm_38877
call AIGetEnemyMove
ld a, [wEnemyMoveStruct + MOVE_ACC]
cp 180
jr nc, .asm_3884f
ld a, $1
ld [hBattleTurn], a
push hl
push bc
callba Function347c8
ld a, [$d265]
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 Function39527
ret c
dec [hl]
dec [hl]
ret
.asm_38882
push hl
ld hl, Buffer1 - 1
ld de, EnemyMonMoves
ld c, EnemyMonMovesEnd - EnemyMonMoves + 1
.asm_3888b
inc hl
dec c
jr z, .asm_388a2
ld a, [de]
and a
jr z, .asm_388a2
inc de
call AIGetEnemyMove
ld a, [wEnemyMoveStruct + MOVE_ACC]
cp 180
jr nc, .asm_3888b
dec [hl]
dec [hl]
jr .asm_3888b
.asm_388a2
pop hl
jp AIDiscourageMove
; 388a6
AIScoring_Explosion: ; 388a6
; Unless this is the enemy's last Pokemon...
push hl
callba Function349f4
pop hl
jr nc, .asm_388b7
; ...greatly discourage this move unless this is the player's last Pokemon too.
push hl
call AICheckLastPlayerMon
pop hl
jr nz, .asm_388c6
.asm_388b7
; Greatly discourage this move if enemy's HP is above 50%.
call AICheckEnemyHalfHP
jr c, .asm_388c6
; Do nothing if enemy's HP is below 25%.
call AICheckEnemyQuarterHP
ret nc
; If enemy's HP is between 25% and 50%,
; over 90% chance to greatly discourage this move.
call Random
cp 20
ret c
.asm_388c6
inc [hl]
inc [hl]
inc [hl]
ret
; 388ca
AIScoring_DreamEater: ; 388ca
; 90% chance to greatly encourage this move.
; The AIScoring_RedStatus layer will make sure that
; Dream Eater is only used against sleeping targets.
call Random
cp $19
ret c
dec [hl]
dec [hl]
dec [hl]
ret
; 388d4
AIScoring_EvasionUp: ; 388d4
; Dismiss this move if enemy's evasion can't raise anymore.
ld a, [EnemyEvaLevel]
cp $d
jp nc, AIDiscourageMove
; If enemy's HP is full...
call AICheckEnemyMaxHP
jr nc, .asm_388f2
; ...greatly encourage this move if player is badly poisoned.
ld a, [PlayerSubStatus5]
bit SUBSTATUS_TOXIC, a
jr nz, .asm_388ef
; ...70% chance to greatly encourage this move if player is not badly poisoned.
call Random
cp $b2
jr nc, .asm_38911
.asm_388ef
dec [hl]
dec [hl]
ret
.asm_388f2
; Greatly discourage this move if enemy's HP is below 25%.
call AICheckEnemyQuarterHP
jr nc, .asm_3890f
; If enemy's HP is above 25% but not full, 4% chance to greatly encourage this move.
call Random
cp $a
jr c, .asm_388ef
; If enemy's HP is between 25% and 50%,...
call AICheckEnemyHalfHP
jr nc, .asm_3890a
; If enemy's HP is above 50% but not full, 20% chance to greatly encourage this move.
call Function39521
jr c, .asm_388ef
jr .asm_38911
.asm_3890a
; ...50% chance to greatly discourage this move.
call Function39527
jr c, .asm_38911
.asm_3890f
inc [hl]
inc [hl]
; 30% chance to end up here if enemy's HP is full and player is not badly poisoned.
; 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.
.asm_38911
ld a, [PlayerSubStatus5]
bit SUBSTATUS_TOXIC, a
jr nz, .asm_38938
ld a, [PlayerSubStatus4]
bit SUBSTATUS_LEECH_SEED, a
jr nz, .asm_38941
; Discourage this move if enemy's evasion level is higher than player's accuracy level.
ld a, [EnemyEvaLevel]
ld b, a
ld a, [PlayerAccLevel]
cp b
jr c, .asm_38936
; Greatly encourage this move if the player is in the middle of Fury Cutter or Rollout.
ld a, [PlayerFuryCutterCount]
and a
jr nz, .asm_388ef
ld a, [PlayerSubStatus1]
bit SUBSTATUS_ROLLOUT, a
jr nz, .asm_388ef
.asm_38936
inc [hl]
ret
; Player is badly poisoned.
; 80% chance to greatly encourage this move.
; This would counter any previous discouragement.
.asm_38938
call Random
cp $50
ret c
dec [hl]
dec [hl]
ret
; Player is seeded.
; 50% chance to encourage this move.
; This would partly counter any previous discouragement.
.asm_38941
call Function39527
ret c
dec [hl]
ret
; 38947
AIScoring_AlwaysHit: ; 38947
; 80% chance to greatly encourage this move if either...
; ...enemy's accuracy level has been lowered three or more stages
ld a, [EnemyAccLevel]
cp $5
jr c, .asm_38954
; ...or player's evasion level has been raised three or more stages.
ld a, [PlayerEvaLevel]
cp $a
ret c
.asm_38954
call Function39521
ret c
dec [hl]
dec [hl]
ret
; 3895b
AIScoring_MirrorMove: ; 3895b
; If the player did not use any move last turn...
ld a, [LastEnemyCounterMove]
and a
jr nz, .asm_38968
; ...do nothing if enemy is slower than player
call AICompareSpeed
ret nc
; ...or dismiss this move if enemy is faster than player.
jp AIDiscourageMove
; If the player did use a move last turn...
.asm_38968
push hl
ld hl, UsefulMoves
ld de, 1
call IsInArray
pop hl
; ...do nothing if he didn't use a useful move.
ret nc
; If he did, 50% chance to encourage this move...
call Function39527
ret c
dec [hl]
; ...and 90% chance to encourage this move again if the enemy is faster.
call AICompareSpeed
ret nc
call Random
cp $19
ret c
dec [hl]
ret
; 38985
AIScoring_AccuracyDown: ; 38985
; If player's HP is full...
call AICheckPlayerMaxHP
jr nc, .asm_389a0
; ...and enemy's HP is above 50%...
call AICheckEnemyHalfHP
jr nc, .asm_389a0
; ...greatly encourage this move if player is badly poisoned.
ld a, [PlayerSubStatus5]
bit SUBSTATUS_TOXIC, a
jr nz, .asm_3899d
; ...70% chance to greatly encourage this move if player is not badly poisoned.
call Random
cp $b2
jr nc, .asm_389bf
.asm_3899d
dec [hl]
dec [hl]
ret
.asm_389a0
; Greatly discourage this move if player's HP is below 25%.
call AICheckPlayerQuarterHP
jr nc, .asm_389bd
; If player's HP is above 25% but not full, 4% chance to greatly encourage this move.
call Random
cp $a
jr c, .asm_3899d
; If player's HP is between 25% and 50%,...
call AICheckPlayerHalfHP
jr nc, .asm_389b8
; If player's HP is above 50% but not full, 20% chance to greatly encourage this move.
call Function39521
jr c, .asm_3899d
jr .asm_389bf
; ...50% chance to greatly discourage this move.
.asm_389b8
call Function39527
jr c, .asm_389bf
.asm_389bd
inc [hl]
inc [hl]
; We only end up here if the move has not been already encouraged.
.asm_389bf
ld a, [PlayerSubStatus5]
bit SUBSTATUS_TOXIC, a
jr nz, .asm_389e6
ld a, [PlayerSubStatus4]
bit SUBSTATUS_LEECH_SEED, a
jr nz, .asm_389ef
; Discourage this move if enemy's evasion level is higher than player's accuracy level.
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.
ld a, [PlayerFuryCutterCount]
and a
jr nz, .asm_3899d
ld a, [PlayerSubStatus1]
bit SUBSTATUS_ROLLOUT, a
jr nz, .asm_3899d
.asm_389e4
inc [hl]
ret
; Player is badly poisoned.
; 80% chance to greatly encourage this move.
; This would counter any previous discouragement.
.asm_389e6
call Random
cp $50
ret c
dec [hl]
dec [hl]
ret
; Player is seeded.
; 50% chance to encourage this move.
; This would partly counter any previous discouragement.
.asm_389ef
call Function39527
ret c
dec [hl]
ret
; 389f5
AIScoring_Haze: ; 389f5
; 85% chance to encourage this move if any of enemy's stat levels is lower than -2.
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.
.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
cp $28
ret c
dec [hl]
ret
; 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.
.asm_38a1b
pop hl
inc [hl]
ret
; 38a1e
AIScoring_Bide: ; 38a1e
; 90% chance to discourage this move unless enemy's HP is full.
call AICheckEnemyMaxHP
ret c
call Random
cp $19
ret c
inc [hl]
ret
; 38a2a
AIScoring_Whirlwind: ; 38a2a
; Discourage this move if the player has not shown
; a super-effective move against the enemy.
; Consider player's type if its moves are unknown.
push hl
callab Function3484e
ld a, [$c716]
cp $a
pop hl
ret c
inc [hl]
ret
; 38a3a
AIScoring_Heal:
AIScoring_MorningSun:
AIScoring_Synthesis:
AIScoring_Moonlight: ; 38a3a
; 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.
call AICheckEnemyQuarterHP
jr nc, .asm_38a45
call AICheckEnemyHalfHP
ret nc
inc [hl]
ret
.asm_38a45
call Random
cp $19
ret c
dec [hl]
dec [hl]
ret
; 38a4e
AIScoring_Toxic:
AIScoring_LeechSeed: ; 38a4e
; Discourage this move if player's HP is below 50%.
call AICheckPlayerHalfHP
ret c
inc [hl]
ret
; 38a54
AIScoring_LightScreen:
AIScoring_Reflect: ; 38a54
; Over 90% chance to discourage this move unless enemy's HP is full.
call AICheckEnemyMaxHP
ret c
call Random
cp $14
ret c
inc [hl]
ret
; 38a60
AIScoring_Ohko: ; 38a60
; Dismiss this move if player's level is higher than enemy's level
; Otherwise, discourage this move is player's HP is below 50%.
ld a, [BattleMonLevel]
ld b, a
ld a, [EnemyMonLevel]
cp b
jp c, AIDiscourageMove
call AICheckPlayerHalfHP
ret c
inc [hl]
ret
; 38a71
AIScoring_Bind: ; 38a71
ld a, [$c730]
and a
jr nz, .asm_38a8b
ld a, [PlayerSubStatus5]
bit SUBSTATUS_TOXIC, a
jr nz, .asm_38a91
ld a, [PlayerSubStatus1]
and 1<<SUBSTATUS_IN_LOVE | 1<<SUBSTATUS_ROLLOUT | 1<<SUBSTATUS_IDENTIFIED | 1<<SUBSTATUS_NIGHTMARE
jr nz, .asm_38a91
ld a, [PlayerTurnsTaken]
and a
jr z, .asm_38a91
.asm_38a8b
call Function39527
ret c
inc [hl]
ret
.asm_38a91
call AICheckEnemyQuarterHP
ret nc
call Function39527
ret c
dec [hl]
dec [hl]
ret
; 38a9c
AIScoring_RazorWind:
AIScoring_Unused2B: ; 38a9c
ld a, [EnemySubStatus1]
bit SUBSTATUS_PERISH, a
jr z, .asm_38aaa
ld a, [EnemyPerishCount]
cp 3
jr c, .asm_38ad3
.asm_38aaa
push hl
ld hl, PlayerUsedMoves
ld c, 4
.asm_38ab0
ld a, [hli]
and a
jr z, .asm_38ac1
call AIGetEnemyMove
ld a, [wEnemyMoveStruct + MOVE_EFFECT]
cp EFFECT_PROTECT
jr z, .asm_38ad5
dec c
jr nz, .asm_38ab0
.asm_38ac1
pop hl
ld a, [EnemySubStatus3]
bit SUBSTATUS_CONFUSED, a
jr nz, .asm_38acd
call AICheckEnemyHalfHP
ret c
.asm_38acd
call Random
cp $c8
ret c
.asm_38ad3
inc [hl]
ret
.asm_38ad5
pop hl
ld a, [hl]
add 6
ld [hl], a
ret
; 38adb
AIScoring_Confuse: ; 38adb
; 90% chance to discourage this move if player's HP is between 25% and 50%.
call AICheckPlayerHalfHP
ret c
call Random
cp $19
jr c, .asm_38ae7
inc [hl]
.asm_38ae7
; Discourage again if player's HP is below 25%.
call AICheckPlayerQuarterHP
ret c
inc [hl]
ret
; 38aed
AIScoring_SpDefenseUp2: ; 38aed
call AICheckEnemyHalfHP
jr nc, .asm_38b10
ld a, [EnemySDefLevel]
cp $b
jr nc, .asm_38b10
cp $9
ret nc
ld a, [BattleMonType1]
cp SPECIAL
jr nc, .asm_38b09
ld a, [BattleMonType2]
cp SPECIAL
ret c
.asm_38b09
call Function39521
ret c
dec [hl]
dec [hl]
ret
.asm_38b10
inc [hl]
ret
; 38b12
AIScoring_Fly: ; 38b12
; Greatly encourage this move if the player is
; flying or underground, and slower than the enemy.
ld a, [PlayerSubStatus3]
and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND
ret z
call AICompareSpeed
ret nc
dec [hl]
dec [hl]
dec [hl]
ret
; 38b20
AIScoring_SuperFang: ; 38b20
; Discourage this move if player's HP is below 25%.
call AICheckPlayerQuarterHP
ret c
inc [hl]
ret
; 38b26
AIScoring_Paralyze: ; 38b26
; 50% chance to discourage this move if player's HP is below 25%.
call AICheckPlayerQuarterHP
jr nc, .asm_38b3a
; 80% chance to greatly encourage this move
; if enemy is slower than player and its HP is above 25%.
call AICompareSpeed
ret c
call AICheckEnemyQuarterHP
ret nc
call Function39521
ret c
dec [hl]
dec [hl]
ret
.asm_38b3a
call Function39527
ret c
inc [hl]
ret
; 38b40
AIScoring_SpeedDownHit: ; 38b40
ld a, [wEnemyMoveStruct + MOVE_ANIM]
cp ICY_WIND
ret nz
call AICheckEnemyQuarterHP
ret nc
ld a, [PlayerTurnsTaken]
and a
ret nz
call AICompareSpeed
ret c
call Random
cp 30
ret c
dec [hl]
dec [hl]
ret
; 38b5c
AIScoring_Substitute: ; 38b5c
; Dismiss this move if enemy's HP is below 50%.
call AICheckEnemyHalfHP
ret c
jp AIDiscourageMove
; 38b63
AIScoring_HyperBeam: ; 38b63
call AICheckEnemyHalfHP
jr c, .asm_38b72
; 50% chance to encourage this move if enemy's HP is below 25%.
call AICheckEnemyQuarterHP
ret c
call Function39527
ret c
dec [hl]
ret
.asm_38b72
; If enemy's HP is above 50%, discourage this move at random
call Random
cp 40
ret c
inc [hl]
call Function39527
ret c
inc [hl]
ret
; 38b7f
AIScoring_Rage: ; 38b7f
ld a, [EnemySubStatus4]
bit SUBSTATUS_RAGE, a
jr z, .asm_38b9b
call Function39527
jr c, .asm_38b8c
dec [hl]
.asm_38b8c
ld a, [$c72c]
cp $2
ret c
dec [hl]
ld a, [$c72c]
cp $3
ret c
dec [hl]
ret
.asm_38b9b
call AICheckEnemyHalfHP
jr nc, .asm_38ba6
call Function39521
ret nc
dec [hl]
ret
.asm_38ba6
inc [hl]
ret
; 38ba8
AIScoring_Mimic: ; 38ba8
ld a, [LastEnemyCounterMove]
and a
jr z, .asm_38be9
call AICheckEnemyHalfHP
jr nc, .asm_38bef
push hl
ld a, [LastEnemyCounterMove]
call AIGetEnemyMove
ld a, $1
ld [hBattleTurn], a
callab Function347c8
ld a, [$d265]
cp $a
pop hl
jr c, .asm_38bef
jr z, .asm_38bd4
call Function39527
jr c, .asm_38bd4
dec [hl]
.asm_38bd4
ld a, [LastEnemyCounterMove]
push hl
ld hl, UsefulMoves
ld de, 1
call IsInArray
pop hl
ret nc
call Function39527
ret c
dec [hl]
ret
.asm_38be9
call AICompareSpeed
jp c, AIDiscourageMove
.asm_38bef
inc [hl]
ret
; 38bf1
AIScoring_Counter: ; 38bf1
push hl
ld hl, PlayerUsedMoves
ld c, 4
ld b, 0
.asm_38bf9
ld a, [hli]
and a
jr z, .asm_38c0e
call AIGetEnemyMove
ld a, [wEnemyMoveStruct + MOVE_POWER]
and a
jr z, .asm_38c0e
ld a, [wEnemyMoveStruct + MOVE_TYPE]
cp SPECIAL
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, [LastEnemyCounterMove]
and a
jr z, .asm_38c38
call AIGetEnemyMove
ld a, [wEnemyMoveStruct + MOVE_POWER]
and a
jr z, .asm_38c38
ld a, [wEnemyMoveStruct + MOVE_TYPE]
cp SPECIAL
jr nc, .asm_38c38
.asm_38c30
call Random
cp $64
jr c, .asm_38c38
dec [hl]
.asm_38c38
ret
.asm_38c39
inc [hl]
ret
; 38c3b
AIScoring_Encore: ; 38c3b
call AICompareSpeed
jr nc, .asm_38c81
ld a, [LastPlayerMove]
and a
jp z, AIDiscourageMove
call AIGetEnemyMove
ld a, [wEnemyMoveStruct + MOVE_POWER]
and a
jr z, .asm_38c68
push hl
ld a, [wEnemyMoveStruct + MOVE_TYPE]
ld hl, EnemyMonType1
predef Function347d3
pop hl
ld a, [$d265]
cp $a
jr nc, .asm_38c68
and a
ret nz
jr .asm_38c78
.asm_38c68
push hl
ld a, [LastEnemyCounterMove]
ld hl, .table_38c85
ld de, 1
call IsInArray
pop hl
jr nc, .asm_38c81
.asm_38c78
call Random
cp $46
ret c
dec [hl]
dec [hl]
ret
.asm_38c81
inc [hl]
inc [hl]
inc [hl]
ret
.table_38c85
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
AIScoring_PainSplit: ; 38ca4
push hl
ld hl, EnemyMonHP
ld b, [hl]
inc hl
ld c, [hl]
sla c
rl b
ld hl, BattleMonHP + 1
ld a, [hld]
cp c
ld a, [hl]
sbc b
pop hl
ret nc
inc [hl]
ret
; 38cba
AIScoring_Snore:
AIScoring_SleepTalk: ; 38cba
ld a, [EnemyMonStatus]
and $7
cp $1
jr z, .asm_38cc7
dec [hl]
dec [hl]
dec [hl]
ret
.asm_38cc7
inc [hl]
inc [hl]
inc [hl]
ret
; 38ccb
AIScoring_DefrostOpponent: ; 38ccb
ld a, [EnemyMonStatus]
and $20
ret z
dec [hl]
dec [hl]
dec [hl]
ret
; 38cd5
AIScoring_Spite: ; 38cd5
ld a, [LastEnemyCounterMove]
and a
jr nz, .asm_38ce7
call AICompareSpeed
jp c, AIDiscourageMove
call Function39527
ret c
inc [hl]
ret
.asm_38ce7
push hl
ld b, a
ld c, 4
ld hl, BattleMonMoves
ld de, BattleMonPP
.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
cp $64
ret nc
.asm_38d0b
inc [hl]
ret
.asm_38d0d
call Random
cp $64
ret c
dec [hl]
dec [hl]
ret
; 38d16
Function_0x38d16; 38d16
jp AIDiscourageMove
; 38d19
AIScoring_DestinyBond:
AIScoring_Reversal:
AIScoring_SkullBash: ; 38d19
call AICheckEnemyQuarterHP
ret nc
inc [hl]
ret
; 38d1f
AIScoring_HealBell: ; 38d1f
push hl
ld a, [OTPartyCount]
ld b, a
ld c, 0
ld hl, OTPartyMon1HP
ld de, OTPartyMon2 - OTPartyMon1
.loop
push hl
ld a, [hli]
or [hl]
jr z, .next
dec hl
dec hl
dec hl
ld a, [hl]
or c
ld c, a
.next
pop hl
add hl, de
dec b
jr nz, .loop
pop hl
ld a, c
and a
jr z, .no_status
ld a, [EnemyMonStatus]
and a
jr z, .ok
dec [hl]
.ok
and 1 << FRZ | SLP
ret z
call Function39527
ret c
dec [hl]
dec [hl]
ret
.no_status
ld a, [EnemyMonStatus]
and a
ret nz
jp AIDiscourageMove
; 38d5a
AIScoring_PriorityHit: ; 38d5a
call AICompareSpeed
ret c
ld a, [PlayerSubStatus3]
and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND
jp nz, AIDiscourageMove
ld a, $1
ld [hBattleTurn], a
push hl
callab EnemyAttackDamage
callab BattleCommand62
callab BattleCommand07
pop hl
ld a, [CurDamage + 1]
ld c, a
ld a, [CurDamage]
ld b, a
ld a, [BattleMonHP + 1]
cp c
ld a, [BattleMonHP]
sbc b
ret nc
dec [hl]
dec [hl]
dec [hl]
ret
; 38d93
AIScoring_Thief: ; 38d93
; Don't use Thief unless it's the only move available.
ld a, [hl]
add $1e
ld [hl], a
ret
; 38d98
AIScoring_Conversion2: ; 38d98
ld a, [LastPlayerMove]
and a
jr nz, .asm_38dc9
push hl
dec a
ld hl, Moves + MOVE_TYPE
ld bc, MOVE_LENGTH
call AddNTimes
ld a, BANK(Moves)
call GetFarByte
ld [wPlayerMoveStruct + MOVE_TYPE], a
xor a
ld [hBattleTurn], a
callab Function347c8
ld a, [$d265]
cp $a
pop hl
jr c, .asm_38dc9
ret z
call Function39527
ret c
dec [hl]
ret
.asm_38dc9
call Random
cp $19
ret c
inc [hl]
ret
; 38dd1
AIScoring_Disable: ; 38dd1
call AICompareSpeed
jr nc, .asm_38df3
push hl
ld a, [LastEnemyCounterMove]
ld hl, UsefulMoves
ld de, 1
call IsInArray
pop hl
jr nc, .asm_38dee
call Random
cp 100
ret c
dec [hl]
ret
.asm_38dee
ld a, [wEnemyMoveStruct + MOVE_POWER]
and a
ret nz
.asm_38df3
call Random
cp 20
ret c
inc [hl]
ret
; 38dfb
AIScoring_MeanLook: ; 38dfb
call AICheckEnemyHalfHP
jr nc, .asm_38e24
push hl
call AICheckLastPlayerMon
pop hl
jp z, AIDiscourageMove
ld a, [EnemySubStatus5]
bit SUBSTATUS_TOXIC, a
jr nz, .asm_38e26
ld a, [PlayerSubStatus1]
and 1<<SUBSTATUS_IN_LOVE | 1<<SUBSTATUS_ROLLOUT | 1<<SUBSTATUS_IDENTIFIED | 1<<SUBSTATUS_NIGHTMARE
jr nz, .asm_38e26
push hl
callab Function3484e
ld a, [$c716]
cp $b
pop hl
ret nc
.asm_38e24
inc [hl]
ret
.asm_38e26
call Function39521
ret c
dec [hl]
dec [hl]
dec [hl]
ret
; 38e2e
AICheckLastPlayerMon: ; 38e2e
ld a, [PartyCount]
ld b, a
ld c, 0
ld hl, PartyMon1HP
ld de, PartyMon2 - PartyMon1
.loop
ld a, [CurBattleMon]
cp c
jr z, .asm_38e44
ld a, [hli]
or [hl]
ret nz
dec hl
.asm_38e44
add hl, de
inc c
dec b
jr nz, .loop
ret
; 38e4a
AIScoring_Nightmare: ; 38e4a
call Function39527
ret c
dec [hl]
ret
; 38e50
AIScoring_FlameWheel: ; 38e50
ld a, [EnemyMonStatus]
bit FRZ, a
ret z
dec [hl]
dec [hl]
dec [hl]
dec [hl]
dec [hl]
ret
; 38e5c
AIScoring_Curse: ; 38e5c
ld a, [EnemyMonType1]
cp GHOST
jr z, .ghostcurse
ld a, [EnemyMonType2]
cp GHOST
jr z, .ghostcurse
call AICheckEnemyHalfHP
jr nc, .asm_38e93
ld a, [EnemyAtkLevel]
cp $b
jr nc, .asm_38e93
cp $9
ret nc
ld a, [BattleMonType1]
cp GHOST
jr z, .asm_38e92
cp SPECIAL
ret nc
ld a, [BattleMonType2]
cp SPECIAL
ret nc
call Function39521
ret c
dec [hl]
dec [hl]
ret
.asm_38e90
inc [hl]
inc [hl]
.asm_38e92
inc [hl]
.asm_38e93
inc [hl]
ret
.ghostcurse
ld a, [PlayerSubStatus1]
bit SUBSTATUS_CURSE, a
jp nz, AIDiscourageMove
push hl
callba Function349f4
pop hl
jr nc, .asm_38eb0
push hl
call AICheckLastPlayerMon
pop hl
jr nz, .asm_38e90
jr .asm_38eb7
.asm_38eb0
push hl
call AICheckLastPlayerMon
pop hl
jr z, .asm_38ecb
.asm_38eb7
call AICheckEnemyQuarterHP
jp nc, .asm_38e90
call AICheckEnemyHalfHP
jr nc, .asm_38e92
call AICheckEnemyMaxHP
ret nc
ld a, [PlayerTurnsTaken]
and a
ret nz
.asm_38ecb
call Function39527
ret c
dec [hl]
dec [hl]
ret
; 38ed2
AIScoring_Protect: ; 38ed2
ld a, [$c681]
and a
jr nz, .asm_38f13
ld a, [PlayerSubStatus5]
bit SUBSTATUS_LOCK_ON, a
jr nz, .asm_38f14
ld a, [PlayerFuryCutterCount]
cp 3
jr nc, .asm_38f0d
ld a, [PlayerSubStatus3]
bit SUBSTATUS_CHARGED, a
jr nz, .asm_38f0d
ld a, [PlayerSubStatus5]
bit SUBSTATUS_TOXIC, a
jr nz, .asm_38f0d
ld a, [PlayerSubStatus4]
bit SUBSTATUS_LEECH_SEED, a
jr nz, .asm_38f0d
ld a, [PlayerSubStatus1]
bit SUBSTATUS_CURSE, a
jr nz, .asm_38f0d
bit SUBSTATUS_ROLLOUT, a
jr z, .asm_38f14
ld a, [PlayerRolloutCount]
cp 3
jr c, .asm_38f14
.asm_38f0d
call Function39521
ret c
dec [hl]
ret
.asm_38f13
inc [hl]
.asm_38f14
call Random
cp 20
ret c
inc [hl]
inc [hl]
ret
; 38f1d
AIScoring_Foresight: ; 38f1d
ld a, [EnemyAccLevel]
cp $5
jr c, .asm_38f41
ld a, [PlayerEvaLevel]
cp $a
jr nc, .asm_38f41
ld a, [BattleMonType1]
cp GHOST
jr z, .asm_38f41
ld a, [BattleMonType2]
cp GHOST
jr z, .asm_38f41
call Random
cp 20
ret c
inc [hl]
ret
.asm_38f41
call Random
cp 100
ret c
dec [hl]
dec [hl]
ret
; 38f4a
AIScoring_PerishSong: ; 38f4a
push hl
callab Function349f4
pop hl
jr c, .asm_38f75
ld a, [PlayerSubStatus5]
bit SUBSTATUS_CANT_RUN, a
jr nz, .asm_38f6f
push hl
callab Function3484e
ld a, [$c716]
cp 10 ; 1.0
pop hl
ret c
call Function39527
ret c
inc [hl]
ret
.asm_38f6f
call Function39527
ret c
dec [hl]
ret
.asm_38f75
ld a, [hl]
add 5
ld [hl], a
ret
; 38f7a
AIScoring_Sandstorm: ; 38f7a
ld a, [BattleMonType1]
push hl
ld hl, .SandstormImmuneTypes
ld de, 1
call IsInArray
pop hl
jr c, .asm_38fa5
ld a, [BattleMonType2]
push hl
ld hl, .SandstormImmuneTypes
ld de, 1
call IsInArray
pop hl
jr c, .asm_38fa5
call AICheckPlayerHalfHP
jr nc, .asm_38fa6
call Function39527
ret c
dec [hl]
ret
.asm_38fa5
inc [hl]
.asm_38fa6
inc [hl]
ret
.SandstormImmuneTypes
db ROCK
db GROUND
db STEEL
db $ff
; 38fac
AIScoring_Endure: ; 38fac
ld a, [$c681]
and a
jr nz, .asm_38fd8
call AICheckEnemyMaxHP
jr c, .asm_38fd8
call AICheckEnemyQuarterHP
jr c, .asm_38fd9
ld b, EFFECT_REVERSAL
call AIHasMove
jr nc, .asm_38fcb
call Function39521
ret c
dec [hl]
dec [hl]
dec [hl]
ret
.asm_38fcb
ld a, [EnemySubStatus5]
bit SUBSTATUS_LOCK_ON, a
ret z
call Function39527
ret c
dec [hl]
dec [hl]
ret
.asm_38fd8
inc [hl]
.asm_38fd9
inc [hl]
ret
; 38fdb
AIScoring_FuryCutter: ; 38fdb
ld a, [EnemyFuryCutterCount]
and a
jr z, .end
dec [hl]
cp 2
jr c, .end
dec [hl]
dec [hl]
cp 3
jr c, .end
dec [hl]
dec [hl]
dec [hl]
.end
; fallthrough
; 38fef
AIScoring_Rollout: ; 38fef
ld a, [EnemySubStatus1]
bit SUBSTATUS_IN_LOVE, a
jr nz, .asm_39020
ld a, [EnemySubStatus3]
bit SUBSTATUS_CONFUSED, a
jr nz, .asm_39020
ld a, [EnemyMonStatus]
bit PAR, a
jr nz, .asm_39020
call AICheckEnemyQuarterHP
jr nc, .asm_39020
ld a, [EnemyAccLevel]
cp 7
jr c, .asm_39020
ld a, [PlayerEvaLevel]
cp 8
jr nc, .asm_39020
call Random
cp 200
ret nc
dec [hl]
dec [hl]
ret
.asm_39020
call Function39521
ret c
inc [hl]
ret
; 39026
AIScoring_Swagger:
AIScoring_Attract: ; 39026
ld a, [PlayerTurnsTaken]
and a
jr z, .first_turn
call Function39521
ret c
inc [hl]
ret
.first_turn
call Random
cp 200
ret nc
dec [hl]
ret
; 3903a
AIScoring_Safeguard: ; 3903a
call AICheckPlayerHalfHP
ret c
call Function39521
ret c
inc [hl]
ret
; 39044
AIScoring_Magnitude:
AIScoring_Earthquake: ; 39044
ld a, [LastEnemyCounterMove]
cp DIG
ret nz
ld a, [PlayerSubStatus3]
bit SUBSTATUS_UNDERGROUND, a
jr z, .could_dig
call AICompareSpeed
ret nc
dec [hl]
dec [hl]
ret
.could_dig
; Try to predict if the player
; will use Dig this turn.
call AICompareSpeed
ret c
call Function39527
ret c
dec [hl]
ret
; 39062
AIScoring_BatonPass: ; 39062
push hl
callab Function3484e
ld a, [$c716]
cp 10 ; 1.0
pop hl
ret c
inc [hl]
ret
; 39072
AIScoring_Pursuit: ; 39072
call AICheckPlayerQuarterHP
jr nc, .asm_3907d
call Function39521
ret c
inc [hl]
ret
.asm_3907d
call Function39527
ret c
dec [hl]
dec [hl]
ret
; 39084
AIScoring_RapidSpin: ; 39084
ld a, [$c731]
and a
jr nz, .asm_39097
ld a, [EnemySubStatus4]
bit SUBSTATUS_LEECH_SEED, a
jr nz, .asm_39097
ld a, [EnemyScreens]
bit SCREENS_SPIKES, a
ret z
.asm_39097
call Function39521
ret c
dec [hl]
dec [hl]
ret
; 3909e
AIScoring_HiddenPower: ; 3909e
push hl
ld a, 1
ld [hBattleTurn], a
; Calculate Hidden Power's type and base power based on enemy's DVs.
callab HiddenPowerDamage
callab Function347c8
pop hl
; Discourage Hidden Power if not very effective.
ld a, [$d265]
cp $a
jr c, .asm_390c9
; Discourage Hidden Power if its base power is lower than 50.
ld a, d
cp 50
jr c, .asm_390c9
; Encourage Hidden Power if super-effective.
ld a, [$d265]
cp $b
jr nc, .asm_390c7
; Encourage Hidden Power if its base power is 70.
ld a, d
cp 70
; Do nothing if none of these conditions meet.
ret c
.asm_390c7
dec [hl]
ret
.asm_390c9
inc [hl]
ret
; 390cb
AIScoring_RainDance: ; 390cb
ld a, [BattleMonType1]
cp WATER
jr z, AIBadWeatherType
cp FIRE
jr z, AIGoodWeatherType
ld a, [BattleMonType2]
cp WATER
jr z, AIBadWeatherType
cp FIRE
jr z, AIGoodWeatherType
push hl
ld hl, RainDanceMoves
jr AIScoring_WeatherMove
; 390e7
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
AIScoring_SunnyDay: ; 390f3
ld a, [BattleMonType1]
cp FIRE
jr z, AIBadWeatherType
cp WATER
jr z, AIGoodWeatherType
ld a, [BattleMonType2]
cp FIRE
jr z, AIBadWeatherType
cp WATER
jr z, AIGoodWeatherType
push hl
ld hl, SunnyDayMoves
; fallthrough
; 3910d
AIScoring_WeatherMove: ; 3910d
call AIHasMoveInArray
pop hl
jr nc, AIBadWeatherType
call AICheckPlayerHalfHP
jr nc, AIBadWeatherType
call Function39527
ret c
dec [hl]
ret
; 3911e
AIBadWeatherType: ; 3911e
inc [hl]
inc [hl]
inc [hl]
ret
; 39122
AIGoodWeatherType: ; 39122
call AICheckPlayerHalfHP
ret nc
ld a, [PlayerTurnsTaken]
and a
jr z, .good
ld a, [EnemyTurnsTaken]
and a
ret nz
.good
dec [hl]
dec [hl]
ret
; 39134
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
AIScoring_BellyDrum: ; 3913d
ld a, [EnemyAtkLevel]
cp $a
jr nc, .asm_3914d
call AICheckEnemyMaxHP
ret c
inc [hl]
call AICheckEnemyHalfHP
ret c
.asm_3914d
ld a, [hl]
add $5
ld [hl], a
ret
; 39152
AIScoring_PsychUp: ; 39152
push hl
ld hl, EnemyAtkLevel
ld b, $8
ld c, $64
.asm_3915a
ld a, [hli]
sub $7
add c
ld c, a
dec b
jr nz, .asm_3915a
ld hl, PlayerAtkLevel
ld b, $8
ld d, $64
.asm_39169
ld a, [hli]
sub $7
add d
ld d, a
dec b
jr nz, .asm_39169
ld a, c
sub d
pop hl
jr nc, .asm_39188
ld a, [PlayerAccLevel]
cp $6
ret c
ld a, [EnemyEvaLevel]
cp $8
ret nc
call Function39521
ret c
dec [hl]
ret
.asm_39188
inc [hl]
inc [hl]
ret
; 3918b
AIScoring_MirrorCoat: ; 3918b
push hl
ld hl, PlayerUsedMoves
ld c, $4
ld b, $0
.asm_39193
ld a, [hli]
and a
jr z, .asm_391a8
call AIGetEnemyMove
ld a, [wEnemyMoveStruct + MOVE_POWER]
and a
jr z, .asm_391a8
ld a, [wEnemyMoveStruct + MOVE_TYPE]
cp SPECIAL
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 $3
jr nc, .asm_391ca
ld a, [LastEnemyCounterMove]
and a
jr z, .asm_391d2
call AIGetEnemyMove
ld a, [wEnemyMoveStruct + MOVE_POWER]
and a
jr z, .asm_391d2
ld a, [wEnemyMoveStruct + MOVE_TYPE]
cp SPECIAL
jr c, .asm_391d2
.asm_391ca
call Random
cp 100
jr c, .asm_391d2
dec [hl]
.asm_391d2
ret
.asm_391d3
inc [hl]
ret
; 391d5
AIScoring_Twister:
AIScoring_Gust: ; 391d5
ld a, [LastEnemyCounterMove]
cp FLY
ret nz
ld a, [PlayerSubStatus3]
bit SUBSTATUS_FLYING, a
jr z, .asm_391e9
call AICompareSpeed
ret nc
dec [hl]
dec [hl]
ret
.asm_391e9
call AICompareSpeed
ret c
call Function39527
ret c
dec [hl]
ret
; 391f3
AIScoring_FutureSight: ; 391f3
call AICompareSpeed
ret nc
ld a, [PlayerSubStatus3]
and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND
ret z
dec [hl]
dec [hl]
ret
; 39200
AIScoring_Stomp: ; 39200
ld a, [$c6fe]
and a
ret z
call Function39521
ret c
dec [hl]
ret
; 3920b
AIScoring_Solarbeam: ; 3920b
ld a, [Weather]
cp WEATHER_SUN
jr z, .asm_3921e
cp WEATHER_RAIN
ret nz
call Random
cp 25 ; 1/10
ret c
inc [hl]
inc [hl]
ret
.asm_3921e
call Function39521
ret c
dec [hl]
dec [hl]
ret
; 39225
AIScoring_Thunder: ; 39225
; 90% chance to discourage this move when it's raining.
ld a, [Weather]
cp WEATHER_SUN
ret nz
call Random
cp 25 ; 1/10
ret c
inc [hl]
ret
; 39233
AICompareSpeed: ; 39233
; Return carry if enemy is faster than player
push bc
ld a, [EnemyMonSpeed + 1]
ld b, a
ld a, [BattleMonSpeed + 1]
cp b
ld a, [EnemyMonSpeed]
ld b, a
ld a, [BattleMonSpeed]
sbc b
pop bc
ret
; 39246
AICheckPlayerMaxHP: ; 39246
push hl
push de
push bc
ld de, BattleMonHP
ld hl, BattleMonMaxHP
jr AICheckMaxHP
; 39251
AICheckEnemyMaxHP: ; 39251
push hl
push de
push bc
ld de, EnemyMonHP
ld hl, EnemyMonMaxHP
; fallthrough
; 3925a
AICheckMaxHP: ; 3925a
; Return carry if hp at de matches max hp at hl.
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
AICheckPlayerHalfHP: ; 3926e
push hl
ld hl, BattleMonHP
ld b, [hl]
inc hl
ld c, [hl]
sla c
rl b
inc hl
inc hl
ld a, [hld]
cp c
ld a, [hl]
sbc b
pop hl
ret
; 39281
AICheckEnemyHalfHP: ; 39281
push hl
push de
push bc
ld hl, EnemyMonHP
ld b, [hl]
inc hl
ld c, [hl]
sla c
rl b
inc hl
inc hl
ld a, [hld]
cp c
ld a, [hl]
sbc b
pop bc
pop de
pop hl
ret
; 39298
AICheckEnemyQuarterHP: ; 39298
push hl
push de
push bc
ld hl, EnemyMonHP
ld b, [hl]
inc hl
ld c, [hl]
sla c
rl b
sla c
rl b
inc hl
inc hl
ld a, [hld]
cp c
ld a, [hl]
sbc b
pop bc
pop de
pop hl
ret
; 392b3
AICheckPlayerQuarterHP: ; 392b3
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
ld a, [hld]
cp c
ld a, [hl]
sbc b
pop hl
ret
; 392ca
AIHasMove: ; 392ca
; Return carry if the enemy has move b.
push hl
ld hl, EnemyMonMoves
ld c, EnemyMonMovesEnd - EnemyMonMoves
.checkmove
ld a, [hli]
and a
jr z, .asm_392e0
call AIGetEnemyMove
ld a, [wEnemyMoveStruct + MOVE_EFFECT]
cp b
jr z, .asm_392e3
dec c
jr nz, .checkmove
.asm_392e0
pop hl
and a
ret
.asm_392e3
pop hl
scf
ret
; 392e6
AIHasMoveInArray: ; 392e6
; Return carry if the enemy has a move in array hl.
push hl
push de
push bc
.asm_392e9
ld a, [hli]
cp $ff
jr z, .asm_392fd
ld b, a
ld c, EnemyMonMovesEnd - EnemyMonMoves + 1
ld de, EnemyMonMoves
.asm_392f4
dec c
jr z, .asm_392e9
ld a, [de]
inc de
cp b
jr nz, .asm_392f4
scf
.asm_392fd
pop bc
pop de
pop hl
ret
; 39301
UsefulMoves: ; 39301
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
AIScoring_Opportunist: ; 39315
; Discourage stall moves when the enemy's HP is low.
; Do nothing if enemy's HP is above 50%.
call AICheckEnemyHalfHP
ret c
; Discourage stall moves if enemy's HP is below 25%.
call AICheckEnemyQuarterHP
jr nc, .asm_39322
; 50% chance to discourage stall moves if enemy's HP is between 25% and 50%.
call Function39527
ret c
.asm_39322
ld hl, Buffer1 - 1
ld de, EnemyMonMoves
ld c, EnemyMonMovesEnd - EnemyMonMoves + 1
.checkmove
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
ld hl, .stallmoves
ld de, 1
call IsInArray
pop bc
pop de
pop hl
jr nc, .checkmove
inc [hl]
jr .checkmove
.asm_39347
ret
.stallmoves
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
AIScoring_Aggressive: ; 39369
; 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
; Figure out which attack does the most damage and put it in c.
ld hl, EnemyMonMoves
ld bc, 0
ld de, 0
.checkmove
inc b
ld a, b
cp EnemyMonMovesEnd - EnemyMonMoves + 1
jr z, .gotstrongestmove
ld a, [hli]
and a
jr z, .gotstrongestmove
push hl
push de
push bc
call AIGetEnemyMove
ld a, [wEnemyMoveStruct + MOVE_POWER]
and a
jr z, .nodamage
call AIDamageCalc
pop bc
pop de
pop hl
; Update current move if damage is highest so far
ld a, [CurDamage + 1]
cp e
ld a, [CurDamage]
sbc d
jr c, .checkmove
ld a, [CurDamage + 1]
ld e, a
ld a, [CurDamage]
ld d, a
ld c, b
jr .checkmove
.nodamage
pop bc
pop de
pop hl
jr .checkmove
.gotstrongestmove
; Discourage moves that do less damage unless they're reckless too.
; Nothing we can do if no attacks did damage.
ld a, c
and a
jr z, .done
ld hl, Buffer1 - 1
ld de, EnemyMonMoves
ld b, 0
.checkmove2
inc b
ld a, b
cp EnemyMonMovesEnd - EnemyMonMoves + 1
jr z, .done
; Ignore this move if it is the highest damaging one.
cp c
ld a, [de]
inc de
inc hl
jr z, .checkmove2
call AIGetEnemyMove
; 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]
cp 2
jr c, .checkmove2
; Ignore this move if it is reckless.
push hl
push de
push bc
ld a, [wEnemyMoveStruct + MOVE_EFFECT]
ld hl, .recklessmoves
ld de, 1
call IsInArray
pop bc
pop de
pop hl
jr c, .checkmove2
; If we made it this far, discourage this move.
inc [hl]
jr .checkmove2
.done
ret
.recklessmoves
db EFFECT_EXPLOSION
db EFFECT_RAMPAGE
db EFFECT_MULTI_HIT
db EFFECT_DOUBLE_HIT
db $ff
; 393e7
AIDamageCalc: ; 393e7
ld a, 1
ld [hBattleTurn], a
ld a, [wEnemyMoveStruct + MOVE_EFFECT]
ld de, 1
ld hl, .ConstantDamageEffects
call IsInArray
jr nc, .asm_39400
callab BattleCommand3f
ret
.asm_39400
callab EnemyAttackDamage
callab BattleCommand62
callab BattleCommand07
ret
.ConstantDamageEffects
db EFFECT_SUPER_FANG
db EFFECT_STATIC_DAMAGE
db EFFECT_LEVEL_DAMAGE
db EFFECT_PSYWAVE
db $ff
; 39418
AIScoring_Cautious: ; 39418
; 90% chance to discourage moves with residual effects after enemy's turn 1.
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
ld hl, .residualmoves
ld de, 1
call IsInArray
pop bc
pop de
pop hl
jr nc, .asm_39425
call Random
cp 230
ret nc
inc [hl]
jr .asm_39425
.residualmoves
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 $ff
; 39453
AIScoring_StatusImmunity: ; 39453
; Dismiss status moves that don't affect the player.
ld hl, Buffer1 - 1
ld de, EnemyMonMoves
ld b, EnemyMonMovesEnd - EnemyMonMoves + 1
.checkmove
dec b
ret z
inc hl
ld a, [de]
and a
ret z
inc de
call AIGetEnemyMove
ld a, [wEnemyMoveStruct + MOVE_EFFECT]
cp EFFECT_TOXIC
jr z, .poisonimmunity
cp EFFECT_POISON
jr z, .poisonimmunity
cp EFFECT_SLEEP
jr z, .typeimmunity
cp EFFECT_PARALYZE
jr z, .typeimmunity
ld a, [wEnemyMoveStruct + MOVE_POWER]
and a
jr z, .checkmove
jr .typeimmunity
.poisonimmunity
ld a, [BattleMonType1]
cp POISON
jr z, .immune
ld a, [BattleMonType2]
cp POISON
jr z, .immune
.typeimmunity
push hl
push bc
push de
ld a, 1
ld [hBattleTurn], a
callab Function347c8
pop de
pop bc
pop hl
ld a, [$d265]
and a
jr nz, .checkmove
.immune
call AIDiscourageMove
jr .checkmove
; 394a9
AIScoring_Risky: ; 394a9
; Use any move that will KO the target.
; Risky moves will often be an exception (see below).
ld hl, Buffer1 - 1
ld de, EnemyMonMoves
ld c, EnemyMonMovesEnd - EnemyMonMoves + 1
.checkmove
inc hl
dec c
ret z
ld a, [de]
inc de
and a
ret z
push de
push bc
push hl
call AIGetEnemyMove
ld a, [wEnemyMoveStruct + MOVE_POWER]
and a
jr z, .nextmove
ld a, [wEnemyMoveStruct + MOVE_EFFECT]
ld de, 1
ld hl, .riskymoves
call IsInArray
jr nc, .checkko
; Exclude risky moves if enemy's HP is full.
call AICheckEnemyMaxHP
jr c, .nextmove
; Otherwise, 80% chance to exclude them.
call Random
cp 200
jr c, .nextmove
.checkko
call AIDamageCalc
ld a, [CurDamage + 1]
ld e, a
ld a, [CurDamage]
ld d, a
ld a, [BattleMonHP + 1]
cp e
ld a, [BattleMonHP]
sbc d
jr nc, .nextmove
pop hl
dec [hl]
dec [hl]
dec [hl]
dec [hl]
dec [hl]
push hl
.nextmove
pop hl
pop bc
pop de
jr .checkmove
.riskymoves
db EFFECT_EXPLOSION
db EFFECT_OHKO
db $ff
; 39502
AIScoring_None: ; 39502
ret
; 39503
AIDiscourageMove: ; 39503
ld a, [hl]
add 10
ld [hl], a
ret
; 39508
AIGetEnemyMove: ; 39508
; Load attributes of move a into ram
push hl
push de
push bc
dec a
ld hl, Moves
ld bc, MOVE_LENGTH
call AddNTimes
ld de, wEnemyMoveStruct
ld a, BANK(Moves)
call FarCopyBytes
pop bc
pop de
pop hl
ret
; 39521
Function39521: ; 39521
call Random
cp 50 ; 1/5
ret
; 39527
Function39527: ; 39527
call Random
cp $80 ; 1/2
ret
; 3952d