mirror of
https://gitlab.com/xCrystal/pokecrystal-board.git
synced 2024-09-09 09:51:34 -07:00
3599 lines
53 KiB
NASM
3599 lines
53 KiB
NASM
AIScoring: ; 38591
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AI_Basic: ; 38591
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; Don't do anything redundant:
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; -Using status-only moves if the player can't be statused
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; -Using moves that fail if they've already been used
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ld hl, Buffer1 - 1
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ld de, EnemyMonMoves
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ld b, EnemyMonMovesEnd - EnemyMonMoves + 1
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.checkmove
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dec b
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ret z
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inc hl
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ld a, [de]
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and a
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ret z
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inc de
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call AIGetEnemyMove
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ld a, [wEnemyMoveStruct + MOVE_EFFECT]
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ld c, a
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; Dismiss moves with special effects if they are
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; useless or not a good choice right now.
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; For example, healing moves, weather moves, Dream Eater...
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push hl
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push de
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push bc
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farcall AI_Redundant
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pop bc
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pop de
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pop hl
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jr nz, .discourage
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; Dismiss status-only moves if the player can't be statused.
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ld a, [wEnemyMoveStruct + MOVE_EFFECT]
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push hl
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push de
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push bc
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ld hl, .statusonlyeffects
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ld de, 1
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call IsInArray
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pop bc
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pop de
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pop hl
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jr nc, .checkmove
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ld a, [BattleMonStatus]
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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
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jr z, .checkmove
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.discourage
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call AIDiscourageMove
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jr .checkmove
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; 385db
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.statusonlyeffects
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db EFFECT_SLEEP
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db EFFECT_TOXIC
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db EFFECT_POISON
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db EFFECT_PARALYZE
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db $ff
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; 385e0
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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.
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; 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
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ld de, EnemyMonMoves
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ld b, EnemyMonMovesEnd - EnemyMonMoves + 1
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.checkmove
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dec b
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ret z
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inc hl
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ld a, [de]
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and a
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ret z
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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
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jr c, .statup
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; cp EFFECT_ATTACK_DOWN - 1
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jr z, .checkmove
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cp EFFECT_EVASION_DOWN + 1
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jr c, .statdown
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cp EFFECT_ATTACK_UP_2
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jr c, .checkmove
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cp EFFECT_EVASION_UP_2 + 1
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jr c, .statup
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; cp EFFECT_ATTACK_DOWN_2 - 1
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jr z, .checkmove
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cp EFFECT_EVASION_DOWN_2 + 1
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jr c, .statdown
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jr .checkmove
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.statup
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ld a, [EnemyTurnsTaken]
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and a
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jr nz, .discourage
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jr .encourage
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.statdown
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ld a, [PlayerTurnsTaken]
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and a
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jr nz, .discourage
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.encourage
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call AI_50_50
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jr c, .checkmove
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dec [hl]
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dec [hl]
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jr .checkmove
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.discourage
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call Random
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cp 12 percent
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jr c, .checkmove
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inc [hl]
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inc [hl]
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jr .checkmove
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; 38635
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AI_Types: ; 38635
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; Dismiss any move that the player is immune to.
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; Encourage super-effective moves.
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; 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
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ld de, EnemyMonMoves
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ld b, EnemyMonMovesEnd - EnemyMonMoves + 1
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.checkmove
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dec b
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ret z
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inc hl
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ld a, [de]
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and a
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ret z
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inc de
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call AIGetEnemyMove
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push hl
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push bc
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push de
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ld a, 1
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ld [hBattleTurn], a
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callfar BattleCheckTypeMatchup
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pop de
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pop bc
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pop hl
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ld a, [wd265]
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and a
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jr z, .immune
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cp 10 ; 1.0
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jr z, .checkmove
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jr c, .noteffective
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; effective
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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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dec [hl]
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jr .checkmove
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.noteffective
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; Discourage this move if there are any moves
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; that do damage of a different type.
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push hl
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push de
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push bc
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ld a, [wEnemyMoveStruct + MOVE_TYPE]
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ld d, a
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ld hl, EnemyMonMoves
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ld b, EnemyMonMovesEnd - EnemyMonMoves + 1
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ld c, 0
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.checkmove2
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dec b
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jr z, .asm_38693
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ld a, [hli]
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and a
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jr z, .asm_38693
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call AIGetEnemyMove
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ld a, [wEnemyMoveStruct + MOVE_TYPE]
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cp d
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jr z, .checkmove2
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ld a, [wEnemyMoveStruct + MOVE_POWER]
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and a
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jr nz, .asm_38692
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jr .checkmove2
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.asm_38692
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ld c, a
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.asm_38693
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ld a, c
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pop bc
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pop de
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pop hl
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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
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call AIDiscourageMove
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jr .checkmove
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; 386a2
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AI_Offensive: ; 386a2
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; Greatly discourage non-damaging moves.
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ld hl, Buffer1 - 1
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ld de, EnemyMonMoves
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ld b, EnemyMonMovesEnd - EnemyMonMoves + 1
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.checkmove
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dec b
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ret z
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inc hl
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ld a, [de]
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and a
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ret z
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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]
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inc [hl]
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jr .checkmove
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; 386be
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AI_Smart: ; 386be
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; Context-specific scoring.
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ld hl, Buffer1
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ld de, EnemyMonMoves
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ld b, EnemyMonMovesEnd - EnemyMonMoves + 1
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.checkmove
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dec b
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ret z
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ld a, [de]
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inc de
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and a
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ret z
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push de
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push bc
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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
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ld de, 3
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call IsInArray
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inc hl
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jr nc, .nextmove
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ld a, [hli]
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ld e, a
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ld d, [hl]
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pop hl
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push hl
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ld bc, .nextmove
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push bc
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push de
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ret
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.nextmove
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pop hl
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pop bc
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pop de
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inc hl
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jr .checkmove
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.table_386f2
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dbw EFFECT_SLEEP, AI_Smart_Sleep
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dbw EFFECT_LEECH_HIT, AI_Smart_LeechHit
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dbw EFFECT_SELFDESTRUCT, AI_Smart_Selfdestruct
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dbw EFFECT_DREAM_EATER, AI_Smart_DreamEater
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dbw EFFECT_MIRROR_MOVE, AI_Smart_MirrorMove
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dbw EFFECT_EVASION_UP, AI_Smart_EvasionUp
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dbw EFFECT_ALWAYS_HIT, AI_Smart_AlwaysHit
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dbw EFFECT_ACCURACY_DOWN, AI_Smart_AccuracyDown
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dbw EFFECT_RESET_STATS, AI_Smart_ResetStats
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dbw EFFECT_BIDE, AI_Smart_Bide
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dbw EFFECT_FORCE_SWITCH, AI_Smart_ForceSwitch
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dbw EFFECT_HEAL, AI_Smart_Heal
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dbw EFFECT_TOXIC, AI_Smart_Toxic
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dbw EFFECT_LIGHT_SCREEN, AI_Smart_LightScreen
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dbw EFFECT_OHKO, AI_Smart_Ohko
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dbw EFFECT_RAZOR_WIND, AI_Smart_RazorWind
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dbw EFFECT_SUPER_FANG, AI_Smart_SuperFang
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dbw EFFECT_TRAP_TARGET, AI_Smart_TrapTarget
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dbw EFFECT_UNUSED_2B, AI_Smart_Unused2B
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dbw EFFECT_CONFUSE, AI_Smart_Confuse
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dbw EFFECT_SP_DEF_UP_2, AI_Smart_SpDefenseUp2
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dbw EFFECT_REFLECT, AI_Smart_Reflect
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dbw EFFECT_PARALYZE, AI_Smart_Paralyze
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dbw EFFECT_SPEED_DOWN_HIT, AI_Smart_SpeedDownHit
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dbw EFFECT_SUBSTITUTE, AI_Smart_Substitute
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dbw EFFECT_HYPER_BEAM, AI_Smart_HyperBeam
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dbw EFFECT_RAGE, AI_Smart_Rage
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dbw EFFECT_MIMIC, AI_Smart_Mimic
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dbw EFFECT_LEECH_SEED, AI_Smart_LeechSeed
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dbw EFFECT_DISABLE, AI_Smart_Disable
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dbw EFFECT_COUNTER, AI_Smart_Counter
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dbw EFFECT_ENCORE, AI_Smart_Encore
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dbw EFFECT_PAIN_SPLIT, AI_Smart_PainSplit
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dbw EFFECT_SNORE, AI_Smart_Snore
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dbw EFFECT_CONVERSION2, AI_Smart_Conversion2
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dbw EFFECT_LOCK_ON, AI_Smart_LockOn
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dbw EFFECT_DEFROST_OPPONENT, AI_Smart_DefrostOpponent
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dbw EFFECT_SLEEP_TALK, AI_Smart_SleepTalk
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dbw EFFECT_DESTINY_BOND, AI_Smart_DestinyBond
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dbw EFFECT_REVERSAL, AI_Smart_Reversal
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dbw EFFECT_SPITE, AI_Smart_Spite
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dbw EFFECT_HEAL_BELL, AI_Smart_HealBell
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dbw EFFECT_PRIORITY_HIT, AI_Smart_PriorityHit
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dbw EFFECT_THIEF, AI_Smart_Thief
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dbw EFFECT_MEAN_LOOK, AI_Smart_MeanLook
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dbw EFFECT_NIGHTMARE, AI_Smart_Nightmare
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dbw EFFECT_FLAME_WHEEL, AI_Smart_FlameWheel
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dbw EFFECT_CURSE, AI_Smart_Curse
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dbw EFFECT_PROTECT, AI_Smart_Protect
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dbw EFFECT_FORESIGHT, AI_Smart_Foresight
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dbw EFFECT_PERISH_SONG, AI_Smart_PerishSong
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dbw EFFECT_SANDSTORM, AI_Smart_Sandstorm
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dbw EFFECT_ENDURE, AI_Smart_Endure
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dbw EFFECT_ROLLOUT, AI_Smart_Rollout
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dbw EFFECT_SWAGGER, AI_Smart_Swagger
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dbw EFFECT_FURY_CUTTER, AI_Smart_FuryCutter
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dbw EFFECT_ATTRACT, AI_Smart_Attract
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dbw EFFECT_SAFEGUARD, AI_Smart_Safeguard
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dbw EFFECT_MAGNITUDE, AI_Smart_Magnitude
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dbw EFFECT_BATON_PASS, AI_Smart_BatonPass
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dbw EFFECT_PURSUIT, AI_Smart_Pursuit
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dbw EFFECT_RAPID_SPIN, AI_Smart_RapidSpin
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dbw EFFECT_MORNING_SUN, AI_Smart_MorningSun
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dbw EFFECT_SYNTHESIS, AI_Smart_Synthesis
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dbw EFFECT_MOONLIGHT, AI_Smart_Moonlight
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dbw EFFECT_HIDDEN_POWER, AI_Smart_HiddenPower
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dbw EFFECT_RAIN_DANCE, AI_Smart_RainDance
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dbw EFFECT_SUNNY_DAY, AI_Smart_SunnyDay
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dbw EFFECT_BELLY_DRUM, AI_Smart_BellyDrum
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dbw EFFECT_PSYCH_UP, AI_Smart_PsychUp
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dbw EFFECT_MIRROR_COAT, AI_Smart_MirrorCoat
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dbw EFFECT_SKULL_BASH, AI_Smart_SkullBash
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dbw EFFECT_TWISTER, AI_Smart_Twister
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dbw EFFECT_EARTHQUAKE, AI_Smart_Earthquake
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dbw EFFECT_FUTURE_SIGHT, AI_Smart_FutureSight
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dbw EFFECT_GUST, AI_Smart_Gust
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dbw EFFECT_STOMP, AI_Smart_Stomp
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dbw EFFECT_SOLARBEAM, AI_Smart_Solarbeam
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dbw EFFECT_THUNDER, AI_Smart_Thunder
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dbw EFFECT_FLY, AI_Smart_Fly
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db $ff
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; 387e3
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AI_Smart_Sleep: ; 387e3
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; Greatly encourage sleep inducing moves if the enemy has either Dream Eater or Nightmare.
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; 50% chance to greatly encourage sleep inducing moves otherwise.
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ld b, EFFECT_DREAM_EATER
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call AIHasMoveEffect
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jr c, .asm_387f0
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ld b, EFFECT_NIGHTMARE
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call AIHasMoveEffect
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ret nc
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.asm_387f0
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call AI_50_50
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ret c
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dec [hl]
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dec [hl]
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ret
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; 387f7
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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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callfar BattleCheckTypeMatchup
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pop hl
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; 60% chance to discourage this move if not very effective.
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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.
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call AICheckEnemyMaxHP
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ret c
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; 80% chance to encourage this move otherwise.
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call AI_80_20
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ret c
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dec [hl]
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ret
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.asm_38815
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call Random
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cp 39 percent + 1
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ret c
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inc [hl]
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ret
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; 3881d
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AI_Smart_LockOn: ; 3881d
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ld a, [PlayerSubStatus5]
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bit SUBSTATUS_LOCK_ON, a
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jr nz, .asm_38882
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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
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.asm_38834
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ld a, [PlayerEvaLevel]
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cp $a
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jr nc, .asm_3887a
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cp $8
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jr nc, .asm_38875
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ld a, [EnemyAccLevel]
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cp $5
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jr c, .asm_3887a
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cp $7
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jr c, .asm_38875
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ld hl, EnemyMonMoves
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ld c, EnemyMonMovesEnd - EnemyMonMoves + 1
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.asm_3884f
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dec c
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jr z, .asm_38877
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ld a, [hli]
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and a
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jr z, .asm_38877
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call AIGetEnemyMove
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ld a, [wEnemyMoveStruct + MOVE_ACC]
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cp 180
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jr nc, .asm_3884f
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ld a, $1
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ld [hBattleTurn], a
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push hl
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push bc
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farcall BattleCheckTypeMatchup
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ld a, [wd265]
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cp $a
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pop bc
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pop hl
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jr c, .asm_3884f
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.asm_38875
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pop hl
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ret
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.asm_38877
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pop hl
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inc [hl]
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ret
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.asm_3887a
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pop hl
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call AI_50_50
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ret c
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dec [hl]
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dec [hl]
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ret
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.asm_38882
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push hl
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ld hl, Buffer1 - 1
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ld de, EnemyMonMoves
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ld c, EnemyMonMovesEnd - EnemyMonMoves + 1
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.asm_3888b
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inc hl
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dec c
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jr z, .asm_388a2
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ld a, [de]
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and a
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jr z, .asm_388a2
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inc de
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call AIGetEnemyMove
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ld a, [wEnemyMoveStruct + MOVE_ACC]
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cp 180
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jr nc, .asm_3888b
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dec [hl]
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dec [hl]
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jr .asm_3888b
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.asm_388a2
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pop hl
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jp AIDiscourageMove
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; 388a6
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|
AI_Smart_Selfdestruct: ; 388a6
|
|
; Selfdestruct, Explosion
|
|
|
|
; Unless this is the enemy's last Pokemon...
|
|
push hl
|
|
farcall FindAliveEnemyMons
|
|
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 9 percent - 2
|
|
ret c
|
|
|
|
.asm_388c6
|
|
inc [hl]
|
|
inc [hl]
|
|
inc [hl]
|
|
ret
|
|
; 388ca
|
|
|
|
|
|
AI_Smart_DreamEater: ; 388ca
|
|
; 90% chance to greatly encourage this move.
|
|
; The AI_Basic layer will make sure that
|
|
; Dream Eater is only used against sleeping targets.
|
|
call Random
|
|
cp 10 percent
|
|
ret c
|
|
dec [hl]
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
; 388d4
|
|
|
|
|
|
AI_Smart_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 70 percent
|
|
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 4 percent
|
|
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 AI_80_20
|
|
jr c, .asm_388ef
|
|
jr .asm_38911
|
|
|
|
.asm_3890a
|
|
; ...50% chance to greatly discourage this move.
|
|
call AI_50_50
|
|
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.
|
|
; 70% chance to greatly encourage this move.
|
|
; This would counter any previous discouragement.
|
|
.asm_38938
|
|
call Random
|
|
cp 31 percent + 1
|
|
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 AI_50_50
|
|
ret c
|
|
|
|
dec [hl]
|
|
ret
|
|
; 38947
|
|
|
|
|
|
AI_Smart_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 AI_80_20
|
|
ret c
|
|
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
; 3895b
|
|
|
|
|
|
AI_Smart_MirrorMove: ; 3895b
|
|
|
|
; If the player did not use any move last turn...
|
|
ld a, [LastPlayerCounterMove]
|
|
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 AI_50_50
|
|
ret c
|
|
|
|
dec [hl]
|
|
|
|
; ...and 90% chance to encourage this move again if the enemy is faster.
|
|
call AICompareSpeed
|
|
ret nc
|
|
|
|
call Random
|
|
cp 10 percent
|
|
ret c
|
|
|
|
dec [hl]
|
|
ret
|
|
; 38985
|
|
|
|
|
|
AI_Smart_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 70 percent
|
|
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 4 percent
|
|
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 AI_80_20
|
|
jr c, .asm_3899d
|
|
jr .asm_389bf
|
|
|
|
; ...50% chance to greatly discourage this move.
|
|
.asm_389b8
|
|
call AI_50_50
|
|
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.
|
|
; 70% chance to greatly encourage this move.
|
|
; This would counter any previous discouragement.
|
|
.asm_389e6
|
|
call Random
|
|
cp 31 percent + 1
|
|
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 AI_50_50
|
|
ret c
|
|
|
|
dec [hl]
|
|
ret
|
|
; 389f5
|
|
|
|
|
|
AI_Smart_ResetStats: ; 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 16 percent
|
|
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
|
|
|
|
|
|
AI_Smart_Bide: ; 38a1e
|
|
; 90% chance to discourage this move unless enemy's HP is full.
|
|
|
|
call AICheckEnemyMaxHP
|
|
ret c
|
|
call Random
|
|
cp 10 percent
|
|
ret c
|
|
inc [hl]
|
|
ret
|
|
; 38a2a
|
|
|
|
|
|
AI_Smart_ForceSwitch: ; 38a2a
|
|
; Whirlwind, Roar.
|
|
|
|
; Discourage this move if the player has not shown
|
|
; a super-effective move against the enemy.
|
|
; Consider player's type(s) if its moves are unknown.
|
|
|
|
push hl
|
|
callfar CheckPlayerMoveTypeMatchups
|
|
ld a, [wEnemyAISwitchScore]
|
|
cp 10 ; neutral
|
|
pop hl
|
|
ret c
|
|
inc [hl]
|
|
ret
|
|
; 38a3a
|
|
|
|
|
|
AI_Smart_Heal:
|
|
AI_Smart_MorningSun:
|
|
AI_Smart_Synthesis:
|
|
AI_Smart_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 10 percent
|
|
ret c
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
; 38a4e
|
|
|
|
|
|
AI_Smart_Toxic:
|
|
AI_Smart_LeechSeed: ; 38a4e
|
|
; Discourage this move if player's HP is below 50%.
|
|
|
|
call AICheckPlayerHalfHP
|
|
ret c
|
|
inc [hl]
|
|
ret
|
|
; 38a54
|
|
|
|
|
|
AI_Smart_LightScreen:
|
|
AI_Smart_Reflect: ; 38a54
|
|
; Over 90% chance to discourage this move unless enemy's HP is full.
|
|
|
|
call AICheckEnemyMaxHP
|
|
ret c
|
|
call Random
|
|
cp 8 percent
|
|
ret c
|
|
inc [hl]
|
|
ret
|
|
; 38a60
|
|
|
|
|
|
AI_Smart_Ohko: ; 38a60
|
|
; Dismiss this move if player's level is higher than enemy's level.
|
|
; Else, 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
|
|
|
|
|
|
AI_Smart_TrapTarget: ; 38a71
|
|
; Bind, Wrap, Fire Spin, Clamp
|
|
|
|
; 50% chance to discourage this move if the player is already trapped.
|
|
ld a, [wPlayerWrapCount]
|
|
and a
|
|
jr nz, .asm_38a8b
|
|
|
|
; 50% chance to greatly encourage this move if player is either
|
|
; badly poisoned, in love, identified, stuck in Rollout, or has a Nightmare.
|
|
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
|
|
|
|
; Else, 50% chance to greatly encourage this move if it's the player's Pokemon first turn.
|
|
ld a, [PlayerTurnsTaken]
|
|
and a
|
|
jr z, .asm_38a91
|
|
|
|
; 50% chance to discourage this move otherwise.
|
|
.asm_38a8b
|
|
call AI_50_50
|
|
ret c
|
|
inc [hl]
|
|
ret
|
|
|
|
.asm_38a91
|
|
call AICheckEnemyQuarterHP
|
|
ret nc
|
|
call AI_50_50
|
|
ret c
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
; 38a9c
|
|
|
|
|
|
AI_Smart_RazorWind:
|
|
AI_Smart_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 79 percent - 1
|
|
ret c
|
|
|
|
.asm_38ad3
|
|
inc [hl]
|
|
ret
|
|
|
|
.asm_38ad5
|
|
pop hl
|
|
ld a, [hl]
|
|
add 6
|
|
ld [hl], a
|
|
ret
|
|
; 38adb
|
|
|
|
|
|
AI_Smart_Confuse: ; 38adb
|
|
|
|
; 90% chance to discourage this move if player's HP is between 25% and 50%.
|
|
call AICheckPlayerHalfHP
|
|
ret c
|
|
call Random
|
|
cp 10 percent
|
|
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
|
|
|
|
|
|
AI_Smart_SpDefenseUp2: ; 38aed
|
|
|
|
; Discourage this move if enemy's HP is lower than 50%.
|
|
call AICheckEnemyHalfHP
|
|
jr nc, .asm_38b10
|
|
|
|
; Discourage this move if enemy's special defense level is higher than +3.
|
|
ld a, [EnemySDefLevel]
|
|
cp $b
|
|
jr nc, .asm_38b10
|
|
|
|
; 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.
|
|
cp $9
|
|
ret nc
|
|
|
|
ld a, [BattleMonType1]
|
|
cp SPECIAL
|
|
jr nc, .asm_38b09
|
|
ld a, [BattleMonType2]
|
|
cp SPECIAL
|
|
ret c
|
|
|
|
.asm_38b09
|
|
call AI_80_20
|
|
ret c
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
|
|
.asm_38b10
|
|
inc [hl]
|
|
ret
|
|
; 38b12
|
|
|
|
|
|
AI_Smart_Fly: ; 38b12
|
|
; Fly, Dig
|
|
|
|
; 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
|
|
|
|
|
|
AI_Smart_SuperFang: ; 38b20
|
|
; Discourage this move if player's HP is below 25%.
|
|
|
|
call AICheckPlayerQuarterHP
|
|
ret c
|
|
inc [hl]
|
|
ret
|
|
; 38b26
|
|
|
|
|
|
AI_Smart_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 AI_80_20
|
|
ret c
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
|
|
.asm_38b3a
|
|
call AI_50_50
|
|
ret c
|
|
inc [hl]
|
|
ret
|
|
; 38b40
|
|
|
|
|
|
AI_Smart_SpeedDownHit: ; 38b40
|
|
; 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]
|
|
cp ICY_WIND
|
|
ret nz
|
|
call AICheckEnemyQuarterHP
|
|
ret nc
|
|
ld a, [PlayerTurnsTaken]
|
|
and a
|
|
ret nz
|
|
call AICompareSpeed
|
|
ret c
|
|
call Random
|
|
cp 12 percent
|
|
ret c
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
; 38b5c
|
|
|
|
|
|
AI_Smart_Substitute: ; 38b5c
|
|
; Dismiss this move if enemy's HP is below 50%.
|
|
|
|
call AICheckEnemyHalfHP
|
|
ret c
|
|
jp AIDiscourageMove
|
|
; 38b63
|
|
|
|
|
|
AI_Smart_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 AI_50_50
|
|
ret c
|
|
dec [hl]
|
|
ret
|
|
|
|
.asm_38b72
|
|
; If enemy's HP is above 50%, discourage this move at random
|
|
call Random
|
|
cp 16 percent
|
|
ret c
|
|
inc [hl]
|
|
call AI_50_50
|
|
ret c
|
|
inc [hl]
|
|
ret
|
|
; 38b7f
|
|
|
|
|
|
AI_Smart_Rage: ; 38b7f
|
|
ld a, [EnemySubStatus4]
|
|
bit SUBSTATUS_RAGE, a
|
|
jr z, .asm_38b9b
|
|
|
|
; If enemy's Rage is building, 50% chance to encourage this move.
|
|
call AI_50_50
|
|
jr c, .asm_38b8c
|
|
|
|
dec [hl]
|
|
|
|
; Encourage this move based on Rage's counter.
|
|
.asm_38b8c
|
|
ld a, [wEnemyRageCounter]
|
|
cp $2
|
|
ret c
|
|
dec [hl]
|
|
ld a, [wEnemyRageCounter]
|
|
cp $3
|
|
ret c
|
|
dec [hl]
|
|
ret
|
|
|
|
.asm_38b9b
|
|
; If enemy's Rage is not building, discourage this move if enemy's HP is below 50%.
|
|
call AICheckEnemyHalfHP
|
|
jr nc, .asm_38ba6
|
|
|
|
; 50% chance to encourage this move otherwise.
|
|
call AI_80_20
|
|
ret nc
|
|
dec [hl]
|
|
ret
|
|
|
|
.asm_38ba6
|
|
inc [hl]
|
|
ret
|
|
; 38ba8
|
|
|
|
|
|
AI_Smart_Mimic: ; 38ba8
|
|
ld a, [LastPlayerCounterMove]
|
|
and a
|
|
jr z, .asm_38be9
|
|
|
|
call AICheckEnemyHalfHP
|
|
jr nc, .asm_38bef
|
|
|
|
push hl
|
|
ld a, [LastPlayerCounterMove]
|
|
call AIGetEnemyMove
|
|
|
|
ld a, $1
|
|
ld [hBattleTurn], a
|
|
callfar BattleCheckTypeMatchup
|
|
|
|
ld a, [wd265]
|
|
cp $a
|
|
pop hl
|
|
jr c, .asm_38bef
|
|
jr z, .asm_38bd4
|
|
|
|
call AI_50_50
|
|
jr c, .asm_38bd4
|
|
|
|
dec [hl]
|
|
|
|
.asm_38bd4
|
|
ld a, [LastPlayerCounterMove]
|
|
push hl
|
|
ld hl, UsefulMoves
|
|
ld de, 1
|
|
call IsInArray
|
|
|
|
pop hl
|
|
ret nc
|
|
call AI_50_50
|
|
ret c
|
|
dec [hl]
|
|
ret
|
|
|
|
.asm_38be9
|
|
call AICompareSpeed
|
|
jp c, AIDiscourageMove
|
|
|
|
.asm_38bef
|
|
inc [hl]
|
|
ret
|
|
; 38bf1
|
|
|
|
|
|
AI_Smart_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, [LastPlayerCounterMove]
|
|
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 39 percent + 1
|
|
jr c, .asm_38c38
|
|
|
|
dec [hl]
|
|
|
|
.asm_38c38
|
|
ret
|
|
|
|
.asm_38c39
|
|
inc [hl]
|
|
ret
|
|
; 38c3b
|
|
|
|
|
|
AI_Smart_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 Predef_CheckTypeMatchup
|
|
|
|
pop hl
|
|
ld a, [wd265]
|
|
cp $a
|
|
jr nc, .asm_38c68
|
|
|
|
and a
|
|
ret nz
|
|
jr .asm_38c78
|
|
|
|
.asm_38c68
|
|
push hl
|
|
ld a, [LastPlayerCounterMove]
|
|
ld hl, .EncoreMoves
|
|
ld de, 1
|
|
call IsInArray
|
|
pop hl
|
|
jr nc, .asm_38c81
|
|
|
|
.asm_38c78
|
|
call Random
|
|
cp 28 percent - 1
|
|
ret c
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
|
|
.asm_38c81
|
|
inc [hl]
|
|
inc [hl]
|
|
inc [hl]
|
|
ret
|
|
|
|
.EncoreMoves:
|
|
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
|
|
|
|
|
|
AI_Smart_PainSplit: ; 38ca4
|
|
; Discourage this move if [enemy's current HP * 2 > player's current HP].
|
|
|
|
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
|
|
|
|
|
|
AI_Smart_Snore:
|
|
AI_Smart_SleepTalk: ; 38cba
|
|
; Greatly encourage this move if enemy is fast asleep.
|
|
; Greatly discourage this move otherwise.
|
|
|
|
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
|
|
|
|
|
|
AI_Smart_DefrostOpponent: ; 38ccb
|
|
; Greatly encourage this move if enemy is frozen.
|
|
; No move has EFFECT_DEFROST_OPPONENT, so this layer is unused.
|
|
|
|
ld a, [EnemyMonStatus]
|
|
and $20
|
|
ret z
|
|
dec [hl]
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
; 38cd5
|
|
|
|
|
|
AI_Smart_Spite: ; 38cd5
|
|
ld a, [LastPlayerCounterMove]
|
|
and a
|
|
jr nz, .asm_38ce7
|
|
|
|
call AICompareSpeed
|
|
jp c, AIDiscourageMove
|
|
|
|
call AI_50_50
|
|
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 39 percent + 1
|
|
ret nc
|
|
|
|
.asm_38d0b
|
|
inc [hl]
|
|
ret
|
|
|
|
.asm_38d0d
|
|
call Random
|
|
cp 39 percent + 1
|
|
ret c
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
; 38d16
|
|
|
|
|
|
Function_0x38d16; 38d16
|
|
jp AIDiscourageMove
|
|
; 38d19
|
|
|
|
|
|
AI_Smart_DestinyBond:
|
|
AI_Smart_Reversal:
|
|
AI_Smart_SkullBash: ; 38d19
|
|
; Discourage this move if enemy's HP is above 25%.
|
|
|
|
call AICheckEnemyQuarterHP
|
|
ret nc
|
|
inc [hl]
|
|
ret
|
|
; 38d1f
|
|
|
|
|
|
AI_Smart_HealBell: ; 38d1f
|
|
; 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.
|
|
|
|
push hl
|
|
ld a, [OTPartyCount]
|
|
ld b, a
|
|
ld c, 0
|
|
ld hl, OTPartyMon1HP
|
|
ld de, PARTYMON_STRUCT_LENGTH
|
|
|
|
.loop
|
|
push hl
|
|
ld a, [hli]
|
|
or [hl]
|
|
jr z, .next
|
|
|
|
; status
|
|
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 AI_50_50
|
|
ret c
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
|
|
.no_status
|
|
ld a, [EnemyMonStatus]
|
|
and a
|
|
ret nz
|
|
jp AIDiscourageMove
|
|
|
|
; 38d5a
|
|
|
|
|
|
AI_Smart_PriorityHit: ; 38d5a
|
|
call AICompareSpeed
|
|
ret c
|
|
|
|
; Dismiss this move if the player is flying or underground.
|
|
ld a, [PlayerSubStatus3]
|
|
and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND
|
|
jp nz, AIDiscourageMove
|
|
|
|
; Greatly encourage this move if it will KO the player.
|
|
ld a, $1
|
|
ld [hBattleTurn], a
|
|
push hl
|
|
callfar EnemyAttackDamage
|
|
callfar BattleCommand_DamageCalc
|
|
callfar BattleCommand_Stab
|
|
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
|
|
|
|
|
|
AI_Smart_Thief: ; 38d93
|
|
; Don't use Thief unless it's the only move available.
|
|
|
|
ld a, [hl]
|
|
add $1e
|
|
ld [hl], a
|
|
ret
|
|
; 38d98
|
|
|
|
|
|
AI_Smart_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
|
|
|
|
callfar BattleCheckTypeMatchup
|
|
|
|
ld a, [wd265]
|
|
cp $a
|
|
pop hl
|
|
jr c, .asm_38dc9
|
|
ret z
|
|
|
|
call AI_50_50
|
|
ret c
|
|
|
|
dec [hl]
|
|
ret
|
|
|
|
.asm_38dc9
|
|
call Random
|
|
cp 10 percent
|
|
ret c
|
|
inc [hl]
|
|
ret
|
|
; 38dd1
|
|
|
|
|
|
AI_Smart_Disable: ; 38dd1
|
|
call AICompareSpeed
|
|
jr nc, .asm_38df3
|
|
|
|
push hl
|
|
ld a, [LastPlayerCounterMove]
|
|
ld hl, UsefulMoves
|
|
ld de, 1
|
|
call IsInArray
|
|
|
|
pop hl
|
|
jr nc, .asm_38dee
|
|
|
|
call Random
|
|
cp 39 percent + 1
|
|
ret c
|
|
dec [hl]
|
|
ret
|
|
|
|
.asm_38dee
|
|
ld a, [wEnemyMoveStruct + MOVE_POWER]
|
|
and a
|
|
ret nz
|
|
|
|
.asm_38df3
|
|
call Random
|
|
cp 8 percent
|
|
ret c
|
|
inc [hl]
|
|
ret
|
|
; 38dfb
|
|
|
|
|
|
AI_Smart_MeanLook: ; 38dfb
|
|
call AICheckEnemyHalfHP
|
|
jr nc, .asm_38e24
|
|
|
|
push hl
|
|
call AICheckLastPlayerMon
|
|
pop hl
|
|
jp z, AIDiscourageMove
|
|
|
|
; 80% chance to greatly encourage this move if the enemy is badly poisoned (buggy).
|
|
; Should check PlayerSubStatus5 instead.
|
|
ld a, [EnemySubStatus5]
|
|
bit SUBSTATUS_TOXIC, a
|
|
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.
|
|
ld a, [PlayerSubStatus1]
|
|
and 1<<SUBSTATUS_IN_LOVE | 1<<SUBSTATUS_ROLLOUT | 1<<SUBSTATUS_IDENTIFIED | 1<<SUBSTATUS_NIGHTMARE
|
|
jr nz, .asm_38e26
|
|
|
|
; Otherwise, discourage this move unless the player only has not very effective moves against the enemy.
|
|
push hl
|
|
callfar CheckPlayerMoveTypeMatchups
|
|
ld a, [wEnemyAISwitchScore]
|
|
cp $b ; not very effective
|
|
pop hl
|
|
ret nc
|
|
|
|
.asm_38e24
|
|
inc [hl]
|
|
ret
|
|
|
|
.asm_38e26
|
|
call AI_80_20
|
|
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, PARTYMON_STRUCT_LENGTH
|
|
|
|
.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
|
|
|
|
|
|
AI_Smart_Nightmare: ; 38e4a
|
|
; 50% chance to encourage this move.
|
|
; The AI_Basic layer will make sure that
|
|
; Dream Eater is only used against sleeping targets.
|
|
|
|
call AI_50_50
|
|
ret c
|
|
dec [hl]
|
|
ret
|
|
; 38e50
|
|
|
|
|
|
AI_Smart_FlameWheel: ; 38e50
|
|
; Use this move if the enemy is frozen.
|
|
|
|
ld a, [EnemyMonStatus]
|
|
bit FRZ, a
|
|
ret z
|
|
rept 5
|
|
dec [hl]
|
|
endr
|
|
ret
|
|
; 38e5c
|
|
|
|
|
|
AI_Smart_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 AI_80_20
|
|
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
|
|
farcall FindAliveEnemyMons
|
|
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 AI_50_50
|
|
ret c
|
|
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
; 38ed2
|
|
|
|
|
|
AI_Smart_Protect: ; 38ed2
|
|
ld a, [EnemyProtectCount]
|
|
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 AI_80_20
|
|
ret c
|
|
dec [hl]
|
|
ret
|
|
|
|
.asm_38f13
|
|
inc [hl]
|
|
|
|
.asm_38f14
|
|
call Random
|
|
cp 8 percent
|
|
ret c
|
|
inc [hl]
|
|
inc [hl]
|
|
ret
|
|
; 38f1d
|
|
|
|
|
|
AI_Smart_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 8 percent
|
|
ret c
|
|
inc [hl]
|
|
ret
|
|
|
|
.asm_38f41
|
|
call Random
|
|
cp 39 percent + 1
|
|
ret c
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
; 38f4a
|
|
|
|
|
|
AI_Smart_PerishSong: ; 38f4a
|
|
push hl
|
|
callfar FindAliveEnemyMons
|
|
pop hl
|
|
jr c, .no
|
|
|
|
ld a, [PlayerSubStatus5]
|
|
bit SUBSTATUS_CANT_RUN, a
|
|
jr nz, .yes
|
|
|
|
push hl
|
|
callfar CheckPlayerMoveTypeMatchups
|
|
ld a, [wEnemyAISwitchScore]
|
|
cp 10 ; 1.0
|
|
pop hl
|
|
ret c
|
|
|
|
call AI_50_50
|
|
ret c
|
|
|
|
inc [hl]
|
|
ret
|
|
|
|
.yes
|
|
call AI_50_50
|
|
ret c
|
|
|
|
dec [hl]
|
|
ret
|
|
|
|
.no
|
|
ld a, [hl]
|
|
add 5
|
|
ld [hl], a
|
|
ret
|
|
; 38f7a
|
|
|
|
|
|
AI_Smart_Sandstorm: ; 38f7a
|
|
|
|
; Greatly discourage this move if the player is immune to Sandstorm damage.
|
|
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
|
|
|
|
; Discourage this move if player's HP is below 50%.
|
|
call AICheckPlayerHalfHP
|
|
jr nc, .asm_38fa6
|
|
|
|
; 50% chance to encourage this move otherwise.
|
|
call AI_50_50
|
|
ret c
|
|
|
|
dec [hl]
|
|
ret
|
|
|
|
.asm_38fa5
|
|
inc [hl]
|
|
|
|
.asm_38fa6
|
|
inc [hl]
|
|
ret
|
|
|
|
.SandstormImmuneTypes:
|
|
db ROCK
|
|
db GROUND
|
|
db STEEL
|
|
db $ff
|
|
; 38fac
|
|
|
|
|
|
AI_Smart_Endure: ; 38fac
|
|
ld a, [EnemyProtectCount]
|
|
and a
|
|
jr nz, .asm_38fd8
|
|
|
|
call AICheckEnemyMaxHP
|
|
jr c, .asm_38fd8
|
|
|
|
call AICheckEnemyQuarterHP
|
|
jr c, .asm_38fd9
|
|
|
|
ld b, EFFECT_REVERSAL
|
|
call AIHasMoveEffect
|
|
jr nc, .asm_38fcb
|
|
|
|
call AI_80_20
|
|
ret c
|
|
|
|
dec [hl]
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
|
|
.asm_38fcb
|
|
ld a, [EnemySubStatus5]
|
|
bit SUBSTATUS_LOCK_ON, a
|
|
ret z
|
|
|
|
call AI_50_50
|
|
ret c
|
|
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
|
|
.asm_38fd8
|
|
inc [hl]
|
|
|
|
.asm_38fd9
|
|
inc [hl]
|
|
ret
|
|
; 38fdb
|
|
|
|
|
|
AI_Smart_FuryCutter: ; 38fdb
|
|
; Encourage this move based on Fury Cutter's count.
|
|
|
|
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
|
|
|
|
|
|
AI_Smart_Rollout: ; 38fef
|
|
; Rollout, Fury Cutter
|
|
|
|
; 80% chance to discourage this move if the enemy is in love, confused, or paralyzed.
|
|
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
|
|
|
|
; 80% chance to discourage this move if the enemy's HP is below 25%,
|
|
; or if accuracy or evasion modifiers favour the player.
|
|
call AICheckEnemyQuarterHP
|
|
jr nc, .asm_39020
|
|
|
|
ld a, [EnemyAccLevel]
|
|
cp 7
|
|
jr c, .asm_39020
|
|
ld a, [PlayerEvaLevel]
|
|
cp 8
|
|
jr nc, .asm_39020
|
|
|
|
; Otherwise, 80% chance to greatly encourage this move.
|
|
call Random
|
|
cp 79 percent - 1
|
|
ret nc
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
|
|
.asm_39020
|
|
call AI_80_20
|
|
ret c
|
|
inc [hl]
|
|
ret
|
|
; 39026
|
|
|
|
|
|
AI_Smart_Swagger:
|
|
AI_Smart_Attract: ; 39026
|
|
; 80% chance to encourage this move during the first turn of player's Pokemon.
|
|
; 80% chance to discourage this move otherwise.
|
|
|
|
ld a, [PlayerTurnsTaken]
|
|
and a
|
|
jr z, .first_turn
|
|
|
|
call AI_80_20
|
|
ret c
|
|
inc [hl]
|
|
ret
|
|
|
|
.first_turn
|
|
call Random
|
|
cp 79 percent - 1
|
|
ret nc
|
|
dec [hl]
|
|
ret
|
|
; 3903a
|
|
|
|
|
|
AI_Smart_Safeguard: ; 3903a
|
|
; 80% chance to discourage this move if player's HP is below 50%.
|
|
|
|
call AICheckPlayerHalfHP
|
|
ret c
|
|
call AI_80_20
|
|
ret c
|
|
inc [hl]
|
|
ret
|
|
; 39044
|
|
|
|
|
|
AI_Smart_Magnitude:
|
|
AI_Smart_Earthquake: ; 39044
|
|
|
|
; Greatly encourage this move if the player is underground and the enemy is faster.
|
|
ld a, [LastPlayerCounterMove]
|
|
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.
|
|
|
|
; 50% chance to encourage this move if the enemy is slower than the player.
|
|
call AICompareSpeed
|
|
ret c
|
|
|
|
call AI_50_50
|
|
ret c
|
|
|
|
dec [hl]
|
|
ret
|
|
; 39062
|
|
|
|
|
|
AI_Smart_BatonPass: ; 39062
|
|
; Discourage this move if the player hasn't shown super-effective moves against the enemy.
|
|
; Consider player's type(s) if its moves are unknown.
|
|
|
|
push hl
|
|
callfar CheckPlayerMoveTypeMatchups
|
|
ld a, [wEnemyAISwitchScore]
|
|
cp 10 ; neutral
|
|
pop hl
|
|
ret c
|
|
inc [hl]
|
|
ret
|
|
; 39072
|
|
|
|
|
|
AI_Smart_Pursuit: ; 39072
|
|
; 50% chance to greatly encourage this move if player's HP is below 25%.
|
|
; 80% chance to discourage this move otherwise.
|
|
|
|
call AICheckPlayerQuarterHP
|
|
jr nc, .asm_3907d
|
|
call AI_80_20
|
|
ret c
|
|
inc [hl]
|
|
ret
|
|
|
|
.asm_3907d
|
|
call AI_50_50
|
|
ret c
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
; 39084
|
|
|
|
|
|
AI_Smart_RapidSpin: ; 39084
|
|
; 80% chance to greatly encourage this move if the enemy is
|
|
; trapped (Bind effect), seeded, or scattered with spikes.
|
|
|
|
ld a, [wEnemyWrapCount]
|
|
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 AI_80_20
|
|
ret c
|
|
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
; 3909e
|
|
|
|
|
|
AI_Smart_HiddenPower: ; 3909e
|
|
push hl
|
|
ld a, 1
|
|
ld [hBattleTurn], a
|
|
|
|
; Calculate Hidden Power's type and base power based on enemy's DVs.
|
|
callfar HiddenPowerDamage
|
|
callfar BattleCheckTypeMatchup
|
|
pop hl
|
|
|
|
; Discourage Hidden Power if not very effective.
|
|
ld a, [wd265]
|
|
cp 10
|
|
jr c, .bad
|
|
|
|
; Discourage Hidden Power if its base power is lower than 50.
|
|
ld a, d
|
|
cp 50
|
|
jr c, .bad
|
|
|
|
; Encourage Hidden Power if super-effective.
|
|
ld a, [wd265]
|
|
cp 11
|
|
jr nc, .good
|
|
|
|
; Encourage Hidden Power if its base power is 70.
|
|
ld a, d
|
|
cp 70
|
|
ret c
|
|
|
|
.good
|
|
dec [hl]
|
|
ret
|
|
|
|
.bad
|
|
inc [hl]
|
|
ret
|
|
; 390cb
|
|
|
|
|
|
AI_Smart_RainDance: ; 390cb
|
|
|
|
; Greatly discourage this move if it would favour the player type-wise.
|
|
; Particularly, if the player is a Water-type.
|
|
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 AI_Smart_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
|
|
|
|
|
|
AI_Smart_SunnyDay: ; 390f3
|
|
|
|
; Greatly discourage this move if it would favour the player type-wise.
|
|
; Particularly, if the player is a Fire-type.
|
|
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
|
|
|
|
|
|
AI_Smart_WeatherMove: ; 3910d
|
|
; Rain Dance, Sunny Day
|
|
|
|
; Greatly discourage this move if the enemy doesn't have
|
|
; one of the useful Rain Dance or Sunny Day moves.
|
|
call AIHasMoveInArray
|
|
pop hl
|
|
jr nc, AIBadWeatherType
|
|
|
|
; Greatly discourage this move if player's HP is below 50%.
|
|
call AICheckPlayerHalfHP
|
|
jr nc, AIBadWeatherType
|
|
|
|
; 50% chance to encourage this move otherwise.
|
|
call AI_50_50
|
|
ret c
|
|
|
|
dec [hl]
|
|
ret
|
|
; 3911e
|
|
|
|
AIBadWeatherType: ; 3911e
|
|
inc [hl]
|
|
inc [hl]
|
|
inc [hl]
|
|
ret
|
|
; 39122
|
|
|
|
AIGoodWeatherType: ; 39122
|
|
; Rain Dance, Sunny Day
|
|
|
|
; Greatly encourage this move if it would disfavour the player type-wise and player's HP is above 50%...
|
|
call AICheckPlayerHalfHP
|
|
ret nc
|
|
|
|
; ...as long as one of the following conditions meet:
|
|
; It's the first turn of the player's Pokemon.
|
|
ld a, [PlayerTurnsTaken]
|
|
and a
|
|
jr z, .good
|
|
|
|
; Or it's the first turn of the enemy's Pokemon.
|
|
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
|
|
|
|
|
|
AI_Smart_BellyDrum: ; 3913d
|
|
; 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.
|
|
|
|
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
|
|
|
|
|
|
AI_Smart_PsychUp: ; 39152
|
|
push hl
|
|
ld hl, EnemyAtkLevel
|
|
ld b, $8
|
|
ld c, 100
|
|
|
|
; 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.
|
|
.asm_3915a
|
|
ld a, [hli]
|
|
sub $7
|
|
add c
|
|
ld c, a
|
|
dec b
|
|
jr nz, .asm_3915a
|
|
|
|
; 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.
|
|
ld hl, PlayerAtkLevel
|
|
ld b, $8
|
|
ld d, 100
|
|
|
|
.asm_39169
|
|
ld a, [hli]
|
|
sub $7
|
|
add d
|
|
ld d, a
|
|
dec b
|
|
jr nz, .asm_39169
|
|
|
|
; Greatly discourage this move if enemy's stat levels are higher than player's (if c>=d).
|
|
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...
|
|
ld a, [PlayerAccLevel]
|
|
cp $6
|
|
ret c
|
|
|
|
; ...or enemy's evasion level is higher than +0.
|
|
ld a, [EnemyEvaLevel]
|
|
cp $8
|
|
ret nc
|
|
|
|
call AI_80_20
|
|
ret c
|
|
|
|
dec [hl]
|
|
ret
|
|
|
|
.asm_39188
|
|
inc [hl]
|
|
inc [hl]
|
|
ret
|
|
; 3918b
|
|
|
|
|
|
AI_Smart_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, [LastPlayerCounterMove]
|
|
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
|
|
|
|
|
|
AI_Smart_Twister:
|
|
AI_Smart_Gust: ; 391d5
|
|
|
|
; Greatly encourage this move if the player is flying and the enemy is faster.
|
|
ld a, [LastPlayerCounterMove]
|
|
cp FLY
|
|
ret nz
|
|
|
|
ld a, [PlayerSubStatus3]
|
|
bit SUBSTATUS_FLYING, a
|
|
jr z, .couldFly
|
|
|
|
call AICompareSpeed
|
|
ret nc
|
|
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
|
|
; Try to predict if the player will use Fly this turn.
|
|
.couldFly
|
|
|
|
; 50% chance to encourage this move if the enemy is slower than the player.
|
|
call AICompareSpeed
|
|
ret c
|
|
call AI_50_50
|
|
ret c
|
|
dec [hl]
|
|
ret
|
|
; 391f3
|
|
|
|
|
|
AI_Smart_FutureSight: ; 391f3
|
|
; Greatly encourage this move if the player is
|
|
; flying or underground, and slower than the enemy.
|
|
|
|
call AICompareSpeed
|
|
ret nc
|
|
|
|
ld a, [PlayerSubStatus3]
|
|
and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND
|
|
ret z
|
|
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
; 39200
|
|
|
|
|
|
AI_Smart_Stomp: ; 39200
|
|
; 80% chance to encourage this move if the player has used Minimize.
|
|
|
|
ld a, [wPlayerMinimized]
|
|
and a
|
|
ret z
|
|
|
|
call AI_80_20
|
|
ret c
|
|
|
|
dec [hl]
|
|
ret
|
|
; 3920b
|
|
|
|
|
|
AI_Smart_Solarbeam: ; 3920b
|
|
; 80% chance to encourage this move when it's sunny.
|
|
; 90% chance to discourage this move when it's raining.
|
|
|
|
ld a, [Weather]
|
|
cp WEATHER_SUN
|
|
jr z, .asm_3921e
|
|
|
|
cp WEATHER_RAIN
|
|
ret nz
|
|
|
|
call Random
|
|
cp 10 percent
|
|
ret c
|
|
|
|
inc [hl]
|
|
inc [hl]
|
|
ret
|
|
|
|
.asm_3921e
|
|
call AI_80_20
|
|
ret c
|
|
|
|
dec [hl]
|
|
dec [hl]
|
|
ret
|
|
; 39225
|
|
|
|
|
|
AI_Smart_Thunder: ; 39225
|
|
; 90% chance to discourage this move when it's sunny.
|
|
|
|
ld a, [Weather]
|
|
cp WEATHER_SUN
|
|
ret nz
|
|
|
|
call Random
|
|
cp 10 percent
|
|
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
|
|
|
|
|
|
AIHasMoveEffect: ; 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, .no
|
|
|
|
call AIGetEnemyMove
|
|
|
|
ld a, [wEnemyMoveStruct + MOVE_EFFECT]
|
|
cp b
|
|
jr z, .yes
|
|
|
|
dec c
|
|
jr nz, .checkmove
|
|
|
|
.no
|
|
pop hl
|
|
and a
|
|
ret
|
|
|
|
.yes
|
|
pop hl
|
|
scf
|
|
ret
|
|
; 392e6
|
|
|
|
|
|
AIHasMoveInArray: ; 392e6
|
|
; Return carry if the enemy has a move in array hl.
|
|
|
|
push hl
|
|
push de
|
|
push bc
|
|
|
|
.next
|
|
ld a, [hli]
|
|
cp $ff
|
|
jr z, .done
|
|
|
|
ld b, a
|
|
ld c, EnemyMonMovesEnd - EnemyMonMoves + 1
|
|
ld de, EnemyMonMoves
|
|
|
|
.check
|
|
dec c
|
|
jr z, .next
|
|
|
|
ld a, [de]
|
|
inc de
|
|
cp b
|
|
jr nz, .check
|
|
|
|
scf
|
|
|
|
.done
|
|
pop bc
|
|
pop de
|
|
pop hl
|
|
ret
|
|
; 39301
|
|
|
|
|
|
UsefulMoves: ; 39301
|
|
; Moves that are usable all-around.
|
|
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
|
|
|
|
|
|
AI_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 AI_50_50
|
|
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
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db SWORDS_DANCE
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db TAIL_WHIP
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db LEER
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db GROWL
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db DISABLE
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db MIST
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db COUNTER
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db LEECH_SEED
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db GROWTH
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db STRING_SHOT
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db MEDITATE
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db AGILITY
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db RAGE
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db MIMIC
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db SCREECH
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db HARDEN
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db WITHDRAW
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db DEFENSE_CURL
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db BARRIER
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db LIGHT_SCREEN
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db HAZE
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db REFLECT
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db FOCUS_ENERGY
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db BIDE
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db AMNESIA
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db TRANSFORM
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db SPLASH
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db ACID_ARMOR
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db SHARPEN
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db CONVERSION
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db SUBSTITUTE
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db FLAME_WHEEL
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db $ff
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; 39369
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AI_Aggressive: ; 39369
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; Use whatever does the most damage.
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; Discourage all damaging moves but the one that does the most damage.
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; If no damaging move deals damage to the player (immune),
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; no move will be discouraged
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; Figure out which attack does the most damage and put it in c.
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ld hl, EnemyMonMoves
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ld bc, 0
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ld de, 0
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.checkmove
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inc b
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ld a, b
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cp EnemyMonMovesEnd - EnemyMonMoves + 1
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jr z, .gotstrongestmove
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ld a, [hli]
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and a
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jr z, .gotstrongestmove
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push hl
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push de
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push bc
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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, .nodamage
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call AIDamageCalc
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pop bc
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pop de
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pop hl
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; Update current move if damage is highest so far
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ld a, [CurDamage + 1]
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cp e
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ld a, [CurDamage]
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sbc d
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jr c, .checkmove
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ld a, [CurDamage + 1]
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ld e, a
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ld a, [CurDamage]
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ld d, a
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ld c, b
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jr .checkmove
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.nodamage
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pop bc
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pop de
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pop hl
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jr .checkmove
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.gotstrongestmove
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; Nothing we can do if no attacks did damage.
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ld a, c
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and a
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jr z, .done
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; Discourage moves that do less damage unless they're reckless too.
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ld hl, Buffer1 - 1
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ld de, EnemyMonMoves
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ld b, 0
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.checkmove2
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inc b
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ld a, b
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cp EnemyMonMovesEnd - EnemyMonMoves + 1
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jr z, .done
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; Ignore this move if it is the highest damaging one.
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cp c
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ld a, [de]
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inc de
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inc hl
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jr z, .checkmove2
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call AIGetEnemyMove
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; Ignore this move if its power is 0 or 1.
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; Moves such as Seismic Toss, Hidden Power,
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; Counter and Fissure have a base power of 1.
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ld a, [wEnemyMoveStruct + MOVE_POWER]
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cp 2
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jr c, .checkmove2
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; Ignore this move if it is reckless.
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push hl
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push de
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push bc
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ld a, [wEnemyMoveStruct + MOVE_EFFECT]
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ld hl, .RecklessMoves
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ld de, 1
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call IsInArray
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pop bc
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pop de
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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
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.RecklessMoves:
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db EFFECT_SELFDESTRUCT
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db EFFECT_RAMPAGE
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db EFFECT_MULTI_HIT
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db EFFECT_DOUBLE_HIT
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db $ff
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; 393e7
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AIDamageCalc: ; 393e7
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ld a, 1
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ld [hBattleTurn], a
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ld a, [wEnemyMoveStruct + MOVE_EFFECT]
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ld de, 1
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ld hl, .ConstantDamageEffects
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call IsInArray
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jr nc, .asm_39400
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callfar BattleCommand_ConstantDamage
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ret
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.asm_39400
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callfar EnemyAttackDamage
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callfar BattleCommand_DamageCalc
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callfar BattleCommand_Stab
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ret
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.ConstantDamageEffects:
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db EFFECT_SUPER_FANG
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db EFFECT_STATIC_DAMAGE
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db EFFECT_LEVEL_DAMAGE
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db EFFECT_PSYWAVE
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db $ff
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; 39418
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AI_Cautious: ; 39418
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; 90% chance to discourage moves with residual effects after the first turn.
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ld a, [EnemyTurnsTaken]
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and a
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ret z
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ld hl, Buffer1 - 1
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ld de, EnemyMonMoves
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ld c, EnemyMonMovesEnd - EnemyMonMoves + 1
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.asm_39425
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inc hl
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dec c
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ret z
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ld a, [de]
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inc de
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and a
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ret z
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push hl
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push de
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push bc
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ld hl, .residualmoves
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ld de, 1
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call IsInArray
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pop bc
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pop de
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pop hl
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jr nc, .asm_39425
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call Random
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cp 90 percent + 1
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ret nc
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inc [hl]
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jr .asm_39425
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.residualmoves
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db MIST
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db LEECH_SEED
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db POISONPOWDER
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db STUN_SPORE
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db THUNDER_WAVE
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db FOCUS_ENERGY
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db BIDE
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db POISON_GAS
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db TRANSFORM
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db CONVERSION
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db SUBSTITUTE
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db SPIKES
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db $ff
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; 39453
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AI_Status: ; 39453
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; Dismiss status moves that don't affect the player.
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ld hl, Buffer1 - 1
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ld de, EnemyMonMoves
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ld b, EnemyMonMovesEnd - EnemyMonMoves + 1
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.checkmove
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dec b
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ret z
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inc hl
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ld a, [de]
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and a
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ret z
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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]
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cp POISON
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jr z, .immune
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ld a, [BattleMonType2]
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cp POISON
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jr z, .immune
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.typeimmunity
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push hl
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push bc
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push de
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ld a, 1
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ld [hBattleTurn], a
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callfar BattleCheckTypeMatchup
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pop de
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pop bc
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pop hl
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ld a, [wd265]
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and a
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jr nz, .checkmove
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.immune
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call AIDiscourageMove
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jr .checkmove
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; 394a9
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AI_Risky: ; 394a9
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; Use any move that will KO the target.
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; Risky moves will often be an exception (see below).
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ld hl, Buffer1 - 1
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ld de, EnemyMonMoves
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ld c, EnemyMonMovesEnd - EnemyMonMoves + 1
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.checkmove
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inc hl
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dec c
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ret z
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ld a, [de]
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inc de
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and a
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ret z
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push de
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push bc
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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.
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ld a, [wEnemyMoveStruct + MOVE_EFFECT]
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ld de, 1
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ld hl, .RiskyMoves
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call IsInArray
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jr nc, .checkko
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call AICheckEnemyMaxHP
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jr c, .nextmove
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; Else, 80% chance to exclude them.
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call Random
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cp 79 percent - 1
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jr c, .nextmove
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.checkko
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call AIDamageCalc
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ld a, [CurDamage + 1]
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ld e, a
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ld a, [CurDamage]
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ld d, a
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ld a, [BattleMonHP + 1]
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cp e
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ld a, [BattleMonHP]
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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
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pop bc
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pop de
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jr .checkmove
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.RiskyMoves:
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db EFFECT_SELFDESTRUCT
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db EFFECT_OHKO
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db $ff
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; 39502
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AI_None: ; 39502
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ret
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; 39503
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AIDiscourageMove: ; 39503
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ld a, [hl]
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add 10
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ld [hl], a
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ret
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; 39508
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AIGetEnemyMove: ; 39508
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; Load attributes of move a into ram
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push hl
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push de
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push bc
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dec a
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ld hl, Moves
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ld bc, MOVE_LENGTH
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call AddNTimes
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ld de, wEnemyMoveStruct
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ld a, BANK(Moves)
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call FarCopyBytes
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pop bc
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pop de
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pop hl
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ret
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; 39521
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AI_80_20: ; 39521
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call Random
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cp 20 percent - 1
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ret
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; 39527
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AI_50_50: ; 39527
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call Random
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cp 50 percent + 1
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ret
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; 3952d
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