More AI commentary/labels

This commit is contained in:
xCrystal 2014-10-22 00:28:51 +02:00
parent 96a89ffad7
commit 7cbec0d52a
1 changed files with 62 additions and 19 deletions

View File

@ -97,7 +97,7 @@ AIScoring_RedStatMods: ; 385e0
jr c, .statup
; cp EFFECT_ATTACK_DOWN - 1
jr z, .checkmove
jr z, .checkmove ; ignore EFFECT_ALWAYS_HIT
cp EFFECT_EVASION_DOWN + 1
jr c, .statdown
@ -107,7 +107,7 @@ AIScoring_RedStatMods: ; 385e0
jr c, .statup
; cp EFFECT_ATTACK_DOWN_2 - 1
jr z, .checkmove
jr z, .checkmove ; ignore EFFECT_TRANSFROM
cp EFFECT_EVASION_DOWN_2 + 1
jr c, .statdown
@ -438,7 +438,7 @@ AIScoring_LeechHit: ; 387f7
call AICheckEnemyMaxHP
ret c
; 80% chance to encourage this move otherwise.
; 80% chance to encourage this move otherwise.
call Function39521
ret c
dec [hl]
@ -703,12 +703,12 @@ AIScoring_EvasionUp: ; 388d4
AIScoring_AlwaysHit: ; 38947
; 80% chance to greatly encourage this move if either...
; ...enemy's accuracy level has been lowered three or more stages...
; ...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 rasied three or more stages.
; ...or player's evasion level has been raised three or more stages.
ld a, [PlayerEvaLevel]
cp $a
ret c
@ -724,27 +724,36 @@ AIScoring_AlwaysHit: ; 38947
AIScoring_MirrorMove: ; 3895b
; If the player did not use any move last turn...
ld a, [LastEnemyCounterMove]
and a
jr nz, .asm_38968
call AICompareSpeed
; ...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, Table_0x39301
ld hl, UsefulMoves
ld de, 1
call IsInArray
pop hl
; ...do nothing if he didn't use a useful move.
ret nc
; If he did, 50% chance to encourage this move...
call Function39527
ret c
dec [hl]
; ...and 90% chance to encourage this move again if the enemy is faster.
call AICompareSpeed
ret nc
@ -910,6 +919,10 @@ AIScoring_Heal:
AIScoring_MorningSun:
AIScoring_Synthesis:
AIScoring_Moonlight: ; 38a3a
; 90% chance to greatly encourage this move if enemy's HP is below 25%.
; Discourage this move if enemy's HP is higher than 50%.
; Do nothing otherwise.
call AICheckEnemyQuarterHP
jr nc, .asm_38a45
call AICheckEnemyHalfHP
@ -953,6 +966,9 @@ AIScoring_Reflect: ; 38a54
AIScoring_Ohko: ; 38a60
; Dismiss this move if player's level is higher than enemy's level
; Otherwise, discourage this move is player's HP is below 50%.
ld a, [BattleMonLevel]
ld b, a
ld a, [EnemyMonLevel]
@ -1055,13 +1071,17 @@ AIScoring_Unused2B: ; 38a9c
AIScoring_Confuse: ; 38adb
; 90% chance to discourage this move if player's HP is between 25% and 50%.
call AICheckPlayerHalfHP
ret c
call Random
cp $19
jr c, .asm_38ae7
inc [hl]
.asm_38ae7
; Discourage again if player's HP is below 25%.
call AICheckPlayerQuarterHP
ret c
inc [hl]
@ -1100,6 +1120,9 @@ AIScoring_SpDefenseUp2: ; 38aed
AIScoring_Fly: ; 38b12
; Greatly encourage this move if the player is
; flying or underground, and slower than the enemy.
ld a, [PlayerSubStatus3]
and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND
ret z
@ -1113,6 +1136,8 @@ AIScoring_Fly: ; 38b12
AIScoring_SuperFang: ; 38b20
; Discourage this move if player's HP is below 25%.
call AICheckPlayerQuarterHP
ret c
inc [hl]
@ -1121,8 +1146,13 @@ AIScoring_SuperFang: ; 38b20
AIScoring_Paralyze: ; 38b26
; 50% chance to discourage this move if player's HP is below 25%.
call AICheckPlayerQuarterHP
jr nc, .asm_38b3a
; 80% chance to greatly encourage this move
; if enemy is slower than player and its HP is above 25%.
call AICompareSpeed
ret c
call AICheckEnemyQuarterHP
@ -1162,6 +1192,8 @@ AIScoring_SpeedDownHit: ; 38b40
AIScoring_Substitute: ; 38b5c
; Dismiss this move if enemy's HP is below 50%.
call AICheckEnemyHalfHP
ret c
jp AIDiscourageMove
@ -1171,6 +1203,8 @@ AIScoring_Substitute: ; 38b5c
AIScoring_HyperBeam: ; 38b63
call AICheckEnemyHalfHP
jr c, .asm_38b72
; 50% chance to encourage this move if enemy's HP is below 25%.
call AICheckEnemyQuarterHP
ret c
call Function39527
@ -1179,6 +1213,7 @@ AIScoring_HyperBeam: ; 38b63
ret
.asm_38b72
; If enemy's HP is above 50%, discourage this move at random
call Random
cp 40
ret c
@ -1256,7 +1291,7 @@ AIScoring_Mimic: ; 38ba8
.asm_38bd4
ld a, [LastEnemyCounterMove]
push hl
ld hl, Table_0x39301
ld hl, UsefulMoves
ld de, 1
call IsInArray
@ -1640,6 +1675,7 @@ AIScoring_PriorityHit: ; 38d5a
AIScoring_Thief: ; 38d93
; Don't use Thief unless it's the only move available.
ld a, [hl]
add $1e
ld [hl], a
@ -1695,7 +1731,7 @@ AIScoring_Disable: ; 38dd1
push hl
ld a, [LastEnemyCounterMove]
ld hl, Table_0x39301
ld hl, UsefulMoves
ld de, 1
call IsInArray
@ -2641,6 +2677,8 @@ AIScoring_Solarbeam: ; 3920b
AIScoring_Thunder: ; 39225
; 90% chance to discourage this move when it's raining.
ld a, [Weather]
cp WEATHER_SUN
ret nz
@ -2655,6 +2693,8 @@ AIScoring_Thunder: ; 39225
AICompareSpeed: ; 39233
; Return carry if enemy is faster than player
push bc
ld a, [EnemyMonSpeed + 1]
ld b, a
@ -2873,7 +2913,7 @@ AIHasMoveInArray: ; 392e6
; 39301
Table_0x39301: ; 39301
UsefulMoves: ; 39301
db DOUBLE_EDGE
db SING
db FLAMETHROWER
@ -3034,12 +3074,13 @@ AIScoring_Aggressive: ; 39369
jr .checkmove
.gotstrongestmove
; Discourage moves that do less damage unless they're reckless too.
; Nothing we can do if no attacks did damage.
ld a, c
and a
jr z, .done
; Discourage moves that do less damage unless they're reckless too.
ld hl, Buffer1 - 1
ld de, EnemyMonMoves
ld b, 0
@ -3121,7 +3162,7 @@ AIDamageCalc: ; 393e7
AIScoring_Cautious: ; 39418
; Don't use moves with residual effects after turn 1.
; 90% chance to discourage moves with residual effects after enemy's turn 1.
ld a, [EnemyTurnsTaken]
and a
@ -3178,7 +3219,7 @@ AIScoring_Cautious: ; 39418
AIScoring_StatusImmunity: ; 39453
; Don't use status moves that don't affect the player.
; Dismiss status moves that don't affect the player.
ld hl, Buffer1 - 1
ld de, EnemyMonMoves
@ -3242,7 +3283,8 @@ AIScoring_StatusImmunity: ; 39453
AIScoring_Risky: ; 394a9
; Use any move that will KO the opponent.
; Use any move that will KO the target.
; Risky moves will often be an exception (see below).
ld hl, Buffer1 - 1
ld de, EnemyMonMoves
@ -3265,19 +3307,20 @@ AIScoring_Risky: ; 394a9
ld a, [wEnemyMoveStruct + MOVE_POWER]
and a
jr z, .nextmove
; Don't use risky moves at max hp.
ld a, [wEnemyMoveStruct + MOVE_EFFECT]
ld de, 1
ld hl, .riskymoves
call IsInArray
jr nc, .checkko
; Exclude risky moves if enemy's HP is full.
call AICheckEnemyMaxHP
jr c, .nextmove
; Otherwise, 80% chance to exclude them.
call Random
cp 200 ; 1/5
cp 200
jr c, .nextmove
.checkko