pokeemerald/data/battle_ai_scripts.s

3243 lines
89 KiB
ArmAsm

#include "config.h"
#include "constants/battle.h"
#include "constants/battle_ai.h"
#include "constants/abilities.h"
#include "constants/items.h"
#include "constants/moves.h"
#include "constants/battle_move_effects.h"
#include "constants/hold_effects.h"
#include "constants/pokemon.h"
.include "asm/macros.inc"
.include "asm/macros/battle_ai_script.inc"
.include "constants/constants.inc"
.section script_data, "aw", %progbits
.align 2
gBattleAI_ScriptsTable::
.4byte AI_CheckBadMove @ AI_SCRIPT_CHECK_BAD_MOVE
.4byte AI_TryToFaint @ AI_SCRIPT_TRY_TO_FAINT
.4byte AI_CheckViability @ AI_SCRIPT_CHECK_VIABILITY
.4byte AI_SetupFirstTurn @ AI_SCRIPT_SETUP_FIRST_TURN
.4byte AI_Risky @ AI_SCRIPT_RISKY
.4byte AI_PreferPowerExtremes @ AI_SCRIPT_PREFER_POWER_EXTREMES
.4byte AI_PreferBatonPass @ AI_SCRIPT_PREFER_BATON_PASS
.4byte AI_DoubleBattle @ AI_SCRIPT_DOUBLE_BATTLE
.4byte AI_HPAware @ AI_SCRIPT_HP_AWARE
.4byte AI_TrySunnyDayStart @ AI_SCRIPT_TRY_SUNNY_DAY_START
.4byte AI_Ret
.4byte AI_Ret
.4byte AI_Ret
.4byte AI_Ret
.4byte AI_Ret
.4byte AI_Ret
.4byte AI_Ret
.4byte AI_Ret
.4byte AI_Ret
.4byte AI_Ret
.4byte AI_Ret
.4byte AI_Ret
.4byte AI_Ret
.4byte AI_Ret
.4byte AI_Ret
.4byte AI_Ret
.4byte AI_Ret
.4byte AI_Ret
.4byte AI_Ret
.4byte AI_Roaming @ AI_SCRIPT_ROAMING
.4byte AI_Safari @ AI_SCRIPT_SAFARI
.4byte AI_FirstBattle @ AI_SCRIPT_FIRST_BATTLE
AI_CheckBadMove:
if_target_is_ally AI_Ret
if_move MOVE_FISSURE, AI_CBM_CheckIfNegatesType
if_move MOVE_HORN_DRILL, AI_CBM_CheckIfNegatesType
get_how_powerful_move_is
if_equal MOVE_POWER_OTHER, AI_CheckBadMove_CheckSoundproof
AI_CBM_CheckIfNegatesType:
if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10
get_ability AI_TARGET
if_equal ABILITY_VOLT_ABSORB, CheckIfVoltAbsorbCancelsElectric
if_equal ABILITY_WATER_ABSORB, CheckIfWaterAbsorbCancelsWater
if_equal ABILITY_FLASH_FIRE, CheckIfFlashFireCancelsFire
if_equal ABILITY_WONDER_GUARD, CheckIfWonderGuardCancelsMove
if_equal ABILITY_LEVITATE, CheckIfLevitateCancelsGroundMove
goto AI_CheckBadMove_CheckSoundproof_
CheckIfVoltAbsorbCancelsElectric:
get_curr_move_type
if_equal_ TYPE_ELECTRIC, Score_Minus12
goto AI_CheckBadMove_CheckSoundproof_
CheckIfWaterAbsorbCancelsWater:
get_curr_move_type
if_equal_ TYPE_WATER, Score_Minus12
goto AI_CheckBadMove_CheckSoundproof_
CheckIfFlashFireCancelsFire:
get_curr_move_type
if_equal_ TYPE_FIRE, Score_Minus12
goto AI_CheckBadMove_CheckSoundproof_
CheckIfWonderGuardCancelsMove:
if_type_effectiveness AI_EFFECTIVENESS_x2, AI_CheckBadMove_CheckSoundproof_
goto Score_Minus10
CheckIfLevitateCancelsGroundMove:
get_curr_move_type
if_equal_ TYPE_GROUND, Score_Minus10
AI_CheckBadMove_CheckSoundproof_:
get_how_powerful_move_is
if_equal MOVE_POWER_OTHER, AI_CheckBadMove_CheckSoundproof @ Pointless check
AI_CheckBadMove_CheckSoundproof:
get_ability AI_TARGET
if_not_equal ABILITY_SOUNDPROOF, AI_CheckBadMove_CheckEffect
if_move MOVE_GROWL, Score_Minus10
if_move MOVE_ROAR, Score_Minus10
if_move MOVE_SING, Score_Minus10
if_move MOVE_SUPERSONIC, Score_Minus10
if_move MOVE_SCREECH, Score_Minus10
if_move MOVE_SNORE, Score_Minus10
if_move MOVE_UPROAR, Score_Minus10
if_move MOVE_METAL_SOUND, Score_Minus10
if_move MOVE_GRASS_WHISTLE, Score_Minus10
AI_CheckBadMove_CheckEffect:
if_effect EFFECT_SLEEP, AI_CBM_Sleep
if_effect EFFECT_EXPLOSION, AI_CBM_Explosion
if_effect EFFECT_DREAM_EATER, AI_CBM_DreamEater
if_effect EFFECT_ATTACK_UP, AI_CBM_AttackUp
if_effect EFFECT_DEFENSE_UP, AI_CBM_DefenseUp
if_effect EFFECT_SPEED_UP, AI_CBM_SpeedUp
if_effect EFFECT_SPECIAL_ATTACK_UP, AI_CBM_SpAtkUp
if_effect EFFECT_SPECIAL_DEFENSE_UP, AI_CBM_SpDefUp
if_effect EFFECT_ACCURACY_UP, AI_CBM_AccUp
if_effect EFFECT_EVASION_UP, AI_CBM_EvasionUp
if_effect EFFECT_ATTACK_DOWN, AI_CBM_AttackDown
if_effect EFFECT_DEFENSE_DOWN, AI_CBM_DefenseDown
if_effect EFFECT_SPEED_DOWN, AI_CBM_SpeedDown
if_effect EFFECT_SPECIAL_ATTACK_DOWN, AI_CBM_SpAtkDown
if_effect EFFECT_SPECIAL_DEFENSE_DOWN, AI_CBM_SpDefDown
if_effect EFFECT_ACCURACY_DOWN, AI_CBM_AccDown
if_effect EFFECT_EVASION_DOWN, AI_CBM_EvasionDown
if_effect EFFECT_HAZE, AI_CBM_Haze
if_effect EFFECT_BIDE, AI_CBM_HighRiskForDamage
if_effect EFFECT_ROAR, AI_CBM_Roar
if_effect EFFECT_TOXIC, AI_CBM_Toxic
if_effect EFFECT_LIGHT_SCREEN, AI_CBM_LightScreen
if_effect EFFECT_OHKO, AI_CBM_OneHitKO
if_effect EFFECT_RAZOR_WIND, AI_CBM_HighRiskForDamage
if_effect EFFECT_SUPER_FANG, AI_CBM_HighRiskForDamage
if_effect EFFECT_MIST, AI_CBM_Mist
if_effect EFFECT_FOCUS_ENERGY, AI_CBM_FocusEnergy
if_effect EFFECT_CONFUSE, AI_CBM_Confuse
if_effect EFFECT_ATTACK_UP_2, AI_CBM_AttackUp
if_effect EFFECT_DEFENSE_UP_2, AI_CBM_DefenseUp
if_effect EFFECT_SPEED_UP_2, AI_CBM_SpeedUp
if_effect EFFECT_SPECIAL_ATTACK_UP_2, AI_CBM_SpAtkUp
if_effect EFFECT_SPECIAL_DEFENSE_UP_2, AI_CBM_SpDefUp
if_effect EFFECT_ACCURACY_UP_2, AI_CBM_AccUp
if_effect EFFECT_EVASION_UP_2, AI_CBM_EvasionUp
if_effect EFFECT_ATTACK_DOWN_2, AI_CBM_AttackDown
if_effect EFFECT_DEFENSE_DOWN_2, AI_CBM_DefenseDown
if_effect EFFECT_SPEED_DOWN_2, AI_CBM_SpeedDown
if_effect EFFECT_SPECIAL_ATTACK_DOWN_2, AI_CBM_SpAtkDown
if_effect EFFECT_SPECIAL_DEFENSE_DOWN_2, AI_CBM_SpDefDown
if_effect EFFECT_ACCURACY_DOWN_2, AI_CBM_AccDown
if_effect EFFECT_EVASION_DOWN_2, AI_CBM_EvasionDown
if_effect EFFECT_REFLECT, AI_CBM_Reflect
if_effect EFFECT_POISON, AI_CBM_Toxic
if_effect EFFECT_PARALYZE, AI_CBM_Paralyze
if_effect EFFECT_SUBSTITUTE, AI_CBM_Substitute
if_effect EFFECT_RECHARGE, AI_CBM_HighRiskForDamage
if_effect EFFECT_LEECH_SEED, AI_CBM_LeechSeed
if_effect EFFECT_DISABLE, AI_CBM_Disable
if_effect EFFECT_LEVEL_DAMAGE, AI_CBM_HighRiskForDamage
if_effect EFFECT_PSYWAVE, AI_CBM_HighRiskForDamage
if_effect EFFECT_COUNTER, AI_CBM_HighRiskForDamage
if_effect EFFECT_ENCORE, AI_CBM_Encore
if_effect EFFECT_SNORE, AI_CBM_DamageDuringSleep
if_effect EFFECT_SLEEP_TALK, AI_CBM_DamageDuringSleep
if_effect EFFECT_FLAIL, AI_CBM_HighRiskForDamage
if_effect EFFECT_MEAN_LOOK, AI_CBM_CantEscape
if_effect EFFECT_NIGHTMARE, AI_CBM_Nightmare
if_effect EFFECT_MINIMIZE, AI_CBM_EvasionUp
if_effect EFFECT_CURSE, AI_CBM_Curse
if_effect EFFECT_SPIKES, AI_CBM_Spikes
if_effect EFFECT_FORESIGHT, AI_CBM_Foresight
if_effect EFFECT_PERISH_SONG, AI_CBM_PerishSong
if_effect EFFECT_SANDSTORM, AI_CBM_Sandstorm
if_effect EFFECT_SWAGGER, AI_CBM_Confuse
if_effect EFFECT_ATTRACT, AI_CBM_Attract
if_effect EFFECT_RETURN, AI_CBM_HighRiskForDamage
if_effect EFFECT_PRESENT, AI_CBM_HighRiskForDamage
if_effect EFFECT_FRUSTRATION, AI_CBM_HighRiskForDamage
if_effect EFFECT_SAFEGUARD, AI_CBM_Safeguard
if_effect EFFECT_MAGNITUDE, AI_CBM_Magnitude
if_effect EFFECT_BATON_PASS, AI_CBM_BatonPass
if_effect EFFECT_SONICBOOM, AI_CBM_HighRiskForDamage
if_effect EFFECT_RAIN_DANCE, AI_CBM_RainDance
if_effect EFFECT_SUNNY_DAY, AI_CBM_SunnyDay
if_effect EFFECT_BELLY_DRUM, AI_CBM_BellyDrum
if_effect EFFECT_PSYCH_UP, AI_CBM_Haze
if_effect EFFECT_MIRROR_COAT, AI_CBM_HighRiskForDamage
if_effect EFFECT_SKULL_BASH, AI_CBM_HighRiskForDamage
if_effect EFFECT_FUTURE_SIGHT, AI_CBM_FutureSight
if_effect EFFECT_TELEPORT, Score_Minus10
if_effect EFFECT_DEFENSE_CURL, AI_CBM_DefenseUp
if_effect EFFECT_FAKE_OUT, AI_CBM_FakeOut
if_effect EFFECT_STOCKPILE, AI_CBM_Stockpile
if_effect EFFECT_SPIT_UP, AI_CBM_SpitUpAndSwallow
if_effect EFFECT_SWALLOW, AI_CBM_SpitUpAndSwallow
if_effect EFFECT_HAIL, AI_CBM_Hail
if_effect EFFECT_TORMENT, AI_CBM_Torment
if_effect EFFECT_FLATTER, AI_CBM_Confuse
if_effect EFFECT_WILL_O_WISP, AI_CBM_WillOWisp
if_effect EFFECT_MEMENTO, AI_CBM_Memento
if_effect EFFECT_FOCUS_PUNCH, AI_CBM_HighRiskForDamage
if_effect EFFECT_HELPING_HAND, AI_CBM_HelpingHand
if_effect EFFECT_TRICK, AI_CBM_TrickAndKnockOff
if_effect EFFECT_INGRAIN, AI_CBM_Ingrain
if_effect EFFECT_SUPERPOWER, AI_CBM_HighRiskForDamage
if_effect EFFECT_RECYCLE, AI_CBM_Recycle
if_effect EFFECT_KNOCK_OFF, AI_CBM_TrickAndKnockOff
if_effect EFFECT_ENDEAVOR, AI_CBM_HighRiskForDamage
if_effect EFFECT_IMPRISON, AI_CBM_Imprison
if_effect EFFECT_REFRESH, AI_CBM_Refresh
if_effect EFFECT_LOW_KICK, AI_CBM_HighRiskForDamage
if_effect EFFECT_MUD_SPORT, AI_CBM_MudSport
if_effect EFFECT_TICKLE, AI_CBM_Tickle
if_effect EFFECT_COSMIC_POWER, AI_CBM_CosmicPower
if_effect EFFECT_BULK_UP, AI_CBM_BulkUp
if_effect EFFECT_WATER_SPORT, AI_CBM_WaterSport
if_effect EFFECT_CALM_MIND, AI_CBM_CalmMind
if_effect EFFECT_DRAGON_DANCE, AI_CBM_DragonDance
end
AI_CBM_Sleep:
get_ability AI_TARGET
if_equal ABILITY_INSOMNIA, Score_Minus10
if_equal ABILITY_VITAL_SPIRIT, Score_Minus10
if_status AI_TARGET, STATUS1_ANY, Score_Minus10
if_side_affecting AI_TARGET, SIDE_STATUS_SAFEGUARD, Score_Minus10
end
AI_CBM_Explosion:
if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10
get_ability AI_TARGET
if_equal ABILITY_DAMP, Score_Minus10
count_usable_party_mons AI_USER
if_not_equal 0, AI_CBM_Explosion_End
count_usable_party_mons AI_TARGET
if_not_equal 0, Score_Minus10
goto Score_Minus1
AI_CBM_Explosion_End:
end
AI_CBM_Nightmare:
if_status2 AI_TARGET, STATUS2_NIGHTMARE, Score_Minus10
if_not_status AI_TARGET, STATUS1_SLEEP, Score_Minus8
end
AI_CBM_DreamEater:
if_not_status AI_TARGET, STATUS1_SLEEP, Score_Minus8
if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10
end
AI_CBM_BellyDrum:
if_hp_less_than AI_USER, 51, Score_Minus10
AI_CBM_AttackUp:
if_stat_level_equal AI_USER, STAT_ATK, MAX_STAT_STAGE, Score_Minus10
end
AI_CBM_DefenseUp:
if_stat_level_equal AI_USER, STAT_DEF, MAX_STAT_STAGE, Score_Minus10
end
AI_CBM_SpeedUp:
if_stat_level_equal AI_USER, STAT_SPEED, MAX_STAT_STAGE, Score_Minus10
end
AI_CBM_SpAtkUp:
if_stat_level_equal AI_USER, STAT_SPATK, MAX_STAT_STAGE, Score_Minus10
end
AI_CBM_SpDefUp:
if_stat_level_equal AI_USER, STAT_SPDEF, MAX_STAT_STAGE, Score_Minus10
end
AI_CBM_AccUp:
if_stat_level_equal AI_USER, STAT_ACC, MAX_STAT_STAGE, Score_Minus10
end
AI_CBM_EvasionUp:
if_stat_level_equal AI_USER, STAT_EVASION, MAX_STAT_STAGE, Score_Minus10
end
AI_CBM_AttackDown:
if_stat_level_equal AI_TARGET, STAT_ATK, MIN_STAT_STAGE, Score_Minus10
get_ability AI_TARGET
if_equal ABILITY_HYPER_CUTTER, Score_Minus10
goto CheckIfAbilityBlocksStatChange
AI_CBM_DefenseDown:
if_stat_level_equal AI_TARGET, STAT_DEF, MIN_STAT_STAGE, Score_Minus10
goto CheckIfAbilityBlocksStatChange
AI_CBM_SpeedDown:
if_stat_level_equal AI_TARGET, STAT_SPEED, MIN_STAT_STAGE, Score_Minus10
if_ability AI_TARGET, ABILITY_SPEED_BOOST, Score_Minus10
goto CheckIfAbilityBlocksStatChange
AI_CBM_SpAtkDown:
if_stat_level_equal AI_TARGET, STAT_SPATK, MIN_STAT_STAGE, Score_Minus10
goto CheckIfAbilityBlocksStatChange
AI_CBM_SpDefDown:
if_stat_level_equal AI_TARGET, STAT_SPDEF, MIN_STAT_STAGE, Score_Minus10
goto CheckIfAbilityBlocksStatChange
AI_CBM_AccDown:
if_stat_level_equal AI_TARGET, STAT_ACC, MIN_STAT_STAGE, Score_Minus10
get_ability AI_TARGET
if_equal ABILITY_KEEN_EYE, Score_Minus10
goto CheckIfAbilityBlocksStatChange
AI_CBM_EvasionDown:
if_stat_level_equal AI_TARGET, STAT_EVASION, MIN_STAT_STAGE, Score_Minus10
CheckIfAbilityBlocksStatChange:
get_ability AI_TARGET
if_equal ABILITY_CLEAR_BODY, Score_Minus10
if_equal ABILITY_WHITE_SMOKE, Score_Minus10
end
AI_CBM_Haze:
if_stat_level_less_than AI_USER, STAT_ATK, DEFAULT_STAT_STAGE, AI_CBM_Haze_End
if_stat_level_less_than AI_USER, STAT_DEF, DEFAULT_STAT_STAGE, AI_CBM_Haze_End
if_stat_level_less_than AI_USER, STAT_SPEED, DEFAULT_STAT_STAGE, AI_CBM_Haze_End
if_stat_level_less_than AI_USER, STAT_SPATK, DEFAULT_STAT_STAGE, AI_CBM_Haze_End
if_stat_level_less_than AI_USER, STAT_SPDEF, DEFAULT_STAT_STAGE, AI_CBM_Haze_End
if_stat_level_less_than AI_USER, STAT_ACC, DEFAULT_STAT_STAGE, AI_CBM_Haze_End
if_stat_level_less_than AI_USER, STAT_EVASION, DEFAULT_STAT_STAGE, AI_CBM_Haze_End
if_stat_level_more_than AI_TARGET, STAT_ATK, DEFAULT_STAT_STAGE, AI_CBM_Haze_End
if_stat_level_more_than AI_TARGET, STAT_DEF, DEFAULT_STAT_STAGE, AI_CBM_Haze_End
if_stat_level_more_than AI_TARGET, STAT_SPEED, DEFAULT_STAT_STAGE, AI_CBM_Haze_End
if_stat_level_more_than AI_TARGET, STAT_SPATK, DEFAULT_STAT_STAGE, AI_CBM_Haze_End
if_stat_level_more_than AI_TARGET, STAT_SPDEF, DEFAULT_STAT_STAGE, AI_CBM_Haze_End
if_stat_level_more_than AI_TARGET, STAT_ACC, DEFAULT_STAT_STAGE, AI_CBM_Haze_End
if_stat_level_more_than AI_TARGET, STAT_EVASION, DEFAULT_STAT_STAGE, AI_CBM_Haze_End
goto Score_Minus10
AI_CBM_Haze_End:
end
AI_CBM_Roar:
count_usable_party_mons AI_TARGET
if_equal 0, Score_Minus10
get_ability AI_TARGET
if_equal ABILITY_SUCTION_CUPS, Score_Minus10
end
AI_CBM_Toxic:
get_target_type1
if_equal TYPE_STEEL, Score_Minus10
if_equal TYPE_POISON, Score_Minus10
get_target_type2
if_equal TYPE_STEEL, Score_Minus10
if_equal TYPE_POISON, Score_Minus10
get_ability AI_TARGET
if_equal ABILITY_IMMUNITY, Score_Minus10
if_status AI_TARGET, STATUS1_ANY, Score_Minus10
if_side_affecting AI_TARGET, SIDE_STATUS_SAFEGUARD, Score_Minus10
end
AI_CBM_LightScreen:
if_side_affecting AI_USER, SIDE_STATUS_LIGHTSCREEN, Score_Minus8
end
AI_CBM_OneHitKO:
if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10
get_ability AI_TARGET
if_equal ABILITY_STURDY, Score_Minus10
if_level_cond 1, Score_Minus10
end
AI_CBM_Magnitude:
get_ability AI_TARGET
if_equal ABILITY_LEVITATE, Score_Minus10
AI_CBM_HighRiskForDamage:
if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10
get_ability AI_TARGET
if_not_equal ABILITY_WONDER_GUARD, AI_CBM_HighRiskForDamage_End
if_type_effectiveness AI_EFFECTIVENESS_x2, AI_CBM_HighRiskForDamage_End
goto Score_Minus10
AI_CBM_HighRiskForDamage_End:
end
AI_CBM_Mist:
if_side_affecting AI_USER, SIDE_STATUS_MIST, Score_Minus8
end
AI_CBM_FocusEnergy:
if_status2 AI_USER, STATUS2_FOCUS_ENERGY, Score_Minus10
end
AI_CBM_Confuse:
if_status2 AI_TARGET, STATUS2_CONFUSION, Score_Minus5
get_ability AI_TARGET
if_equal ABILITY_OWN_TEMPO, Score_Minus10
if_side_affecting AI_TARGET, SIDE_STATUS_SAFEGUARD, Score_Minus10
end
AI_CBM_Reflect:
if_side_affecting AI_USER, SIDE_STATUS_REFLECT, Score_Minus8
end
AI_CBM_Paralyze:
if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10
get_ability AI_TARGET
if_equal ABILITY_LIMBER, Score_Minus10
if_status AI_TARGET, STATUS1_ANY, Score_Minus10
if_side_affecting AI_TARGET, SIDE_STATUS_SAFEGUARD, Score_Minus10
end
AI_CBM_Substitute:
if_status2 AI_USER, STATUS2_SUBSTITUTE, Score_Minus8
if_hp_less_than AI_USER, 26, Score_Minus10
end
AI_CBM_LeechSeed:
if_status3 AI_TARGET, STATUS3_LEECHSEED, Score_Minus10
get_target_type1
if_equal TYPE_GRASS, Score_Minus10
get_target_type2
if_equal TYPE_GRASS, Score_Minus10
end
AI_CBM_Disable:
if_any_move_disabled AI_TARGET, Score_Minus8
end
AI_CBM_Encore:
if_any_move_encored AI_TARGET, Score_Minus8
end
AI_CBM_DamageDuringSleep:
if_not_status AI_USER, STATUS1_SLEEP, Score_Minus8
end
AI_CBM_CantEscape:
if_status2 AI_TARGET, STATUS2_ESCAPE_PREVENTION, Score_Minus10
end
AI_CBM_Curse:
if_stat_level_equal AI_USER, STAT_ATK, MAX_STAT_STAGE, Score_Minus10
if_stat_level_equal AI_USER, STAT_DEF, MAX_STAT_STAGE, Score_Minus8
end
AI_CBM_Spikes:
if_side_affecting AI_TARGET, SIDE_STATUS_SPIKES, Score_Minus10
end
AI_CBM_Foresight:
if_status2 AI_TARGET, STATUS2_FORESIGHT, Score_Minus10
end
AI_CBM_PerishSong:
if_status3 AI_TARGET, STATUS3_PERISH_SONG, Score_Minus10
end
AI_CBM_Sandstorm:
get_weather
if_equal AI_WEATHER_SANDSTORM, Score_Minus8
end
AI_CBM_Attract:
if_status2 AI_TARGET, STATUS2_INFATUATION, Score_Minus10
get_ability AI_TARGET
if_equal ABILITY_OBLIVIOUS, Score_Minus10
get_gender AI_USER
if_equal MON_MALE, AI_CBM_Attract_CheckIfTargetIsFemale
if_equal MON_FEMALE, AI_CBM_Attract_CheckIfTargetIsMale
goto Score_Minus10
AI_CBM_Attract_CheckIfTargetIsFemale:
get_gender AI_TARGET
if_equal MON_FEMALE, AI_CBM_Attract_End
goto Score_Minus10
AI_CBM_Attract_CheckIfTargetIsMale:
get_gender AI_TARGET
if_equal MON_MALE, AI_CBM_Attract_End
goto Score_Minus10
AI_CBM_Attract_End:
end
AI_CBM_Safeguard:
if_side_affecting AI_USER, SIDE_STATUS_SAFEGUARD, Score_Minus8
end
AI_CBM_Memento:
if_stat_level_equal AI_TARGET, STAT_ATK, MIN_STAT_STAGE, Score_Minus10
if_stat_level_equal AI_TARGET, STAT_SPATK, MIN_STAT_STAGE, Score_Minus8
AI_CBM_BatonPass:
count_usable_party_mons AI_USER
if_equal 0, Score_Minus10
end
AI_CBM_RainDance:
get_weather
if_equal AI_WEATHER_RAIN, Score_Minus8
end
AI_CBM_SunnyDay:
get_weather
if_equal AI_WEATHER_SUN, Score_Minus8
end
AI_CBM_FutureSight:
if_side_affecting AI_TARGET, SIDE_STATUS_FUTUREATTACK, Score_Minus12
if_side_affecting AI_USER, SIDE_STATUS_FUTUREATTACK, Score_Minus12
score +5
end
AI_CBM_FakeOut:
is_first_turn_for AI_USER
if_equal FALSE, Score_Minus10
end
AI_CBM_Stockpile:
get_stockpile_count AI_USER
if_equal 3, Score_Minus10
end
AI_CBM_SpitUpAndSwallow:
if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10
get_stockpile_count AI_USER
if_equal 0, Score_Minus10
end
AI_CBM_Hail:
get_weather
if_equal AI_WEATHER_HAIL, Score_Minus8
end
AI_CBM_Torment:
if_status2 AI_TARGET, STATUS2_TORMENT, Score_Minus10
end
AI_CBM_WillOWisp:
get_ability AI_TARGET
if_equal ABILITY_WATER_VEIL, Score_Minus10
if_status AI_TARGET, STATUS1_ANY, Score_Minus10
if_type_effectiveness AI_EFFECTIVENESS_x0, Score_Minus10
if_type_effectiveness AI_EFFECTIVENESS_x0_5, Score_Minus10
if_type_effectiveness AI_EFFECTIVENESS_x0_25, Score_Minus10
if_side_affecting AI_TARGET, SIDE_STATUS_SAFEGUARD, Score_Minus10
end
AI_CBM_HelpingHand:
if_not_double_battle Score_Minus10
end
AI_CBM_TrickAndKnockOff:
get_ability AI_TARGET
if_equal ABILITY_STICKY_HOLD, Score_Minus10
end
AI_CBM_Ingrain:
if_status3 AI_USER, STATUS3_ROOTED, Score_Minus10
end
AI_CBM_Recycle:
get_used_held_item AI_USER
if_equal ITEM_NONE, Score_Minus10
end
AI_CBM_Imprison:
if_status3 AI_USER, STATUS3_IMPRISONED_OTHERS, Score_Minus10
end
AI_CBM_Refresh:
if_not_status AI_USER, STATUS1_POISON | STATUS1_BURN | STATUS1_PARALYSIS | STATUS1_TOXIC_POISON, Score_Minus10
end
AI_CBM_MudSport:
if_status3 AI_USER, STATUS3_MUDSPORT, Score_Minus10
end
AI_CBM_Tickle:
if_stat_level_equal AI_TARGET, STAT_ATK, MIN_STAT_STAGE, Score_Minus10
if_stat_level_equal AI_TARGET, STAT_DEF, MIN_STAT_STAGE, Score_Minus8
end
AI_CBM_CosmicPower:
if_stat_level_equal AI_USER, STAT_DEF, MAX_STAT_STAGE, Score_Minus10
if_stat_level_equal AI_USER, STAT_SPDEF, MAX_STAT_STAGE, Score_Minus8
end
AI_CBM_BulkUp:
if_stat_level_equal AI_USER, STAT_ATK, MAX_STAT_STAGE, Score_Minus10
if_stat_level_equal AI_USER, STAT_DEF, MAX_STAT_STAGE, Score_Minus8
end
AI_CBM_WaterSport:
if_status3 AI_USER, STATUS3_WATERSPORT, Score_Minus10
end
AI_CBM_CalmMind:
if_stat_level_equal AI_USER, STAT_SPATK, MAX_STAT_STAGE, Score_Minus10
if_stat_level_equal AI_USER, STAT_SPDEF, MAX_STAT_STAGE, Score_Minus8
end
AI_CBM_DragonDance:
if_stat_level_equal AI_USER, STAT_ATK, MAX_STAT_STAGE, Score_Minus10
if_stat_level_equal AI_USER, STAT_SPEED, MAX_STAT_STAGE, Score_Minus8
end
Score_Minus1:
score -1
end
Score_Minus2:
score -2
end
Score_Minus3:
score -3
end
Score_Minus5:
score -5
end
Score_Minus8:
score -8
end
Score_Minus10:
score -10
end
Score_Minus12:
score -12
end
Score_Minus30:
score -30
end
Score_Plus1:
score +1
end
Score_Plus2:
score +2
end
Score_Plus3:
score +3
end
Score_Plus5:
score +5
end
Score_Plus10:
score +10
end
AI_CheckViability:
if_target_is_ally AI_Ret
if_effect EFFECT_SLEEP, AI_CV_Sleep
if_effect EFFECT_ABSORB, AI_CV_Absorb
if_effect EFFECT_EXPLOSION, AI_CV_SelfKO
if_effect EFFECT_DREAM_EATER, AI_CV_DreamEater
if_effect EFFECT_MIRROR_MOVE, AI_CV_MirrorMove
if_effect EFFECT_ATTACK_UP, AI_CV_AttackUp
if_effect EFFECT_DEFENSE_UP, AI_CV_DefenseUp
if_effect EFFECT_SPEED_UP, AI_CV_SpeedUp
if_effect EFFECT_SPECIAL_ATTACK_UP, AI_CV_SpAtkUp
if_effect EFFECT_SPECIAL_DEFENSE_UP, AI_CV_SpDefUp
if_effect EFFECT_ACCURACY_UP, AI_CV_AccuracyUp
if_effect EFFECT_EVASION_UP, AI_CV_EvasionUp
if_effect EFFECT_ALWAYS_HIT, AI_CV_AlwaysHit
if_effect EFFECT_ATTACK_DOWN, AI_CV_AttackDown
if_effect EFFECT_DEFENSE_DOWN, AI_CV_DefenseDown
if_effect EFFECT_SPEED_DOWN, AI_CV_SpeedDown
if_effect EFFECT_SPECIAL_ATTACK_DOWN, AI_CV_SpAtkDown
if_effect EFFECT_SPECIAL_DEFENSE_DOWN, AI_CV_SpDefDown
if_effect EFFECT_ACCURACY_DOWN, AI_CV_AccuracyDown
if_effect EFFECT_EVASION_DOWN, AI_CV_EvasionDown
if_effect EFFECT_HAZE, AI_CV_Haze
if_effect EFFECT_BIDE, AI_CV_Bide
if_effect EFFECT_ROAR, AI_CV_Roar
if_effect EFFECT_CONVERSION, AI_CV_Conversion
if_effect EFFECT_RESTORE_HP, AI_CV_Heal
if_effect EFFECT_TOXIC, AI_CV_Toxic
if_effect EFFECT_LIGHT_SCREEN, AI_CV_LightScreen
if_effect EFFECT_REST, AI_CV_Rest
if_effect EFFECT_OHKO, AI_CV_OneHitKO
if_effect EFFECT_RAZOR_WIND, AI_CV_ChargeUpMove
if_effect EFFECT_SUPER_FANG, AI_CV_SuperFang
if_effect EFFECT_TRAP, AI_CV_Trap
if_effect EFFECT_HIGH_CRITICAL, AI_CV_HighCrit
if_effect EFFECT_CONFUSE, AI_CV_Confuse
if_effect EFFECT_ATTACK_UP_2, AI_CV_AttackUp
if_effect EFFECT_DEFENSE_UP_2, AI_CV_DefenseUp
if_effect EFFECT_SPEED_UP_2, AI_CV_SpeedUp
if_effect EFFECT_SPECIAL_ATTACK_UP_2, AI_CV_SpAtkUp
if_effect EFFECT_SPECIAL_DEFENSE_UP_2, AI_CV_SpDefUp
if_effect EFFECT_ACCURACY_UP_2, AI_CV_AccuracyUp
if_effect EFFECT_EVASION_UP_2, AI_CV_EvasionUp
if_effect EFFECT_ATTACK_DOWN_2, AI_CV_AttackDown
if_effect EFFECT_DEFENSE_DOWN_2, AI_CV_DefenseDown
if_effect EFFECT_SPEED_DOWN_2, AI_CV_SpeedDown
if_effect EFFECT_SPECIAL_ATTACK_DOWN_2, AI_CV_SpAtkDown
if_effect EFFECT_SPECIAL_DEFENSE_DOWN_2, AI_CV_SpDefDown
if_effect EFFECT_ACCURACY_DOWN_2, AI_CV_AccuracyDown
if_effect EFFECT_EVASION_DOWN_2, AI_CV_EvasionDown
if_effect EFFECT_REFLECT, AI_CV_Reflect
if_effect EFFECT_POISON, AI_CV_Poison
if_effect EFFECT_PARALYZE, AI_CV_Paralyze
if_effect EFFECT_SWAGGER, AI_CV_Swagger
if_effect EFFECT_SPEED_DOWN_HIT, AI_CV_SpeedDownFromChance
if_effect EFFECT_SKY_ATTACK, AI_CV_ChargeUpMove
if_effect EFFECT_VITAL_THROW, AI_CV_VitalThrow
if_effect EFFECT_SUBSTITUTE, AI_CV_Substitute
if_effect EFFECT_RECHARGE, AI_CV_Recharge
if_effect EFFECT_LEECH_SEED, AI_CV_Toxic
if_effect EFFECT_DISABLE, AI_CV_Disable
if_effect EFFECT_COUNTER, AI_CV_Counter
if_effect EFFECT_ENCORE, AI_CV_Encore
if_effect EFFECT_PAIN_SPLIT, AI_CV_PainSplit
if_effect EFFECT_SNORE, AI_CV_Snore
if_effect EFFECT_LOCK_ON, AI_CV_LockOn
if_effect EFFECT_SLEEP_TALK, AI_CV_SleepTalk
if_effect EFFECT_DESTINY_BOND, AI_CV_DestinyBond
if_effect EFFECT_FLAIL, AI_CV_Flail
if_effect EFFECT_HEAL_BELL, AI_CV_HealBell
if_effect EFFECT_THIEF, AI_CV_Thief
if_effect EFFECT_MEAN_LOOK, AI_CV_Trap
if_effect EFFECT_MINIMIZE, AI_CV_EvasionUp
if_effect EFFECT_CURSE, AI_CV_Curse
if_effect EFFECT_PROTECT, AI_CV_Protect
if_effect EFFECT_FORESIGHT, AI_CV_Foresight
if_effect EFFECT_ENDURE, AI_CV_Endure
if_effect EFFECT_BATON_PASS, AI_CV_BatonPass
if_effect EFFECT_PURSUIT, AI_CV_Pursuit
if_effect EFFECT_MORNING_SUN, AI_CV_HealWeather
if_effect EFFECT_SYNTHESIS, AI_CV_HealWeather
if_effect EFFECT_MOONLIGHT, AI_CV_HealWeather
if_effect EFFECT_RAIN_DANCE, AI_CV_RainDance
if_effect EFFECT_SUNNY_DAY, AI_CV_SunnyDay
if_effect EFFECT_BELLY_DRUM, AI_CV_BellyDrum
if_effect EFFECT_PSYCH_UP, AI_CV_PsychUp
if_effect EFFECT_MIRROR_COAT, AI_CV_MirrorCoat
if_effect EFFECT_SKULL_BASH, AI_CV_ChargeUpMove
if_effect EFFECT_SOLAR_BEAM, AI_CV_ChargeUpMove
if_effect EFFECT_SEMI_INVULNERABLE, AI_CV_SemiInvulnerable
if_effect EFFECT_SOFTBOILED, AI_CV_Heal
if_effect EFFECT_FAKE_OUT, AI_CV_FakeOut
if_effect EFFECT_SPIT_UP, AI_CV_SpitUp
if_effect EFFECT_SWALLOW, AI_CV_Heal
if_effect EFFECT_HAIL, AI_CV_Hail
if_effect EFFECT_FLATTER, AI_CV_Flatter
if_effect EFFECT_MEMENTO, AI_CV_SelfKO
if_effect EFFECT_FACADE, AI_CV_Facade
if_effect EFFECT_FOCUS_PUNCH, AI_CV_FocusPunch
if_effect EFFECT_SMELLINGSALT, AI_CV_SmellingSalt
if_effect EFFECT_TRICK, AI_CV_Trick
if_effect EFFECT_ROLE_PLAY, AI_CV_ChangeSelfAbility
if_effect EFFECT_SUPERPOWER, AI_CV_Superpower
if_effect EFFECT_MAGIC_COAT, AI_CV_MagicCoat
if_effect EFFECT_RECYCLE, AI_CV_Recycle
if_effect EFFECT_REVENGE, AI_CV_Revenge
if_effect EFFECT_BRICK_BREAK, AI_CV_BrickBreak
if_effect EFFECT_KNOCK_OFF, AI_CV_KnockOff
if_effect EFFECT_ENDEAVOR, AI_CV_Endeavor
if_effect EFFECT_ERUPTION, AI_CV_Eruption
if_effect EFFECT_SKILL_SWAP, AI_CV_ChangeSelfAbility
if_effect EFFECT_IMPRISON, AI_CV_Imprison
if_effect EFFECT_REFRESH, AI_CV_Refresh
if_effect EFFECT_SNATCH, AI_CV_Snatch
if_effect EFFECT_BLAZE_KICK, AI_CV_HighCrit
if_effect EFFECT_MUD_SPORT, AI_CV_MudSport
if_effect EFFECT_OVERHEAT, AI_CV_Overheat
if_effect EFFECT_TICKLE, AI_CV_DefenseDown
if_effect EFFECT_COSMIC_POWER, AI_CV_SpDefUp
if_effect EFFECT_BULK_UP, AI_CV_DefenseUp
if_effect EFFECT_POISON_TAIL, AI_CV_HighCrit
if_effect EFFECT_WATER_SPORT, AI_CV_WaterSport
if_effect EFFECT_CALM_MIND, AI_CV_SpDefUp
if_effect EFFECT_DRAGON_DANCE, AI_CV_DragonDance
end
AI_CV_Sleep:
if_has_move_with_effect AI_TARGET, EFFECT_DREAM_EATER, AI_CV_SleepEncourageSlpDamage
if_has_move_with_effect AI_TARGET, EFFECT_NIGHTMARE, AI_CV_SleepEncourageSlpDamage
goto AI_CV_Sleep_End
AI_CV_SleepEncourageSlpDamage:
if_random_less_than 128, AI_CV_Sleep_End
score +1
AI_CV_Sleep_End:
end
AI_CV_Absorb:
if_type_effectiveness AI_EFFECTIVENESS_x0_5, AI_CV_AbsorbEncourageMaybe
if_type_effectiveness AI_EFFECTIVENESS_x0_25, AI_CV_AbsorbEncourageMaybe
goto AI_CV_Absorb_End
AI_CV_AbsorbEncourageMaybe:
if_random_less_than 50, AI_CV_Absorb_End
score -3
AI_CV_Absorb_End:
end
AI_CV_SelfKO:
if_stat_level_less_than AI_TARGET, STAT_EVASION, 7, AI_CV_SelfKO_Encourage1
score -1
if_stat_level_less_than AI_TARGET, STAT_EVASION, 10, AI_CV_SelfKO_Encourage1
if_random_less_than 128, AI_CV_SelfKO_Encourage1
score -1
AI_CV_SelfKO_Encourage1:
if_hp_less_than AI_USER, 80, AI_CV_SelfKO_Encourage2
if_target_faster AI_CV_SelfKO_Encourage2
if_random_less_than 50, AI_CV_SelfKO_End
goto Score_Minus3
AI_CV_SelfKO_Encourage2:
if_hp_more_than AI_USER, 50, AI_CV_SelfKO_Encourage4
if_random_less_than 128, AI_CV_SelfKO_Encourage3
score +1
AI_CV_SelfKO_Encourage3:
if_hp_more_than AI_USER, 30, AI_CV_SelfKO_End
if_random_less_than 50, AI_CV_SelfKO_End
score +1
goto AI_CV_SelfKO_End
AI_CV_SelfKO_Encourage4:
if_random_less_than 50, AI_CV_SelfKO_End
score -1
AI_CV_SelfKO_End:
end
AI_CV_DreamEater:
if_type_effectiveness AI_EFFECTIVENESS_x0_25, AI_CV_DreamEater_ScoreDown1
if_type_effectiveness AI_EFFECTIVENESS_x0_5, AI_CV_DreamEater_ScoreDown1
goto AI_CV_DreamEater_End
AI_CV_DreamEater_ScoreDown1:
score -1
AI_CV_DreamEater_End:
end
AI_CV_MirrorMove:
if_target_faster AI_CV_MirrorMove2
get_last_used_bank_move AI_TARGET
if_not_in_hwords AI_CV_MirrorMove_EncouragedMovesToMirror, AI_CV_MirrorMove2
if_random_less_than 128, AI_CV_MirrorMove_End
score +2
goto AI_CV_MirrorMove_End
AI_CV_MirrorMove2:
get_last_used_bank_move AI_TARGET
if_in_hwords AI_CV_MirrorMove_EncouragedMovesToMirror, AI_CV_MirrorMove_End
if_random_less_than 80, AI_CV_MirrorMove_End
score -1
AI_CV_MirrorMove_End:
end
AI_CV_MirrorMove_EncouragedMovesToMirror:
.2byte MOVE_SLEEP_POWDER
.2byte MOVE_LOVELY_KISS
.2byte MOVE_SPORE
.2byte MOVE_HYPNOSIS
.2byte MOVE_SING
.2byte MOVE_GRASS_WHISTLE
.2byte MOVE_SHADOW_PUNCH
.2byte MOVE_SAND_ATTACK
.2byte MOVE_SMOKESCREEN
.2byte MOVE_TOXIC
.2byte MOVE_GUILLOTINE
.2byte MOVE_HORN_DRILL
.2byte MOVE_FISSURE
.2byte MOVE_SHEER_COLD
.2byte MOVE_CROSS_CHOP
.2byte MOVE_AEROBLAST
.2byte MOVE_CONFUSE_RAY
.2byte MOVE_SWEET_KISS
.2byte MOVE_SCREECH
.2byte MOVE_COTTON_SPORE
.2byte MOVE_SCARY_FACE
.2byte MOVE_FAKE_TEARS
.2byte MOVE_METAL_SOUND
.2byte MOVE_THUNDER_WAVE
.2byte MOVE_GLARE
.2byte MOVE_POISON_POWDER
.2byte MOVE_SHADOW_BALL
.2byte MOVE_DYNAMIC_PUNCH
.2byte MOVE_HYPER_BEAM
.2byte MOVE_EXTREME_SPEED
.2byte MOVE_THIEF
.2byte MOVE_COVET
.2byte MOVE_ATTRACT
.2byte MOVE_SWAGGER
.2byte MOVE_TORMENT
.2byte MOVE_FLATTER
.2byte MOVE_TRICK
.2byte MOVE_SUPERPOWER
.2byte MOVE_SKILL_SWAP
.2byte -1
AI_CV_AttackUp:
if_stat_level_less_than AI_USER, STAT_ATK, 9, AI_CV_AttackUp2
if_random_less_than 100, AI_CV_AttackUp3
score -1
goto AI_CV_AttackUp3
AI_CV_AttackUp2:
if_hp_not_equal AI_USER, 100, AI_CV_AttackUp3
if_random_less_than 128, AI_CV_AttackUp3
score +2
AI_CV_AttackUp3:
if_hp_more_than AI_USER, 70, AI_CV_AttackUp_End
if_hp_less_than AI_USER, 40, AI_CV_AttackUp_ScoreDown2
if_random_less_than 40, AI_CV_AttackUp_End
AI_CV_AttackUp_ScoreDown2:
score -2
AI_CV_AttackUp_End:
end
AI_CV_DefenseUp:
if_stat_level_less_than AI_USER, STAT_DEF, 9, AI_CV_DefenseUp2
if_random_less_than 100, AI_CV_DefenseUp3
score -1
goto AI_CV_DefenseUp3
AI_CV_DefenseUp2:
if_hp_not_equal AI_USER, 100, AI_CV_DefenseUp3
if_random_less_than 128, AI_CV_DefenseUp3
score +2
AI_CV_DefenseUp3:
if_hp_less_than AI_USER, 70, AI_CV_DefenseUp4
if_random_less_than 200, AI_CV_DefenseUp_End
AI_CV_DefenseUp4:
if_hp_less_than AI_USER, 40, AI_CV_DefenseUp_ScoreDown2
get_last_used_bank_move AI_TARGET
get_move_power_from_result
if_equal 0, AI_CV_DefenseUp5
get_last_used_bank_move AI_TARGET
get_move_type_from_result
if_not_in_bytes AI_CV_DefenseUp_PhysicalTypes, AI_CV_DefenseUp_ScoreDown2
if_random_less_than 60, AI_CV_DefenseUp_End
AI_CV_DefenseUp5:
if_random_less_than 60, AI_CV_DefenseUp_End
AI_CV_DefenseUp_ScoreDown2:
score -2
AI_CV_DefenseUp_End:
end
AI_CV_DefenseUp_PhysicalTypes:
.byte TYPE_NORMAL
.byte TYPE_FIGHTING
.byte TYPE_POISON
.byte TYPE_GROUND
.byte TYPE_FLYING
.byte TYPE_ROCK
.byte TYPE_BUG
.byte TYPE_GHOST
.byte TYPE_STEEL
.byte -1
AI_CV_SpeedUp:
if_target_faster AI_CV_SpeedUp2
score -3
goto AI_CV_SpeedUp_End
AI_CV_SpeedUp2:
if_random_less_than 70, AI_CV_SpeedUp_End
score +3
AI_CV_SpeedUp_End:
end
AI_CV_SpAtkUp:
if_stat_level_less_than AI_USER, STAT_SPATK, 9, AI_CV_SpAtkUp2
if_random_less_than 100, AI_CV_SpAtkUp3
score -1
goto AI_CV_SpAtkUp3
AI_CV_SpAtkUp2:
if_hp_not_equal AI_USER, 100, AI_CV_SpAtkUp3
if_random_less_than 128, AI_CV_SpAtkUp3
score +2
AI_CV_SpAtkUp3:
if_hp_more_than AI_USER, 70, AI_CV_SpAtkUp_End
if_hp_less_than AI_USER, 40, AI_CV_SpAtkUp_ScoreDown2
if_random_less_than 70, AI_CV_SpAtkUp_End
AI_CV_SpAtkUp_ScoreDown2:
score -2
AI_CV_SpAtkUp_End:
end
AI_CV_SpDefUp:
if_stat_level_less_than AI_USER, STAT_SPDEF, 9, AI_CV_SpDefUp2
if_random_less_than 100, AI_CV_SpDefUp3
score -1
goto AI_CV_SpDefUp3
AI_CV_SpDefUp2:
if_hp_not_equal AI_USER, 100, AI_CV_SpDefUp3
if_random_less_than 128, AI_CV_SpDefUp3
score +2
AI_CV_SpDefUp3:
if_hp_less_than AI_USER, 70, AI_CV_SpDefUp4
if_random_less_than 200, AI_CV_SpDefUp_End
AI_CV_SpDefUp4:
if_hp_less_than AI_USER, 40, AI_CV_SpDefUp_ScoreDown2
get_last_used_bank_move AI_TARGET
get_move_power_from_result
if_equal 0, AI_CV_SpDefUp5
get_last_used_bank_move AI_TARGET
get_move_type_from_result
if_in_bytes AI_CV_SpDefUp_PhysicalTypes, AI_CV_SpDefUp_ScoreDown2
if_random_less_than 60, AI_CV_SpDefUp_End
AI_CV_SpDefUp5:
if_random_less_than 60, AI_CV_SpDefUp_End
AI_CV_SpDefUp_ScoreDown2:
score -2
AI_CV_SpDefUp_End:
end
AI_CV_SpDefUp_PhysicalTypes:
.byte TYPE_NORMAL
.byte TYPE_FIGHTING
.byte TYPE_POISON
.byte TYPE_GROUND
.byte TYPE_FLYING
.byte TYPE_ROCK
.byte TYPE_BUG
.byte TYPE_GHOST
.byte TYPE_STEEL
.byte -1
AI_CV_AccuracyUp:
if_stat_level_less_than AI_USER, STAT_ACC, 9, AI_CV_AccuracyUp2
if_random_less_than 50, AI_CV_AccuracyUp2
score -2
AI_CV_AccuracyUp2:
if_hp_more_than AI_USER, 70, AI_CV_AccuracyUp_End
score -2
AI_CV_AccuracyUp_End:
end
AI_CV_EvasionUp:
if_hp_less_than AI_USER, 90, AI_CV_EvasionUp2
if_random_less_than 100, AI_CV_EvasionUp2
score +3
AI_CV_EvasionUp2:
if_stat_level_less_than AI_USER, STAT_EVASION, 9, AI_CV_EvasionUp3
if_random_less_than 128, AI_CV_EvasionUp3
score -1
AI_CV_EvasionUp3:
if_not_status AI_TARGET, STATUS1_TOXIC_POISON, AI_CV_EvasionUp5
if_hp_more_than AI_USER, 50, AI_CV_EvasionUp4
if_random_less_than 80, AI_CV_EvasionUp5
AI_CV_EvasionUp4:
if_random_less_than 50, AI_CV_EvasionUp5
score +3
AI_CV_EvasionUp5:
if_not_status3 AI_TARGET, STATUS3_LEECHSEED, AI_CV_EvasionUp6
if_random_less_than 70, AI_CV_EvasionUp6
score +3
AI_CV_EvasionUp6:
if_not_status3 AI_USER, STATUS3_ROOTED, AI_CV_EvasionUp7
if_random_less_than 128, AI_CV_EvasionUp7
score +2
AI_CV_EvasionUp7:
if_not_status2 AI_TARGET, STATUS2_CURSED, AI_CV_EvasionUp8
if_random_less_than 70, AI_CV_EvasionUp8
score +3
AI_CV_EvasionUp8:
if_hp_more_than AI_USER, 70, AI_CV_EvasionUp_End
if_stat_level_equal AI_USER, STAT_EVASION, DEFAULT_STAT_STAGE, AI_CV_EvasionUp_End
if_hp_less_than AI_USER, 40, AI_CV_EvasionUp_ScoreDown2
if_hp_less_than AI_TARGET, 40, AI_CV_EvasionUp_ScoreDown2
if_random_less_than 70, AI_CV_EvasionUp_End
AI_CV_EvasionUp_ScoreDown2:
score -2
AI_CV_EvasionUp_End:
end
AI_CV_AlwaysHit:
if_stat_level_more_than AI_TARGET, STAT_EVASION, 10, AI_CV_AlwaysHit_ScoreUp1
if_stat_level_less_than AI_USER, STAT_ACC, 2, AI_CV_AlwaysHit_ScoreUp1
if_stat_level_more_than AI_TARGET, STAT_EVASION, 8, AI_CV_AlwaysHit2
if_stat_level_less_than AI_USER, STAT_ACC, 4, AI_CV_AlwaysHit2
goto AI_CV_AlwaysHit_End
AI_CV_AlwaysHit_ScoreUp1:
score +1
AI_CV_AlwaysHit2:
if_random_less_than 100, AI_CV_AlwaysHit_End
score +1
AI_CV_AlwaysHit_End:
end
AI_CV_AttackDown:
if_stat_level_equal AI_TARGET, STAT_ATK, DEFAULT_STAT_STAGE, AI_CV_AttackDown3
score -1
if_hp_more_than AI_USER, 90, AI_CV_AttackDown2
score -1
AI_CV_AttackDown2:
if_stat_level_more_than AI_TARGET, STAT_ATK, 3, AI_CV_AttackDown3
if_random_less_than 50, AI_CV_AttackDown3
score -2
AI_CV_AttackDown3:
if_hp_more_than AI_TARGET, 70, AI_CV_AttackDown4
score -2
AI_CV_AttackDown4:
get_target_type1
if_in_bytes AI_CV_AttackDown_PhysicalTypeList, AI_CV_AttackDown_End
get_target_type2
if_in_bytes AI_CV_AttackDown_PhysicalTypeList, AI_CV_AttackDown_End
if_random_less_than 50, AI_CV_AttackDown_End
score -2
AI_CV_AttackDown_End:
end
@ If the target is not of any type in this list then using the move may be discouraged.
@ It seems likely this was meant to be "discourage reducing the target's attack if they're
@ not a physical type", but they've left out Flying, Poison, and Ghost.
AI_CV_AttackDown_PhysicalTypeList:
.byte TYPE_NORMAL
.byte TYPE_FIGHTING
.byte TYPE_GROUND
.byte TYPE_ROCK
.byte TYPE_BUG
.byte TYPE_STEEL
.byte -1
AI_CV_DefenseDown:
if_hp_less_than AI_USER, 70, AI_CV_DefenseDown2
if_stat_level_more_than AI_TARGET, STAT_DEF, 3, AI_CV_DefenseDown3
AI_CV_DefenseDown2:
if_random_less_than 50, AI_CV_DefenseDown3
score -2
AI_CV_DefenseDown3:
if_hp_more_than AI_TARGET, 70, AI_CV_DefenseDown_End
score -2
AI_CV_DefenseDown_End:
end
AI_CV_SpeedDownFromChance:
if_move MOVE_ICY_WIND, AI_CV_SpeedDown
if_move MOVE_ROCK_TOMB, AI_CV_SpeedDown
if_move MOVE_MUD_SHOT, AI_CV_SpeedDown
end
AI_CV_SpeedDown:
if_target_faster AI_CV_SpeedDown2
score -3
goto AI_CV_SpeedDown_End
AI_CV_SpeedDown2:
if_random_less_than 70, AI_CV_SpeedDown_End
score +2
AI_CV_SpeedDown_End:
end
AI_CV_SpAtkDown:
if_stat_level_equal AI_TARGET, STAT_ATK, DEFAULT_STAT_STAGE, AI_CV_SpAtkDown3
score -1
if_hp_more_than AI_USER, 90, AI_CV_SpAtkDown2
score -1
AI_CV_SpAtkDown2:
if_stat_level_more_than AI_TARGET, STAT_SPATK, 3, AI_CV_SpAtkDown3
if_random_less_than 50, AI_CV_SpAtkDown3
score -2
AI_CV_SpAtkDown3:
if_hp_more_than AI_TARGET, 70, AI_CV_SpAtkDown4
score -2
AI_CV_SpAtkDown4:
get_target_type1
if_in_bytes AI_CV_SpAtkDown_SpecialTypeList, AI_CV_SpAtkDown_End
get_target_type2
if_in_bytes AI_CV_SpAtkDown_SpecialTypeList, AI_CV_SpAtkDown_End
if_random_less_than 50, AI_CV_SpAtkDown_End
score -2
AI_CV_SpAtkDown_End:
end
AI_CV_SpAtkDown_SpecialTypeList:
.byte TYPE_FIRE
.byte TYPE_WATER
.byte TYPE_GRASS
.byte TYPE_ELECTRIC
.byte TYPE_PSYCHIC
.byte TYPE_ICE
.byte TYPE_DRAGON
.byte TYPE_DARK
.byte -1
AI_CV_SpDefDown:
if_hp_less_than AI_USER, 70, AI_CV_SpDefDown2
if_stat_level_more_than AI_TARGET, STAT_SPDEF, 3, AI_CV_SpDefDown3
AI_CV_SpDefDown2:
if_random_less_than 50, AI_CV_SpDefDown3
score -2
AI_CV_SpDefDown3:
if_hp_more_than AI_TARGET, 70, AI_CV_SpDefDown_End
score -2
AI_CV_SpDefDown_End:
end
AI_CV_AccuracyDown:
if_hp_less_than AI_USER, 70, AI_CV_AccuracyDown2
if_hp_more_than AI_TARGET, 70, AI_CV_AccuracyDown3
AI_CV_AccuracyDown2:
if_random_less_than 100, AI_CV_AccuracyDown3
score -1
AI_CV_AccuracyDown3:
if_stat_level_more_than AI_USER, STAT_ACC, 4, AI_CV_AccuracyDown4
if_random_less_than 80, AI_CV_AccuracyDown4
score -2
AI_CV_AccuracyDown4:
if_not_status AI_TARGET, STATUS1_TOXIC_POISON, AI_CV_AccuracyDown5
if_random_less_than 70, AI_CV_AccuracyDown5
score +2
AI_CV_AccuracyDown5:
if_not_status3 AI_TARGET, STATUS3_LEECHSEED, AI_CV_AccuracyDown6
if_random_less_than 70, AI_CV_AccuracyDown6
score +2
AI_CV_AccuracyDown6:
if_not_status3 AI_USER, STATUS3_ROOTED, AI_CV_AccuracyDown7
if_random_less_than 128, AI_CV_AccuracyDown7
score +1
AI_CV_AccuracyDown7:
if_not_status2 AI_TARGET, STATUS2_CURSED, AI_CV_AccuracyDown8
if_random_less_than 70, AI_CV_AccuracyDown8
score +2
AI_CV_AccuracyDown8:
if_hp_more_than AI_USER, 70, AI_CV_AccuracyDown_End
if_stat_level_equal AI_TARGET, STAT_ACC, DEFAULT_STAT_STAGE, AI_CV_AccuracyDown_End
if_hp_less_than AI_USER, 40, AI_CV_AccuracyDown_ScoreDown2
if_hp_less_than AI_TARGET, 40, AI_CV_AccuracyDown_ScoreDown2
if_random_less_than 70, AI_CV_AccuracyDown_End
AI_CV_AccuracyDown_ScoreDown2:
score -2
AI_CV_AccuracyDown_End:
end
AI_CV_EvasionDown:
if_hp_less_than AI_USER, 70, AI_CV_EvasionDown2
if_stat_level_more_than AI_TARGET, STAT_EVASION, 3, AI_CV_EvasionDown3
AI_CV_EvasionDown2:
if_random_less_than 50, AI_CV_EvasionDown3
score -2
AI_CV_EvasionDown3:
if_hp_more_than AI_TARGET, 70, AI_CV_EvasionDown_End
score -2
AI_CV_EvasionDown_End:
end
AI_CV_Haze:
if_stat_level_more_than AI_USER, STAT_ATK, 8, AI_CV_Haze2
if_stat_level_more_than AI_USER, STAT_DEF, 8, AI_CV_Haze2
if_stat_level_more_than AI_USER, STAT_SPATK, 8, AI_CV_Haze2
if_stat_level_more_than AI_USER, STAT_SPDEF, 8, AI_CV_Haze2
if_stat_level_more_than AI_USER, STAT_EVASION, 8, AI_CV_Haze2
if_stat_level_less_than AI_TARGET, STAT_ATK, 4, AI_CV_Haze2
if_stat_level_less_than AI_TARGET, STAT_DEF, 4, AI_CV_Haze2
if_stat_level_less_than AI_TARGET, STAT_SPATK, 4, AI_CV_Haze2
if_stat_level_less_than AI_TARGET, STAT_SPDEF, 4, AI_CV_Haze2
if_stat_level_less_than AI_TARGET, STAT_ACC, 4, AI_CV_Haze2
goto AI_CV_Haze3
AI_CV_Haze2:
if_random_less_than 50, AI_CV_Haze3
score -3
AI_CV_Haze3:
if_stat_level_more_than AI_TARGET, STAT_ATK, 8, AI_CV_Haze4
if_stat_level_more_than AI_TARGET, STAT_DEF, 8, AI_CV_Haze4
if_stat_level_more_than AI_TARGET, STAT_SPATK, 8, AI_CV_Haze4
if_stat_level_more_than AI_TARGET, STAT_SPDEF, 8, AI_CV_Haze4
if_stat_level_more_than AI_TARGET, STAT_EVASION, 8, AI_CV_Haze4
if_stat_level_less_than AI_USER, STAT_ATK, 4, AI_CV_Haze4
if_stat_level_less_than AI_USER, STAT_DEF, 4, AI_CV_Haze4
if_stat_level_less_than AI_USER, STAT_SPATK, 4, AI_CV_Haze4
if_stat_level_less_than AI_USER, STAT_SPDEF, 4, AI_CV_Haze4
if_stat_level_less_than AI_USER, STAT_ACC, 4, AI_CV_Haze4
if_random_less_than 50, AI_CV_Haze_End
score -1
goto AI_CV_Haze_End
AI_CV_Haze4:
if_random_less_than 50, AI_CV_Haze_End
score +3
AI_CV_Haze_End:
end
AI_CV_Bide:
if_hp_more_than AI_USER, 90, AI_CV_Bide_End
score -2
AI_CV_Bide_End:
end
AI_CV_Roar:
if_stat_level_more_than AI_TARGET, STAT_ATK, 8, AI_CV_Roar2
if_stat_level_more_than AI_TARGET, STAT_DEF, 8, AI_CV_Roar2
if_stat_level_more_than AI_TARGET, STAT_SPATK, 8, AI_CV_Roar2
if_stat_level_more_than AI_TARGET, STAT_SPDEF, 8, AI_CV_Roar2
if_stat_level_more_than AI_TARGET, STAT_EVASION, 8, AI_CV_Roar2
score -3
goto AI_CV_Roar_End
AI_CV_Roar2:
if_random_less_than 128, AI_CV_Roar_End
score +2
AI_CV_Roar_End:
end
AI_CV_Conversion:
if_hp_more_than AI_USER, 90, AI_CV_Conversion2
score -2
AI_CV_Conversion2:
get_turn_count
if_equal 0, AI_CV_Conversion_End
if_random_less_than 200, Score_Minus2
AI_CV_Conversion_End:
end
AI_CV_HealWeather:
get_weather
if_equal AI_WEATHER_HAIL, AI_CV_HealWeather_ScoreDown2
if_equal AI_WEATHER_RAIN, AI_CV_HealWeather_ScoreDown2
if_equal AI_WEATHER_SANDSTORM, AI_CV_HealWeather_ScoreDown2
goto AI_CV_Heal
AI_CV_HealWeather_ScoreDown2:
score -2
AI_CV_Heal:
if_hp_equal AI_USER, 100, AI_CV_Heal3
if_target_faster AI_CV_Heal4
score -8
goto AI_CV_Heal_End
AI_CV_Heal2:
if_hp_less_than AI_USER, 50, AI_CV_Heal5
if_hp_more_than AI_USER, 80, AI_CV_Heal3
if_random_less_than 70, AI_CV_Heal5
AI_CV_Heal3:
score -3
goto AI_CV_Heal_End
AI_CV_Heal4:
if_hp_less_than AI_USER, 70, AI_CV_Heal5
if_random_less_than 30, AI_CV_Heal5
score -3
goto AI_CV_Heal_End
AI_CV_Heal5:
if_doesnt_have_move_with_effect AI_TARGET, EFFECT_SNATCH, AI_CV_Heal6
if_random_less_than 100, AI_CV_Heal_End
AI_CV_Heal6:
if_random_less_than 20, AI_CV_Heal_End
score +2
AI_CV_Heal_End:
end
AI_CV_Toxic:
if_user_has_no_attacking_moves AI_CV_Toxic3
if_hp_more_than AI_USER, 50, AI_CV_Toxic2
if_random_less_than 50, AI_CV_Toxic2
score -3
AI_CV_Toxic2:
if_hp_more_than AI_TARGET, 50, AI_CV_Toxic3
if_random_less_than 50, AI_CV_Toxic3
score -3
AI_CV_Toxic3:
if_has_move_with_effect AI_USER, EFFECT_SPECIAL_DEFENSE_UP, AI_CV_Toxic4
if_has_move_with_effect AI_USER, EFFECT_PROTECT, AI_CV_Toxic4
goto AI_CV_Toxic_End
AI_CV_Toxic4:
if_random_less_than 60, AI_CV_Toxic_End
score +2
AI_CV_Toxic_End:
end
AI_CV_LightScreen:
if_hp_less_than AI_USER, 50, AI_CV_LightScreen_ScoreDown2
get_target_type1
if_in_bytes AI_CV_LightScreen_SpecialTypeList, AI_CV_LightScreen_End
get_target_type2
if_in_bytes AI_CV_LightScreen_SpecialTypeList, AI_CV_LightScreen_End
if_random_less_than 50, AI_CV_LightScreen_End
AI_CV_LightScreen_ScoreDown2:
score -2
AI_CV_LightScreen_End:
end
AI_CV_LightScreen_SpecialTypeList:
.byte TYPE_FIRE
.byte TYPE_WATER
.byte TYPE_GRASS
.byte TYPE_ELECTRIC
.byte TYPE_PSYCHIC
.byte TYPE_ICE
.byte TYPE_DRAGON
.byte TYPE_DARK
.byte -1
AI_CV_Rest:
if_target_faster AI_CV_Rest4
if_hp_not_equal AI_USER, 100, AI_CV_Rest2
score -8
goto AI_CV_Rest_End
AI_CV_Rest2:
if_hp_less_than AI_USER, 40, AI_CV_Rest6
if_hp_more_than AI_USER, 50, AI_CV_Rest3
if_random_less_than 70, AI_CV_Rest6
AI_CV_Rest3:
score -3
goto AI_CV_Rest_End
AI_CV_Rest4:
if_hp_less_than AI_USER, 60, AI_CV_Rest6
if_hp_more_than AI_USER, 70, AI_CV_Rest5
if_random_less_than 50, AI_CV_Rest6
AI_CV_Rest5:
score -3
goto AI_CV_Rest_End
AI_CV_Rest6:
if_doesnt_have_move_with_effect AI_TARGET, EFFECT_SNATCH, AI_CV_Rest7
if_random_less_than 50, AI_CV_Rest_End
AI_CV_Rest7:
if_random_less_than 10, AI_CV_Rest_End
score +3
AI_CV_Rest_End:
end
AI_CV_OneHitKO:
end
AI_CV_SuperFang:
if_hp_more_than AI_TARGET, 50, AI_CV_SuperFang_End
score -1
AI_CV_SuperFang_End:
end
AI_CV_Trap:
if_status AI_TARGET, STATUS1_TOXIC_POISON, AI_CV_Trap2
if_status2 AI_TARGET, STATUS2_CURSED, AI_CV_Trap2
if_status3 AI_TARGET, STATUS3_PERISH_SONG, AI_CV_Trap2
if_status2 AI_TARGET, STATUS2_INFATUATION, AI_CV_Trap2
goto AI_CV_Trap_End
AI_CV_Trap2:
if_random_less_than 128, AI_CV_Trap_End
score +1
AI_CV_Trap_End:
end
AI_CV_HighCrit:
if_type_effectiveness AI_EFFECTIVENESS_x0_25, AI_CV_HighCrit_End
if_type_effectiveness AI_EFFECTIVENESS_x0_5, AI_CV_HighCrit_End
if_type_effectiveness AI_EFFECTIVENESS_x2, AI_CV_HighCrit2
if_type_effectiveness AI_EFFECTIVENESS_x4, AI_CV_HighCrit2
if_random_less_than 128, AI_CV_HighCrit_End
AI_CV_HighCrit2:
if_random_less_than 128, AI_CV_HighCrit_End
score +1
AI_CV_HighCrit_End:
end
AI_CV_Swagger:
if_has_move AI_USER, MOVE_PSYCH_UP, AI_CV_SwaggerHasPsychUp
AI_CV_Flatter:
if_random_less_than 128, AI_CV_Confuse
score +1
AI_CV_Confuse:
if_hp_more_than AI_TARGET, 70, AI_CV_Confuse_End
if_random_less_than 128, AI_CV_Confuse2
score -1
AI_CV_Confuse2:
if_hp_more_than AI_TARGET, 50, AI_CV_Confuse_End
score -1
if_hp_more_than AI_TARGET, 30, AI_CV_Confuse_End
score -1
AI_CV_Confuse_End:
end
AI_CV_SwaggerHasPsychUp:
if_stat_level_more_than AI_TARGET, STAT_ATK, 3, AI_CV_SwaggerHasPsychUp_Minus5
score +3
get_turn_count
if_not_equal 0, AI_CV_SwaggerHasPsychUp_End
score +2
goto AI_CV_SwaggerHasPsychUp_End
AI_CV_SwaggerHasPsychUp_Minus5:
score -5
AI_CV_SwaggerHasPsychUp_End:
end
AI_CV_Reflect:
if_hp_less_than AI_USER, 50, AI_CV_Reflect_ScoreDown2
get_target_type1
if_in_bytes AI_CV_Reflect_PhysicalTypeList, AI_CV_Reflect_End
get_target_type2
if_in_bytes AI_CV_Reflect_PhysicalTypeList, AI_CV_Reflect_End
if_random_less_than 50, AI_CV_Reflect_End
AI_CV_Reflect_ScoreDown2:
score -2
AI_CV_Reflect_End:
end
AI_CV_Reflect_PhysicalTypeList:
.byte TYPE_NORMAL
.byte TYPE_FIGHTING
.byte TYPE_FLYING
.byte TYPE_POISON
.byte TYPE_GROUND
.byte TYPE_ROCK
.byte TYPE_BUG
.byte TYPE_GHOST
.byte TYPE_STEEL
.byte -1
AI_CV_Poison:
if_hp_less_than AI_USER, 50, AI_CV_Poison_ScoreDown1
if_hp_more_than AI_TARGET, 50, AI_CV_Poison_End
AI_CV_Poison_ScoreDown1:
score -1
AI_CV_Poison_End:
end
AI_CV_Paralyze:
if_target_faster AI_CV_Paralyze2
if_hp_more_than AI_USER, 70, AI_CV_Paralyze_End
score -1
goto AI_CV_Paralyze_End
AI_CV_Paralyze2:
if_random_less_than 20, AI_CV_Paralyze_End
score +3
AI_CV_Paralyze_End:
end
AI_CV_VitalThrow:
if_target_faster AI_CV_VitalThrow_End
if_hp_more_than AI_USER, 60, AI_CV_VitalThrow_End
if_hp_less_than AI_USER, 40, AI_CV_VitalThrow2
if_random_less_than 180, AI_CV_VitalThrow_End
AI_CV_VitalThrow2:
if_random_less_than 50, AI_CV_VitalThrow_End
score -1
AI_CV_VitalThrow_End:
end
AI_CV_Substitute:
if_hp_more_than AI_USER, 90, AI_CV_Substitute4
if_hp_more_than AI_USER, 70, AI_CV_Substitute3
if_hp_more_than AI_USER, 50, AI_CV_Substitute2
if_random_less_than 100, AI_CV_Substitute2
score -1
AI_CV_Substitute2:
if_random_less_than 100, AI_CV_Substitute3
score -1
AI_CV_Substitute3:
if_random_less_than 100, AI_CV_Substitute4
score -1
AI_CV_Substitute4:
if_target_faster AI_CV_Substitute_End
get_last_used_bank_move AI_TARGET
get_move_effect_from_result
if_equal EFFECT_SLEEP, AI_CV_Substitute5
if_equal EFFECT_TOXIC, AI_CV_Substitute5
if_equal EFFECT_POISON, AI_CV_Substitute5
if_equal EFFECT_PARALYZE, AI_CV_Substitute5
if_equal EFFECT_WILL_O_WISP, AI_CV_Substitute5
if_equal EFFECT_CONFUSE, AI_CV_Substitute6
if_equal EFFECT_LEECH_SEED, AI_CV_Substitute7
goto AI_CV_Substitute_End
AI_CV_Substitute5:
if_not_status AI_TARGET, STATUS1_ANY, AI_CV_Substitute8
goto AI_CV_Substitute_End
AI_CV_Substitute6:
if_not_status2 AI_TARGET, STATUS2_CONFUSION, AI_CV_Substitute8
goto AI_CV_Substitute_End
AI_CV_Substitute7:
if_status3 AI_TARGET, STATUS3_LEECHSEED, AI_CV_Substitute_End
AI_CV_Substitute8:
if_random_less_than 100, AI_CV_Substitute_End
score +1
AI_CV_Substitute_End:
end
AI_CV_Recharge:
if_type_effectiveness AI_EFFECTIVENESS_x0_25, AI_CV_Recharge_ScoreDown1
if_type_effectiveness AI_EFFECTIVENESS_x0_5, AI_CV_Recharge_ScoreDown1
if_target_faster AI_CV_Recharge2
if_hp_more_than AI_USER, 40, AI_CV_Recharge_ScoreDown1
goto AI_CV_Recharge_End
AI_CV_Recharge2:
if_hp_less_than AI_USER, 60, AI_CV_Recharge_End
AI_CV_Recharge_ScoreDown1:
score -1
AI_CV_Recharge_End:
end
AI_CV_Disable:
if_target_faster AI_CV_Disable_End
get_last_used_bank_move AI_TARGET
get_move_power_from_result
if_equal 0, AI_CV_Disable2
score +1
goto AI_CV_Disable_End
AI_CV_Disable2:
if_random_less_than 100, AI_CV_Disable_End
score -1
AI_CV_Disable_End:
end
@ BUG: The original script would score up Counter when the target's types were not physical
@ This is incorrect since Counter only deals double the damage received if hit by a physical attack
AI_CV_Counter:
if_status AI_TARGET, STATUS1_SLEEP, AI_CV_Counter_ScoreDown1
if_status2 AI_TARGET, STATUS2_INFATUATION, AI_CV_Counter_ScoreDown1
if_status2 AI_TARGET, STATUS2_CONFUSION, AI_CV_Counter_ScoreDown1
if_hp_more_than AI_USER, 30, AI_CV_Counter2
if_random_less_than 10, AI_CV_Counter2
score -1
AI_CV_Counter2:
if_hp_more_than AI_USER, 50, AI_CV_Counter3
if_random_less_than 100, AI_CV_Counter3
score -1
AI_CV_Counter3:
if_has_move AI_USER, MOVE_MIRROR_COAT, AI_CV_Counter8
get_last_used_bank_move AI_TARGET
get_move_power_from_result
if_equal 0, AI_CV_Counter5
if_target_not_taunted AI_CV_Counter4
if_random_less_than 100, AI_CV_Counter4
score +1
AI_CV_Counter4:
get_last_used_bank_move AI_TARGET
get_move_type_from_result
if_not_in_bytes AI_CV_Counter_PhysicalTypeList, AI_CV_Counter_ScoreDown1
if_random_less_than 100, AI_CV_Counter_End
score +1
goto AI_CV_Counter_End
AI_CV_Counter5:
if_target_not_taunted AI_CV_Counter6
if_random_less_than 100, AI_CV_Counter6
score +1
AI_CV_Counter6:
#ifdef BUGFIX
get_target_type1
if_in_bytes AI_CV_Counter_PhysicalTypeList, AI_CV_Counter7
get_target_type2
if_in_bytes AI_CV_Counter_PhysicalTypeList, AI_CV_Counter7
goto AI_CV_Counter_End
#else
get_target_type1
if_in_bytes AI_CV_Counter_PhysicalTypeList, AI_CV_Counter_End
get_target_type2
if_in_bytes AI_CV_Counter_PhysicalTypeList, AI_CV_Counter_End
#endif
AI_CV_Counter7:
if_random_less_than 50, AI_CV_Counter_End
AI_CV_Counter8:
if_random_less_than 100, AI_CV_Counter9
score +4
AI_CV_Counter9:
end
AI_CV_Counter_ScoreDown1:
score -1
AI_CV_Counter_End:
end
AI_CV_Counter_PhysicalTypeList:
.byte TYPE_NORMAL
.byte TYPE_FIGHTING
.byte TYPE_FLYING
.byte TYPE_POISON
.byte TYPE_GROUND
.byte TYPE_ROCK
.byte TYPE_BUG
.byte TYPE_GHOST
.byte TYPE_STEEL
.byte -1
AI_CV_Encore:
if_any_move_disabled AI_TARGET, AI_CV_Encore2
if_target_faster AI_CV_Encore_ScoreDown2
get_last_used_bank_move AI_TARGET
get_move_effect_from_result
if_not_in_bytes AI_CV_Encore_EncouragedMovesToEncore, AI_CV_Encore_ScoreDown2
AI_CV_Encore2:
if_random_less_than 30, AI_CV_Encore_End
score +3
goto AI_CV_Encore_End
AI_CV_Encore_ScoreDown2:
score -2
AI_CV_Encore_End:
end
AI_CV_Encore_EncouragedMovesToEncore:
.byte EFFECT_DREAM_EATER
.byte EFFECT_ATTACK_UP
.byte EFFECT_DEFENSE_UP
.byte EFFECT_SPEED_UP
.byte EFFECT_SPECIAL_ATTACK_UP
.byte EFFECT_HAZE
.byte EFFECT_ROAR
.byte EFFECT_CONVERSION
.byte EFFECT_TOXIC
.byte EFFECT_LIGHT_SCREEN
.byte EFFECT_REST
.byte EFFECT_SUPER_FANG
.byte EFFECT_SPECIAL_DEFENSE_UP_2
.byte EFFECT_CONFUSE
.byte EFFECT_POISON
.byte EFFECT_PARALYZE
.byte EFFECT_LEECH_SEED
.byte EFFECT_SPLASH
.byte EFFECT_ATTACK_UP_2
.byte EFFECT_ENCORE
.byte EFFECT_CONVERSION_2
.byte EFFECT_LOCK_ON
.byte EFFECT_HEAL_BELL
.byte EFFECT_MEAN_LOOK
.byte EFFECT_NIGHTMARE
.byte EFFECT_PROTECT
.byte EFFECT_SKILL_SWAP
.byte EFFECT_FORESIGHT
.byte EFFECT_PERISH_SONG
.byte EFFECT_SANDSTORM
.byte EFFECT_ENDURE
.byte EFFECT_SWAGGER
.byte EFFECT_ATTRACT
.byte EFFECT_SAFEGUARD
.byte EFFECT_RAIN_DANCE
.byte EFFECT_SUNNY_DAY
.byte EFFECT_BELLY_DRUM
.byte EFFECT_PSYCH_UP
.byte EFFECT_FUTURE_SIGHT
.byte EFFECT_FAKE_OUT
.byte EFFECT_STOCKPILE
.byte EFFECT_SPIT_UP
.byte EFFECT_SWALLOW
.byte EFFECT_HAIL
.byte EFFECT_TORMENT
.byte EFFECT_WILL_O_WISP
.byte EFFECT_FOLLOW_ME
.byte EFFECT_CHARGE
.byte EFFECT_TRICK
.byte EFFECT_ROLE_PLAY
.byte EFFECT_INGRAIN
.byte EFFECT_RECYCLE
.byte EFFECT_KNOCK_OFF
.byte EFFECT_SKILL_SWAP
.byte EFFECT_IMPRISON
.byte EFFECT_REFRESH
.byte EFFECT_GRUDGE
.byte EFFECT_TEETER_DANCE
.byte EFFECT_MUD_SPORT
.byte EFFECT_WATER_SPORT
.byte EFFECT_DRAGON_DANCE
.byte EFFECT_CAMOUFLAGE
.byte -1
AI_CV_PainSplit:
if_hp_less_than AI_TARGET, 80, AI_CV_PainSplit_ScoreDown1
if_target_faster AI_CV_PainSplit2
if_hp_more_than AI_USER, 40, AI_CV_PainSplit_ScoreDown1
score +1
goto AI_CV_PainSplit_End
AI_CV_PainSplit2:
if_hp_more_than AI_USER, 60, AI_CV_PainSplit_ScoreDown1
score +1
goto AI_CV_PainSplit_End
AI_CV_PainSplit_ScoreDown1:
score -1
AI_CV_PainSplit_End:
end
AI_CV_Snore:
score +2
end
AI_CV_LockOn:
if_random_less_than 128, AI_CV_LockOn_End
score +2
AI_CV_LockOn_End:
end
AI_CV_SleepTalk:
if_status AI_USER, STATUS1_SLEEP, Score_Plus10
score -5
end
AI_CV_DestinyBond:
score -1
if_target_faster AI_CV_DestinyBond_End
if_hp_more_than AI_USER, 70, AI_CV_DestinyBond_End
if_random_less_than 128, AI_CV_DestinyBond2
score +1
AI_CV_DestinyBond2:
if_hp_more_than AI_USER, 50, AI_CV_DestinyBond_End
if_random_less_than 128, AI_CV_DestinyBond3
score +1
AI_CV_DestinyBond3:
if_hp_more_than AI_USER, 30, AI_CV_DestinyBond_End
if_random_less_than 100, AI_CV_DestinyBond_End
score +2
AI_CV_DestinyBond_End:
end
AI_CV_Flail:
if_target_faster AI_CV_Flail2
if_hp_more_than AI_USER, 33, AI_CV_Flail_ScoreDown1
if_hp_more_than AI_USER, 20, AI_CV_Flail_End
if_hp_less_than AI_USER, 8, AI_CV_Flail_ScoreUp1
goto AI_CV_Flail3
AI_CV_Flail2:
if_hp_more_than AI_USER, 60, AI_CV_Flail_ScoreDown1
if_hp_more_than AI_USER, 40, AI_CV_Flail_End
goto AI_CV_Flail3
AI_CV_Flail_ScoreUp1:
score +1
AI_CV_Flail3:
if_random_less_than 100, AI_CV_Flail_End
score +1
goto AI_CV_Flail_End
AI_CV_Flail_ScoreDown1:
score -1
AI_CV_Flail_End:
end
AI_CV_HealBell:
if_status AI_TARGET, STATUS1_ANY, AI_CV_HealBell_End
if_status_in_party AI_TARGET, STATUS1_ANY, AI_CV_HealBell_End
score -5
AI_CV_HealBell_End:
end
AI_CV_Thief:
get_hold_effect AI_TARGET
if_not_in_bytes AI_CV_Thief_EncourageItemsToSteal, AI_CV_Thief_ScoreDown2
if_random_less_than 50, AI_CV_Thief_End
score +1
goto AI_CV_Thief_End
AI_CV_Thief_ScoreDown2:
score -2
AI_CV_Thief_End:
end
AI_CV_Thief_EncourageItemsToSteal:
.byte HOLD_EFFECT_CURE_SLP
.byte HOLD_EFFECT_CURE_STATUS
.byte HOLD_EFFECT_RESTORE_HP
.byte HOLD_EFFECT_EVASION_UP
.byte HOLD_EFFECT_LEFTOVERS
.byte HOLD_EFFECT_LIGHT_BALL
.byte HOLD_EFFECT_THICK_CLUB
.byte -1
AI_CV_Curse:
get_user_type1
if_equal TYPE_GHOST, AI_CV_Curse4
get_user_type2
if_equal TYPE_GHOST, AI_CV_Curse4
if_stat_level_more_than AI_USER, STAT_DEF, 9, AI_CV_Curse_End
if_random_less_than 128, AI_CV_Curse2
score +1
AI_CV_Curse2:
if_stat_level_more_than AI_USER, STAT_DEF, 7, AI_CV_Curse_End
if_random_less_than 128, AI_CV_Curse3
score +1
AI_CV_Curse3:
if_stat_level_more_than AI_USER, STAT_DEF, DEFAULT_STAT_STAGE, AI_CV_Curse_End
if_random_less_than 128, AI_CV_Curse_End
score +1
goto AI_CV_Curse_End
AI_CV_Curse4:
if_hp_more_than AI_USER, 80, AI_CV_Curse_End
score -1
AI_CV_Curse_End:
end
AI_CV_Protect:
get_protect_count AI_USER
if_more_than 1, AI_CV_Protect_ScoreDown2
if_status AI_USER, STATUS1_TOXIC_POISON, AI_CV_Protect3
if_status2 AI_USER, STATUS2_CURSED, AI_CV_Protect3
if_status3 AI_USER, STATUS3_PERISH_SONG, AI_CV_Protect3
if_status2 AI_USER, STATUS2_INFATUATION, AI_CV_Protect3
if_status3 AI_USER, STATUS3_LEECHSEED, AI_CV_Protect3
if_status3 AI_USER, STATUS3_YAWN, AI_CV_Protect3
if_has_move_with_effect AI_TARGET, EFFECT_RESTORE_HP, AI_CV_Protect3
if_has_move_with_effect AI_TARGET, EFFECT_DEFENSE_CURL, AI_CV_Protect3
if_status AI_TARGET, STATUS1_TOXIC_POISON, AI_CV_Protect_ScoreUp2
if_status2 AI_TARGET, STATUS2_CURSED, AI_CV_Protect_ScoreUp2
if_status3 AI_TARGET, STATUS3_PERISH_SONG, AI_CV_Protect_ScoreUp2
if_status2 AI_TARGET, STATUS2_INFATUATION, AI_CV_Protect_ScoreUp2
if_status3 AI_TARGET, STATUS3_LEECHSEED, AI_CV_Protect_ScoreUp2
if_status3 AI_TARGET, STATUS3_YAWN, AI_CV_Protect_ScoreUp2
get_last_used_bank_move AI_TARGET
get_move_effect_from_result
if_not_equal EFFECT_LOCK_ON, AI_CV_Protect_ScoreUp2
goto AI_CV_Protect2
AI_CV_Protect_ScoreUp2:
score +2
AI_CV_Protect2:
if_random_less_than 128, AI_CV_Protect4
score -1
AI_CV_Protect4:
get_protect_count AI_USER
if_equal 0, AI_CV_Protect_End
score -1
if_random_less_than 128, AI_CV_Protect_End
score -1
goto AI_CV_Protect_End
AI_CV_Protect3:
get_last_used_bank_move AI_TARGET
get_move_effect_from_result
if_not_equal EFFECT_LOCK_ON, AI_CV_Protect_End
AI_CV_Protect_ScoreDown2:
score -2
AI_CV_Protect_End:
end
@ BUG: Foresight is only encouraged if the user is Ghost type or
@ has high evasion, but should check target instead
AI_CV_Foresight:
#ifdef BUGFIX
get_target_type1
if_equal TYPE_GHOST, AI_CV_Foresight2
get_target_type2
if_equal TYPE_GHOST, AI_CV_Foresight2
if_stat_level_more_than AI_TARGET, STAT_EVASION, 8, AI_CV_Foresight3
#else
get_user_type1
if_equal TYPE_GHOST, AI_CV_Foresight2
get_user_type2
if_equal TYPE_GHOST, AI_CV_Foresight2
if_stat_level_more_than AI_USER, STAT_EVASION, 8, AI_CV_Foresight3
#endif
score -2
goto AI_CV_Foresight_End
AI_CV_Foresight2:
if_random_less_than 80, AI_CV_Foresight_End
AI_CV_Foresight3:
if_random_less_than 80, AI_CV_Foresight_End
score +2
AI_CV_Foresight_End:
end
AI_CV_Endure:
if_hp_less_than AI_USER, 4, AI_CV_Endure2
if_hp_less_than AI_USER, 35, AI_CV_Endure3
AI_CV_Endure2:
score -1
goto AI_CV_Endure_End
AI_CV_Endure3:
if_random_less_than 70, AI_CV_Endure_End
score +1
AI_CV_Endure_End:
end
AI_CV_BatonPass:
if_stat_level_more_than AI_USER, STAT_ATK, 8, AI_CV_BatonPass2
if_stat_level_more_than AI_USER, STAT_DEF, 8, AI_CV_BatonPass2
if_stat_level_more_than AI_USER, STAT_SPATK, 8, AI_CV_BatonPass2
if_stat_level_more_than AI_USER, STAT_SPDEF, 8, AI_CV_BatonPass2
if_stat_level_more_than AI_USER, STAT_EVASION, 8, AI_CV_BatonPass2
goto AI_CV_BatonPass5
AI_CV_BatonPass2:
if_target_faster AI_CV_BatonPass3
if_hp_more_than AI_USER, 60, AI_CV_BatonPass_End
goto AI_CV_BatonPass4
AI_CV_BatonPass3:
if_hp_more_than AI_USER, 70, AI_CV_BatonPass_End
AI_CV_BatonPass4:
if_random_less_than 80, AI_CV_BatonPass_End
score +2
goto AI_CV_BatonPass_End
AI_CV_BatonPass5:
if_stat_level_more_than AI_USER, STAT_ATK, 7, AI_CV_BatonPass7
if_stat_level_more_than AI_USER, STAT_DEF, 7, AI_CV_BatonPass7
if_stat_level_more_than AI_USER, STAT_SPATK, 7, AI_CV_BatonPass7
if_stat_level_more_than AI_USER, STAT_SPDEF, 7, AI_CV_BatonPass7
if_stat_level_more_than AI_USER, STAT_EVASION, 7, AI_CV_BatonPass7
goto AI_CV_BatonPass_ScoreDown2
AI_CV_BatonPass7:
if_target_faster AI_CV_BatonPass8
if_hp_more_than AI_USER, 60, AI_CV_BatonPass_ScoreDown2
goto AI_CV_BatonPass_End
AI_CV_BatonPass8:
if_hp_less_than AI_USER, 70, AI_CV_BatonPass_End
AI_CV_BatonPass_ScoreDown2:
score -2
AI_CV_BatonPass_End:
end
AI_CV_Pursuit:
is_first_turn_for AI_USER
if_not_equal 0, AI_CV_Pursuit_End
get_target_type1
if_equal TYPE_GHOST, AI_CV_Pursuit2
get_target_type1
if_equal TYPE_PSYCHIC, AI_CV_Pursuit2
get_target_type2
if_equal TYPE_GHOST, AI_CV_Pursuit2
get_target_type2
if_equal TYPE_PSYCHIC, AI_CV_Pursuit2
goto AI_CV_Pursuit_End
AI_CV_Pursuit2:
if_random_less_than 128, AI_CV_Pursuit_End
score +1
AI_CV_Pursuit_End:
end
AI_CV_RainDance:
if_user_faster AI_CV_RainDance2
get_ability AI_USER
if_equal ABILITY_SWIFT_SWIM, AI_CV_RainDance3
AI_CV_RainDance2:
if_hp_less_than AI_USER, 40, AI_CV_RainDance_ScoreDown1
get_weather
if_equal AI_WEATHER_HAIL, AI_CV_RainDance3
if_equal AI_WEATHER_SUN, AI_CV_RainDance3
if_equal AI_WEATHER_SANDSTORM, AI_CV_RainDance3
get_ability AI_USER
if_equal ABILITY_RAIN_DISH, AI_CV_RainDance3
goto AI_CV_RainDance_End
AI_CV_RainDance3:
score +1
goto AI_CV_RainDance_End
AI_CV_RainDance_ScoreDown1:
score -1
AI_CV_RainDance_End:
end
AI_CV_SunnyDay:
if_hp_less_than AI_USER, 40, AI_CV_SunnyDay_ScoreDown1
get_weather
if_equal AI_WEATHER_HAIL, AI_CV_SunnyDay2
if_equal AI_WEATHER_RAIN, AI_CV_SunnyDay2
if_equal AI_WEATHER_SANDSTORM, AI_CV_SunnyDay2
goto AI_CV_SunnyDay_End
AI_CV_SunnyDay2:
score +1
goto AI_CV_SunnyDay_End
AI_CV_SunnyDay_ScoreDown1:
score -1
AI_CV_SunnyDay_End:
end
AI_CV_BellyDrum:
if_hp_less_than AI_USER, 90, AI_CV_BellyDrum_ScoreDown2
goto AI_CV_BellyDrum_End
AI_CV_BellyDrum_ScoreDown2:
score -2
AI_CV_BellyDrum_End:
end
AI_CV_PsychUp:
if_stat_level_more_than AI_TARGET, STAT_ATK, 8, AI_CV_PsychUp2
if_stat_level_more_than AI_TARGET, STAT_DEF, 8, AI_CV_PsychUp2
if_stat_level_more_than AI_TARGET, STAT_SPATK, 8, AI_CV_PsychUp2
if_stat_level_more_than AI_TARGET, STAT_SPDEF, 8, AI_CV_PsychUp2
if_stat_level_more_than AI_TARGET, STAT_EVASION, 8, AI_CV_PsychUp2
goto AI_CV_PsychUp_ScoreDown2
AI_CV_PsychUp2:
if_stat_level_less_than AI_USER, STAT_ATK, 7, AI_CV_PsychUp3
if_stat_level_less_than AI_USER, STAT_DEF, 7, AI_CV_PsychUp3
if_stat_level_less_than AI_USER, STAT_SPATK, 7, AI_CV_PsychUp3
if_stat_level_less_than AI_USER, STAT_SPDEF, 7, AI_CV_PsychUp3
if_stat_level_less_than AI_USER, STAT_EVASION, 7, AI_CV_PsychUp_ScoreUp1
if_random_less_than 50, AI_CV_PsychUp_End
goto AI_CV_PsychUp_ScoreDown2
AI_CV_PsychUp_ScoreUp1:
score +1
AI_CV_PsychUp3:
score +1
end
AI_CV_PsychUp_ScoreDown2:
score -2
AI_CV_PsychUp_End:
end
@ BUG: The original script would score up Mirror Coat when the target's types were not special
@ This is incorrect since Mirror Coat only deals double the damage received if hit by a special attack
AI_CV_MirrorCoat:
if_status AI_TARGET, STATUS1_SLEEP, AI_CV_MirrorCoat_ScoreDown1
if_status2 AI_TARGET, STATUS2_INFATUATION, AI_CV_MirrorCoat_ScoreDown1
if_status2 AI_TARGET, STATUS2_CONFUSION, AI_CV_MirrorCoat_ScoreDown1
if_hp_more_than AI_USER, 30, AI_CV_MirrorCoat2
if_random_less_than 10, AI_CV_MirrorCoat2
score -1
AI_CV_MirrorCoat2:
if_hp_more_than AI_USER, 50, AI_CV_MirrorCoat3
if_random_less_than 100, AI_CV_MirrorCoat3
score -1
AI_CV_MirrorCoat3:
if_has_move AI_USER, MOVE_COUNTER, AI_CV_MirrorCoat_ScoreUp4
get_last_used_bank_move AI_TARGET
get_move_power_from_result
if_equal 0, AI_CV_MirrorCoat5
if_target_not_taunted AI_CV_MirrorCoat4
if_random_less_than 100, AI_CV_MirrorCoat4
score +1
AI_CV_MirrorCoat4:
get_last_used_bank_move AI_TARGET
get_move_type_from_result
if_not_in_bytes AI_CV_MirrorCoat_SpecialTypeList, AI_CV_MirrorCoat_ScoreDown1
if_random_less_than 100, AI_CV_MirrorCoat_End
score +1
goto AI_CV_MirrorCoat_End
AI_CV_MirrorCoat5:
if_target_not_taunted AI_CV_MirrorCoat6
if_random_less_than 100, AI_CV_MirrorCoat6
score +1
AI_CV_MirrorCoat6:
#ifdef BUGFIX
get_target_type1
if_in_bytes AI_CV_MirrorCoat_SpecialTypeList, AI_CV_MirrorCoat7
get_target_type2
if_in_bytes AI_CV_MirrorCoat_SpecialTypeList, AI_CV_MirrorCoat7
goto AI_CV_MirrorCoat_End
#else
get_target_type1
if_in_bytes AI_CV_MirrorCoat_SpecialTypeList, AI_CV_MirrorCoat_End
get_target_type2
if_in_bytes AI_CV_MirrorCoat_SpecialTypeList, AI_CV_MirrorCoat_End
#endif
AI_CV_MirrorCoat7:
if_random_less_than 50, AI_CV_MirrorCoat_End
AI_CV_MirrorCoat_ScoreUp4:
if_random_less_than 100, AI_CV_MirrorCoat_ScoreUp4_End
score +4
AI_CV_MirrorCoat_ScoreUp4_End:
end
AI_CV_MirrorCoat_ScoreDown1:
score -1
AI_CV_MirrorCoat_End:
end
AI_CV_MirrorCoat_SpecialTypeList:
.byte TYPE_FIRE
.byte TYPE_WATER
.byte TYPE_GRASS
.byte TYPE_ELECTRIC
.byte TYPE_PSYCHIC
.byte TYPE_ICE
.byte TYPE_DRAGON
.byte TYPE_DARK
.byte -1
AI_CV_ChargeUpMove:
if_type_effectiveness AI_EFFECTIVENESS_x0_25, AI_CV_ChargeUpMove_ScoreDown2
if_type_effectiveness AI_EFFECTIVENESS_x0_5, AI_CV_ChargeUpMove_ScoreDown2
if_has_move_with_effect AI_TARGET, EFFECT_PROTECT, AI_CV_ChargeUpMove_ScoreDown2
if_hp_more_than AI_USER, 38, AI_CV_ChargeUpMove_End
score -1
goto AI_CV_ChargeUpMove_End
AI_CV_ChargeUpMove_ScoreDown2:
score -2
AI_CV_ChargeUpMove_End:
end
AI_CV_SemiInvulnerable:
if_doesnt_have_move_with_effect AI_TARGET, EFFECT_PROTECT, AI_CV_SemiInvulnerable2
score -1
goto AI_CV_SemiInvulnerable_End
@ BUG: The scripts for checking type-resistance to weather for semi-invulnerable moves are swapped
@ The result is that the AI is encouraged to stall while taking damage from weather
AI_CV_SemiInvulnerable2:
if_status AI_TARGET, STATUS1_TOXIC_POISON, AI_CV_SemiInvulnerable_TryEncourage
if_status2 AI_TARGET, STATUS2_CURSED, AI_CV_SemiInvulnerable_TryEncourage
if_status3 AI_TARGET, STATUS3_LEECHSEED, AI_CV_SemiInvulnerable_TryEncourage
get_weather
#ifdef BUGFIX
if_equal AI_WEATHER_HAIL, AI_CV_SemiInvulnerable_CheckIceType
if_equal AI_WEATHER_SANDSTORM, AI_CV_SemiInvulnerable_CheckSandstormTypes
#else
if_equal AI_WEATHER_HAIL, AI_CV_SemiInvulnerable_CheckSandstormTypes
if_equal AI_WEATHER_SANDSTORM, AI_CV_SemiInvulnerable_CheckIceType
#endif
goto AI_CV_SemiInvulnerable5
AI_CV_SemiInvulnerable_CheckSandstormTypes:
get_user_type1
if_in_bytes AI_CV_SandstormResistantTypes, AI_CV_SemiInvulnerable_TryEncourage
get_user_type2
if_in_bytes AI_CV_SandstormResistantTypes, AI_CV_SemiInvulnerable_TryEncourage
goto AI_CV_SemiInvulnerable5
AI_CV_SemiInvulnerable_CheckIceType:
get_user_type1
if_equal TYPE_ICE, AI_CV_SemiInvulnerable_TryEncourage
get_user_type2
if_equal TYPE_ICE, AI_CV_SemiInvulnerable_TryEncourage
AI_CV_SemiInvulnerable5:
if_target_faster AI_CV_SemiInvulnerable_End
get_last_used_bank_move AI_TARGET
get_move_effect_from_result
if_not_equal EFFECT_LOCK_ON, AI_CV_SemiInvulnerable_TryEncourage
goto AI_CV_SemiInvulnerable_End
AI_CV_SemiInvulnerable_TryEncourage:
if_random_less_than 80, AI_CV_SemiInvulnerable_End
score +1
AI_CV_SemiInvulnerable_End:
end
AI_CV_SandstormResistantTypes:
.byte TYPE_GROUND
.byte TYPE_ROCK
.byte TYPE_STEEL
.byte -1
AI_CV_FakeOut:
score +2
end
AI_CV_SpitUp:
get_stockpile_count AI_USER
if_less_than 2, AI_CV_SpitUp_End
if_random_less_than 80, AI_CV_SpitUp_End
score +2
AI_CV_SpitUp_End:
end
AI_CV_Hail:
if_hp_less_than AI_USER, 40, AI_CV_Hail_ScoreDown1
get_weather
if_equal AI_WEATHER_SUN, AI_CV_Hail2
if_equal AI_WEATHER_RAIN, AI_CV_Hail2
if_equal AI_WEATHER_SANDSTORM, AI_CV_Hail2
goto AI_CV_Hail_End
AI_CV_Hail2:
score +1
goto AI_CV_Hail_End
AI_CV_Hail_ScoreDown1:
score -1
AI_CV_Hail_End:
end
@ BUG: Facade score is increased if the target is statused, but should be if the user is
AI_CV_Facade:
#ifdef BUGFIX
if_not_status AI_USER, STATUS1_POISON | STATUS1_BURN | STATUS1_PARALYSIS | STATUS1_TOXIC_POISON, AI_CV_Facade_End
#else
if_not_status AI_TARGET, STATUS1_POISON | STATUS1_BURN | STATUS1_PARALYSIS | STATUS1_TOXIC_POISON, AI_CV_Facade_End
#endif
score +1
AI_CV_Facade_End:
end
AI_CV_FocusPunch:
if_type_effectiveness AI_EFFECTIVENESS_x0_25, AI_CV_FocusPunch2
if_type_effectiveness AI_EFFECTIVENESS_x0_5, AI_CV_FocusPunch2
if_status AI_TARGET, STATUS1_SLEEP, AI_CV_FocusPunch_ScoreUp1
if_status2 AI_TARGET, STATUS2_INFATUATION, AI_CV_FocusPunch3
if_status2 AI_TARGET, STATUS2_CONFUSION, AI_CV_FocusPunch3
is_first_turn_for AI_USER
if_not_equal 0, AI_CV_FocusPunch_End
if_random_less_than 100, AI_CV_FocusPunch_End
score +1
goto AI_CV_FocusPunch_End
AI_CV_FocusPunch2:
score -1
goto AI_CV_FocusPunch_End
AI_CV_FocusPunch3:
if_random_less_than 100, AI_CV_FocusPunch_End
if_status2 AI_USER, STATUS2_SUBSTITUTE, Score_Plus5
AI_CV_FocusPunch_ScoreUp1:
score +1
AI_CV_FocusPunch_End:
end
AI_CV_SmellingSalt:
if_status AI_TARGET, STATUS1_PARALYSIS, AI_CV_SmellingSalt_ScoreUp1
goto AI_CV_SmellingSalt_End
AI_CV_SmellingSalt_ScoreUp1:
score +1
AI_CV_SmellingSalt_End:
end
AI_CV_Trick:
get_hold_effect AI_USER
if_in_bytes AI_CV_Trick_EffectsToEncourage2, AI_CV_Trick3
if_in_bytes AI_CV_Trick_EffectsToEncourage, AI_CV_Trick4
AI_CV_Trick2:
score -3
goto AI_CV_Trick_End
AI_CV_Trick3:
get_hold_effect AI_TARGET
if_in_bytes AI_CV_Trick_EffectsToEncourage2, AI_CV_Trick2
score +5
goto AI_CV_Trick_End
AI_CV_Trick4:
get_hold_effect AI_TARGET
if_in_bytes AI_CV_Trick_EffectsToEncourage, AI_CV_Trick2
if_random_less_than 50, AI_CV_Trick_End
score +2
AI_CV_Trick_End:
end
AI_CV_Trick_EffectsToEncourage:
.byte HOLD_EFFECT_CONFUSE_SPICY
.byte HOLD_EFFECT_CONFUSE_DRY
.byte HOLD_EFFECT_CONFUSE_SWEET
.byte HOLD_EFFECT_CONFUSE_BITTER
.byte HOLD_EFFECT_CONFUSE_SOUR
.byte HOLD_EFFECT_MACHO_BRACE
.byte HOLD_EFFECT_CHOICE_BAND
.byte -1
AI_CV_Trick_EffectsToEncourage2:
.byte HOLD_EFFECT_CHOICE_BAND
.byte -1
AI_CV_ChangeSelfAbility:
get_ability AI_USER
if_in_bytes AI_CV_ChangeSelfAbility_AbilitiesToEncourage, AI_CV_ChangeSelfAbility2
get_ability AI_TARGET
if_in_bytes AI_CV_ChangeSelfAbility_AbilitiesToEncourage, AI_CV_ChangeSelfAbility3
AI_CV_ChangeSelfAbility2:
score -1
goto AI_CV_ChangeSelfAbility_End
AI_CV_ChangeSelfAbility3:
if_random_less_than 50, AI_CV_ChangeSelfAbility_End
score +2
AI_CV_ChangeSelfAbility_End:
end
AI_CV_ChangeSelfAbility_AbilitiesToEncourage:
.byte ABILITY_SPEED_BOOST
.byte ABILITY_BATTLE_ARMOR
.byte ABILITY_SAND_VEIL
.byte ABILITY_STATIC
.byte ABILITY_FLASH_FIRE
.byte ABILITY_WONDER_GUARD
.byte ABILITY_EFFECT_SPORE
.byte ABILITY_SWIFT_SWIM
.byte ABILITY_HUGE_POWER
.byte ABILITY_RAIN_DISH
.byte ABILITY_CUTE_CHARM
.byte ABILITY_SHED_SKIN
.byte ABILITY_MARVEL_SCALE
.byte ABILITY_PURE_POWER
.byte ABILITY_CHLOROPHYLL
.byte ABILITY_SHIELD_DUST
.byte -1
AI_CV_Superpower:
if_type_effectiveness AI_EFFECTIVENESS_x0_25, AI_CV_Superpower_ScoreDown1
if_type_effectiveness AI_EFFECTIVENESS_x0_5, AI_CV_Superpower_ScoreDown1
if_stat_level_less_than AI_USER, STAT_ATK, DEFAULT_STAT_STAGE, AI_CV_Superpower_ScoreDown1
if_target_faster AI_CV_Superpower2
if_hp_more_than AI_USER, 40, AI_CV_Superpower_ScoreDown1
goto AI_CV_Superpower_End
AI_CV_Superpower2:
if_hp_less_than AI_USER, 60, AI_CV_Superpower_End
AI_CV_Superpower_ScoreDown1:
score -1
AI_CV_Superpower_End:
end
AI_CV_MagicCoat:
if_hp_more_than AI_TARGET, 30, AI_CV_MagicCoat2
if_random_less_than 100, AI_CV_MagicCoat2
score -1
AI_CV_MagicCoat2:
is_first_turn_for AI_USER
if_equal FALSE, AI_CV_MagicCoat4
if_random_less_than 150, AI_CV_MagicCoat_End
score +1
goto AI_CV_MagicCoat_End
AI_CV_MagicCoat3:
if_random_less_than 50, AI_CV_MagicCoat_End
AI_CV_MagicCoat4:
if_random_less_than 30, AI_CV_MagicCoat_End
score -1
AI_CV_MagicCoat_End:
end
AI_CV_Recycle:
get_used_held_item AI_USER
if_not_in_bytes AI_CV_Recycle_ItemsToEncourage, AI_CV_Recycle_ScoreDown2
if_random_less_than 50, AI_CV_Recycle_End
score +1
goto AI_CV_Recycle_End
AI_CV_Recycle_ScoreDown2:
score -2
AI_CV_Recycle_End:
end
AI_CV_Recycle_ItemsToEncourage:
.byte ITEM_CHESTO_BERRY
.byte ITEM_LUM_BERRY
.byte ITEM_STARF_BERRY
.byte -1
AI_CV_Revenge:
if_status AI_TARGET, STATUS1_SLEEP, AI_CV_Revenge_ScoreDown2
if_status2 AI_TARGET, STATUS2_INFATUATION, AI_CV_Revenge_ScoreDown2
if_status2 AI_TARGET, STATUS2_CONFUSION, AI_CV_Revenge_ScoreDown2
if_random_less_than 180, AI_CV_Revenge_ScoreDown2
score +2
goto AI_CV_Revenge_End
AI_CV_Revenge_ScoreDown2:
score -2
AI_CV_Revenge_End:
end
AI_CV_BrickBreak:
if_side_affecting AI_TARGET, SIDE_STATUS_REFLECT, AI_CV_BrickBreak_ScoreUp1
goto AI_CV_BrickBreak_End
AI_CV_BrickBreak_ScoreUp1:
score +1
AI_CV_BrickBreak_End:
end
AI_CV_KnockOff:
if_hp_less_than AI_TARGET, 30, AI_CV_KnockOff_End
is_first_turn_for AI_USER
if_more_than 0, AI_CV_KnockOff_End
if_random_less_than 180, AI_CV_KnockOff_End
score +1
AI_CV_KnockOff_End:
end
AI_CV_Endeavor:
if_hp_less_than AI_TARGET, 70, AI_CV_Endeavor_ScoreDown1
if_target_faster AI_CV_Endeavor2
if_hp_more_than AI_USER, 40, AI_CV_Endeavor_ScoreDown1
score +1
goto AI_CV_Endeavor_End
AI_CV_Endeavor2:
if_hp_more_than AI_USER, 50, AI_CV_Endeavor_ScoreDown1
score +1
goto AI_CV_Endeavor_End
AI_CV_Endeavor_ScoreDown1:
score -1
AI_CV_Endeavor_End:
end
AI_CV_Eruption:
if_type_effectiveness AI_EFFECTIVENESS_x0_25, AI_CV_Eruption_ScoreDown1
if_type_effectiveness AI_EFFECTIVENESS_x0_5, AI_CV_Eruption_ScoreDown1
if_target_faster AI_CV_Eruption2
if_hp_more_than AI_TARGET, 50, AI_CV_Eruption_End
goto AI_CV_Eruption_ScoreDown1
AI_CV_Eruption2:
if_hp_more_than AI_TARGET, 70, AI_CV_Eruption_End
AI_CV_Eruption_ScoreDown1:
score -1
AI_CV_Eruption_End:
end
AI_CV_Imprison:
is_first_turn_for AI_USER
if_more_than 0, AI_CV_Imprison_End
if_random_less_than 100, AI_CV_Imprison_End
score +2
AI_CV_Imprison_End:
end
AI_CV_Refresh:
if_hp_less_than AI_TARGET, 50, AI_CV_Refresh_ScoreDown1
goto AI_CV_Refresh_End
AI_CV_Refresh_ScoreDown1:
score -1
AI_CV_Refresh_End:
end
AI_CV_Snatch:
is_first_turn_for AI_USER
if_equal TRUE, AI_CV_Snatch3
if_random_less_than 30, AI_CV_Snatch_End
if_target_faster AI_CV_Snatch2
if_hp_not_equal AI_USER, 100, AI_CV_Snatch5
if_hp_less_than AI_TARGET, 70, AI_CV_Snatch5
if_random_less_than 60, AI_CV_Snatch_End
goto AI_CV_Snatch5
AI_CV_Snatch2:
if_hp_more_than AI_TARGET, 25, AI_CV_Snatch5
if_has_move_with_effect AI_TARGET, EFFECT_RESTORE_HP, AI_CV_Snatch3
if_has_move_with_effect AI_TARGET, EFFECT_DEFENSE_CURL, AI_CV_Snatch3
goto AI_CV_Snatch4
AI_CV_Snatch3:
if_random_less_than 150, AI_CV_Snatch_End
score +2
goto AI_CV_Snatch_End
AI_CV_Snatch4:
if_random_less_than 230, AI_CV_Snatch5
score +1
goto AI_CV_Snatch_End
AI_CV_Snatch5:
if_random_less_than 30, AI_CV_Snatch_End
score -2
AI_CV_Snatch_End:
end
AI_CV_MudSport:
if_hp_less_than AI_USER, 50, AI_CV_MudSport_ScoreDown1
get_target_type1
if_equal TYPE_ELECTRIC, AI_CV_MudSport2
get_target_type2
if_equal TYPE_ELECTRIC, AI_CV_MudSport2
goto AI_CV_MudSport_ScoreDown1
AI_CV_MudSport2:
score +1
goto AI_CV_MudSport_End
AI_CV_MudSport_ScoreDown1:
score -1
AI_CV_MudSport_End:
end
AI_CV_Overheat:
if_type_effectiveness AI_EFFECTIVENESS_x0_25, AI_CV_Overheat_ScoreDown1
if_type_effectiveness AI_EFFECTIVENESS_x0_5, AI_CV_Overheat_ScoreDown1
if_target_faster AI_CV_Overheat2
if_hp_more_than AI_USER, 60, AI_CV_Overheat_End
goto AI_CV_Overheat_ScoreDown1
AI_CV_Overheat2:
if_hp_more_than AI_USER, 80, AI_CV_Overheat_End
AI_CV_Overheat_ScoreDown1:
score -1
AI_CV_Overheat_End:
end
AI_CV_WaterSport:
if_hp_less_than AI_USER, 50, AI_CV_WaterSport_ScoreDown1
get_target_type1
if_equal TYPE_FIRE, AI_CV_WaterSport2
get_target_type2
if_equal TYPE_FIRE, AI_CV_WaterSport2
goto AI_CV_WaterSport_ScoreDown1
AI_CV_WaterSport2:
score +1
goto AI_CV_WaterSport_End
AI_CV_WaterSport_ScoreDown1:
score -1
AI_CV_WaterSport_End:
end
AI_CV_DragonDance:
if_target_faster AI_CV_DragonDance2
if_hp_more_than AI_USER, 50, AI_CV_DragonDance_End
if_random_less_than 70, AI_CV_DragonDance_End
score -1
goto AI_CV_DragonDance_End
AI_CV_DragonDance2:
if_random_less_than 128, AI_CV_DragonDance_End
score +1
AI_CV_DragonDance_End:
end
AI_TryToFaint:
if_target_is_ally AI_Ret
if_can_faint AI_TryToFaint_TryToEncourageQuickAttack
get_how_powerful_move_is
if_equal MOVE_NOT_MOST_POWERFUL, Score_Minus1
if_type_effectiveness AI_EFFECTIVENESS_x4, AI_TryToFaint_DoubleSuperEffective
end
AI_TryToFaint_DoubleSuperEffective:
if_random_less_than 80, AI_TryToFaint_End
score +2
end
AI_TryToFaint_TryToEncourageQuickAttack:
if_effect EFFECT_EXPLOSION, AI_TryToFaint_End
if_not_effect EFFECT_QUICK_ATTACK, AI_TryToFaint_ScoreUp4
score +2
AI_TryToFaint_ScoreUp4:
score +4
AI_TryToFaint_End:
end
AI_SetupFirstTurn:
if_target_is_ally AI_Ret
get_turn_count
if_not_equal 0, AI_SetupFirstTurn_End
get_considered_move_effect
if_not_in_bytes AI_SetupFirstTurn_SetupEffectsToEncourage, AI_SetupFirstTurn_End
if_random_less_than 80, AI_SetupFirstTurn_End
score +2
AI_SetupFirstTurn_End:
end
AI_SetupFirstTurn_SetupEffectsToEncourage:
.byte EFFECT_ATTACK_UP
.byte EFFECT_DEFENSE_UP
.byte EFFECT_SPEED_UP
.byte EFFECT_SPECIAL_ATTACK_UP
.byte EFFECT_SPECIAL_DEFENSE_UP
.byte EFFECT_ACCURACY_UP
.byte EFFECT_EVASION_UP
.byte EFFECT_ATTACK_DOWN
.byte EFFECT_DEFENSE_DOWN
.byte EFFECT_SPEED_DOWN
.byte EFFECT_SPECIAL_ATTACK_DOWN
.byte EFFECT_SPECIAL_DEFENSE_DOWN
.byte EFFECT_ACCURACY_DOWN
.byte EFFECT_EVASION_DOWN
.byte EFFECT_CONVERSION
.byte EFFECT_LIGHT_SCREEN
.byte EFFECT_SPECIAL_DEFENSE_UP_2
.byte EFFECT_FOCUS_ENERGY
.byte EFFECT_CONFUSE
.byte EFFECT_ATTACK_UP_2
.byte EFFECT_DEFENSE_UP_2
.byte EFFECT_SPEED_UP_2
.byte EFFECT_SPECIAL_ATTACK_UP_2
.byte EFFECT_SPECIAL_DEFENSE_UP_2
.byte EFFECT_ACCURACY_UP_2
.byte EFFECT_EVASION_UP_2
.byte EFFECT_ATTACK_DOWN_2
.byte EFFECT_DEFENSE_DOWN_2
.byte EFFECT_SPEED_DOWN_2
.byte EFFECT_SPECIAL_ATTACK_DOWN_2
.byte EFFECT_SPECIAL_DEFENSE_DOWN_2
.byte EFFECT_ACCURACY_DOWN_2
.byte EFFECT_EVASION_DOWN_2
.byte EFFECT_REFLECT
.byte EFFECT_POISON
.byte EFFECT_PARALYZE
.byte EFFECT_SUBSTITUTE
.byte EFFECT_LEECH_SEED
.byte EFFECT_MINIMIZE
.byte EFFECT_CURSE
.byte EFFECT_SWAGGER
.byte EFFECT_CAMOUFLAGE
.byte EFFECT_YAWN
.byte EFFECT_DEFENSE_CURL
.byte EFFECT_TORMENT
.byte EFFECT_FLATTER
.byte EFFECT_WILL_O_WISP
.byte EFFECT_INGRAIN
.byte EFFECT_IMPRISON
.byte EFFECT_TEETER_DANCE
.byte EFFECT_TICKLE
.byte EFFECT_COSMIC_POWER
.byte EFFECT_BULK_UP
.byte EFFECT_CALM_MIND
.byte EFFECT_CAMOUFLAGE
.byte -1
@ ~60% chance to prefer moves that do 0 or 1 damage, or are in sIgnoredPowerfulMoveEffects
@ Oddly this group includes moves like Explosion and Eruption, so the AI strategy isn't very coherent
AI_PreferPowerExtremes:
if_target_is_ally AI_Ret
get_how_powerful_move_is
if_not_equal MOVE_POWER_OTHER, AI_PreferPowerExtremes_End
if_random_less_than 100, AI_PreferPowerExtremes_End
score +2
AI_PreferPowerExtremes_End:
end
AI_Risky:
if_target_is_ally AI_Ret
get_considered_move_effect
if_not_in_bytes AI_Risky_EffectsToEncourage, AI_Risky_End
if_random_less_than 128, AI_Risky_End
score +2
AI_Risky_End:
end
AI_Risky_EffectsToEncourage:
.byte EFFECT_SLEEP
.byte EFFECT_EXPLOSION
.byte EFFECT_MIRROR_MOVE
.byte EFFECT_OHKO
.byte EFFECT_HIGH_CRITICAL
.byte EFFECT_CONFUSE
.byte EFFECT_METRONOME
.byte EFFECT_PSYWAVE
.byte EFFECT_COUNTER
.byte EFFECT_DESTINY_BOND
.byte EFFECT_SWAGGER
.byte EFFECT_ATTRACT
.byte EFFECT_PRESENT
.byte EFFECT_ALL_STATS_UP_HIT
.byte EFFECT_BELLY_DRUM
.byte EFFECT_MIRROR_COAT
.byte EFFECT_FOCUS_PUNCH
.byte EFFECT_REVENGE
.byte EFFECT_TEETER_DANCE
.byte -1
AI_PreferBatonPass:
if_target_is_ally AI_Ret
count_usable_party_mons AI_USER
if_equal 0, AI_PreferBatonPassEnd
get_how_powerful_move_is
if_not_equal MOVE_POWER_OTHER, AI_PreferBatonPassEnd
if_has_move_with_effect AI_USER, EFFECT_BATON_PASS, AI_PreferBatonPass_GoForBatonPass
if_random_less_than 80, AI_Risky_End
AI_PreferBatonPass_GoForBatonPass:
if_move MOVE_SWORDS_DANCE, AI_PreferBatonPass2
if_move MOVE_DRAGON_DANCE, AI_PreferBatonPass2
if_move MOVE_CALM_MIND, AI_PreferBatonPass2
if_effect EFFECT_PROTECT, AI_PreferBatonPass_End
if_move MOVE_BATON_PASS, AI_PreferBatonPass_EncourageIfHighStats
if_random_less_than 20, AI_Risky_End
score +3
AI_PreferBatonPass2:
get_turn_count
if_equal 0, Score_Plus5
if_hp_less_than AI_USER, 60, Score_Minus10
goto Score_Plus1
AI_PreferBatonPass_End:
get_last_used_bank_move AI_USER
if_in_hwords sMovesTable_ProtectMoves, Score_Minus2
score +2
end
sMovesTable_ProtectMoves:
.2byte MOVE_PROTECT
.2byte MOVE_DETECT
.2byte -1
AI_PreferBatonPass_EncourageIfHighStats:
get_turn_count
if_equal 0, Score_Minus2
if_stat_level_more_than AI_USER, STAT_ATK, DEFAULT_STAT_STAGE + 2, Score_Plus3
if_stat_level_more_than AI_USER, STAT_ATK, DEFAULT_STAT_STAGE + 1, Score_Plus2
if_stat_level_more_than AI_USER, STAT_ATK, DEFAULT_STAT_STAGE, Score_Plus1
if_stat_level_more_than AI_USER, STAT_SPATK, DEFAULT_STAT_STAGE + 2, Score_Plus3
if_stat_level_more_than AI_USER, STAT_SPATK, DEFAULT_STAT_STAGE + 1, Score_Plus2
if_stat_level_more_than AI_USER, STAT_SPATK, DEFAULT_STAT_STAGE, Score_Plus1
end
AI_PreferBatonPassEnd:
end
AI_DoubleBattle:
if_target_is_ally AI_TryOnAlly
if_move MOVE_SKILL_SWAP, AI_DoubleBattleSkillSwap
get_curr_move_type
if_move MOVE_EARTHQUAKE, AI_DoubleBattleAllHittingGroundMove
if_move MOVE_MAGNITUDE, AI_DoubleBattleAllHittingGroundMove
if_equal TYPE_ELECTRIC, AI_DoubleBattleElectricMove
if_equal TYPE_FIRE, AI_DoubleBattleFireMove
get_ability AI_USER
if_not_equal ABILITY_GUTS, AI_DoubleBattleCheckUserStatus
if_has_move AI_USER_PARTNER, MOVE_HELPING_HAND, AI_DoubleBattlePartnerHasHelpingHand
end
AI_DoubleBattlePartnerHasHelpingHand:
get_how_powerful_move_is
if_not_equal MOVE_POWER_OTHER, Score_Plus1
end
AI_DoubleBattleCheckUserStatus:
if_status AI_USER, STATUS1_ANY, AI_DoubleBattleCheckUserStatus2
end
AI_DoubleBattleCheckUserStatus2:
get_how_powerful_move_is
if_equal MOVE_POWER_OTHER, Score_Minus5
score +1
if_equal MOVE_MOST_POWERFUL, Score_Plus2
end
AI_DoubleBattleAllHittingGroundMove:
if_ability AI_USER_PARTNER, ABILITY_LEVITATE, Score_Plus2
if_type AI_USER_PARTNER, TYPE_FLYING, Score_Plus2
if_type AI_USER_PARTNER, TYPE_FIRE, Score_Minus10
if_type AI_USER_PARTNER, TYPE_ELECTRIC, Score_Minus10
if_type AI_USER_PARTNER, TYPE_POISON, Score_Minus10
if_type AI_USER_PARTNER, TYPE_ROCK, Score_Minus10
goto Score_Minus3
AI_DoubleBattleSkillSwap:
get_ability AI_USER
if_equal ABILITY_TRUANT, Score_Plus5
get_ability AI_TARGET
if_equal ABILITY_SHADOW_TAG, Score_Plus2
if_equal ABILITY_PURE_POWER, Score_Plus2
end
AI_DoubleBattleElectricMove:
if_no_ability AI_TARGET_PARTNER, ABILITY_LIGHTNING_ROD, AI_DoubleBattleElectricMoveEnd
score -2
if_no_type AI_TARGET_PARTNER, TYPE_GROUND, AI_DoubleBattleElectricMoveEnd
score -8
AI_DoubleBattleElectricMoveEnd:
end
AI_DoubleBattleFireMove:
if_flash_fired AI_USER, AI_DoubleBattleFireMove2
end
AI_DoubleBattleFireMove2:
goto Score_Plus1
AI_TryOnAlly:
get_how_powerful_move_is
if_equal MOVE_POWER_OTHER, AI_TryStatusMoveOnAlly
get_curr_move_type
if_equal TYPE_FIRE, AI_TryFireMoveOnAlly
AI_DiscourageOnAlly:
goto Score_Minus30
AI_TryFireMoveOnAlly:
if_ability AI_USER_PARTNER, ABILITY_FLASH_FIRE, AI_TryFireMoveOnAlly_FlashFire
goto AI_DiscourageOnAlly
AI_TryFireMoveOnAlly_FlashFire:
if_flash_fired AI_USER_PARTNER, AI_DiscourageOnAlly
goto Score_Plus3
AI_TryStatusMoveOnAlly:
if_move MOVE_SKILL_SWAP, AI_TrySkillSwapOnAlly
if_move MOVE_WILL_O_WISP, AI_TryStatusOnAlly
if_move MOVE_TOXIC, AI_TryStatusOnAlly
if_move MOVE_HELPING_HAND, AI_TryHelpingHandOnAlly
if_move MOVE_SWAGGER, AI_TrySwaggerOnAlly
goto Score_Minus30_
AI_TrySkillSwapOnAlly:
get_ability AI_TARGET
if_equal ABILITY_TRUANT, Score_Plus10
get_ability AI_USER
if_not_equal ABILITY_LEVITATE, AI_TrySkillSwapOnAlly2
get_ability AI_TARGET
if_equal ABILITY_LEVITATE, Score_Minus30_
get_target_type1
if_not_equal TYPE_ELECTRIC, AI_TrySkillSwapOnAlly2
score +1
get_target_type2
if_not_equal TYPE_ELECTRIC, AI_TrySkillSwapOnAlly2
score +1
end
AI_TrySkillSwapOnAlly2:
if_not_equal ABILITY_COMPOUND_EYES, Score_Minus30_
if_has_move AI_USER_PARTNER, MOVE_FIRE_BLAST, AI_TrySkillSwapOnAllyPlus3
if_has_move AI_USER_PARTNER, MOVE_THUNDER, AI_TrySkillSwapOnAllyPlus3
if_has_move AI_USER_PARTNER, MOVE_CROSS_CHOP, AI_TrySkillSwapOnAllyPlus3
if_has_move AI_USER_PARTNER, MOVE_HYDRO_PUMP, AI_TrySkillSwapOnAllyPlus3
if_has_move AI_USER_PARTNER, MOVE_DYNAMIC_PUNCH, AI_TrySkillSwapOnAllyPlus3
if_has_move AI_USER_PARTNER, MOVE_BLIZZARD, AI_TrySkillSwapOnAllyPlus3
if_has_move AI_USER_PARTNER, MOVE_MEGAHORN, AI_TrySkillSwapOnAllyPlus3
goto Score_Minus30_
AI_TrySkillSwapOnAllyPlus3:
goto Score_Plus3
AI_TryStatusOnAlly:
get_ability AI_TARGET
if_not_equal ABILITY_GUTS, Score_Minus30_
if_status AI_TARGET, STATUS1_ANY, Score_Minus30_
if_hp_less_than AI_USER, 91, Score_Minus30_
goto Score_Plus5
AI_TryHelpingHandOnAlly:
if_random_less_than 64, Score_Minus1
goto Score_Plus2
AI_TrySwaggerOnAlly:
if_holds_item AI_TARGET, ITEM_PERSIM_BERRY, AI_TrySwaggerOnAlly2
goto Score_Minus30_
AI_TrySwaggerOnAlly2:
if_stat_level_more_than AI_TARGET, STAT_ATK, 7, AI_TrySwaggerOnAlly_End
score +3
AI_TrySwaggerOnAlly_End:
end
Score_Minus30_:
score -30
end
AI_HPAware:
if_target_is_ally AI_TryOnAlly
if_hp_more_than AI_USER, 70, AI_HPAware_UserHasHighHP
if_hp_more_than AI_USER, 30, AI_HPAware_UserHasMediumHP
get_considered_move_effect
if_in_bytes AI_HPAware_DiscouragedEffectsWhenLowHP, AI_HPAware_TryToDiscourage
goto AI_HPAware_ConsiderTarget
AI_HPAware_UserHasHighHP:
get_considered_move_effect
if_in_bytes AI_HPAware_DiscouragedEffectsWhenHighHP, AI_HPAware_TryToDiscourage
goto AI_HPAware_ConsiderTarget
AI_HPAware_UserHasMediumHP:
get_considered_move_effect
if_in_bytes AI_HPAware_DiscouragedEffectsWhenMediumHP, AI_HPAware_TryToDiscourage
goto AI_HPAware_ConsiderTarget
AI_HPAware_TryToDiscourage:
if_random_less_than 50, AI_HPAware_ConsiderTarget
score -2
AI_HPAware_ConsiderTarget:
if_hp_more_than AI_TARGET, 70, AI_HPAware_TargetHasHighHP
if_hp_more_than AI_TARGET, 30, AI_HPAware_TargetHasMediumHP
get_considered_move_effect
if_in_bytes AI_HPAware_DiscouragedEffectsWhenTargetLowHP, AI_HPAware_TargetTryToDiscourage
goto AI_HPAware_End
AI_HPAware_TargetHasHighHP:
get_considered_move_effect
if_in_bytes AI_HPAware_DiscouragedEffectsWhenTargetHighHP, AI_HPAware_TargetTryToDiscourage
goto AI_HPAware_End
AI_HPAware_TargetHasMediumHP:
get_considered_move_effect
if_in_bytes AI_HPAware_DiscouragedEffectsWhenTargetMediumHP, AI_HPAware_TargetTryToDiscourage
goto AI_HPAware_End
AI_HPAware_TargetTryToDiscourage:
if_random_less_than 50, AI_HPAware_End
score -2
AI_HPAware_End:
end
AI_HPAware_DiscouragedEffectsWhenHighHP:
.byte EFFECT_EXPLOSION
.byte EFFECT_RESTORE_HP
.byte EFFECT_REST
.byte EFFECT_DESTINY_BOND
.byte EFFECT_FLAIL
.byte EFFECT_ENDURE
.byte EFFECT_MORNING_SUN
.byte EFFECT_SYNTHESIS
.byte EFFECT_MOONLIGHT
.byte EFFECT_SOFTBOILED
.byte EFFECT_MEMENTO
.byte EFFECT_GRUDGE
.byte EFFECT_OVERHEAT
.byte -1
AI_HPAware_DiscouragedEffectsWhenMediumHP:
.byte EFFECT_EXPLOSION
.byte EFFECT_ATTACK_UP
.byte EFFECT_DEFENSE_UP
.byte EFFECT_SPEED_UP
.byte EFFECT_SPECIAL_ATTACK_UP
.byte EFFECT_SPECIAL_DEFENSE_UP
.byte EFFECT_ACCURACY_UP
.byte EFFECT_EVASION_UP
.byte EFFECT_ATTACK_DOWN
.byte EFFECT_DEFENSE_DOWN
.byte EFFECT_SPEED_DOWN
.byte EFFECT_SPECIAL_ATTACK_DOWN
.byte EFFECT_SPECIAL_DEFENSE_DOWN
.byte EFFECT_ACCURACY_DOWN
.byte EFFECT_EVASION_DOWN
.byte EFFECT_BIDE
.byte EFFECT_CONVERSION
.byte EFFECT_LIGHT_SCREEN
.byte EFFECT_MIST
.byte EFFECT_FOCUS_ENERGY
.byte EFFECT_ATTACK_UP_2
.byte EFFECT_DEFENSE_UP_2
.byte EFFECT_SPEED_UP_2
.byte EFFECT_SPECIAL_ATTACK_UP_2
.byte EFFECT_SPECIAL_DEFENSE_UP_2
.byte EFFECT_ACCURACY_UP_2
.byte EFFECT_EVASION_UP_2
.byte EFFECT_ATTACK_DOWN_2
.byte EFFECT_DEFENSE_DOWN_2
.byte EFFECT_SPEED_DOWN_2
.byte EFFECT_SPECIAL_ATTACK_DOWN_2
.byte EFFECT_SPECIAL_DEFENSE_DOWN_2
.byte EFFECT_ACCURACY_DOWN_2
.byte EFFECT_EVASION_DOWN_2
.byte EFFECT_CONVERSION_2
.byte EFFECT_SAFEGUARD
.byte EFFECT_BELLY_DRUM
.byte EFFECT_TICKLE
.byte EFFECT_COSMIC_POWER
.byte EFFECT_BULK_UP
.byte EFFECT_CALM_MIND
.byte EFFECT_DRAGON_DANCE
.byte -1
AI_HPAware_DiscouragedEffectsWhenLowHP:
.byte EFFECT_ATTACK_UP
.byte EFFECT_DEFENSE_UP
.byte EFFECT_SPEED_UP
.byte EFFECT_SPECIAL_ATTACK_UP
.byte EFFECT_SPECIAL_DEFENSE_UP
.byte EFFECT_ACCURACY_UP
.byte EFFECT_EVASION_UP
.byte EFFECT_ATTACK_DOWN
.byte EFFECT_DEFENSE_DOWN
.byte EFFECT_SPEED_DOWN
.byte EFFECT_SPECIAL_ATTACK_DOWN
.byte EFFECT_SPECIAL_DEFENSE_DOWN
.byte EFFECT_ACCURACY_DOWN
.byte EFFECT_EVASION_DOWN
.byte EFFECT_BIDE
.byte EFFECT_CONVERSION
.byte EFFECT_LIGHT_SCREEN
.byte EFFECT_MIST
.byte EFFECT_FOCUS_ENERGY
.byte EFFECT_ATTACK_UP_2
.byte EFFECT_DEFENSE_UP_2
.byte EFFECT_SPEED_UP_2
.byte EFFECT_SPECIAL_ATTACK_UP_2
.byte EFFECT_SPECIAL_DEFENSE_UP_2
.byte EFFECT_ACCURACY_UP_2
.byte EFFECT_EVASION_UP_2
.byte EFFECT_ATTACK_DOWN_2
.byte EFFECT_DEFENSE_DOWN_2
.byte EFFECT_SPEED_DOWN_2
.byte EFFECT_SPECIAL_ATTACK_DOWN_2
.byte EFFECT_SPECIAL_DEFENSE_DOWN_2
.byte EFFECT_ACCURACY_DOWN_2
.byte EFFECT_EVASION_DOWN_2
.byte EFFECT_RAGE
.byte EFFECT_CONVERSION_2
.byte EFFECT_LOCK_ON
.byte EFFECT_SAFEGUARD
.byte EFFECT_BELLY_DRUM
.byte EFFECT_PSYCH_UP
.byte EFFECT_MIRROR_COAT
.byte EFFECT_SOLAR_BEAM
.byte EFFECT_ERUPTION
.byte EFFECT_TICKLE
.byte EFFECT_COSMIC_POWER
.byte EFFECT_BULK_UP
.byte EFFECT_CALM_MIND
.byte EFFECT_DRAGON_DANCE
.byte -1
AI_HPAware_DiscouragedEffectsWhenTargetHighHP:
.byte -1
AI_HPAware_DiscouragedEffectsWhenTargetMediumHP:
.byte EFFECT_ATTACK_UP
.byte EFFECT_DEFENSE_UP
.byte EFFECT_SPEED_UP
.byte EFFECT_SPECIAL_ATTACK_UP
.byte EFFECT_SPECIAL_DEFENSE_UP
.byte EFFECT_ACCURACY_UP
.byte EFFECT_EVASION_UP
.byte EFFECT_ATTACK_DOWN
.byte EFFECT_DEFENSE_DOWN
.byte EFFECT_SPEED_DOWN
.byte EFFECT_SPECIAL_ATTACK_DOWN
.byte EFFECT_SPECIAL_DEFENSE_DOWN
.byte EFFECT_ACCURACY_DOWN
.byte EFFECT_EVASION_DOWN
.byte EFFECT_MIST
.byte EFFECT_FOCUS_ENERGY
.byte EFFECT_ATTACK_UP_2
.byte EFFECT_DEFENSE_UP_2
.byte EFFECT_SPEED_UP_2
.byte EFFECT_SPECIAL_ATTACK_UP_2
.byte EFFECT_SPECIAL_DEFENSE_UP_2
.byte EFFECT_ACCURACY_UP_2
.byte EFFECT_EVASION_UP_2
.byte EFFECT_ATTACK_DOWN_2
.byte EFFECT_DEFENSE_DOWN_2
.byte EFFECT_SPEED_DOWN_2
.byte EFFECT_SPECIAL_ATTACK_DOWN_2
.byte EFFECT_SPECIAL_DEFENSE_DOWN_2
.byte EFFECT_ACCURACY_DOWN_2
.byte EFFECT_EVASION_DOWN_2
.byte EFFECT_POISON
.byte EFFECT_PAIN_SPLIT
.byte EFFECT_PERISH_SONG
.byte EFFECT_SAFEGUARD
.byte EFFECT_TICKLE
.byte EFFECT_COSMIC_POWER
.byte EFFECT_BULK_UP
.byte EFFECT_CALM_MIND
.byte EFFECT_DRAGON_DANCE
.byte -1
AI_HPAware_DiscouragedEffectsWhenTargetLowHP:
.byte EFFECT_SLEEP
.byte EFFECT_EXPLOSION
.byte EFFECT_ATTACK_UP
.byte EFFECT_DEFENSE_UP
.byte EFFECT_SPEED_UP
.byte EFFECT_SPECIAL_ATTACK_UP
.byte EFFECT_SPECIAL_DEFENSE_UP
.byte EFFECT_ACCURACY_UP
.byte EFFECT_EVASION_UP
.byte EFFECT_ATTACK_DOWN
.byte EFFECT_DEFENSE_DOWN
.byte EFFECT_SPEED_DOWN
.byte EFFECT_SPECIAL_ATTACK_DOWN
.byte EFFECT_SPECIAL_DEFENSE_DOWN
.byte EFFECT_ACCURACY_DOWN
.byte EFFECT_EVASION_DOWN
.byte EFFECT_BIDE
.byte EFFECT_CONVERSION
.byte EFFECT_TOXIC
.byte EFFECT_LIGHT_SCREEN
.byte EFFECT_OHKO
.byte EFFECT_SUPER_FANG //Maybe supposed to be EFFECT_RAZOR_WIND
.byte EFFECT_SUPER_FANG
.byte EFFECT_MIST
.byte EFFECT_FOCUS_ENERGY
.byte EFFECT_CONFUSE
.byte EFFECT_ATTACK_UP_2
.byte EFFECT_DEFENSE_UP_2
.byte EFFECT_SPEED_UP_2
.byte EFFECT_SPECIAL_ATTACK_UP_2
.byte EFFECT_SPECIAL_DEFENSE_UP_2
.byte EFFECT_ACCURACY_UP_2
.byte EFFECT_EVASION_UP_2
.byte EFFECT_ATTACK_DOWN_2
.byte EFFECT_DEFENSE_DOWN_2
.byte EFFECT_SPEED_DOWN_2
.byte EFFECT_SPECIAL_ATTACK_DOWN_2
.byte EFFECT_SPECIAL_DEFENSE_DOWN_2
.byte EFFECT_ACCURACY_DOWN_2
.byte EFFECT_EVASION_DOWN_2
.byte EFFECT_POISON
.byte EFFECT_PARALYZE
.byte EFFECT_PAIN_SPLIT
.byte EFFECT_CONVERSION_2
.byte EFFECT_LOCK_ON
.byte EFFECT_SPITE
.byte EFFECT_PERISH_SONG
.byte EFFECT_SWAGGER
.byte EFFECT_FURY_CUTTER
.byte EFFECT_ATTRACT
.byte EFFECT_SAFEGUARD
.byte EFFECT_PSYCH_UP
.byte EFFECT_MIRROR_COAT
.byte EFFECT_WILL_O_WISP
.byte EFFECT_TICKLE
.byte EFFECT_COSMIC_POWER
.byte EFFECT_BULK_UP
.byte EFFECT_CALM_MIND
.byte EFFECT_DRAGON_DANCE
.byte -1
@ Given the AI_TryOnAlly at the beginning it's possible that this was the start of a more
@ comprehensive double battle AI script
AI_TrySunnyDayStart:
if_target_is_ally AI_TryOnAlly
if_not_effect EFFECT_SUNNY_DAY, AI_TrySunnyDayStart_End
#ifndef BUGFIX @ funcResult has not been set in this script yet, below call is nonsense
if_equal FALSE, AI_TrySunnyDayStart_End
#endif
is_first_turn_for AI_USER
if_equal FALSE, AI_TrySunnyDayStart_End
score +5
AI_TrySunnyDayStart_End:
end
AI_Roaming:
if_status2 AI_USER, STATUS2_WRAPPED, AI_Roaming_End
if_status2 AI_USER, STATUS2_ESCAPE_PREVENTION, AI_Roaming_End
get_ability AI_TARGET
if_equal ABILITY_SHADOW_TAG, AI_Roaming_End
get_ability AI_USER
if_equal ABILITY_LEVITATE, AI_Roaming_Flee
get_ability AI_TARGET
if_equal ABILITY_ARENA_TRAP, AI_Roaming_End
AI_Roaming_Flee:
flee
AI_Roaming_End:
end
AI_Safari:
if_random_safari_flee AI_Safari_Flee
watch
AI_Safari_Flee:
flee
AI_FirstBattle:
if_hp_equal AI_TARGET, 20, AI_FirstBattle_Flee
if_hp_less_than AI_TARGET, 20, AI_FirstBattle_Flee
end
AI_FirstBattle_Flee:
flee
AI_Ret:
end