#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/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_UnknownTypeList, AI_CV_AttackDown_End get_target_type2 if_in_bytes AI_CV_AttackDown_UnknownTypeList, AI_CV_AttackDown_End if_random_less_than 50, AI_CV_AttackDown_End score -2 AI_CV_AttackDown_End: end AI_CV_AttackDown_UnknownTypeList: .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 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_Counter7 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: 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 if_random_less_than 50, AI_CV_Counter_End AI_CV_Counter7: if_random_less_than 100, AI_CV_Counter8 score +4 AI_CV_Counter8: 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 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: 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 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