pokered/engine/battle/trainer_ai.asm

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2014-05-22 22:13:20 +00:00
; creates a set of moves that may be used and returns its address in hl
; unused slots are filled with 0, all used slots may be chosen with equal probability
AIEnemyTrainerChooseMoves: ; 39719 (e:5719)
ld a, $a
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ld hl, wBuffer ; init temporary move selection array. Only the moves with the lowest numbers are chosen in the end
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ld [hli], a ; move 1
ld [hli], a ; move 2
ld [hli], a ; move 3
ld [hl], a ; move 4
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ld a, [wEnemyDisabledMove] ; forbid disabled move (if any)
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swap a
and $f
jr z, .noMoveDisabled
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ld hl, wBuffer
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dec a
ld c, a
ld b, $0
add hl, bc ; advance pointer to forbidden move
ld [hl], $50 ; forbid (highly discourage) disabled move
.noMoveDisabled
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ld hl, TrainerClassMoveChoiceModifications
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ld a, [wTrainerClass]
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ld b, a
.loopTrainerClasses
dec b
jr z, .readTrainerClassData
.loopTrainerClassData
ld a, [hli]
and a
jr nz, .loopTrainerClassData
jr .loopTrainerClasses
.readTrainerClassData
ld a, [hl]
and a
jp z, .useOriginalMoveSet
push hl
.nextMoveChoiceModification
pop hl
ld a, [hli]
and a
jr z, .loopFindMinimumEntries
push hl
ld hl, AIMoveChoiceModificationFunctionPointers
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dec a
add a
ld c, a
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ld b, 0
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add hl, bc ; skip to pointer
ld a, [hli] ; read pointer into hl
ld h, [hl]
ld l, a
ld de, .nextMoveChoiceModification ; set return address
push de
jp [hl] ; execute modification function
.loopFindMinimumEntries ; all entries will be decremented sequentially until one of them is zero
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ld hl, wBuffer ; temp move selection array
ld de, wEnemyMonMoves ; enemy moves
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ld c, NUM_MOVES
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.loopDecrementEntries
ld a, [de]
inc de
and a
jr z, .loopFindMinimumEntries
dec [hl]
jr z, .minimumEntriesFound
inc hl
dec c
jr z, .loopFindMinimumEntries
jr .loopDecrementEntries
.minimumEntriesFound
ld a, c
.loopUndoPartialIteration ; undo last (partial) loop iteration
inc [hl]
dec hl
inc a
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cp NUM_MOVES + 1
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jr nz, .loopUndoPartialIteration
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ld hl, wBuffer ; temp move selection array
ld de, wEnemyMonMoves ; enemy moves
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ld c, NUM_MOVES
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.filterMinimalEntries ; all minimal entries now have value 1. All other slots will be disabled (move set to 0)
ld a, [de]
and a
jr nz, .moveExisting
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ld [hl], a
.moveExisting
ld a, [hl]
dec a
jr z, .slotWithMinimalValue
xor a
ld [hli], a ; disable move slot
jr .next
.slotWithMinimalValue
ld a, [de]
ld [hli], a ; enable move slot
.next
inc de
dec c
jr nz, .filterMinimalEntries
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ld hl, wBuffer ; use created temporary array as move set
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ret
.useOriginalMoveSet
ld hl, wEnemyMonMoves ; use original move set
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ret
AIMoveChoiceModificationFunctionPointers: ; 397a3 (e:57a3)
dw AIMoveChoiceModification1
dw AIMoveChoiceModification2
dw AIMoveChoiceModification3
dw AIMoveChoiceModification4 ; unused, does nothing
; discourages moves that cause no damage but only a status ailment if player's mon already has one
AIMoveChoiceModification1: ; 397ab (e:57ab)
ld a, [wBattleMonStatus]
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and a
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ret z ; return if no status ailment on player's mon
ld hl, wBuffer - 1 ; temp move selection array (-1 byte offest)
ld de, wEnemyMonMoves ; enemy moves
ld b, NUM_MOVES + 1
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.nextMove
dec b
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ret z ; processed all 4 moves
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inc hl
ld a, [de]
and a
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ret z ; no more moves in move set
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inc de
call ReadMove
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ld a, [wEnemyMovePower]
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and a
jr nz, .nextMove
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ld a, [wEnemyMoveEffect]
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push hl
push de
push bc
ld hl, StatusAilmentMoveEffects
ld de, $0001
call IsInArray
pop bc
pop de
pop hl
jr nc, .nextMove
ld a, [hl]
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add $5 ; heavily discourage move
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ld [hl], a
jr .nextMove
StatusAilmentMoveEffects: ; 57e2
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db $01 ; unused sleep effect
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db SLEEP_EFFECT
db POISON_EFFECT
db PARALYZE_EFFECT
db $FF
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; slightly encourage moves with specific effects.
; in particular, stat-modifying moves and other move effects
; that fall in-bewteen
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AIMoveChoiceModification2: ; 397e7 (e:57e7)
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ld a, [wAILayer2Encouragement]
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cp $1
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ret nz
ld hl, wBuffer - 1 ; temp move selection array (-1 byte offset)
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ld de, wEnemyMonMoves ; enemy moves
ld b, NUM_MOVES + 1
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.nextMove
dec b
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ret z ; processed all 4 moves
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inc hl
ld a, [de]
and a
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ret z ; no more moves in move set
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inc de
call ReadMove
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ld a, [wEnemyMoveEffect]
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cp ATTACK_UP1_EFFECT
jr c, .nextMove
cp BIDE_EFFECT
jr c, .preferMove
cp ATTACK_UP2_EFFECT
jr c, .nextMove
cp POISON_EFFECT
jr c, .preferMove
jr .nextMove
.preferMove
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dec [hl] ; sligthly encourage this move
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jr .nextMove
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; encourages moves that are effective against the player's mon (even if non-damaging).
; discourage damaging moves that are ineffective or not very effective against the player's mon,
; unless there's no damaging move that deals at least neutral damage
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AIMoveChoiceModification3: ; 39817 (e:5817)
ld hl, wBuffer - 1 ; temp move selection array (-1 byte offset)
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ld de, wEnemyMonMoves ; enemy moves
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ld b, NUM_MOVES + 1
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.nextMove
dec b
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ret z ; processed all 4 moves
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inc hl
ld a, [de]
and a
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ret z ; no more moves in move set
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inc de
call ReadMove
push hl
push bc
push de
callab AIGetTypeEffectiveness
pop de
pop bc
pop hl
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ld a, [wTypeEffectiveness]
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cp $10
jr z, .nextMove
jr c, .notEffectiveMove
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dec [hl] ; sligthly encourage this move
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jr .nextMove
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.notEffectiveMove ; discourages non-effective moves if better moves are available
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push hl
push de
push bc
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ld a, [wEnemyMoveType]
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ld d, a
ld hl, wEnemyMonMoves ; enemy moves
ld b, NUM_MOVES + 1
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ld c, $0
.loopMoves
dec b
jr z, .done
ld a, [hli]
and a
jr z, .done
call ReadMove
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ld a, [wEnemyMoveEffect]
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cp SUPER_FANG_EFFECT
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jr z, .betterMoveFound ; Super Fang is considered to be a better move
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cp SPECIAL_DAMAGE_EFFECT
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jr z, .betterMoveFound ; any special damage moves are considered to be better moves
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cp FLY_EFFECT
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jr z, .betterMoveFound ; Fly is considered to be a better move
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ld a, [wEnemyMoveType]
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cp d
jr z, .loopMoves
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ld a, [wEnemyMovePower]
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and a
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jr nz, .betterMoveFound ; damaging moves of a different type are considered to be better moves
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jr .loopMoves
.betterMoveFound
ld c, a
.done
ld a, c
pop bc
pop de
pop hl
and a
jr z, .nextMove
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inc [hl] ; sligthly discourage this move
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jr .nextMove
AIMoveChoiceModification4: ; 39883 (e:5883)
ret
ReadMove: ; 39884 (e:5884)
push hl
push de
push bc
dec a
ld hl,Moves
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ld bc,MoveEnd - Moves
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call AddNTimes
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ld de,wEnemyMoveNum
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call CopyData
pop bc
pop de
pop hl
ret
; move choice modification methods that are applied for each trainer class
; 0 is sentinel value
TrainerClassMoveChoiceModifications: ; 3989b (e:589b)
db 0 ; YOUNGSTER
db 1,0 ; BUG CATCHER
db 1,0 ; LASS
db 1,3,0 ; SAILOR
db 1,0 ; JR__TRAINER_M
db 1,0 ; JR__TRAINER_F
db 1,2,3,0; POKEMANIAC
db 1,2,0 ; SUPER_NERD
db 1,0 ; HIKER
db 1,0 ; BIKER
db 1,3,0 ; BURGLAR
db 1,0 ; ENGINEER
db 1,2,0 ; JUGGLER_X
db 1,3,0 ; FISHER
db 1,3,0 ; SWIMMER
db 0 ; CUE_BALL
db 1,0 ; GAMBLER
db 1,3,0 ; BEAUTY
db 1,2,0 ; PSYCHIC_TR
db 1,3,0 ; ROCKER
db 1,0 ; JUGGLER
db 1,0 ; TAMER
db 1,0 ; BIRD_KEEPER
db 1,0 ; BLACKBELT
db 1,0 ; SONY1
db 1,3,0 ; PROF_OAK
db 1,2,0 ; CHIEF
db 1,2,0 ; SCIENTIST
db 1,3,0 ; GIOVANNI
db 1,0 ; ROCKET
db 1,3,0 ; COOLTRAINER_M
db 1,3,0 ; COOLTRAINER_F
db 1,0 ; BRUNO
db 1,0 ; BROCK
db 1,3,0 ; MISTY
db 1,3,0 ; LT__SURGE
db 1,3,0 ; ERIKA
db 1,3,0 ; KOGA
db 1,3,0 ; BLAINE
db 1,3,0 ; SABRINA
db 1,2,0 ; GENTLEMAN
db 1,3,0 ; SONY2
db 1,3,0 ; SONY3
db 1,2,3,0; LORELEI
db 1,0 ; CHANNELER
db 1,0 ; AGATHA
db 1,3,0 ; LANCE
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INCLUDE "engine/battle/trainer_pic_money_pointers.asm"
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INCLUDE "text/trainer_names.asm"
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INCLUDE "engine/battle/bank_e_misc.asm"
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INCLUDE "engine/battle/read_trainer_party.asm"
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INCLUDE "data/trainer_moves.asm"
INCLUDE "data/trainer_parties.asm"
TrainerAI: ; 3a52e (e:652e)
and a
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ld a,[wIsInBattle]
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dec a
ret z ; if not a trainer, we're done here
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ld a,[wLinkState]
cp LINK_STATE_BATTLING
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ret z
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ld a,[wTrainerClass] ; what trainer class is this?
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dec a
ld c,a
ld b,0
ld hl,TrainerAIPointers
add hl,bc
add hl,bc
add hl,bc
ld a,[wAICount]
and a
ret z ; if no AI uses left, we're done here
inc hl
inc a
jr nz,.getpointer
dec hl
ld a,[hli]
ld [wAICount],a
.getpointer
ld a,[hli]
ld h,[hl]
ld l,a
call Random
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jp [hl]
TrainerAIPointers: ; 3a55c (e:655c)
; one entry per trainer class
; first byte, number of times (per Pokémon) it can occur
; next two bytes, pointer to AI subroutine for trainer class
dbw 3,GenericAI
dbw 3,GenericAI
dbw 3,GenericAI
dbw 3,GenericAI
dbw 3,GenericAI
dbw 3,GenericAI
dbw 3,GenericAI
dbw 3,GenericAI
dbw 3,GenericAI
dbw 3,GenericAI
dbw 3,GenericAI
dbw 3,GenericAI
dbw 3,JugglerAI ; juggler_x
dbw 3,GenericAI
dbw 3,GenericAI
dbw 3,GenericAI
dbw 3,GenericAI
dbw 3,GenericAI
dbw 3,GenericAI
dbw 3,GenericAI
dbw 3,JugglerAI ; juggler
dbw 3,GenericAI
dbw 3,GenericAI
dbw 2,BlackbeltAI ; blackbelt
dbw 3,GenericAI
dbw 3,GenericAI
dbw 1,GenericAI ; chief
dbw 3,GenericAI
dbw 1,GiovanniAI ; giovanni
dbw 3,GenericAI
dbw 2,CooltrainerMAI ; cooltrainerm
dbw 1,CooltrainerFAI ; cooltrainerf
dbw 2,BrunoAI ; bruno
dbw 5,BrockAI ; brock
dbw 1,MistyAI ; misty
dbw 1,LtSurgeAI ; surge
dbw 1,ErikaAI ; erika
dbw 2,KogaAI ; koga
dbw 2,BlaineAI ; blaine
dbw 1,SabrinaAI ; sabrina
dbw 3,GenericAI
dbw 1,Sony2AI ; sony2
dbw 1,Sony3AI ; sony3
dbw 2,LoreleiAI ; lorelei
dbw 3,GenericAI
dbw 2,AgathaAI ; agatha
dbw 1,LanceAI ; lance
JugglerAI: ; 3a5e9 (e:65e9)
cp $40
ret nc
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jp AISwitchIfEnoughMons
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BlackbeltAI: ; 3a5ef (e:65ef)
cp $20
ret nc
jp AIUseXAttack
GiovanniAI: ; 3a5f5 (e:65f5)
cp $40
ret nc
jp AIUseGuardSpec
CooltrainerMAI: ; 3a5fb (e:65fb)
cp $40
ret nc
jp AIUseXAttack
CooltrainerFAI: ; 3a601 (e:6601)
cp $40
ld a,$A
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call AICheckIfHPBelowFraction
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jp c,AIUseHyperPotion
ld a,5
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call AICheckIfHPBelowFraction
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ret nc
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jp AISwitchIfEnoughMons
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BrockAI: ; 3a614 (e:6614)
; if his active monster has a status condition, use a full heal
ld a,[wEnemyMonStatus]
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and a
ret z
jp AIUseFullHeal
MistyAI: ; 3a61c (e:661c)
cp $40
ret nc
jp AIUseXDefend
LtSurgeAI: ; 3a622 (e:6622)
cp $40
ret nc
jp AIUseXSpeed
ErikaAI: ; 3a628 (e:6628)
cp $80
ret nc
ld a,$A
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call AICheckIfHPBelowFraction
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ret nc
jp AIUseSuperPotion
KogaAI: ; 3a634 (e:6634)
cp $40
ret nc
jp AIUseXAttack
BlaineAI: ; 3a63a (e:663a)
cp $40
ret nc
jp AIUseSuperPotion
SabrinaAI: ; 3a640 (e:6640)
cp $40
ret nc
ld a,$A
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call AICheckIfHPBelowFraction
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ret nc
jp AIUseHyperPotion
Sony2AI: ; 3a64c (e:664c)
cp $20
ret nc
ld a,5
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call AICheckIfHPBelowFraction
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ret nc
jp AIUsePotion
Sony3AI: ; 3a658 (e:6658)
cp $20
ret nc
ld a,5
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call AICheckIfHPBelowFraction
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ret nc
jp AIUseFullRestore
LoreleiAI: ; 3a664 (e:6664)
cp $80
ret nc
ld a,5
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call AICheckIfHPBelowFraction
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ret nc
jp AIUseSuperPotion
BrunoAI: ; 3a670 (e:6670)
cp $40
ret nc
jp AIUseXDefend
AgathaAI: ; 3a676 (e:6676)
cp $14
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jp c,AISwitchIfEnoughMons
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cp $80
ret nc
ld a,4
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call AICheckIfHPBelowFraction
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ret nc
jp AIUseSuperPotion
LanceAI: ; 3a687 (e:6687)
cp $80
ret nc
ld a,5
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call AICheckIfHPBelowFraction
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ret nc
jp AIUseHyperPotion
GenericAI: ; 3a693 (e:6693)
and a ; clear carry
ret
; end of individual trainer AI routines
DecrementAICount: ; 3a695 (e:6695)
ld hl,wAICount
dec [hl]
scf
ret
AIPlayRestoringSFX: ; 3a69b (e:669b)
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ld a,SFX_HEAL_AILMENT
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jp PlaySoundWaitForCurrent
AIUseFullRestore: ; 3a6a0 (e:66a0)
call AICureStatus
ld a,FULL_RESTORE
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ld [wAIItem],a
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ld de,wHPBarOldHP
ld hl,wEnemyMonHP + 1
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ld a,[hld]
ld [de],a
inc de
ld a,[hl]
ld [de],a
inc de
ld hl,wEnemyMonMaxHP + 1
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ld a,[hld]
ld [de],a
inc de
ld [wHPBarMaxHP],a
ld [wEnemyMonHP + 1],a
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ld a,[hl]
ld [de],a
ld [wHPBarMaxHP+1],a
ld [wEnemyMonHP],a
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jr AIPrintItemUseAndUpdateHPBar
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AIUsePotion: ; 3a6ca (e:66ca)
; enemy trainer heals his monster with a potion
ld a,POTION
ld b,20
jr AIRecoverHP
AIUseSuperPotion: ; 3a6d0 (e:66d0)
; enemy trainer heals his monster with a super potion
ld a,SUPER_POTION
ld b,50
jr AIRecoverHP
AIUseHyperPotion: ; 3a6d6 (e:66d6)
; enemy trainer heals his monster with a hyper potion
ld a,HYPER_POTION
ld b,200
; fallthrough
AIRecoverHP: ; 3a6da (e:66da)
; heal b HP and print "trainer used $(a) on pokemon!"
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ld [wAIItem],a
ld hl,wEnemyMonHP + 1
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ld a,[hl]
ld [wHPBarOldHP],a
add b
ld [hld],a
ld [wHPBarNewHP],a
ld a,[hl]
ld [wHPBarOldHP+1],a
ld [wHPBarNewHP+1],a
jr nc,.next
inc a
ld [hl],a
ld [wHPBarNewHP+1],a
.next
inc hl
ld a,[hld]
ld b,a
ld de,wEnemyMonMaxHP + 1
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ld a,[de]
dec de
ld [wHPBarMaxHP],a
sub b
ld a,[hli]
ld b,a
ld a,[de]
ld [wHPBarMaxHP+1],a
sbc b
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jr nc,AIPrintItemUseAndUpdateHPBar
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inc de
ld a,[de]
dec de
ld [hld],a
ld [wHPBarNewHP],a
ld a,[de]
ld [hl],a
ld [wHPBarNewHP+1],a
; fallthrough
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AIPrintItemUseAndUpdateHPBar: ; 3a718 (e:6718)
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call AIPrintItemUse_
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coord hl, 2, 2
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xor a
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ld [wHPBarType],a
predef UpdateHPBar2
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jp DecrementAICount
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AISwitchIfEnoughMons: ; 3a72a (e:672a)
; enemy trainer switches if there are 3 or more unfainted mons in party
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ld a,[wEnemyPartyCount]
ld c,a
ld hl,wEnemyMon1HP
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ld d,0 ; keep count of unfainted monsters
; count how many monsters haven't fainted yet
.loop
ld a,[hli]
ld b,a
ld a,[hld]
or b
jr z,.Fainted ; has monster fainted?
inc d
.Fainted
push bc
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ld bc, wEnemyMon2 - wEnemyMon1
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add hl,bc
pop bc
dec c
jr nz,.loop
ld a,d ; how many available monsters are there?
cp 2 ; don't bother if only 1 or 2
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jp nc,SwitchEnemyMon
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and a
ret
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SwitchEnemyMon: ; 3a74b (e:674b)
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; prepare to withdraw the active monster: copy hp, number, and status to roster
ld a,[wEnemyMonPartyPos]
ld hl,wEnemyMon1HP
ld bc,wEnemyMon2 - wEnemyMon1
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call AddNTimes
ld d,h
ld e,l
ld hl,wEnemyMonHP
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ld bc,4
call CopyData
ld hl, AIBattleWithdrawText
call PrintText
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; This wFirstMonsNotOutYet variable is abused to prevent the player from
; switching in a new mon in response to this switch.
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ld a,1
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ld [wFirstMonsNotOutYet],a
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callab EnemySendOut
xor a
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ld [wFirstMonsNotOutYet],a
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ld a,[wLinkState]
cp LINK_STATE_BATTLING
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ret z
scf
ret
AIBattleWithdrawText: ; 3a781 (e:6781)
TX_FAR _AIBattleWithdrawText
db "@"
AIUseFullHeal: ; 3a786 (e:6786)
call AIPlayRestoringSFX
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call AICureStatus
ld a,FULL_HEAL
jp AIPrintItemUse
AICureStatus: ; 3a791 (e:6791)
; cures the status of enemy's active pokemon
ld a,[wEnemyMonPartyPos]
ld hl,wEnemyMon1Status
ld bc,wEnemyMon2 - wEnemyMon1
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call AddNTimes
xor a
ld [hl],a ; clear status in enemy team roster
ld [wEnemyMonStatus],a ; clear status of active enemy
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ld hl,wEnemyBattleStatus3
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res 0,[hl]
ret
AIUseXAccuracy: ; 0x3a7a8 unused
call AIPlayRestoringSFX
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ld hl,wEnemyBattleStatus2
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set 0,[hl]
ld a,X_ACCURACY
jp AIPrintItemUse
AIUseGuardSpec: ; 3a7b5 (e:67b5)
call AIPlayRestoringSFX
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ld hl,wEnemyBattleStatus2
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set 1,[hl]
ld a,GUARD_SPEC_
jp AIPrintItemUse
AIUseDireHit: ; 0x3a7c2 unused
call AIPlayRestoringSFX
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ld hl,wEnemyBattleStatus2
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set 2,[hl]
ld a,DIRE_HIT
jp AIPrintItemUse
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AICheckIfHPBelowFraction: ; 3a7cf (e:67cf)
; return carry if enemy trainer's current HP is below 1 / a of the maximum
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ld [H_DIVISOR],a
ld hl,wEnemyMonMaxHP
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ld a,[hli]
ld [H_DIVIDEND],a
ld a,[hl]
ld [H_DIVIDEND + 1],a
ld b,2
call Divide
ld a,[H_QUOTIENT + 3]
ld c,a
ld a,[H_QUOTIENT + 2]
ld b,a
ld hl,wEnemyMonHP + 1
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ld a,[hld]
ld e,a
ld a,[hl]
ld d,a
ld a,d
sub b
ret nz
ld a,e
sub c
ret
AIUseXAttack: ; 3a7f2 (e:67f2)
ld b,$A
ld a,X_ATTACK
jr AIIncreaseStat
AIUseXDefend: ; 3a7f8 (e:67f8)
ld b,$B
ld a,X_DEFEND
jr AIIncreaseStat
AIUseXSpeed: ; 3a7fe (e:67fe)
ld b,$C
ld a,X_SPEED
jr AIIncreaseStat
AIUseXSpecial: ; 3a804 (e:6804)
ld b,$D
ld a,X_SPECIAL
; fallthrough
AIIncreaseStat: ; 3a808 (e:6808)
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ld [wAIItem],a
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push bc
call AIPrintItemUse_
pop bc
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ld hl,wEnemyMoveEffect
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ld a,[hld]
push af
ld a,[hl]
push af
push hl
ld a,ANIM_AF
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ld [hli],a
ld [hl],b
callab StatModifierUpEffect
pop hl
pop af
ld [hli],a
pop af
ld [hl],a
jp DecrementAICount
AIPrintItemUse: ; 3a82c (e:682c)
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ld [wAIItem],a
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call AIPrintItemUse_
jp DecrementAICount
AIPrintItemUse_: ; 3a835 (e:6835)
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; print "x used [wAIItem] on z!"
ld a,[wAIItem]
ld [wd11e],a
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call GetItemName
ld hl, AIBattleUseItemText
jp PrintText
AIBattleUseItemText: ; 3a844 (e:6844)
TX_FAR _AIBattleUseItemText
db "@"