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
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AIEnemyTrainerChooseMoves:
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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
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.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
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AIMoveChoiceModificationFunctionPointers:
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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
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AIMoveChoiceModification1:
ld a, [wBattleMonStatus]
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and a
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ret z ; return if no status ailment on player's mon
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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, [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:
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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
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; that fall in-between
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AIMoveChoiceModification2:
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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] ; slightly 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:
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] ; slightly 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] ; slightly discourage this move
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jr .nextMove
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AIMoveChoiceModification4:
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ret
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ReadMove:
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push hl
push de
push bc
dec a
ld hl, Moves
ld bc, MoveEnd - Moves
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call AddNTimes
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
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TrainerClassMoveChoiceModifications:
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db 0 ; YOUNGSTER
db 1,0 ; BUG CATCHER
db 1,0 ; LASS
db 1,3,0 ; SAILOR
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db 1,0 ; JR_TRAINER_M
db 1,0 ; JR_TRAINER_F
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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
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db 1,3,0 ; LT_SURGE
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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"
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TrainerAI:
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and a
ld a, [wIsInBattle]
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dec a
ret z ; if not a trainer, we're done here
ld a, [wLinkState]
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cp LINK_STATE_BATTLING
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ret z
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]
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and a
ret z ; if no AI uses left, we're done here
inc hl
inc a
jr nz, .getpointer
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dec hl
ld a, [hli]
ld [wAICount], a
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.getpointer
ld a, [hli]
ld h, [hl]
ld l, a
call Random
jp hl
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TrainerAIPointers:
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; 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
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JugglerAI:
cp 25 percent + 1
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ret nc
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jp AISwitchIfEnoughMons
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BlackbeltAI:
cp 13 percent - 1
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ret nc
jp AIUseXAttack
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GiovanniAI:
cp 25 percent + 1
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ret nc
jp AIUseGuardSpec
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CooltrainerMAI:
cp 25 percent + 1
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ret nc
jp AIUseXAttack
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CooltrainerFAI:
cp 25 percent + 1
ld a, 10
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call AICheckIfHPBelowFraction
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:
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; 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
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MistyAI:
cp 25 percent + 1
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ret nc
jp AIUseXDefend
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LtSurgeAI:
cp 25 percent + 1
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ret nc
jp AIUseXSpeed
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ErikaAI:
cp 50 percent + 1
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ret nc
ld a, 10
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call AICheckIfHPBelowFraction
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ret nc
jp AIUseSuperPotion
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KogaAI:
cp 25 percent + 1
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ret nc
jp AIUseXAttack
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BlaineAI:
cp 25 percent + 1
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ret nc
jp AIUseSuperPotion
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SabrinaAI:
cp 25 percent + 1
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ret nc
ld a, 10
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call AICheckIfHPBelowFraction
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ret nc
jp AIUseHyperPotion
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Sony2AI:
cp 13 percent - 1
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ret nc
ld a, 5
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call AICheckIfHPBelowFraction
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ret nc
jp AIUsePotion
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Sony3AI:
cp 13 percent - 1
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ret nc
ld a, 5
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call AICheckIfHPBelowFraction
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ret nc
jp AIUseFullRestore
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LoreleiAI:
cp 50 percent + 1
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ret nc
ld a, 5
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call AICheckIfHPBelowFraction
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ret nc
jp AIUseSuperPotion
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BrunoAI:
cp 25 percent + 1
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ret nc
jp AIUseXDefend
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AgathaAI:
cp 8 percent
jp c, AISwitchIfEnoughMons
cp 50 percent + 1
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ret nc
ld a, 4
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call AICheckIfHPBelowFraction
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ret nc
jp AIUseSuperPotion
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LanceAI:
cp 50 percent + 1
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ret nc
ld a, 5
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call AICheckIfHPBelowFraction
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ret nc
jp AIUseHyperPotion
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GenericAI:
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and a ; clear carry
ret
; end of individual trainer AI routines
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DecrementAICount:
ld hl, wAICount
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dec [hl]
scf
ret
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AIPlayRestoringSFX:
ld a, SFX_HEAL_AILMENT
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jp PlaySoundWaitForCurrent
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AIUseFullRestore:
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call AICureStatus
ld a, FULL_RESTORE
ld [wAIItem], a
ld de, wHPBarOldHP
ld hl, wEnemyMonHP + 1
ld a, [hld]
ld [de], a
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inc de
ld a, [hl]
ld [de], a
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inc de
ld hl, wEnemyMonMaxHP + 1
ld a, [hld]
ld [de], a
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inc de
ld [wHPBarMaxHP], a
ld [wEnemyMonHP + 1], a
ld a, [hl]
ld [de], a
ld [wHPBarMaxHP+1], a
ld [wEnemyMonHP], a
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jr AIPrintItemUseAndUpdateHPBar
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AIUsePotion:
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; enemy trainer heals his monster with a potion
ld a, POTION
ld b, 20
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jr AIRecoverHP
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AIUseSuperPotion:
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; enemy trainer heals his monster with a super potion
ld a, SUPER_POTION
ld b, 50
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jr AIRecoverHP
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AIUseHyperPotion:
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; enemy trainer heals his monster with a hyper potion
ld a, HYPER_POTION
ld b, 200
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; fallthrough
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AIRecoverHP:
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; heal b HP and print "trainer used $(a) on pokemon!"
ld [wAIItem], a
ld hl, wEnemyMonHP + 1
ld a, [hl]
ld [wHPBarOldHP], a
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add b
ld [hld], a
ld [wHPBarNewHP], a
ld a, [hl]
ld [wHPBarOldHP+1], a
ld [wHPBarNewHP+1], a
jr nc, .next
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inc a
ld [hl], a
ld [wHPBarNewHP+1], a
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.next
inc hl
ld a, [hld]
ld b, a
ld de, wEnemyMonMaxHP + 1
ld a, [de]
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dec de
ld [wHPBarMaxHP], a
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sub b
ld a, [hli]
ld b, a
ld a, [de]
ld [wHPBarMaxHP+1], a
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sbc b
jr nc, AIPrintItemUseAndUpdateHPBar
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inc de
ld a, [de]
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dec de
ld [hld], a
ld [wHPBarNewHP], a
ld a, [de]
ld [hl], a
ld [wHPBarNewHP+1], a
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; fallthrough
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AIPrintItemUseAndUpdateHPBar:
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call AIPrintItemUse_
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coord hl, 2, 2
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xor a
ld [wHPBarType], a
predef UpdateHPBar2
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jp DecrementAICount
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AISwitchIfEnoughMons:
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; enemy trainer switches if there are 3 or more unfainted mons in party
ld a, [wEnemyPartyCount]
ld c, a
ld hl, wEnemyMon1HP
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ld d, 0 ; keep count of unfainted monsters
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; count how many monsters haven't fainted yet
.loop
ld a, [hli]
ld b, a
ld a, [hld]
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or b
jr z, .Fainted ; has monster fainted?
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inc d
.Fainted
push bc
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ld bc, wEnemyMon2 - wEnemyMon1
add hl, bc
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pop bc
dec c
jr nz, .loop
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ld a, d ; how many available monsters are there?
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cp 2 ; don't bother if only 1 or 2
jp nc, SwitchEnemyMon
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and a
ret
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SwitchEnemyMon:
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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
ld bc, 4
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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.
ld a, 1
ld [wFirstMonsNotOutYet], a
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callab EnemySendOut
xor a
ld [wFirstMonsNotOutYet], a
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ld a, [wLinkState]
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cp LINK_STATE_BATTLING
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ret z
scf
ret
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AIBattleWithdrawText:
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TX_FAR _AIBattleWithdrawText
db "@"
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AIUseFullHeal:
call AIPlayRestoringSFX
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call AICureStatus
ld a, FULL_HEAL
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jp AIPrintItemUse
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AICureStatus:
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; 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
ld hl, wEnemyBattleStatus3
res 0, [hl]
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ret
AIUseXAccuracy: ; unused
call AIPlayRestoringSFX
ld hl, wEnemyBattleStatus2
set 0, [hl]
ld a, X_ACCURACY
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jp AIPrintItemUse
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AIUseGuardSpec:
call AIPlayRestoringSFX
ld hl, wEnemyBattleStatus2
set 1, [hl]
ld a, GUARD_SPEC
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jp AIPrintItemUse
AIUseDireHit: ; unused
call AIPlayRestoringSFX
ld hl, wEnemyBattleStatus2
set 2, [hl]
ld a, DIRE_HIT
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jp AIPrintItemUse
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AICheckIfHPBelowFraction:
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; return carry if enemy trainer's current HP is below 1 / a of the maximum
ld [H_DIVISOR], a
ld hl, wEnemyMonMaxHP
ld a, [hli]
ld [H_DIVIDEND], a
ld a, [hl]
ld [H_DIVIDEND + 1], a
ld b, 2
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call Divide
ld a, [H_QUOTIENT + 3]
ld c, a
ld a, [H_QUOTIENT + 2]
ld b, a
ld hl, wEnemyMonHP + 1
ld a, [hld]
ld e, a
ld a, [hl]
ld d, a
ld a, d
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sub b
ret nz
ld a, e
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sub c
ret
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AIUseXAttack:
ld b, $A
ld a, X_ATTACK
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jr AIIncreaseStat
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AIUseXDefend:
ld b, $B
ld a, X_DEFEND
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jr AIIncreaseStat
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AIUseXSpeed:
ld b, $C
ld a, X_SPEED
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jr AIIncreaseStat
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AIUseXSpecial:
ld b, $D
ld a, X_SPECIAL
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; fallthrough
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AIIncreaseStat:
ld [wAIItem], a
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push bc
call AIPrintItemUse_
pop bc
ld hl, wEnemyMoveEffect
ld a, [hld]
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push af
ld a, [hl]
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push af
push hl
ld a, ANIM_AF
ld [hli], a
ld [hl], b
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callab StatModifierUpEffect
pop hl
pop af
ld [hli], a
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pop af
ld [hl], a
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jp DecrementAICount
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AIPrintItemUse:
ld [wAIItem], a
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call AIPrintItemUse_
jp DecrementAICount
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AIPrintItemUse_:
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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
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AIBattleUseItemText:
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TX_FAR _AIBattleUseItemText
db "@"