Add Memento to Risky AI flag (#5032)
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1 changed files with 7 additions and 1 deletions
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@ -4911,6 +4911,8 @@ static s32 AI_SetupFirstTurn(u32 battlerAtk, u32 battlerDef, u32 move, s32 score
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static s32 AI_Risky(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
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static s32 AI_Risky(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
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{
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{
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u8 i;
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u8 i;
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struct AiLogicData *aiData = AI_DATA;
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if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
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if (IS_TARGETING_PARTNER(battlerAtk, battlerDef))
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return score;
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return score;
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@ -4933,12 +4935,16 @@ static s32 AI_Risky(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
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break;
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break;
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// +2 Score
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// +2 Score
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case EFFECT_MEMENTO:
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if (aiData->hpPercents[battlerAtk] < 50 && AI_RandLessThan(128))
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ADJUST_SCORE(AVERAGE_RISKY_EFFECT);
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break;
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case EFFECT_REVENGE:
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case EFFECT_REVENGE:
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if (gSpeciesInfo[gBattleMons[battlerDef].species].baseSpeed >= gSpeciesInfo[gBattleMons[battlerAtk].species].baseSpeed + 10)
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if (gSpeciesInfo[gBattleMons[battlerDef].species].baseSpeed >= gSpeciesInfo[gBattleMons[battlerAtk].species].baseSpeed + 10)
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ADJUST_SCORE(AVERAGE_RISKY_EFFECT);
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ADJUST_SCORE(AVERAGE_RISKY_EFFECT);
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break;
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break;
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case EFFECT_BELLY_DRUM:
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case EFFECT_BELLY_DRUM:
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if (gBattleMons[battlerAtk].hp >= gBattleMons[battlerAtk].maxHP * 90 / 100)
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if (aiData->hpPercents[battlerAtk] >= 90)
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ADJUST_SCORE(AVERAGE_RISKY_EFFECT);
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ADJUST_SCORE(AVERAGE_RISKY_EFFECT);
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break;
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break;
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case EFFECT_MAX_HP_50_RECOIL:
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case EFFECT_MAX_HP_50_RECOIL:
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