Removed AI_FLAG_HELP_PARTNER (#4918)
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2 changed files with 10 additions and 11 deletions
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@ -39,17 +39,16 @@
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#define AI_FLAG_NEGATE_UNAWARE (1 << 10) // AI is NOT aware of negating effects like wonder room, mold breaker, etc
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#define AI_FLAG_WILL_SUICIDE (1 << 11) // AI will use explosion / self destruct / final gambit / etc
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// New, Trainer Strategy Flags
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#define AI_FLAG_HELP_PARTNER (1 << 12) // AI can try to help partner. If not set, will tend not to target partner
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#define AI_FLAG_PREFER_STATUS_MOVES (1 << 13) // AI gets a score bonus for status moves. Should be combined with AI_FLAG_CHECK_BAD_MOVE to prevent using only status moves
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#define AI_FLAG_STALL (1 << 14) // AI stalls battle and prefers secondary damage/trapping/etc. TODO not finished
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#define AI_FLAG_SMART_SWITCHING (1 << 15) // AI includes a lot more switching checks. Automatically includes AI_FLAG_SMART_MON_CHOICES.
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#define AI_FLAG_ACE_POKEMON (1 << 16) // AI has an Ace Pokemon. The last Pokemon in the party will not be used until it's the last one remaining.
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#define AI_FLAG_OMNISCIENT (1 << 17) // AI has full knowledge of player moves, abilities, hold items
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#define AI_FLAG_SMART_MON_CHOICES (1 << 18) // AI will make smarter decisions when choosing which mon to send out mid-battle and after a KO, which are separate decisions. Automatically included by AI_FLAG_SMART_SWITCHING.
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#define AI_FLAG_CONSERVATIVE (1 << 19) // AI assumes all moves will low roll damage
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#define AI_FLAG_SEQUENCE_SWITCHING (1 << 20) // AI switches in mons in exactly party order, and never switches mid-battle
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#define AI_FLAG_PREFER_STATUS_MOVES (1 << 12) // AI gets a score bonus for status moves. Should be combined with AI_FLAG_CHECK_BAD_MOVE to prevent using only status moves
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#define AI_FLAG_STALL (1 << 13) // AI stalls battle and prefers secondary damage/trapping/etc. TODO not finished
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#define AI_FLAG_SMART_SWITCHING (1 << 14) // AI includes a lot more switching checks. Automatically includes AI_FLAG_SMART_MON_CHOICES.
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#define AI_FLAG_ACE_POKEMON (1 << 15) // AI has an Ace Pokemon. The last Pokemon in the party will not be used until it's the last one remaining.
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#define AI_FLAG_OMNISCIENT (1 << 16) // AI has full knowledge of player moves, abilities, hold items
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#define AI_FLAG_SMART_MON_CHOICES (1 << 17) // AI will make smarter decisions when choosing which mon to send out mid-battle and after a KO, which are separate decisions. Automatically included by AI_FLAG_SMART_SWITCHING.
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#define AI_FLAG_CONSERVATIVE (1 << 18) // AI assumes all moves will low roll damage
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#define AI_FLAG_SEQUENCE_SWITCHING (1 << 19) // AI switches in mons in exactly party order, and never switches mid-battle
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#define AI_FLAG_COUNT 21
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#define AI_FLAG_COUNT 20
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// 'other' ai logic flags
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#define AI_FLAG_ROAMING (1 << 29)
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@ -70,7 +70,7 @@ static s32 (*const sBattleAiFuncTable[])(u32, u32, u32, s32) =
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[9] = AI_PowerfulStatus, // AI_FLAG_POWERFUL_STATUS
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[10] = NULL, // AI_FLAG_NEGATE_UNAWARE
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[11] = NULL, // AI_FLAG_WILL_SUICIDE
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[12] = NULL, // AI_FLAG_HELP_PARTNER
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[12] = NULL, // Unused
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[13] = NULL, // Unused
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[14] = NULL, // Unused
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[15] = NULL, // Unused
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