Updates
-Added EFFECT_JUNGLE_HEALING to IsHealingMoveEffect -Modified the code for EFFECT_TAKE_HEART inside AI_CheckViability and AI_CheckBadMove
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2 changed files with 6 additions and 2 deletions
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@ -2612,7 +2612,10 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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score -= 10;
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break;*/
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case EFFECT_TAKE_HEART:
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if (!AnyPartyMemberStatused(battlerAtk, FALSE) || PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, AI_DATA->partnerMove))
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if ((!(gBattleMons[battlerAtk].status1 & STATUS1_ANY)
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|| PartnerHasSameMoveEffectWithoutTarget(BATTLE_PARTNER(battlerAtk), move, AI_DATA->partnerMove))
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&& !BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_SPATK)
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&& !BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_SPDEF))
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score -= 10;
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break;
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case EFFECT_PLACEHOLDER:
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@ -3731,7 +3734,6 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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break;
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case EFFECT_WISH:
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case EFFECT_HEAL_BELL:
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case EFFECT_TAKE_HEART:
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if (ShouldUseWishAromatherapy(battlerAtk, battlerDef, move))
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score += 3;
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break;
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@ -4368,6 +4370,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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score++;
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break;
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case EFFECT_REFRESH:
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case EFFECT_TAKE_HEART:
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if (gBattleMons[battlerAtk].status1 & STATUS1_ANY)
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score += 2;
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break;
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@ -2021,6 +2021,7 @@ bool32 IsHealingMoveEffect(u16 effect)
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case EFFECT_HEALING_WISH:
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case EFFECT_HEAL_PULSE:
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case EFFECT_REST:
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case EFFECT_JUNGLE_HEALING:
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return TRUE;
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default:
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return FALSE;
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