diff --git a/data/battle_ai_scripts.s b/data/battle_ai_scripts.s index 0ea7573740..0f53c81ea5 100644 --- a/data/battle_ai_scripts.s +++ b/data/battle_ai_scripts.s @@ -3344,98 +3344,8 @@ AI_CV_DragonDance_End: AI_SetupFirstTurn: - if_target_is_ally AI_Ret - get_turn_count - if_not_equal 0, AI_SetupFirstTurn_End - get_considered_move_effect - if_not_in_hwords AI_SetupFirstTurn_SetupEffectsToEncourage, AI_SetupFirstTurn_End - score +2 -AI_SetupFirstTurn_End: end -.align 1 -AI_SetupFirstTurn_SetupEffectsToEncourage: - .2byte EFFECT_ATTACK_UP - .2byte EFFECT_DEFENSE_UP - .2byte EFFECT_SPEED_UP - .2byte EFFECT_SPECIAL_ATTACK_UP - .2byte EFFECT_SPECIAL_DEFENSE_UP - .2byte EFFECT_ACCURACY_UP - .2byte EFFECT_EVASION_UP - .2byte EFFECT_ATTACK_DOWN - .2byte EFFECT_DEFENSE_DOWN - .2byte EFFECT_SPEED_DOWN - .2byte EFFECT_SPECIAL_ATTACK_DOWN - .2byte EFFECT_SPECIAL_DEFENSE_DOWN - .2byte EFFECT_ACCURACY_DOWN - .2byte EFFECT_EVASION_DOWN - .2byte EFFECT_CONVERSION - .2byte EFFECT_LIGHT_SCREEN - .2byte EFFECT_SPECIAL_DEFENSE_UP_2 - .2byte EFFECT_FOCUS_ENERGY - .2byte EFFECT_CONFUSE - .2byte EFFECT_ATTACK_UP_2 - .2byte EFFECT_DEFENSE_UP_2 - .2byte EFFECT_SPEED_UP_2 - .2byte EFFECT_SPECIAL_ATTACK_UP_2 - .2byte EFFECT_SPECIAL_DEFENSE_UP_2 - .2byte EFFECT_ACCURACY_UP_2 - .2byte EFFECT_EVASION_UP_2 - .2byte EFFECT_ATTACK_DOWN_2 - .2byte EFFECT_DEFENSE_DOWN_2 - .2byte EFFECT_SPEED_DOWN_2 - .2byte EFFECT_SPECIAL_ATTACK_DOWN_2 - .2byte EFFECT_SPECIAL_DEFENSE_DOWN_2 - .2byte EFFECT_ACCURACY_DOWN_2 - .2byte EFFECT_EVASION_DOWN_2 - .2byte EFFECT_REFLECT - .2byte EFFECT_POISON - .2byte EFFECT_PARALYZE - .2byte EFFECT_SUBSTITUTE - .2byte EFFECT_LEECH_SEED - .2byte EFFECT_MINIMIZE - .2byte EFFECT_CURSE - .2byte EFFECT_SWAGGER - .2byte EFFECT_CAMOUFLAGE - .2byte EFFECT_YAWN - .2byte EFFECT_DEFENSE_CURL - .2byte EFFECT_TORMENT - .2byte EFFECT_FLATTER - .2byte EFFECT_WILL_O_WISP - .2byte EFFECT_INGRAIN - .2byte EFFECT_IMPRISON - .2byte EFFECT_TEETER_DANCE - .2byte EFFECT_TICKLE - .2byte EFFECT_COSMIC_POWER - .2byte EFFECT_BULK_UP - .2byte EFFECT_CALM_MIND - .2byte EFFECT_ACUPRESSURE - .2byte EFFECT_AUTOTOMIZE - .2byte EFFECT_SHIFT_GEAR - .2byte EFFECT_SHELL_SMASH - .2byte EFFECT_GROWTH - .2byte EFFECT_QUIVER_DANCE - .2byte EFFECT_ATTACK_SPATK_UP - .2byte EFFECT_ATTACK_ACCURACY_UP - .2byte EFFECT_PSYCHIC_TERRAIN - .2byte EFFECT_GRASSY_TERRAIN - .2byte EFFECT_ELECTRIC_TERRAIN - .2byte EFFECT_MISTY_TERRAIN - .2byte EFFECT_STEALTH_ROCK - .2byte EFFECT_TOXIC_SPIKES - .2byte EFFECT_TRICK_ROOM - .2byte EFFECT_WONDER_ROOM - .2byte EFFECT_MAGIC_ROOM - .2byte EFFECT_TAILWIND - .2byte EFFECT_DRAGON_DANCE - .2byte EFFECT_STICKY_WEB - .2byte EFFECT_RAIN_DANCE - .2byte EFFECT_SUNNY_DAY - .2byte EFFECT_SANDSTORM - .2byte EFFECT_HAIL - .2byte EFFECT_GEOMANCY - .2byte -1 - AI_PreferStrongestMove: if_target_is_ally AI_Ret get_how_powerful_move_is diff --git a/src/battle_ai_script_commands.c b/src/battle_ai_script_commands.c index 0c1382a51f..fa6510bbaa 100644 --- a/src/battle_ai_script_commands.c +++ b/src/battle_ai_script_commands.c @@ -5912,8 +5912,99 @@ static s16 AI_CheckGoodMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) return score; } +// Effects that are encouraged on the first turn of battle static s16 AI_SetupFirstTurn(u8 battlerAtk, u8 battlerDef, u16 move, s16 score) { + if (IsTargetingPartner(battlerAtk, battlerDef) + || gBattleResults.battleTurnCounter != 0) + return score; + switch (gBattleMoves[AI_THINKING_STRUCT->moveConsidered].effect) + { + case EFFECT_ATTACK_UP: + case EFFECT_DEFENSE_UP: + case EFFECT_SPEED_UP: + case EFFECT_SPECIAL_ATTACK_UP: + case EFFECT_SPECIAL_DEFENSE_UP: + case EFFECT_ACCURACY_UP: + case EFFECT_EVASION_UP: + case EFFECT_ATTACK_DOWN: + case EFFECT_DEFENSE_DOWN: + case EFFECT_SPEED_DOWN: + case EFFECT_SPECIAL_ATTACK_DOWN: + case EFFECT_SPECIAL_DEFENSE_DOWN: + case EFFECT_ACCURACY_DOWN: + case EFFECT_EVASION_DOWN: + case EFFECT_CONVERSION: + case EFFECT_LIGHT_SCREEN: + case EFFECT_FOCUS_ENERGY: + case EFFECT_CONFUSE: + case EFFECT_ATTACK_UP_2: + case EFFECT_DEFENSE_UP_2: + case EFFECT_SPEED_UP_2: + case EFFECT_SPECIAL_ATTACK_UP_2: + case EFFECT_SPECIAL_DEFENSE_UP_2: + case EFFECT_ACCURACY_UP_2: + case EFFECT_EVASION_UP_2: + case EFFECT_ATTACK_DOWN_2: + case EFFECT_DEFENSE_DOWN_2: + case EFFECT_SPEED_DOWN_2: + case EFFECT_SPECIAL_ATTACK_DOWN_2: + case EFFECT_SPECIAL_DEFENSE_DOWN_2: + case EFFECT_ACCURACY_DOWN_2: + case EFFECT_EVASION_DOWN_2: + case EFFECT_REFLECT: + case EFFECT_POISON: + case EFFECT_PARALYZE: + case EFFECT_SUBSTITUTE: + case EFFECT_LEECH_SEED: + case EFFECT_MINIMIZE: + case EFFECT_CURSE: + case EFFECT_SWAGGER: + case EFFECT_CAMOUFLAGE: + case EFFECT_YAWN: + case EFFECT_DEFENSE_CURL: + case EFFECT_TORMENT: + case EFFECT_FLATTER: + case EFFECT_WILL_O_WISP: + case EFFECT_INGRAIN: + case EFFECT_IMPRISON: + case EFFECT_TEETER_DANCE: + case EFFECT_TICKLE: + case EFFECT_COSMIC_POWER: + case EFFECT_BULK_UP: + case EFFECT_CALM_MIND: + case EFFECT_ACUPRESSURE: + case EFFECT_AUTOTOMIZE: + case EFFECT_SHIFT_GEAR: + case EFFECT_SHELL_SMASH: + case EFFECT_GROWTH: + case EFFECT_QUIVER_DANCE: + case EFFECT_ATTACK_SPATK_UP: + case EFFECT_ATTACK_ACCURACY_UP: + case EFFECT_PSYCHIC_TERRAIN: + case EFFECT_GRASSY_TERRAIN: + case EFFECT_ELECTRIC_TERRAIN: + case EFFECT_MISTY_TERRAIN: + case EFFECT_STEALTH_ROCK: + case EFFECT_TOXIC_SPIKES: + case EFFECT_TRICK_ROOM: + case EFFECT_WONDER_ROOM: + case EFFECT_MAGIC_ROOM: + case EFFECT_TAILWIND: + case EFFECT_DRAGON_DANCE: + case EFFECT_STICKY_WEB: + case EFFECT_RAIN_DANCE: + case EFFECT_SUNNY_DAY: + case EFFECT_SANDSTORM: + case EFFECT_HAIL: + case EFFECT_GEOMANCY: + score += 2; + break; + default: + break; + } + + return score; } static s16 AI_Risky(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)