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- Example: Roxanne's Nosepass on its first turn, with 39/39 HP Mudkip
- Code checks in order:
- 1. Kill range
- 2. Rock Tomb speed drop effect
- 3. Harden (setup move)
- 4. Damaging moves
- 1. Kill range
- - Is Mudkip in kill range? Since no, skip this step
- 2. Rock Tomb speed drop effect
- - Is Mudkip faster than Nosepass? Since yes, roll a number between 1 and 100
- > If number is 1-70, +2 to Rock Tomb
- > If number is 71-100, +0 to Rock Tomb
- 3. Harden (setup move)
- - Is this Nosepass' first turn? Since yes, roll a number between 1 and 100
- > If number is 1-80, +2 to Harden
- > If number is 81-100, +0 to Harden
- 4. Most damaging move
- - Use the damage formula to calculate rolls for each move (example: Rock Tomb 13, Rock Throw 14, Tackle 6)
- > Give +2 to the move(s) that do the most damage
- Use the move with the highest priority (for example, if check #2 rolls 50, check #3 rolls 50, and check #4 rolls 14/14/6 dmg, Rock Tomb would always be used because it has +4, Harden has +2, Rock Throw has +2 and Tackle has 0)
- MANUAL TEST (save states):
- Harden 19/50
- Rock Tomb 28/50
- Rock Throw 3/50
- -----
- SOURCES:
- - https://github.com/pret/pokeruby/blob/master/data/trainers.s
- - https://github.com/pret/pokeruby/blob/master/data/battle_ai_scripts.s
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