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Trainer AI in GSC

Aug 30th, 2015
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  1. (Last edited: 10 Apr 2016)
  2.  
  3.  
  4. *** CHANGES ***
  5.  
  6. - Apr16: Corrected boundary condition for AI_Smart_Meanlook
  7. - Apr16: Corrected AI_Smart_Sleep (only encourages if enemy has Dream Eater or Nightmare and only 50/50 in that case)
  8. - Nov15: Cleaned up some formatting and wording in the writeup
  9. - Sep15: Corrected boundary conditions for HP comparisons (1/4, 1/2) and speed comparisons
  10. - Sep15: Corrected heal items
  11. -> Whether enemy is confused is irrelevant for choosing to use item
  12. -> 20% (not 50%) to heal when 25% < enemy's HP <= 50%
  13. - Sep15: Clarified that the 'first turn' check in the CAUTIOUS layer refers to the enemy's first turn
  14. - Sep15: Corrected error in Rain Dance / Sunny Day section (previously mixed 'player' up with 'enemy' in useful move check)
  15.  
  16.  
  17. *** TODO ***
  18.  
  19. - Apr16: CheckPlayerMoveTypeMatchups function is not completely accounted for: affects Smart layers (MeanLook, PerishSong, BatonPass, Whirlwind)
  20. —> Cutoffs for ‘Player has shown NVE / neutral / SE moves’
  21. - Aug15: Differences between Gold & Crystal (esp. things that might have been added/modified for Battle Tower)?
  22. - Aug15: Revisit various assumptions that I didn't check thoroughly
  23.  
  24.  
  25.  
  26. [[ Ed. Note ]]
  27.  
  28. Massive credit to the pokecrystal (https://github.com/pret/pokecrystal) contributors, who did most of the difficult work. I am borrowing much of their terminology and findings with some additions, corrections/clarifications, and a more readable writeup.
  29.  
  30. For those that didn't find this through the PSR forums, the corresponding thread can be found here: http://forums.pokemonspeedruns.com/viewtopic.php?f=7&t=490.
  31.  
  32. Any item denoted with question marks (??) indicates that I haven't confirmed it through in-game testing.
  33.  
  34.  
  35.  
  36.  
  37. I. BASICS
  38.  
  39.  
  40. All moves start with an equal score (20).
  41.  
  42. There are 10 ‘layers’ of AI; different trainer classes have different combinations of these layers. When choosing a move, each layer is navigated and might encourage (decrease the score of) or discourage (increase the score of) some of the enemy’s moves, depending on the current state of the battle.
  43.  
  44. After going through each layer of AI, the move with the lowest score is selected. If there are ties, one of the moves with the lowest score is randomly selected. (The actual mechanics are a bit more convoluted than this, but this is in effect what happens.)
  45.  
  46. Unlike in Gen 1, the trainers do not ‘cheat’. They make their decisions before the player character chooses what to do.
  47.  
  48.  
  49.  
  50.  
  51. II. ITEMS/SWITCHING
  52.  
  53.  
  54. Before checking for moves, trainers with items will do a check to possibly use an item, if their highest level Pokemon (including ties) is currently out.
  55.  
  56. There is a lot of logic, but only a few items are actually used in practice:
  57.  
  58. (a) Dire Hit
  59. - 50/50 on enemy’s first turn.
  60.  
  61. (b) Full Heal
  62. - Always used if statused
  63.  
  64. (c) Hyper Potion/Max Potion
  65. - Always used if enemy's HP is 25% or below
  66. - 20% (50/256) if 25% < enemy’s HP <= 50%
  67.  
  68. (d) Full Restore
  69. - Always used if statused
  70. - Always used if enemy's HP is 25% or below
  71. - 20% (50/256) if 25% < enemy’s HP <= 50%
  72.  
  73. Trainers can also switch Pokemon before the move checks, but I haven’t delved into the details. One situation they will always switch is if their currently active Pokemon’s perish count is at 1. Apart from that, it appears rare (at best). (??)
  74.  
  75.  
  76.  
  77.  
  78. III. TRAINER CLASSES AND LAYERS
  79.  
  80.  
  81. Everyone has the BASIC + STATUS layers except for wild Pokemon and Twins (who choose moves at random).
  82.  
  83. The RISKY layer is worth singling out; trainers with this layer will essentially lock in to moves that can KO (with the exception of a few ‘risky’ moves). ‘Can KO’ effectively means ‘has a chance to KO, barring crits or max damage rolls’.
  84.  
  85. SMART is the most complex layer and is effectively comprised of a large number of sub-layers. SMART is reserved for the ‘boss’ battles, as well as the outcasts of the pokeworld (Super Nerds/Jugglers/Pokefans).
  86.  
  87. Trainer classes approximately sorted by complexity/difficulty:
  88.  
  89.  
  90.  
  91. ***** NON-SMART, NON-RISKY AI *****
  92.  
  93. Wild Pokemon/Twins
  94. : NO AI
  95.  
  96. Youngster
  97. : BASIC + STATUS
  98.  
  99. Lass/Picnicker/Camper
  100. : BASIC + CAUTIOUS + STATUS
  101.  
  102. Bug Catcher
  103. : BASIC + SETUP + STATUS
  104.  
  105. Hiker
  106. : BASIC + OFFENSIVE + STATUS
  107.  
  108. Gentleman
  109. : BASIC + SETUP + AGGRESSIVE + STATUS
  110.  
  111. Teacher
  112. : BASIC + OPPORTUNIST + AGGRESSIVE + STATUS
  113.  
  114. Sailor
  115. : BASIC + OFFENSIVE + OPPORTUNIST + STATUS
  116.  
  117. Burglar
  118. : BASIC + OFFENSIVE + CAUTIOUS + STATUS
  119.  
  120. Boarder/Officer
  121. : BASIC + TYPES + OPPORTUNIST + STATUS
  122.  
  123. Bird Keeper
  124. : BASIC + TYPES + OFFENSIVE + OPPORTUNIST + STATUS
  125.  
  126. Beauty/Fisher/Psychic/Kimono Girl
  127. : BASIC + TYPES + OPPORTUNIST + CAUTIOUS + STATUS
  128.  
  129. Pokemaniac
  130. : BASIC + SETUP + OFFENSIVE + AGGRESSIVE + STATUS
  131.  
  132. Swimmer (M)
  133. : BASIC + SETUP + TYPES + OFFENSIVE + STATUS
  134.  
  135. Swimmer (F)/Guitarist
  136. : BASIC + SETUP + TYPES + CAUTIOUS + STATUS
  137.  
  138. Firebreather
  139. : BASIC + SETUP + OFFENSIVE + OPPORTUNIST + STATUS
  140.  
  141. Schoolboy
  142. : BASIC + SETUP + TYPES + OPPORTUNIST + CAUTIOUS + STATUS
  143.  
  144.  
  145.  
  146. ***** SMART, NON-RISKY AI *****
  147.  
  148. Super Nerd/Juggler/Pokefan (M/F)
  149. : BASIC + TYPES + SMART + STATUS
  150.  
  151.  
  152.  
  153. ***** RISKY, NON-SMART AI *****
  154.  
  155. Biker
  156. : BASIC + TYPES + STATUS + RISKY
  157.  
  158. Blackbelt
  159. : BASIC + OFFENSIVE + STATUS + RISKY
  160.  
  161. Scientist/Skier
  162. : BASIC + SETUP + TYPES + STATUS + RISKY
  163.  
  164. Sage/Medium
  165. : BASIC + SETUP + TYPES + CAUTIOUS + STATUS + RISKY
  166.  
  167. Grunt (F)
  168. : BASIC + TYPES + OPPORTUNIST + CAUTIOUS + STATUS + RISKY
  169.  
  170. Grunt (M)
  171. : BASIC + SETUP + TYPES + OPPORTUNIST + CAUTIOUS + STATUS + RISKY
  172.  
  173.  
  174.  
  175. ***** SMART, RISKY AI *****
  176.  
  177. Executive (M/F)
  178. : BASIC + SETUP + TYPES + SMART + OPPORTUNIST + CAUTIOUS + STATUS + RISKY
  179.  
  180. "Boss" (Gym Leader/Elite 4/Cooltrainer (F/M)/Rival/Eusine/Lance/Red)
  181. : BASIC + SETUP + SMART + AGGRESSIVE + CAUTIOUS + STATUS + RISKY
  182.  
  183.  
  184.  
  185.  
  186. IV. SCORING LAYER MECHANICS
  187.  
  188.  
  189. The probabilities and the impact of each clause on a move’s score is inlined below. E.g. (+1) = score of relevant move(s) is increased by 1.
  190.  
  191. ‘Enemy’ always refers to the NPC AI's currently active Pokemon. ‘Player’ always refers to the player character's currently active Pokemon.
  192.  
  193.  
  194. NOTE - 'First turn' clause:
  195.  
  196. Use of items does not increment a Pokemon's turn number in battle. Therefore, if the player character uses an item on the first turn of its currently active Pokemon, it will remain that Pokemon’s ‘first turn’ for the purposes of AI.
  197.  
  198. Can be seen in the following layers:
  199. - (2) SETUP
  200. - (7) CAUTIOUS
  201. - [10.18] Smart_Bind
  202. - [10.22] Smart_SpeedDownHit
  203. - [10.42] Smart_Curse
  204. - [10.49] Smart_Swagger | Smart_Attract
  205. - [10.55] Smart_RainDance
  206. - [10.56] Smart_SunnyDay
  207.  
  208.  
  209.  
  210.  
  211. (1) BASIC ; Don’t do anything redundant.
  212.  
  213. > Everyone (except Twins & Wild Pokemon)
  214.  
  215.  
  216. (a) Dismiss (+10) moves with special effects if they are useless or not a good choice right now.
  217.  
  218. > Recover, Softboiled, Rest, Milk Drink, Morning Sun, Synthesis, Moonlight, Light Screen, Mist, Focus Energy, Transform, Reflect, Substitute, Snore, Sleep Talk, Mean Look, Nightmare, Spikes, Foresight, Perish Song, Safeguard, Sandstorm, Rain Dance, Sunny Day, Teleport, Future Sight, Dream Eater, Leech Seed, Disable, Encore, Attract, Supersonic, Confuse Ray, Sweet Kiss, Swagger
  219.  
  220.  
  221. NOTE - The only non-obvious case(s): Supersonic, Confuse Ray, Sweet Kiss consider whether player currently has a Safeguard in effect; however, this check is not performed when considering Swagger.
  222.  
  223.  
  224. (b) Dismiss (+10) status-only moves if the player can't be statused, taking into account whether the player currently has a Safeguard in effect.
  225.  
  226. > Sing, Sleep Powder, Hypnosis, Lovely Kiss, Spore, Toxic, Poisonpowder, Poison Gas, Stun Spore, Thunder Wave, Glare
  227.  
  228.  
  229. NOTE - The disassembly includes a note (‘dismiss Safeguard if it's already active’), but this is inaccurate; as mentioned above, this is a check to see if the player character's team has a safeguard active. (Also quite kind of Game Freak to not include checks for Mist/Guard Spec on stat-down moves as they do for Safeguard on status moves, making Red far more reasonable to deal with.)
  230.  
  231.  
  232.  
  233.  
  234. (2) SETUP ; Use stat-modifying moves on turn 1
  235.  
  236. > Bug Catcher, Gentleman, Pokemaniac, Swimmer (M/F), Guitarist, Firebreather, Schoolboy, Scientist, Skier, Sage, Medium, Grunt (M), Executive (M/F), "Boss"
  237.  
  238.  
  239. (a) 50% to greatly encourage (-2) stat-up moves during the enemy's first turn.
  240.  
  241. > Meditate, Sharpen, Swords Dance, Harden, Withdraw, Barrier, Acid Armor, Agility, Growth, Amnesia, Double Team, Minimize
  242.  
  243.  
  244. (b) 50% to greatly encourage (-2) stat-down moves during the player's first turn. (NOTE - 'First turn' clause applies. This is why Red’s Pikachu continues to use Charm with equal probability while the player sets up.)
  245.  
  246. > Growl, Charm, Tail Whip, Leer, Screech, String Shot, Cotton Spore, Scary Face, Sand-Attack, Smokescreen, Kinesis, Flash, Sweet Scent
  247.  
  248.  
  249. (c) Otherwise, 88% (226/256) to greatly discourage (+2) stat-modifying moves.
  250.  
  251.  
  252.  
  253.  
  254. (3) TYPES ; Use effective moves; don’t use ineffective moves
  255.  
  256. > Boarder, Officer, Bird Keeper, Beauty, Fisher, Psychic, Kimono Girl, Swimmer (M/F), Guitarist, Schoolboy, Super Nerd, Juggler, Pokefan (M/F), Biker, Scientist, Skier, Sage, Medium, Grunt (M/F), Executive (M/F)
  257.  
  258.  
  259. (a) Dismiss (+10) any move that the player is immune to.
  260. (b) Encourage (-1) super-effective moves.
  261. (c) Discourage (+1) not very effective moves unless all damaging moves are of the same type.
  262.  
  263.  
  264. NOTE - The immune check appears to consider moves regardless of whether they do damage. The super/not very effective checks only considers moves with non-zero move power. It appears moves with a power of 1 are still considered (Horn Drill, Counter, Seismic Toss, Fissure, Night Shade, Psywave, Super Fang, Flail, Reversal, Return, Present, Frustration, Magnitude, Hidden Power, Mirror Coat), which includes many moves that don’t make too much sense to include (??).
  265.  
  266.  
  267.  
  268. (4) OFFENSIVE ; Don’t use non-damaging moves
  269.  
  270. > Hiker, Sailor, Burglar, Bird Keeper, Pokemaniac, Swimmer (M), Firebreather, Blackbelt
  271.  
  272.  
  273. (a) Greatly discourage (+2) non-damaging moves (i.e. moves with power = 0).
  274.  
  275.  
  276. > Non-damaging moves (power = 0)
  277.  
  278. Guillotine (!?), Whirlwind, Sand-Attack, Tail Whip, Leer, Growl, Roar, Sing, Supersonic, Disable, Mist, Leech Seed, Growth, Poisonpowder, Stun Spore, Sleep Powder, String Shot, Thunder Wave, Toxic, Hypnosis, Meditate, Agility, Teleport, Mimic, Screech, Double Team, Recover, Harden, Minimize, Smokescreen, Confuse Ray, Withdraw, Defense Curl, Barrier, Light Screen, Haze, Reflect, Focus Energy, Bide, Metronome, Mirror Move, Amnesia, Kinesis, Softboiled, Glare, Poison Gas, Lovely Kiss, Transform, Spore, Flash, Splash, Acid Armor, Rest, Sharpen, Conversion, Substitute, Sketch, Spider Web, Mind Reader, Nightmare, Curse, Cotton Spore, Spite, Scary Face, Sweet Kiss, Belly Drum, Spikes, Foresight, Destiny Bond, Perish Song, Detect, Lock On, Sandstorm, Endure, Charm, Swagger, Milk Drink, Mean Look, Attract, Sleep Talk, Heal Bell, Safeguard, Pain Split, Baton Pass, Encore, Sweet Scent, Morning Sun, Synthesis, Moonlight, Rain Dance, Sunny Day, Psych Up
  279.  
  280.  
  281.  
  282. (5) OPPORTUNIST ; Discourage stall moves when the enemy's HP is low.
  283.  
  284. > Teacher, Sailor, Boarder, Officer, Bird Keeper, Beauty, Fisher, Psychic, Kimono Girl, Firebreather, Schoolboy, Grunt (F), Grunt (M), Executive (M/F)
  285.  
  286.  
  287. (a) Do nothing (+0) if enemy's HP is above 50%.
  288. (b) Discourage (+1) stall moves if enemy's HP is 25% or below.
  289. (c) 50% to discourage (+1) stall moves if 25% < enemy’s HP <= 50%.
  290.  
  291.  
  292. > Stall moves
  293.  
  294. Swords Dance, Tail Whip, Leer, Growl, Disable, Mist, Counter, Leech Seed, Growth, String Shot, Meditate, Agility, Rage, Mimic, Screech, Harden, Withdraw, Defense Curl, Barrier, Light Screen, Haze, Reflect, Focus Energy, Bide, Amnesia, Transform, Splash, Acid Armor, Sharpen, Conversion, Substitute, Flame Wheel
  295.  
  296.  
  297.  
  298. (6) AGGRESSIVE ; Discourage damaging moves besides the one that deals the most damage.
  299.  
  300. > Gentleman, Teacher, Pokemaniac, "Boss"
  301.  
  302.  
  303. (a) Discourage moves (+1) that aren't the most damaging move with the following exceptions:
  304. - Do nothing (+0) if the move deals no damage or variable damage (power is 0 or 1).
  305. - Do nothing (+0) if the move is reckless.
  306.  
  307.  
  308. > Reckless Moves
  309.  
  310. - EXPLOSION: Selfdestruct, Explosion
  311. - RAMPAGE: Thrash, Petal Dance, Outrage
  312. - MULTI-HIT: Doubleslap, Comet Punch, Fury Attack, Pin Missile, Spike Cannon, Barrage, Fury Swipes, Bone Rush
  313. - DOUBLE-HIT: Double Kick, Bonemerang
  314.  
  315.  
  316. > Variable damage moves (power = 1)
  317.  
  318. Horn Drill, Counter, Seismic Toss, Fissure, Night Shade, Psywave, Super Fang, Flail, Reversal, Return, Present, Frustration, Magnitude, Hidden Power, Mirror Coat
  319.  
  320.  
  321. NOTE - Reckless moves and moves with variable damage are considered when determining the strongest move; however, they will not be discouraged if they are not the strongest move. The AI damage calcs are separate from the damage formula, so some moves with 1 power may not be sensibly calculated (??).
  322.  
  323. NOTE - Some other exceptional cases: damage calcs for Fury Cutter, Rage, and Rollout appear to always be based off the first 'stage' of damage.
  324.  
  325.  
  326.  
  327. (7) CAUTIOUS ; Discourage moves with residual effects after turn 1
  328.  
  329. > Lass, Picnicker, Camper, Burglar, Beauty, Fisher, Psychic, Kimono Girl, Swimmer (F), Guitarist, Schoolboy, Sage, Medium, Grunt (M/F), Executive (M/F), "Boss"
  330.  
  331.  
  332. (a) 90% (230/256) to discourage (+1) moves with residual effects after the enemy's first turn. (NOTE - 'First turn' clause applies.)
  333.  
  334.  
  335. > Residual moves
  336.  
  337. Mist, Leech Seed, Poisonpowder, Stun Spore, Thunder Wave, Focus Energy, Bide, Poison Gas, Transform, Conversion, Substitute, Spikes
  338.  
  339.  
  340.  
  341. (8) STATUS ; Dismiss status moves that don't affect the player.
  342.  
  343. > Everyone (except Twins & Wild Pokemon)
  344.  
  345.  
  346. (a) Poisonpowder, Poison Gas, Toxic dismissed (+10) if the player is Poison-type
  347. (b) Status-only moves (Sing, Sleep Powder, Hypnosis, Lovely Kiss, Spore, Toxic, Poisonpowder, Poison Gas, Stun Spore, Thunder Wave, Glare) dismissed (+10) if the player has a type that is immune to the status move’s type
  348.  
  349.  
  350. NOTE - It appears the immunity is checked even if the move does work against the player (e.g. Sing against a Ghost type) (??)
  351.  
  352.  
  353.  
  354. (9) RISKY ; Use moves that can KO the target, excepting some risky moves
  355.  
  356. > Biker, Blackbelt, Scientist, Skier, Sage, Medium, Grunt (M/F), Executive (M/F), "Boss"
  357.  
  358.  
  359. (a) Extremely encourage (-5) any non-risky move that can KO the player.
  360. (b) Ignore (+0) risky moves if the enemy’s HP is full.
  361. (c) If the enemy’s HP is not full, consider risky moves that can KO the target
  362. - 78% (200/256) to do nothing (+0)
  363. - 22% (56/256) to extremely encourage them (-5).
  364.  
  365.  
  366. > Risky Moves
  367.  
  368. - EXPLOSION: Selfdestruct, Explosion
  369. - OHKO: Guillotine, Horn Drill, Fissure
  370.  
  371.  
  372. NOTE - ‘Can KO’ effectively means ‘has a chance to KO, barring crits or max damage rolls’.
  373.  
  374. NOTE - The AI damage calcs are separate from the damage formula, so some moves with 1 power may not be sensibly calculated (??).
  375.  
  376. NOTE - Some other exceptional cases: damage calcs for Fury Cutter, Rage, and Rollout appear to always be based off the first 'stage' of damage.
  377.  
  378.  
  379.  
  380. (10) SMART ; Context-specific scoring
  381.  
  382. > Super Nerd, Juggler, Pokefan (M/F), Executive (M/F), "Boss"
  383.  
  384.  
  385. The following sublayers are only considered for relevant moves. With the exception of the Smart_LockOn sublayer, only the scores of the relevant moves will be adjusted.
  386.  
  387.  
  388. ; IMPORTANT NOTE - Steps are laid out in an if-then-else logic. If a conditional is met for a given step, it is implied that the scoring function completes and returns (unless it is specifically stated otherwise). This includes steps with chance elements; "x% to encourage/discourage" implies "(100-x)% to DO NOTHING". If the conditional is not met, then continue to the next step. In some complex cases, there are nested conditionals.
  389.  
  390. ; For example, consider the Smart_Haze sublayer:
  391.  
  392. ; (a) 84% (216/256) to encourage (-1) if any of enemy's stat levels is lower than -2 or if any of player's stat levels is higher than +2
  393. ; (b) Otherwise, discourage (+1)
  394.  
  395. ; In the 16% chance that the roll to encourage Haze fails, the scoring function DOES NOTHING (+0) and returns. Discouraging Haze in (b) only takes place if the conditional in (a) is not met (i.e. if all of the enemy’s stat levels are at least -2 and if all of the player’s stat levels are at most +2).
  396.  
  397.  
  398.  
  399. [10.01] Smart_Sleep > Sing, Sleep Powder, Hypnosis, Lovely Kiss, Spore
  400.  
  401. (a) 50% to greatly encourage (-2) if the enemy has either Dream Eater or Nightmare.
  402.  
  403.  
  404. NOTE - This takes place regardless of whether the player is statused. The BASIC layer will take care of dismissing sleep moves if they will have no effect.
  405.  
  406.  
  407.  
  408. [10.02] Smart_LeechHit > Absorb, Mega Drain, Giga Drain, Leech Life
  409.  
  410. (a) 60% (156/256) to discourage (+1) if the player resists the move.
  411. (b) Do nothing (+0) if the move deals neutral damage to the player.
  412. (c) Else, do nothing (+0) if enemy's HP is full.
  413. (d) Else, 80% (206/256) to encourage (-1) if it is super effective against the player and the enemy is not at max HP.
  414.  
  415.  
  416.  
  417. [10.03] Smart_Explosion > Explosion, Selfdestruct
  418.  
  419. (a) Greatly discourage (+3) if this is the foe's last Pokemon and the player character has multiple Pokemon left
  420. (b) Otherwise:
  421. - Greatly discourage (+3) if enemy’s HP is above 50%
  422. - 92% (236/256) to greatly discourage (+3) if 25% < enemy’s HP <= 50%
  423.  
  424.  
  425.  
  426. [10.04] Smart_DreamEater > Dream Eater
  427.  
  428. (a) 90% (231/256) to greatly encourage (-3)
  429.  
  430.  
  431. NOTE - This takes place regardless of whether the player is asleep. The BASIC layer will take care of dismissing Dream Eater if the player is awake.
  432.  
  433.  
  434.  
  435. [10.05] Smart_MirrorMove > Mirror Move
  436.  
  437. (a) If the player did not use any move last turn
  438. - Do nothing (+0) if enemy is not faster than player
  439. - Dismiss (+10) if enemy is faster than player
  440.  
  441. (b) If player did use a move last turn
  442. - Do nothing (+0) if the move was not a useful move
  443. - If the move was useful, do BOTH of the following checks:
  444. : 50% to encourage (-1)
  445. : 90% (231/256) to encourage (-1) if enemy is faster than player
  446.  
  447.  
  448. > Useful moves
  449.  
  450. Double Edge, Sing, Flamethrower, Hydro Pump, Surf, Ice Beam, Blizzard, Hyper Beam, Sleep Powder, Thunderbolt, Thunder, Earthquake, Toxic, Psychic, Hypnosis, Recover, Fire Blast, Softboiled, Super Fang
  451.  
  452.  
  453.  
  454. [10.06] Smart_EvasionUp > Double Team, Minimize
  455.  
  456. NOTE - ‘Continue’ means the function does not return, but instead jumps ahead to the next 'section', where further computations are performed. Computation will go from section i -> ii -> iii -> iv unless there is a note that says to return.
  457.  
  458.  
  459. [i.]
  460.  
  461. (a) Dismiss (+10) if evasion level is +6 {RETURN}
  462. (b) Else, if enemy’s HP is full
  463. - Greatly encourage (-2) if player is badly poisoned {RETURN}
  464. - If player is not badly poisoned
  465. : 70% (178/256) to greatly encourage (-2) {RETURN}
  466. : 30% ( 78/256) to do nothing (+0) {CONTINUE}
  467. (c) Otherwise, {CONTINUE}
  468.  
  469.  
  470. [ii.]
  471.  
  472. (d) Greatly discourage (+2) if enemy’s HP is 25% or below {CONTINUE}
  473. (e) If enemy’s HP is above 25%
  474. - 4% (10/256) to greatly encourage (-2) {RETURN}
  475. - 96% (246/256) to do nothing (+0) {CONTINUE}
  476.  
  477.  
  478. [iii.]
  479.  
  480. (f) If 25% < enemy’s HP <= 50%
  481. - 50% to greatly discourage (+2) {CONTINUE}
  482. - 50% to do nothing (+0) {CONTINUE}
  483. (g) If enemy’s HP is above 50%
  484. - 78% (200/256) to do nothing (+0) {CONTINUE}
  485. - 22% (56/256) to greatly encourage (-2) {RETURN}
  486. (h) Otherwise, {CONTINUE}
  487.  
  488.  
  489. [iv.]
  490.  
  491. (i) 69% (186/256) to greatly encourage (-2) if player is badly poisoned
  492. (j) Else, 50% to encourage (-1) if player is seeded
  493. (k) Else, discourage (+1) if enemy's evasion level is higher than player's accuracy level
  494. (l) Else, greatly encourage (-2) if player is in the middle of Fury Cutter or Rollout
  495.  
  496.  
  497.  
  498. [10.07] Smart_AlwaysHit > Swift, Faint Attack, Vital Throw
  499.  
  500. (a) 78% (200/256) to greatly encourage (-2) if either the enemy’s accuracy stage is -3 or worse or the player’s evasion stage is +3 or better
  501.  
  502.  
  503.  
  504. [10.08] Smart_AccuracyDown > Sand-Attack, Smokescreen, Kinesis, Flash
  505.  
  506. NOTE - ‘Continue’ means the function does not return, but instead jumps ahead to the next 'section', where further computations are performed. Computation will go from section i -> ii -> iii -> iv unless there is a note that says to return.
  507.  
  508.  
  509. [i.]
  510.  
  511. (a) If player’s HP is full and enemy’s HP is above 50%
  512. - Greatly encourage (-2) if player is badly poisoned {RETURN}
  513. - If player is not badly poisoned
  514. : 70% (178/256) to greatly encourage (-2) {RETURN}
  515. : 30% ( 78/256) to do nothing (+0) {CONTINUE}
  516. (b) Otherwise, {CONTINUE}
  517.  
  518.  
  519. [ii.]
  520.  
  521. (c) Greatly discourage (+2) if player’s HP is 25% or below {CONTINUE}
  522. (d) If player’s HP is above 25%
  523. - 4% (10/256) to greatly encourage (-2) {RETURN}
  524. - 96% (246/256) to do nothing (+0) {CONTINUE}
  525.  
  526.  
  527. [iii.]
  528.  
  529. (e) If 25% < player’s HP <= 50%
  530. - 50% to greatly discourage (+2) {CONTINUE}
  531. - 50% to do nothing (+0) {CONTINUE}
  532. (f) If player’s HP is above 50%
  533. - 78% (200/256) to do nothing (+0) {CONTINUE}
  534. - 22% (56/256) to greatly encourage (-2) {RETURN}
  535. (g) Otherwise, {CONTINUE}
  536.  
  537.  
  538. [iv.]
  539.  
  540. (h) 69% (186/256) to greatly encourage (-2) if player is badly poisoned
  541. (i) Else, 50% to encourage (-1) if player is seeded
  542. (j) Else, discourage (+1) if enemy's evasion level is higher than player's accuracy level
  543. (k) Else, greatly encourage (-2) if player is in the middle of Fury Cutter or Rollout
  544.  
  545.  
  546.  
  547. [10.09] Smart_Haze > Haze
  548.  
  549. (a) 84% (216/256) to encourage (-1) if any of enemy's stat levels is lower than -2 or if any of player's stat levels is higher than +2
  550. (b) Otherwise, discourage (+1)
  551.  
  552.  
  553.  
  554. [10.10] Smart_Bide > Bide
  555.  
  556. (a) 90% (231/256) to discourage (+1) if enemy’s HP is not full
  557.  
  558.  
  559.  
  560. [10.11] Smart_Whirlwind > Whirlwind, Roar
  561. Smart_BatonPass > Baton Pass
  562.  
  563. (a) Discourage (+1) if the player has not shown any moves that are super effective against the enemy. Consider the player’s type(s) if its moves are unknown.
  564.  
  565.  
  566.  
  567. [10.12] Smart_Heal > Recover, Softboiled, Milk Drink, Rest
  568. Smart_MorningSun > Morning Sun
  569. Smart_Synthesis > Synthesis
  570. Smart_Moonlight > Moonlight
  571.  
  572. (a) 90% (231/256) to greatly encourage (-2) if enemy's HP is 25% or below.
  573. (b) Discourage (+1) if enemy's HP is above 50%.
  574.  
  575.  
  576.  
  577. [10.13] Smart_Toxic > Toxic
  578. Smart_LeechSeed > Leech Seed
  579.  
  580. (a) Discourage (+1) if player’s HP is 50% or below
  581.  
  582.  
  583.  
  584. [10.14] Smart_LightScreen > Light Screen
  585. Smart_Reflect > Reflect
  586.  
  587. (a) 92% (236/256) to discourage (+1) if the enemy’s HP is not full
  588.  
  589.  
  590.  
  591. [10.15] Smart_Ohko > Guillotine, Horn Drill, Fissure
  592.  
  593. (a) Dismiss (+10) if player's level is higher than enemy's level.
  594. (b) Else, discourage (+1) if player’s HP is 50% or below
  595.  
  596.  
  597.  
  598. [10.16] Smart_RazorWind > Razor Wind
  599.  
  600. (a) Discourage (+1) if enemy’s perish count is < 3
  601. (b) Else, dismiss (+6) if player has used Protect
  602. (c) Else, 78% (200/256) to discourage (+1) if enemy is confused or the enemy’s HP is 50% or below
  603.  
  604.  
  605.  
  606. [10.17] Smart_SuperFang > Super Fang
  607.  
  608. (a) Discourage (+1) if player's HP is 25% or below.
  609.  
  610.  
  611.  
  612. [10.18] Smart_Bind > Whirlpool, Bind, Clamp, Fire Spin, Wrap
  613.  
  614. (a) 50% to discourage (+1) if the player is already trapped.
  615. (b) Else, 50% to greatly encourage (-2) if player is either badly poisoned, in love, identified, stuck in Rollout, or has a Nightmare.
  616. (c) Else, 50% to greatly encourage (-2) if it's the player's first turn. (NOTE - 'First turn' clause applies.)
  617. (d) Otherwise, 50% to discourage (+1)
  618.  
  619.  
  620.  
  621. [10.19] Smart_Confuse > Supersonic, Confuse Ray, Sweet Kiss
  622.  
  623. (a) Do BOTH of the following checks:
  624. - 90% (231/256) to discourage (+1) if player's HP is 50% or below
  625. - Discourage (+1) if player’s HP is 25% or below
  626.  
  627.  
  628.  
  629. [10.20] Smart_SpDefenseUp2 > Amnesia
  630.  
  631. (a) Discourage (+1) if enemy's HP is 50% or below
  632. (b) Else, discourage (+1) if enemy's special defense level is higher than +3
  633. (c) Else, 78% (200/256) to greatly encourage (-2) if enemy's special defense level is lower than +2 and the player is of a special type.
  634.  
  635.  
  636.  
  637. [10.21] Smart_Paralyze > Stun Spore, Thunder Wave, Glare
  638.  
  639. (a) 50% to discourage (+1) if player's HP is 25% or below
  640. (b) Else, 78% (200/256) to greatly encourage (-2) if enemy is not faster than player and enemy’s HP is above 25%.
  641.  
  642.  
  643.  
  644. [10.22] Smart_SpeedDownHit > Icy Wind
  645.  
  646. (a) 88% (226/256) to greatly encourage (-2) if the following conditions are ALL met:
  647. - Enemy's HP is above 25%.
  648. - It's the player's first turn. (NOTE - 'First turn' clause applies.)
  649. - Enemy is not faster than player.
  650.  
  651.  
  652.  
  653. [10.23] Smart_Substitute > Substitute
  654.  
  655. (a) Dismiss (+10) if enemy's HP is 50% or below
  656.  
  657.  
  658.  
  659. [10.24] Smart_HyperBeam > Hyper Beam
  660.  
  661. (a) Do nothing (+0) if 25% < enemy’s HP <= 50%
  662. (b) 50% to encourage (-1) if enemy's HP is 25% or below.
  663. (c) If enemy’s HP is above 50%
  664. - 16% (40/256) to do nothing (+0)
  665. - 84% (216/256) to discourage (+1), followed by a 50/50 roll to discourage (+1) a second time
  666.  
  667.  
  668.  
  669. [10.25] Smart_Rage > Rage
  670.  
  671. (a) If enemy’s rage is building, do ALL of the following checks
  672. - 50% to encourage (-1)
  673. - Encourage (-1) if enemy’s rage counter > 1
  674. - Encourage (-1) if enemy’s rage counter > 2
  675.  
  676. (b) If enemy’s rage is not building
  677. - Discourage (+1) if enemy’s HP is 50% or below
  678. - Otherwise, 50% to encourage (-1)
  679.  
  680.  
  681.  
  682. [10.26] Smart_Mimic > Mimic
  683.  
  684. (a) If the player did not use any move last turn
  685. - Discourage (+1) if enemy is not faster than player
  686. - Dismiss (+10) if enemy is faster than player
  687.  
  688. (b) If player did use a move last turn
  689. - Discourage (+1) if enemy’s HP is 50% or below or if move is not very effective vs player
  690. - Otherwise, do BOTH of the following checks:
  691. : 50% to encourage (-1) if move is super effective vs player
  692. : 50% to encourage (-1) if the move was useful
  693.  
  694.  
  695. > Useful moves
  696.  
  697. Double Edge, Sing, Flamethrower, Hydro Pump, Surf, Ice Beam, Blizzard, Hyper Beam, Sleep Powder, Thunderbolt, Thunder, Earthquake, Toxic, Psychic, Hypnosis, Recover, Fire Blast, Softboiled, Super Fang
  698.  
  699.  
  700.  
  701. [10.27] Smart_Disable > Disable
  702.  
  703. (a) 92% (236/256) to discourage (+1) if the enemy is not faster than the player
  704. (b) If the enemy is faster than the player:
  705. - 61% (156/256) to encourage (-1) if the player’s last move was useful
  706. - Else, 92% (236/256) to discourage (+1) if the player’s last move was non-damaging
  707.  
  708.  
  709. > Useful moves
  710.  
  711. Double Edge, Sing, Flamethrower, Hydro Pump, Surf, Ice Beam, Blizzard, Hyper Beam, Sleep Powder, Thunderbolt, Thunder, Earthquake, Toxic, Psychic, Hypnosis, Recover, Fire Blast, Softboiled, Super Fang
  712.  
  713.  
  714.  
  715. [10.28] Smart_Counter > Counter
  716.  
  717. (a) 61% (156/256) to encourage (-1) if player has used 3 or more damaging physical moves
  718. (b) Discourage (+1) if player has not used any damaging physical moves
  719. (c) Else, 61% (156/256) to encourage (-1) if the last move the player used was a damaging, physical move
  720.  
  721.  
  722.  
  723. [10.29] Smart_Encore > Encore
  724.  
  725. (a) Greatly discourage if enemy is not faster than player (+3)
  726. (b) If enemy is faster:
  727. - Dismiss (+10) if player did not use a move last turn
  728. - 73% (186/256) to greatly encourage (-2) if player’s last move was damaging and enemy is immune to it
  729. - Do nothing (+0) if player’s last move was damaging and not very effective against enemy
  730. - Otherwise
  731. : 73% (186/256) to greatly encourage (-2) if move is an encore move
  732. : Greatly discourage (+3) if move is not an encore move
  733.  
  734.  
  735. > Encore moves
  736.  
  737. DAMAGING - Dream Eater, Super Fang, Triple Kick, Flame Wheel, Aeroblast, Powder Snow
  738.  
  739. NON-DAMAGING - Swords Dance, Whirlwind, Leer, Roar, Disable, Mist, Leech Seed, Growth, Poisonpowder, String Shot, Meditate, Agility, Teleport, Screech, Haze, Focus Energy, Poison Gas, Splash, Sharpen, Conversion, Substitute, Spider Web, Mind Reader, Cotton Spore
  740.  
  741.  
  742.  
  743. [10.30] Smart_PainSplit > Pain Split
  744.  
  745. (a) Discourage (+1) if [enemy's current HP * 2 > player's current HP].
  746.  
  747.  
  748.  
  749. [10.31] Smart_Snore > Snore
  750. Smart_SleepTalk > Sleep Talk
  751.  
  752. (a) Greatly discourage (+3) if enemy is fast asleep and will wake up this turn
  753. (b) Otherwise, greatly encourage (-3)
  754.  
  755.  
  756. NOTE - This takes place regardless of whether the enemy is asleep. The basic layer will take care of dismissing Snore and Sleep Talk if the enemy is awake.
  757.  
  758.  
  759.  
  760. [10.32] Smart_Conversion2 > Conversion2
  761.  
  762. (a) 90% (231/256) to discourage (+1) if player hasn’t used a move
  763. (b) 90% (231/256) to discourage (+1) if the enemy resists the player’s last move
  764. (c) Do nothing (+0) if the player’s last move is of neutral effectiveness against the enemy
  765. (d) 50% to encourage (-1) if the player’s last move is super effective against the enemy
  766.  
  767.  
  768.  
  769. [10.33] Smart_LockOn > Lock On, Mind Reader
  770.  
  771. (a) If not already locked on to player
  772. - Discourage (+1) if enemy's HP is 25% or below
  773. - Discourage (+1) if 25% < enemy’s HP <= 50% and enemy is not faster than player
  774. - Else, 50% to greatly encourage (-2) if enemy’s accuracy stage is -3 or worse OR player’s evasion stage is +3 or better
  775. - Else, do nothing (+0) if enemy’s accuracy stage is -1 or -2 OR player’s evasion stage is +1 or +2
  776. - Else, discourage (+1) if every other enemy move is either >= 70% (180/256) accurate or not very effective vs player
  777.  
  778. (b) If already locked on to player, do BOTH of the following:
  779. - Greatly encourage (-2) all enemy moves that are < 70% (180/256) accurate
  780. - Dismiss (+10) moves that lock on to the player
  781.  
  782.  
  783.  
  784. [10.34] Smart_DestinyBond > Destiny Bond
  785. Smart_Reversal > Flail, Reversal
  786. Smart_SkullBash > Skull Bash
  787.  
  788. (a) Discourage (+1) if enemy's HP is above 25%
  789.  
  790.  
  791.  
  792. [10.35] Smart_Spite > Spite
  793.  
  794. (a) If the player did not use any move last turn
  795. - 50% to discourage (+1) if enemy is not faster than player
  796. - Dismiss (+10) if enemy is faster than player
  797.  
  798. (b) If the player did use a move last turn
  799. - 61% (156/256) to greatly encourage (-2) if last player move has <= 5 PP
  800. - Discourage (+1) if last player move has >= 15 PP
  801. - Otherwise, 39% (100/256) to discourage (+1)
  802.  
  803.  
  804.  
  805. [10.36] Smart_HealBell > Heal Bell
  806.  
  807. (a) Dismiss (+10) if none of the Pokemon in the foe’s party is statused
  808. (b) Do nothing (+0) if the enemy is the only statused Pokemon in the foe’s party
  809. (c) If at least one Pokemon in the foe’s party, excluding the currently active Pokemon, is statused:
  810. - Encourage (-1) if the enemy is not statused
  811. - Do nothing (+0) if the enemy is BRN/PRZ/PSN (??)
  812. - 50% to greatly encourage (-2) if the enemy is FRZ or SLP (??)
  813.  
  814.  
  815.  
  816. [10.37] Smart_PriorityHit > Quick Attack, Mach Punch, Extremespeed
  817.  
  818. (a) Do nothing (+0) if enemy is faster than player
  819. (b) If enemy is not faster than player:
  820. - Dismiss (+10) if player is flying or underground
  821. - Else, greatly encourage (-3) if it can KO the player
  822.  
  823.  
  824. NOTE - ‘Can KO’ effectively means ‘has a chance to KO, barring crits or max damage rolls’.
  825.  
  826.  
  827.  
  828. [10.38] Smart_Thief > Thief
  829.  
  830. (a) Dismiss entirely (+31) (NOTE - Won’t be chosen unless it is the only move available)
  831.  
  832.  
  833.  
  834. [10.39] Smart_MeanLook > Mean Look, Spider Web
  835.  
  836. (a) Discourage (+1) if enemy’s HP is 50% or below
  837. (b) Else, dismiss (+10) if this is the player character’s last Pokemon
  838. (c) Else, 78% (200/256) to greatly encourage (-3) if enemy is badly poisoned (weird), or the player is in love, is stuck in rollout, has been identified, or has a nightmare
  839. (d) Otherwise, discourage (+1) if the player has shown super effective moves against the enemy. Consider player's type(s) if its moves are unknown.
  840.  
  841.  
  842.  
  843. [10.40] Smart_Nightmare > Nightmare
  844.  
  845. (a) 50% to encourage (-1)
  846.  
  847.  
  848. NOTE - This takes place regardless of whether the player is asleep. The basic layer will take care of dismissing Nightmare if the player is awake or already has a nightmare.
  849.  
  850.  
  851.  
  852. [10.41] Smart_FlameWheel > Flame Wheel
  853.  
  854. (a) Extremely encourage (-5) if the enemy is frozen.
  855.  
  856.  
  857.  
  858. [10.42] Smart_Curse > Curse
  859.  
  860. (a) If enemy is not a ghost:
  861. - Discourage (+1) if enemy’s HP is 50% or below
  862. - Else, discourage (+1) if enemy’s attack level is +4 or higher
  863. - Else, do nothing (+0) if enemy’s attack level is +2 or +3
  864. - Else, greatly discourage (+2) if the player is a ghost type
  865. - Else, do nothing (+0) if the player is a special type
  866. - Otherwise, 78% (200/256) to greatly encourage (-2)
  867.  
  868. (b) If enemy is a ghost:
  869. - Dismiss (+10) if player is already cursed
  870. - Else, extremely discourage (+4) if this is the foe’s last Pokemon and the player character has multiple Pokemon left
  871. - Else, 50% to greatly encourage (-2) if this is the player character’s last Pokemon and the foe has multiple Pokemon left
  872. - Otherwise:
  873. : Extremely discourage (+4) if the enemy’s HP is 25% or below
  874. : Greatly discourage (+2) if 25% < enemy’s HP <= 50%
  875. : Else, do nothing (+0) if the enemy’s HP is not full or if this is not the player’s first turn. (NOTE - 'First turn' clause applies.)
  876. : Otherwise, 50% to greatly encourage (-2)
  877.  
  878.  
  879.  
  880. [10.43] Smart_Protect > Protect, Detect
  881.  
  882. (a) If enemy’s protect counter > 0, do BOTH of the following:
  883. - Discourage (+1)
  884. - 92% (236/256) to greatly discourage (+2)
  885. (b) Else, 92% (236/256) to greatly discourage (+2) if locked on to the player
  886. (c) Else, 78% (200/256) to encourage (-1) if player’s Fury Cutter count is >= 3, if player’s Rollout count >= 3, if player is using a charging move, or if player is badly poisoned/seeded/cursed
  887. (d) Otherwise, 92% (236/256) to greatly discourage (+2) (NOTE - including if player is stuck in Rollout and the current Rollout count < 3)
  888.  
  889.  
  890.  
  891. [10.44] Smart_Foresight > Foresight
  892.  
  893. (a) 61% (156/256) to greatly encourage (-2) if enemy’s accuracy level is -3 or worse, if player’s evasion level is +3 or better, or if the player is a ghost type
  894. (b) Otherwise, 92% (236/256) to discourage (+1)
  895.  
  896.  
  897.  
  898. [10.45] Smart_PerishSong > Perish Song
  899.  
  900. (a) Extremely discourage (+5) if foe has no other unfainted Pokemon
  901. (b) Else, 50% to encourage (-1) if the player cannot run
  902. (c) Else, 50% to discourage (+1) if the player has not shown a super effective against the enemy. Consider the player’s type(s) if its moves are unknown.
  903.  
  904.  
  905.  
  906. [10.46] Smart_Sandstorm > Sandstorm
  907.  
  908. (a) Greatly discourage (+2) if player is immune to sandstorm damage (i.e. Rock, Ground, Steel type Pokemon)
  909. (b) Else, discourage (+1) if player’s HP is 50% or below
  910. (c) Otherwise, 50% to encourage (-1)
  911.  
  912.  
  913.  
  914. [10.47] Smart_Endure > Endure
  915.  
  916. (a) Greatly discourage (+2) if enemy’s protect counter > 0 or if enemy is at max HP
  917. (b) Else, discourage (+1) if enemy’s HP is above 25%
  918. (c) Else, 78% (200/256) to greatly encourage (-3) if the enemy has Reversal or Flail
  919. (d) Else, 50% to greatly encourage (-2) if player is currently locked on to enemy
  920.  
  921.  
  922.  
  923. [10.48] Smart_FuryCutter > Fury Cutter
  924. Smart_Rollout > Rollout
  925.  
  926. NOTE - ‘Continue’ means the function does not return, but instead jumps ahead to the next 'section', where further computations are performed.
  927.  
  928.  
  929. [i.] Fury Cutter only
  930.  
  931. (a) Do ALL of the following checks IF enemy’s fury cutter count > 0
  932. - Encourage (-1)
  933. - Greatly encourage (-2) if Fury Cutter count is >= 2
  934. - Greatly encourage (-3) if Fury Cutter count is >= 3
  935. - {CONTINUE}
  936.  
  937.  
  938. [ii.] Fury Cutter/Rollout
  939.  
  940. (b) 78% (200/256) to discourage (+1) if the enemy is in love, confused, or paralyzed, if the enemy’s HP is 25% or below, if the enemy’s accuracy level is -1 or worse, or if the player’s evasion level is +1 or better
  941. (c) Otherwise, 78% (200/256) to greatly encourage (-2)
  942.  
  943.  
  944.  
  945. [10.49] Smart_Swagger > Swagger
  946. Smart_Attract > Attract
  947.  
  948. (a) 78% (200/256) to encourage (-1) during the player's first turn. (NOTE - 'First turn' clause applies.)
  949. (b) Otherwise, 78% (200/256) to discourage (+1)
  950.  
  951.  
  952.  
  953. [10.50] Smart_Safeguard > Safeguard
  954.  
  955. (a) 78% (200/256) to discourage (+1) if player's HP is 50% or below
  956.  
  957.  
  958.  
  959. [10.51] Smart_Magnitude > Magnitude
  960. Smart_Earthquake > Earthquake
  961.  
  962. (a) Do nothing (+0) if the player’s last move was not Dig
  963. (b) If the player is currently underground, greatly encourage (-2) if the enemy is faster
  964. (c) Else, 50% to encourage (-1) if the enemy is not faster than the player
  965.  
  966.  
  967.  
  968. [10.52] Smart_Pursuit > Pursuit
  969.  
  970. (a) 50% to greatly encourage (-2) if player's HP is 25% or below
  971. (b) Otherwise, 78% (200/256) to discourage (+1)
  972.  
  973.  
  974.  
  975. [10.53] Smart_RapidSpin > Rapid Spin
  976.  
  977. (a) 78% (200/256) to greatly encourage (-2) if the enemy is trapped (Bind effect), seeded, or scattered with spikes
  978.  
  979.  
  980.  
  981. [10.54] Smart_HiddenPower > Hidden Power
  982.  
  983. (a) Discourage (+1) if Hidden Power type is not very effective or its power < 50
  984. (b) Encourage (-1) if Hidden Power type is super effective or its power is exactly 70
  985.  
  986.  
  987.  
  988. [10.55] Smart_RainDance > Rain Dance
  989.  
  990. (a) Greatly discourage (+3) if player is a water type
  991. (b) If player is a fire type:
  992. - Greatly encourage (-2) if the player’s HP is above 50% and it is either the player’s first turn or the enemy’s first turn. (NOTE - 'First turn' clause applies.)
  993. (c) Else, greatly discourage (+3) if the enemy doesn’t have a useful rain move or if the player’s HP is 50% or below
  994. (d) Otherwise, 50% to encourage (-1)
  995.  
  996.  
  997. > Useful Rain Moves
  998.  
  999. Water Gun, Hydro Pump, Surf, Bubblebeam, Thunder, Waterfall, Clamp, Bubble, Crabhammer, Octazooka, Whirlpool
  1000.  
  1001.  
  1002.  
  1003. [10.56] Smart_SunnyDay > Sunny Day
  1004.  
  1005. (a) Greatly discourage (+3) if player is a fire type
  1006. (b) If player is a water type:
  1007. - Greatly encourage (-2) if the player’s HP is above 50% and it is either the player’s first turn or the enemy’s first turn. (NOTE - 'First turn' clause applies.)
  1008. (c) Else, greatly discourage (+3) if the enemy doesn’t have a useful sun move or if the player’s HP is 50% or below
  1009. (d) Otherwise, 50% to encourage (-1)
  1010.  
  1011.  
  1012. > Useful Sun Moves
  1013.  
  1014. Fire Punch, Ember, Flamethrower, Fire Spin, Fire Blast, Sacred Fire, Morning Sun, Synthesis (NOTE - Solarbeam not included for some reason)
  1015.  
  1016.  
  1017.  
  1018. [10.57] Smart_BellyDrum > Belly Drum
  1019.  
  1020. (a) Extremely discourage (+5) if enemy's attack is higher than +2 or if enemy's HP is 50% or below.
  1021. (b) Else, discourage (+1) if enemy's HP is not full.
  1022.  
  1023.  
  1024.  
  1025. [10.58] Smart_PsychUp > Psych Up
  1026.  
  1027. (a) Greatly discourage (+2) if the sum of the player’s stat modifiers are no higher than those of the enemy
  1028. (b) Else, do nothing (+0) if the player’s accuracy level is lower than -1 or the enemy’s evasion level is +1 or higher
  1029. (c) Otherwise, 78% (200/256) to encourage (-1)
  1030.  
  1031.  
  1032.  
  1033. [10.59] Smart_MirrorCoat > Mirror Coat
  1034.  
  1035. (a) 61% (156/256) to encourage (-1) if player has used 3 or more damaging special moves
  1036. (b) Discourage (+1) if player has not used any damaging special moves
  1037. (c) Else, 61% (156/256) to encourage (-1) if the last move the player used was a damaging, special move
  1038.  
  1039.  
  1040.  
  1041. [10.60] Smart_Twister > Twister
  1042. Smart_Gust > Gust
  1043.  
  1044. (a) Do nothing (+0) if the player’s last move was not Fly
  1045. (b) If the player is currently flying, greatly encourage (-2) if the enemy is faster
  1046. (c) Else, 50% to encourage (-1) if the enemy is not faster than the player
  1047.  
  1048.  
  1049.  
  1050. [10.61] Smart_FutureSight > Future Sight
  1051.  
  1052. (a) Greatly encourage (-2) if the player is flying or underground, and slower than the enemy.
  1053.  
  1054.  
  1055.  
  1056. [10.62] Smart_Stomp > Stomp
  1057.  
  1058. (a) 78% (200/256) to encourage (-1) if the player has used Minimize.
  1059.  
  1060.  
  1061.  
  1062. [10.63] Smart_Solarbeam > Solarbeam
  1063.  
  1064. (a) 78% (200/256) to greatly encourage (-2) if it's sunny.
  1065. (b) 90% (231/256) to greatly discourage (+2) if it's raining.
  1066.  
  1067.  
  1068.  
  1069. [10.64] Smart_Thunder > Thunder
  1070.  
  1071. (a) 90% (231/256) to discourage (+1) if it's sunny.
  1072.  
  1073.  
  1074.  
  1075. [10.65] Smart_Fly > Fly, Dig
  1076.  
  1077. (a) Greatly encourage (-3) if the player is flying or underground, and slower than the enemy.
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