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FireRed/LeafGreen AI guide

Nov 5th, 2020 (edited)
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  1. TABLE OF CONTENTS
  2. I. Basic AI principles
  3. II. AI by fight
  4. III. Notes by fight
  5.  
  6. NOTE: Fire Red's code has been only partially disassembled, so this guide is based mostly on observations and may not be 100% accurate.
  7.  
  8. ----------------------
  9. I. BASIC AI PRINCIPLES
  10. ----------------------
  11. - There are many AI clauses. Which clauses are in effect depends on the trainer class, but given our current knowledge, it's easiest to simplify trainers as having "good AI" or "bad AI"
  12. - Moves can be scored as "neutral," "encouraged," "greatly encouraged," "discouraged," "greatly discouraged," or "dismissed." The simplest way of understanding these terms is as follows (note: the numbers are not exact because Gen 3 scoring is complex):
  13. > Neutral: The move is not encouraged, discouraged, or dismissed.
  14. > Encouraged: 75% likely to be chosen when compared with one neutral move; 67% likely when compared with two neutral moves
  15. > Greatly encouraged: 88% likely when compared with one neutral move; 83% likely when compared with two neutral moves
  16. > Discouraged: 25% likely when compared with one neutral move; 17% likely when compared with two neutral moves
  17. > Greatly discouraged: 12% likely when compared with one neutral move; 8% likely when compared with two neutral moves
  18. > Dismissed: 0% likely unless all other moves are also dismissed
  19. - Moves that are scored equally always have an equal chance of being chosen
  20. - Characteristics of good AI (some exceptions apply):
  21. > Always try to OHKO if possible. This overrides most other decisions
  22. > If a damaging move is chosen, dismiss all moves except the one that deals the most damage
  23. > If multiple moves will kill, choose one at random
  24. > If faster than the player (you), dismiss Speed-lowering moves (even if that move also deals damage)
  25. > Fixed-damage moves such as Seismic Toss and Sonicboom are neutral
  26. > Encourage sleep moves
  27. > Greatly encourage paralysis moves if slower than the player (you)
  28. > Greatly discourage poison moves when the player is below 50% HP
  29. > Discourage confusion moves when the player is below 70% HP (e.g., Supersonic, Confuse Ray)
  30. > Dismiss confusion moves when the player is below 50% HP
  31. > Encourage evasion moves when the enemy is above 70% HP
  32. > Encourage accuracy-lowering moves when the enemy is above 70% HP; discourage them otherwise
  33. > Dismiss useless moves (e.g., Supersonic if already confused)
  34. - Characteristics of bad AI:
  35. > Choose a move at random
  36. > Dismiss useless moves in some cases, but not all
  37. > Do not calculate damage
  38. - When calculating damage, the AI first "simulates" a roll. This is separate from the actual roll that occurs if the move is chosen. For example, if you have 13 HP and a trainer with good AI has one attacking move that does 12-15 damage, it will always choose that move if the simulated roll is 13, 14 or 15, but not necessarily if the simulated roll is 12.
  39. - All wild Pokemon will choose a move at random under all circumstances
  40.  
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  42. II. AI BY FIGHT
  43. ----------------------
  44. Rival 1 Good
  45. ...
  46.  
  47. ----------------------
  48. III. NOTES BY FIGHT
  49. ----------------------
  50. ...
  51.  
  52. TO DO:
  53. - Specific fights and moves
  54. - Switch/send in text AI
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