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- TABLE OF CONTENTS
- I. Basic AI principles
- II. AI by fight
- III. Notes by fight
- NOTE: Fire Red's code has been only partially disassembled, so this guide is based mostly on observations and may not be 100% accurate.
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- I. BASIC AI PRINCIPLES
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- - 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"
- - 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):
- > Neutral: The move is not encouraged, discouraged, or dismissed.
- > Encouraged: 75% likely to be chosen when compared with one neutral move; 67% likely when compared with two neutral moves
- > Greatly encouraged: 88% likely when compared with one neutral move; 83% likely when compared with two neutral moves
- > Discouraged: 25% likely when compared with one neutral move; 17% likely when compared with two neutral moves
- > Greatly discouraged: 12% likely when compared with one neutral move; 8% likely when compared with two neutral moves
- > Dismissed: 0% likely unless all other moves are also dismissed
- - Moves that are scored equally always have an equal chance of being chosen
- - Characteristics of good AI (some exceptions apply):
- > Always try to OHKO if possible. This overrides most other decisions
- > If a damaging move is chosen, dismiss all moves except the one that deals the most damage
- > If multiple moves will kill, choose one at random
- > If faster than the player (you), dismiss Speed-lowering moves (even if that move also deals damage)
- > Fixed-damage moves such as Seismic Toss and Sonicboom are neutral
- > Encourage sleep moves
- > Greatly encourage paralysis moves if slower than the player (you)
- > Greatly discourage poison moves when the player is below 50% HP
- > Discourage confusion moves when the player is below 70% HP (e.g., Supersonic, Confuse Ray)
- > Dismiss confusion moves when the player is below 50% HP
- > Encourage evasion moves when the enemy is above 70% HP
- > Encourage accuracy-lowering moves when the enemy is above 70% HP; discourage them otherwise
- > Dismiss useless moves (e.g., Supersonic if already confused)
- - Characteristics of bad AI:
- > Choose a move at random
- > Dismiss useless moves in some cases, but not all
- > Do not calculate damage
- - 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.
- - All wild Pokemon will choose a move at random under all circumstances
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- II. AI BY FIGHT
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- Rival 1 Good
- ...
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- III. NOTES BY FIGHT
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- ...
- TO DO:
- - Specific fights and moves
- - Switch/send in text AI
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