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Emerald AI guide

Feb 19th, 2017 (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: Emerald'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 trainer class, but given our current knowledge, it's easiest to simplify trainers as having "good AI" or "bad AI"
  12. - Characteristics of good AI (some exceptions apply):
  13. > Always try to OHKO if possible. This overrides most other decisions
  14. > Favor stat-increasing or stat-lowering moves when HP is above 70%
  15. > Choose most damaging move (e.g., Rock Throw over Tackle)
  16. > If multiple moves will kill, select one at random
  17. > If faster than the player (you), do not use a Speed-lowering move
  18. > "Ignore" fixed-damage moves such as Seismic Toss and Sonicboom (they can be used but are never encouraged or discouraged)
  19. > Discourage confusion moves when the player is at low HP (e.g., Supersonic, Confuse Ray)
  20. > Dismiss useless moves (e.g., Supersonic if already confused)
  21. - Characteristics of bad AI:
  22. > Select a move at random
  23. > Dismiss useless moves in some cases, but not all
  24. > Do not calculate damage
  25. - 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.
  26. - In double battles, the AI looks at both of your Pokemon before making a decision, unlike Sapphire. So for example, if Pokemon 1 is in kill range and Pokemon 2 isn't, it will always target Pokemon 1
  27. - All wild Pokemon will choose a move at random under all circumstances
  28.  
  29. ----------------------
  30. II. AI BY FIGHT
  31. ----------------------
  32. Rival 1 Good
  33. Calvin Bad
  34. Grunt Bad
  35. Josh Bad
  36. Tommy Bad
  37. Marc Bad
  38. Roxanne Good
  39. Clark Bad
  40. Devan Bad
  41. Grunt Bad
  42. Grunt Bad
  43. Grunt Bad
  44. Pokefan Bad
  45. Pokefan Bad
  46. Rival 2 Good
  47. Triathlete Bad
  48. Psychic Bad
  49. Youngster Bad
  50. Wally 1 Good
  51. Ben Bad
  52. Wattson Good
  53. Hiker Bad
  54. Hiker Bad
  55. Aroma Lady Bad
  56. Grunt Bad
  57. Grunt Bad
  58. Tabitha Bad
  59. Maxie 1 Good
  60. Flannery Good
  61. Brawly Good
  62. Cooltrainer Good
  63. Cooltrainer Good
  64. Cooltrainer Good
  65. Norman Good
  66. Grunt Bad
  67. Grunt Bad
  68. Grunt double Bad
  69. Shelly Good
  70. Rival 3 Good
  71. Bird double Bad
  72. Bird Keeper Good
  73. Winona Good
  74. Grunt Bad
  75. Grunt Bad
  76. Grunt double Bad
  77. Grunt Bad
  78. Grunt Bad
  79. Grunt Bad
  80. Grunt Bad
  81. Grunt Bad
  82. Grunt double Bad
  83. Tabitha Bad
  84. Maxie 2 Bad
  85. Grunt double Bad
  86. Grunt double Bad
  87. Matt Good
  88. Swimmer Bad
  89. Mossdeep double Bad
  90. Psychic Bad
  91. Hex Maniac Bad
  92. Psychic Bad
  93. Tate & Liza Good
  94. Grunt Bad
  95. Grunt Bad
  96. Grunt Bad
  97. Grunt Bad
  98. Grunt Bad
  99. True double Good
  100. Archie Good
  101. Juan Good
  102. Wally 2 Good
  103. Cooltrainer Good
  104. Cooltrainer Good
  105. Cooltrainer Good
  106. Cooltrainer Good
  107. Cooltrainer Good
  108. Sidney Good
  109. Phoebe Good
  110. Glacia Good
  111. Drake Good
  112. Champion Good
  113.  
  114. ----------------------
  115. III. NOTES BY FIGHT (not updated)
  116. ----------------------
  117. These fights follow "good AI" rules unless otherwise noted.
  118.  
  119. RIVAL 1
  120. - Seems to discourage Leer after turn 1, but can still use it
  121. - Seems to never use Leer when you're below 70% HP
  122. ROXANNE
  123. - Favors Rock Tomb if Mudkip is faster; can't be used otherwise
  124. - Favors Harden on turn 1
  125. - Greatly favors Block on turn 2+ once your Speed has been lowered
  126. - Favors Harden on the turn after you use Growl, Mud-Slap or Tackle (~75% likely if nothing else is favored)
  127. POKEFANS (they only have partial "bad AI")
  128. - All: 50% Growl, 50% QA
  129. RIVAL 2
  130. - Slugma: 50% Yawn, 50% Ember unless in kill range (even when asleep)
  131. - Always uses QA if it kills
  132. - Discourages Supersonic if your HP is 70% or less; dismisses it at 50% or less
  133. WALLY
  134. - Generally spams Double Team
  135. WATTSON
  136. - Voltorb: ~89% Rollout, ~11% Selfdestruct
  137. - Favors Howl on turn 1
  138. - Seems to discourage Howl after turn 1, but can still use it
  139. - Discourages Supersonic if your HP is 70% or less; dismisses it at 50% or less
  140. MAXIE 1
  141. - Discourages Sand-Attack if your HP is 70% or less
  142. FLANNERY
  143. - Slugma: ~40% Smog, ~30% Light Screen, ~30% Sunny Day
  144. - Slugma: Cannot use Light Screen if it has 50% HP or less
  145. - Slugma: Cannot use Sunny Day if it has 40% HP or less
  146. - Dismisses Overheat unless it can kill
  147. - Torkoal: ~60% Body Slam, ~40% Attract
  148. RANDALL
  149. - 100% Wing Attack
  150. PARKER
  151. - 33% Focus Punch, 33% Dizzy Punch, 33% Teeter Dance
  152. - Does not discourage Teeter Dance when confused
  153. JODY
  154. - On turn 1: ~80% Swords Dance, ~20% Slash
  155. - On turn 2+ ~40% Swords Dance, ~60% Slash
  156. MARY
  157. - 100% Faint Attack
  158. GEORGE
  159. - At full HP: 50% Counter, 50% Shadow Ball
  160. - Favors Slack Off at low HP
  161. BERKE
  162. - ~70% Slash, 30% Focus Energy
  163. NORMAN
  164. - Spinda: 50% Facade, 50% Teeter Dance
  165. - Does not discourage Teeter Dance when confused
  166. - Never uses Encore
  167. - Discourages Belly Drum
  168. - Encourages Counter
  169. - Discourages Yawn
  170. - Does not dismiss Yawn if you are asleep
  171. SHELLY
  172. - Encourages Swagger if your HP is high
  173. - Discourages Swagger if your HP is low
  174. RIVAL 3
  175. - Encourages Harden and Amnesia on turn 1
  176. - Pelipper: 100% Protect turn 1
  177. - Discourages Supersonic if your HP is 70% or less; dismisses it at 50% or less
  178. WINONA
  179. - Swablu: ~50% Mirror Move, 17% Safeguard, 17% Aerial Ace, 17% Perish Song
  180. - Always switches out Swablu on the last turn of Perish Song
  181. - Pelipper: ~90% Protect, 10% Supersonic turn 1 when you are at half HP
  182. - Pelipper: ~100% Protect if your HP is low (somewhere around 30%)
  183. - Skarmory: Discourages Sand-Attack if your HP is 70% or less
  184. - Favors Dragon Dance on turn 1
  185. MAXIE 2
  186. - Favors Scary Face
  187. - Encourages Swagger if your HP is high
  188. - Discourages/dismisses Swagger if your HP is low/lower
  189. - Dismisses Confuse Ray if your HP is 50% or less
  190. TATE & LIZA
  191. - Claydol: Always uses EQ if one of your Pokemon dies to it
  192. - Xatu: Favors Calm Mind on turn 1
  193. - Dismisses Confuse Ray if your HP is 50% or less
  194. TRUE DOUBLE
  195. - Favors Scary Face
  196. - Encourages Swagger if your HP is high
  197. - Discourages/dismisses Swagger if your HP is low/lower
  198. - Discourages Taunt
  199. - Favors Amnesia on turn 1
  200. - Crobat: Seems to favor Mean Look
  201. - Dismisses Confuse Ray if your HP is 50% or less
  202. ARCHIE 2
  203. - Favors Scary Face
  204. - Encourages Swagger if your HP is high
  205. - Discourages/dismisses Swagger if your HP is low/lower
  206. - Dismisses Confuse Ray if your HP is 50% or less
  207. JUAN
  208. - Favors Amnesia on turn 1
  209. WALLY
  210. - Favors Dragon Dance on turn 1
  211. SIDNEY
  212. - Discourages Sand-Attack if your HP is 70% or less
  213. - Absol: Favors Swords Dance on turn 1
  214. PHOEBE
  215. - First Dusclops: 100% Protect turn 1
  216. - Dismisses Confuse Ray if your HP is 50% or less
  217. GLACIA
  218. - Favors Hail
  219. DRAKE
  220. - Shelgon: 75% Protect, 25% Rock Tomb on turn 1
  221. STEVEN
  222. - Wailord: Favors Blizzard
  223. - Gyarados: Favors Dragon Dance on turn 1
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