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https://github.com/infinitefusion/infinitefusion-e18.git
synced 2025-12-09 22:24:58 +00:00
update 6.7
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@@ -8,11 +8,11 @@ class PokeBattle_AI
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return false if !item
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# Determine target of item (always the Pokémon choosing the action)
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useType = GameData::Item.get(item).battle_use
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if [1, 2, 3, 6, 7, 8].include?(useType) # Use on Pokémon
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idxTarget = @battle.battlers[idxTarget].pokemonIndex # Party Pokémon
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if [1, 2, 3, 6, 7, 8].include?(useType) # Use on Pokémon
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idxTarget = @battle.battlers[idxTarget].pokemonIndex # Party Pokémon
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end
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# Register use of item
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@battle.pbRegisterItem(idxBattler,item,idxTarget)
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@battle.pbRegisterItem(idxBattler, item, idxTarget)
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PBDebug.log("[AI] #{user.pbThis} (#{user.index}) will use item #{GameData::Item.get(item).name}")
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return true
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end
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@@ -22,33 +22,33 @@ class PokeBattle_AI
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def pbEnemyItemToUse(idxBattler)
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return nil if !@battle.internalBattle
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items = @battle.pbGetOwnerItems(idxBattler)
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return nil if !items || items.length==0
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return nil if !items || items.length == 0
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# Determine target of item (always the Pokémon choosing the action)
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idxTarget = idxBattler # Battler using the item
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idxTarget = idxBattler # Battler using the item
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battler = @battle.battlers[idxTarget]
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pkmn = battler.pokemon
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# Item categories
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hpItems = {
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:POTION => 20,
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:SUPERPOTION => 50,
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:HYPERPOTION => 200,
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:MAXPOTION => 999,
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:BERRYJUICE => 20,
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:SWEETHEART => 20,
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:FRESHWATER => 50,
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:SODAPOP => 60,
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:LEMONADE => 80,
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:MOOMOOMILK => 100,
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:ORANBERRY => 10,
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:SITRUSBERRY => battler.totalhp/4,
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:ENERGYPOWDER => 50,
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:ENERGYROOT => 200
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:POTION => 20,
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:SUPERPOTION => 50,
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:HYPERPOTION => 200,
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:MAXPOTION => 999,
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:BERRYJUICE => 20,
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:SWEETHEART => 20,
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:FRESHWATER => 50,
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:SODAPOP => 60,
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:LEMONADE => 80,
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:MOOMOOMILK => 100,
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:ORANBERRY => 10,
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:SITRUSBERRY => battler.totalhp / 4,
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:ENERGYPOWDER => 50,
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:ENERGYROOT => 200
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}
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hpItems[:RAGECANDYBAR] = 20 if !Settings::RAGE_CANDY_BAR_CURES_STATUS_PROBLEMS
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fullRestoreItems = [
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:FULLRESTORE
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:FULLRESTORE
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]
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oneStatusItems = [ # Preferred over items that heal all status problems
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oneStatusItems = [# Preferred over items that heal all status problems
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:AWAKENING, :CHESTOBERRY, :BLUEFLUTE,
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:ANTIDOTE, :PECHABERRY,
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:BURNHEAL, :RAWSTBERRY,
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@@ -56,112 +56,112 @@ class PokeBattle_AI
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:ICEHEAL, :ASPEARBERRY
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]
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allStatusItems = [
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:FULLHEAL, :LAVACOOKIE, :OLDGATEAU, :CASTELIACONE, :LUMIOSEGALETTE,
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:SHALOURSABLE, :BIGMALASADA, :LUMBERRY, :HEALPOWDER
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:FULLHEAL, :LAVACOOKIE, :OLDGATEAU, :CASTELIACONE, :LUMIOSEGALETTE,
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:SHALOURSABLE, :BIGMALASADA, :LUMBERRY, :HEALPOWDER
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]
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allStatusItems.push(:RAGECANDYBAR) if Settings::RAGE_CANDY_BAR_CURES_STATUS_PROBLEMS
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xItems = {
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:XATTACK => [:ATTACK, (Settings::X_STAT_ITEMS_RAISE_BY_TWO_STAGES) ? 2 : 1],
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:XATTACK2 => [:ATTACK, 2],
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:XATTACK3 => [:ATTACK, 3],
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:XATTACK6 => [:ATTACK, 6],
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:XDEFENSE => [:DEFENSE, (Settings::X_STAT_ITEMS_RAISE_BY_TWO_STAGES) ? 2 : 1],
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:XDEFENSE2 => [:DEFENSE, 2],
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:XDEFENSE3 => [:DEFENSE, 3],
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:XDEFENSE6 => [:DEFENSE, 6],
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:XDEFEND => [:DEFENSE, (Settings::X_STAT_ITEMS_RAISE_BY_TWO_STAGES) ? 2 : 1],
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:XDEFEND2 => [:DEFENSE, 2],
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:XDEFEND3 => [:DEFENSE, 3],
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:XDEFEND6 => [:DEFENSE, 6],
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:XSPATK => [:SPECIAL_ATTACK, (Settings::X_STAT_ITEMS_RAISE_BY_TWO_STAGES) ? 2 : 1],
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:XSPATK2 => [:SPECIAL_ATTACK, 2],
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:XSPATK3 => [:SPECIAL_ATTACK, 3],
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:XSPATK6 => [:SPECIAL_ATTACK, 6],
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:XSPECIAL => [:SPECIAL_ATTACK, (Settings::X_STAT_ITEMS_RAISE_BY_TWO_STAGES) ? 2 : 1],
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:XSPECIAL2 => [:SPECIAL_ATTACK, 2],
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:XSPECIAL3 => [:SPECIAL_ATTACK, 3],
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:XSPECIAL6 => [:SPECIAL_ATTACK, 6],
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:XSPDEF => [:SPECIAL_DEFENSE, (Settings::X_STAT_ITEMS_RAISE_BY_TWO_STAGES) ? 2 : 1],
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:XSPDEF2 => [:SPECIAL_DEFENSE, 2],
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:XSPDEF3 => [:SPECIAL_DEFENSE, 3],
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:XSPDEF6 => [:SPECIAL_DEFENSE, 6],
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:XSPEED => [:SPEED, (Settings::X_STAT_ITEMS_RAISE_BY_TWO_STAGES) ? 2 : 1],
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:XSPEED2 => [:SPEED, 2],
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:XSPEED3 => [:SPEED, 3],
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:XSPEED6 => [:SPEED, 6],
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:XACCURACY => [:ACCURACY, (Settings::X_STAT_ITEMS_RAISE_BY_TWO_STAGES) ? 2 : 1],
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:XACCURACY2 => [:ACCURACY, 2],
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:XACCURACY3 => [:ACCURACY, 3],
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:XACCURACY6 => [:ACCURACY, 6]
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:XATTACK => [:ATTACK, (Settings::X_STAT_ITEMS_RAISE_BY_TWO_STAGES) ? 2 : 1],
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:XATTACK2 => [:ATTACK, 2],
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:XATTACK3 => [:ATTACK, 3],
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:XATTACK6 => [:ATTACK, 6],
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:XDEFENSE => [:DEFENSE, (Settings::X_STAT_ITEMS_RAISE_BY_TWO_STAGES) ? 2 : 1],
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:XDEFENSE2 => [:DEFENSE, 2],
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:XDEFENSE3 => [:DEFENSE, 3],
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:XDEFENSE6 => [:DEFENSE, 6],
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:XDEFEND => [:DEFENSE, (Settings::X_STAT_ITEMS_RAISE_BY_TWO_STAGES) ? 2 : 1],
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:XDEFEND2 => [:DEFENSE, 2],
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:XDEFEND3 => [:DEFENSE, 3],
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:XDEFEND6 => [:DEFENSE, 6],
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:XSPATK => [:SPECIAL_ATTACK, (Settings::X_STAT_ITEMS_RAISE_BY_TWO_STAGES) ? 2 : 1],
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:XSPATK2 => [:SPECIAL_ATTACK, 2],
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:XSPATK3 => [:SPECIAL_ATTACK, 3],
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:XSPATK6 => [:SPECIAL_ATTACK, 6],
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:XSPECIAL => [:SPECIAL_ATTACK, (Settings::X_STAT_ITEMS_RAISE_BY_TWO_STAGES) ? 2 : 1],
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:XSPECIAL2 => [:SPECIAL_ATTACK, 2],
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:XSPECIAL3 => [:SPECIAL_ATTACK, 3],
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:XSPECIAL6 => [:SPECIAL_ATTACK, 6],
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:XSPDEF => [:SPECIAL_DEFENSE, (Settings::X_STAT_ITEMS_RAISE_BY_TWO_STAGES) ? 2 : 1],
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:XSPDEF2 => [:SPECIAL_DEFENSE, 2],
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:XSPDEF3 => [:SPECIAL_DEFENSE, 3],
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:XSPDEF6 => [:SPECIAL_DEFENSE, 6],
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:XSPEED => [:SPEED, (Settings::X_STAT_ITEMS_RAISE_BY_TWO_STAGES) ? 2 : 1],
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:XSPEED2 => [:SPEED, 2],
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:XSPEED3 => [:SPEED, 3],
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:XSPEED6 => [:SPEED, 6],
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:XACCURACY => [:ACCURACY, (Settings::X_STAT_ITEMS_RAISE_BY_TWO_STAGES) ? 2 : 1],
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:XACCURACY2 => [:ACCURACY, 2],
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:XACCURACY3 => [:ACCURACY, 3],
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:XACCURACY6 => [:ACCURACY, 6]
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}
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# Determine lost HP
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losthp = battler.totalhp - battler.hp
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preferFullRestore = (battler.hp <= battler.totalhp * 2 / 3 &&
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(battler.status != :NONE || battler.effects[PBEffects::Confusion] > 0))
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# Decide if Full Restore is actually preferred
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preferFullRestore = (battler.hp <= battler.totalhp / 2 &&
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(battler.status != :NONE || battler.effects[PBEffects::Confusion] > 0))
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# Find all usable items
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usableHPItems = []
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usableHPItems = []
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usableStatusItems = []
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usableXItems = []
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usableXItems = []
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items.each do |i|
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next if !i
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next if !@battle.pbCanUseItemOnPokemon?(i,pkmn,battler,@battle.scene,false)
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next if !ItemHandlers.triggerCanUseInBattle(i,pkmn,battler,nil,
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false,self,@battle.scene,false)
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# Log HP healing items
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if losthp > 0
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power = hpItems[i]
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if power
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usableHPItems.push([i, 5, power])
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next
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end
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next if !@battle.pbCanUseItemOnPokemon?(i, pkmn, battler, @battle.scene, false)
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next if !ItemHandlers.triggerCanUseInBattle(i, pkmn, battler, nil, false, self, @battle.scene, false)
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itemQuantity = @battle.pbGetOwnerItems(idxBattler).count(i)
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# Healing items (potions, berries, etc.)
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if hpItems[i] && losthp > 0
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priority = 5
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# Use lower priority if only 1 or 2 left
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priority += 3 if itemQuantity <= 2
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usableHPItems.push([i, priority, hpItems[i]])
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next
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end
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# Log Full Restores (HP healer and status curer)
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if losthp > 0 || battler.status != :NONE
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if fullRestoreItems.include?(i)
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usableHPItems.push([i, (preferFullRestore) ? 3 : 7, 999])
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usableStatusItems.push([i, (preferFullRestore) ? 3 : 9])
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next
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# Full Restore items
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if fullRestoreItems.include?(i)
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if losthp >= battler.totalhp / 4 || battler.status != :NONE || battler.effects[PBEffects::Confusion] > 0
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# Only consider Full Restore if HP is below 25% or has status/confusion
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priority = preferFullRestore ? 3 : 7
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# Raise priority if stock is low to discourage waste
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priority += 5 if itemQuantity <= 2
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usableHPItems.push([i, priority, battler.totalhp])
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usableStatusItems.push([i, preferFullRestore ? 3 : 9])
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end
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next
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end
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# Log single status-curing items
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if oneStatusItems.include?(i)
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# Single-status curers
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if oneStatusItems.include?(i) && battler.status != :NONE
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usableStatusItems.push([i, 5])
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next
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end
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# Log Full Heal-type items
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if allStatusItems.include?(i)
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# Full heal-type items
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if allStatusItems.include?(i) && battler.status != :NONE
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usableStatusItems.push([i, 7])
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next
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end
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# Log stat-raising items
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# Stat-raising items
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if xItems[i]
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data = xItems[i]
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usableXItems.push([i, battler.stages[data[0]], data[1]])
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next
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end
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end
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# Prioritise using a HP restoration item
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if usableHPItems.length>0 && (battler.hp<=battler.totalhp/4 ||
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(battler.hp<=battler.totalhp/2 && pbAIRandom(100)<30))
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usableHPItems.sort! { |a,b| (a[1]==b[1]) ? a[2]<=>b[2] : a[1]<=>b[1] }
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# Prioritise using HP items (including Full Restore if really needed)
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if usableHPItems.length > 0 && (battler.hp <= battler.totalhp / 4 ||
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(battler.hp <= battler.totalhp / 2 && pbAIRandom(100) < 30))
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usableHPItems.sort! { |a, b| (a[1] == b[1]) ? a[2] <=> b[2] : a[1] <=> b[1] }
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prevItem = nil
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usableHPItems.each do |i|
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return i[0], idxTarget if i[2]>=losthp
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prevItem = i
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end
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return prevItem[0], idxTarget
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end
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# Next prioritise using a status-curing item
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if usableStatusItems.length>0 && pbAIRandom(100)<40
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usableStatusItems.sort! { |a,b| a[1]<=>b[1] }
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return usableStatusItems[0][0], idxTarget
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end
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# Next try using an X item
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if usableXItems.length>0 && pbAIRandom(100)<30
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usableXItems.sort! { |a,b| (a[1]==b[1]) ? a[2]<=>b[2] : a[1]<=>b[1] }
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prevItem = nil
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usableXItems.each do |i|
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break if prevItem && i[1]>prevItem[1]
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return i[0], idxTarget if i[1]+i[2]>=6
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return i[0], idxTarget if i[2] >= losthp
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prevItem = i
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end
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return prevItem[0], idxTarget
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