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