class PokeBattle_Battle ############################################################################## # Get a score for each move being considered (trainer-owned Pokémon only). # Moves with higher scores are more likely to be chosen. ############################################################################## def pbGetMoveScoreFunctions(move,attacker,opponent,skill,roughdamage,initialscores,scoreindex, score, oppitemworks, attitemworks, aimem, bettertype, roles, tempdam) case move.function #--------------------------------------------------------------------------- when 0x00 # No extra effect #--------------------------------------------------------------------------- when 0x01 # Splash #--------------------------------------------------------------------------- when 0x02 # Struggle #--------------------------------------------------------------------------- when 0x03 # Sleep =begin if opponent.pbCanSleep?(false) && opponent.effects[PBEffects::Yawn]==0 =end miniscore=100 # Prefer if attacker has setup moves (i.e. want to stall to get them set up) miniscore*=1.3 if attacker.moves.any? {|moveloop| (PBStuff::SETUPMOVE).include?(moveloop)} # Greatly don't prefer if opponent has used Sleep Talk/Snore in the past miniscore*=0.1 if checkAImoves([PBMoves::SLEEPTALK,PBMoves::SNORE],aimem) # Prefer if attacker doesn't have moves that'll damage more than 35% of opponent's current HP if initialscores.length>0 miniscore*=1.3 if hasbadmoves(initialscores,scoreindex,35) end =begin # Inherently prefer this move miniscore*=1.3 # Prefer if attacker has a move/ability that depends on opponent being asleep if attacker.pbHasMove?(:DREAMEATER) || attacker.pbHasMove?(:NIGHTMARE) || (!attacker.abilitynulled && attacker.ability == PBAbilities::BADDREAMS) miniscore*=1.5 end # Prefer if attacker has certain roles if roles.include?(PBMonRoles::PHYSICALWALL) || roles.include?(PBMonRoles::SPECIALWALL) || roles.include?(PBMonRoles::CLERIC) || roles.include?(PBMonRoles::PIVOT) miniscore*=1.2 end # Prefer if attacker knows Leech Seed (stall for time in which Leech Seed can sap more HP) if attacker.pbHasMove?(:LEECHSEED) miniscore*=1.3 end # Prefer if attacker knows Substitute (another stall tactic) if attacker.pbHasMove?(:SUBSTITUTE) miniscore*=1.3 end # Prefer if opponent is at full HP if opponent.hp==opponent.totalhp miniscore*=1.2 end # Prefer if opponent's stat stages are increased (don't want to give # opponent a chance to use their raised stat stages) ministat = statchangecounter(opponent,1,7) if ministat>0 minimini=5*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end # Don't prefer if opponent's ability will cure sleep/give it back to attacker if !opponent.abilitynulled miniscore*=0.3 if opponent.ability == PBAbilities::NATURALCURE miniscore*=0.7 if opponent.ability == PBAbilities::MARVELSCALE miniscore*=0.5 if opponent.ability == PBAbilities::SYNCHRONIZE && attacker.status==0 end # Prefer if attacker is faster than opponent if (pbRoughStat(opponent,PBStats::SPEED,skill)0 miniscore*=0.6 end # Don't prefer if opponent is infatuated (better to let it miss from infatuation(?)) if opponent.effects[PBEffects::Attract]>=0 miniscore*=0.7 end # Discard if move is sound-based and opponent is immune to sound moves # (this is checked elsewhere and is redundant here) if skill>=PBTrainerAI.bestSkill if move.id==(PBMoves::SING) if (!opponent.abilitynulled && opponent.ability == PBAbilities::SOUNDPROOF) miniscore=0 end end if move.id==(PBMoves::GRASSWHISTLE) if (!opponent.abilitynulled && opponent.ability == PBAbilities::SOUNDPROOF) miniscore=0 end end end # Discard if move is powder-based and opponent is immune to powder moves # (this is checked elsewhere and is redundant here) if move.id==(PBMoves::SPORE) if (oppitemworks && opponent.item == PBItems::SAFETYGOGGLES) || (!opponent.abilitynulled && opponent.ability == PBAbilities::OVERCOAT) || opponent.pbHasType?(:GRASS) miniscore=0 end end if skill>=PBTrainerAI.bestSkill if move.id==(PBMoves::SLEEPPOWDER) if (oppitemworks && opponent.item == PBItems::SAFETYGOGGLES) || (!opponent.abilitynulled && opponent.ability == PBAbilities::OVERCOAT) || opponent.pbHasType?(:GRASS) miniscore=0 end end end # Discard if opponent will cure itself of sleep because of its ability if (!opponent.abilitynulled && opponent.ability == PBAbilities::HYDRATION) && pbWeather==PBWeather::RAINDANCE miniscore=0 end # Discard Dark Void if attacker isn't Darkrai (ignores whether attacker is Transformed into Darkrai) if (move.id == PBMoves::DARKVOID) && !(attacker.species == PBSpecies::DARKRAI) score=0 end # Apply above modifiers to score if move.basedamage>0 miniscore-=100 # Take additional effect chance into account if move.addlEffect.to_f != 100 miniscore*=(move.addlEffect.to_f/100) if (!attacker.abilitynulled && attacker.ability == PBAbilities::SERENEGRACE) miniscore*=2 end end miniscore+=100 miniscore/=100.0 score*=miniscore else miniscore/=100.0 score*=miniscore end else # Discard status move if it won't have an effect/is superfluous because Yawn is whirring if move.basedamage==0 score=0 end end =end #--------------------------------------------------------------------------- when 0x04 # Yawn if opponent.effects[PBEffects::Yawn]<=0 && opponent.pbCanSleep?(false) # Prefer if attacker doesn't have moves that'll damage more than 30% of opponent's current HP if initialscores.length>0 score*=1.3 if hasbadmoves(initialscores,scoreindex,30) end =begin # Inherently prefer this move score*=1.2 # Prefer if attacker has a move/ability that depends on opponent being asleep if attacker.pbHasMove?(:DREAMEATER) || attacker.pbHasMove?(:NIGHTMARE) || (!attacker.abilitynulled && attacker.ability == PBAbilities::BADDREAMS) score*=1.4 end # Prefer if attacker has certain roles if roles.include?(PBMonRoles::PHYSICALWALL) || roles.include?(PBMonRoles::SPECIALWALL) || roles.include?(PBMonRoles::CLERIC) || roles.include?(PBMonRoles::PIVOT) score*=1.2 end # Prefer if opponent is at full HP if opponent.hp==opponent.totalhp score*=1.2 end # Prefer if opponent's stat stages are increased (don't want to give # opponent a chance to use their raised stat stages) ministat = statchangecounter(opponent,1,7) if ministat>0 miniscore=10*ministat miniscore+=100 miniscore/=100.0 score*=miniscore end # Greatly don't prefer if opponent has used Sleep Talk/Snore in the past score*=0.1 if checkAImoves([PBMoves::SLEEPTALK,PBMoves::SNORE],aimem) # Don't prefer if opponent's ability will cure sleep if !opponent.abilitynulled score*=0.1 if opponent.ability == PBAbilities::NATURALCURE score*=0.8 if opponent.ability == PBAbilities::MARVELSCALE end # Don't prefer if opponent is confused (better to let it hurt itself in confusion) if opponent.effects[PBEffects::Confusion]>0 score*=0.4 end # Don't prefer if opponent is infatuated (better to let it miss from infatuation(?)) if opponent.effects[PBEffects::Attract]>=0 score*=0.5 end # Discard if opponent will cure itself of sleep because of its ability if (!opponent.abilitynulled && opponent.ability == PBAbilities::HYDRATION) && pbWeather==PBWeather::RAINDANCE score=0 end else # Discard if it won't have an effect score=0 =end end #--------------------------------------------------------------------------- when 0x05 # Poison if opponent.pbCanPoison?(false) miniscore=100 # Prefer if attacker doesn't have moves that'll damage more than 30% of opponent's current HP if initialscores.length>0 miniscore*=1.2 if hasbadmoves(initialscores,scoreindex,30) end =begin # Inherently prefer this move miniscore*=1.2 # Prefer if attacker has certain roles if roles.include?(PBMonRoles::PHYSICALWALL) || roles.include?(PBMonRoles::SPECIALWALL) miniscore*=1.5 end # Prefer if some of opponent's stat stages are increased (they'd lessen # damage taken, so poison damage is a better prospect) ministat=0 ministat+=opponent.stages[PBStats::DEFENSE] ministat+=opponent.stages[PBStats::SPDEF] ministat+=opponent.stages[PBStats::EVASION] if ministat>0 minimini=5*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end # Don't prefer if opponent's ability makes it immune to poisoning/benefit # from poisoning/will give it back to attacker # Prefer if damaging move and opponent has Sturdy if !opponent.abilitynulled miniscore*=0.3 if opponent.ability == PBAbilities::NATURALCURE miniscore*=0.7 if opponent.ability == PBAbilities::MARVELSCALE miniscore*=0.2 if opponent.ability == PBAbilities::TOXICBOOST || opponent.ability == PBAbilities::GUTS || opponent.ability == PBAbilities::QUICKFEET miniscore*=0.1 if opponent.ability == PBAbilities::POISONHEAL || opponent.ability == PBAbilities::MAGICGUARD miniscore*=0.7 if opponent.ability == PBAbilities::SHEDSKIN miniscore*=1.1 if opponent.ability == PBAbilities::STURDY && move.basedamage>0 miniscore*=0.5 if opponent.ability == PBAbilities::SYNCHRONIZE && attacker.status==0 && !attacker.pbHasType?(:POISON) && !attacker.pbHasType?(:STEEL) end # Discard if opponent will cure itself of poisoning because of its ability if (!opponent.abilitynulled && opponent.ability == PBAbilities::HYDRATION) && pbWeather==PBWeather::RAINDANCE miniscore=0 end # Greatly don't prefer if opponent has used Facade or Rest in the past miniscore*=0.2 if checkAImoves([PBMoves::FACADE],aimem) miniscore*=0.1 if checkAImoves([PBMoves::REST],aimem) # Prefer if attacker knows a move that works better on a poisoned target, # or attacker has Merciless (guaranteed crits against poisoned targets) if attacker.pbHasMove?(:VENOSHOCK) || attacker.pbHasMove?(:VENOMDRENCH) || (!attacker.abilitynulled && attacker.ability == PBAbilities::MERCILESS) miniscore*=1.6 end # Don't prefer is opponent is yawning and will fall asleep if opponent.effects[PBEffects::Yawn]>0 miniscore*=0.4 end # Discard if move is powder-based and opponent is immune to powder moves # (this is checked elsewhere and is redundant here) if skill>=PBTrainerAI.bestSkill if move.id==(PBMoves::POISONPOWDER) if (oppitemworks && opponent.item == PBItems::SAFETYGOGGLES) || (!opponent.abilitynulled && opponent.ability == PBAbilities::OVERCOAT) || opponent.pbHasType?(:GRASS) miniscore=0 end end end # Apply above modifiers to score if move.basedamage>0 miniscore-=100 # Take additional effect chance into account if move.addlEffect.to_f != 100 miniscore*=(move.addlEffect.to_f/100) if (!attacker.abilitynulled && attacker.ability == PBAbilities::SERENEGRACE) miniscore*=2 end end miniscore+=100 miniscore/=100.0 score*=miniscore else miniscore/=100.0 score*=miniscore end else # Discard status move if it won't have an effect if move.basedamage<=0 score=0 end =end end #--------------------------------------------------------------------------- when 0x06 # Toxic if opponent.pbCanPoison?(false) miniscore=100 # Greatly prefer if opponent has used a healing move in the past (because # toxic just keeps getting worse and will overwhelm healing effects) miniscore*=2 if checkAIhealing(aimem) # Prefer if attacker doesn't have moves that'll damage more than 30% of opponent's current HP if initialscores.length>0 miniscore*=1.3 if hasbadmoves(initialscores,scoreindex,30) end =begin # Inherently prefer this move miniscore*=1.3 # Prefer if attacker knows a move that works better on a poisoned target, # or attacker has Merciless (guaranteed crits against poisoned targets) if attacker.pbHasMove?(:VENOSHOCK) || attacker.pbHasMove?(:VENOMDRENCH) || (!attacker.abilitynulled && attacker.ability == PBAbilities::MERCILESS) miniscore*=1.6 end # Prefer if attacker has certain roles if roles.include?(PBMonRoles::PHYSICALWALL) || roles.include?(PBMonRoles::SPECIALWALL) miniscore*=1.6 end # Prefer if attacker is Poison-type (because Toxic has infinite accuracy # when used by Poison-type users) if move.id==(PBMoves::TOXIC) if attacker.pbHasType?(:POISON) miniscore*=1.1 end end # Prefer if some of opponent's stat stages are increased (they'd lessen # damage taken, so poison damage is a better prospect) ministat=0 ministat+=opponent.stages[PBStats::DEFENSE] ministat+=opponent.stages[PBStats::SPDEF] ministat+=opponent.stages[PBStats::EVASION] if ministat>0 minimini=5*ministat minimini+=100 minimini/=100.0 miniscore*=minimini PBDebug.log(sprintf("kll2")) if $INTERNAL end # Don't prefer is opponent is yawning and will fall asleep if opponent.effects[PBEffects::Yawn]>0 miniscore*=0.1 end # Greatly don't prefer if opponent has used Facade or Rest in the past miniscore*=0.3 if checkAImoves([PBMoves::FACADE],aimem) miniscore*=0.1 if checkAImoves([PBMoves::REST],aimem) # Don't prefer if opponent's ability makes it immune to poisoning/benefit # from poisoning/will give it back to attacker # Prefer if damaging move and opponent has Sturdy if !opponent.abilitynulled miniscore*=0.2 if opponent.ability == PBAbilities::NATURALCURE miniscore*=0.8 if opponent.ability == PBAbilities::MARVELSCALE miniscore*=0.2 if opponent.ability == PBAbilities::TOXICBOOST || opponent.ability == PBAbilities::GUTS || opponent.ability == PBAbilities::QUICKFEET miniscore*=0.1 if opponent.ability == PBAbilities::POISONHEAL || opponent.ability == PBAbilities::MAGICGUARD miniscore*=0.7 if opponent.ability == PBAbilities::SHEDSKIN miniscore*=1.1 if opponent.ability == PBAbilities::STURDY && move.basedamage>0 miniscore*=0.5 if opponent.ability == PBAbilities::SYNCHRONIZE && attacker.status==0 && !attacker.pbHasType?(:POISON) && !attacker.pbHasType?(:STEEL) end # Discard if opponent will cure itself of poisoning because of its ability if (!opponent.abilitynulled && opponent.ability == PBAbilities::HYDRATION) && pbWeather==PBWeather::RAINDANCE miniscore=0 end # Apply above modifiers to score if move.basedamage>0 miniscore-=100 # Take additional effect chance into account if move.addlEffect.to_f != 100 miniscore*=(move.addlEffect.to_f/100) if (!attacker.abilitynulled && attacker.ability == PBAbilities::SERENEGRACE) miniscore*=2 end end miniscore+=100 miniscore/=100.0 score*=miniscore else miniscore/=100.0 score*=miniscore end else # Discard status move if it won't have an effect if move.basedamage<=0 PBDebug.log(sprintf("KILL")) if $INTERNAL score=0 end =end end #--------------------------------------------------------------------------- when 0x07 # Paralysis =begin wavefail=false if move.id==(PBMoves::THUNDERWAVE) typemod=move.pbTypeModifier(move.type,attacker,opponent) if typemod==0 wavefail=true end end =end if opponent.pbCanParalyze?(false) #&& !wavefail miniscore=100 # Prefer if attacker has setup moves (i.e. want to stall to get them set up) miniscore*=1.1 if attacker.moves.any? {|moveloop| (PBStuff::SETUPMOVE).include?(moveloop)} # Prefer if opponent's SpAtk is higher than its Atk - why? if pbRoughStat(opponent,PBStats::SPATK,skill)>pbRoughStat(opponent,PBStats::ATTACK,skill) miniscore*=1.1 end =begin # Prefer if attacker has certain roles if roles.include?(PBMonRoles::PHYSICALWALL) || roles.include?(PBMonRoles::SPECIALWALL) || roles.include?(PBMonRoles::PIVOT) miniscore*=1.2 end if roles.include?(PBMonRoles::TANK) miniscore*=1.3 end # Prefer if opponent is at full HP if opponent.hp==opponent.totalhp miniscore*=1.2 end # Prefer if opponent is confused (better to let it hurt itself in confusion) if opponent.effects[PBEffects::Confusion]>0 miniscore*=1.1 end # Prefer if opponent is infatuated (better to let it miss from infatuation(?)) if opponent.effects[PBEffects::Attract]>=0 miniscore*=1.1 end # Prefer if some of opponent's stat stages are increased (they'd increase # the damage that opponent deals/speed opponent up, so paralysis is a better prospect) ministat=0 ministat+=opponent.stages[PBStats::ATTACK] ministat+=opponent.stages[PBStats::SPATK] ministat+=opponent.stages[PBStats::SPEED] if ministat>0 minimini=5*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end # Don't prefer is opponent is yawning and will fall asleep if opponent.effects[PBEffects::Yawn]>0 miniscore*=0.4 end # Don't prefer if opponent's ability makes it immune to paralysis/benefit # from paralysis/will give it back to attacker if !opponent.abilitynulled miniscore*=0.3 if opponent.ability == PBAbilities::NATURALCURE miniscore*=0.5 if opponent.ability == PBAbilities::MARVELSCALE miniscore*=0.2 if opponent.ability == PBAbilities::GUTS || opponent.ability == PBAbilities::QUICKFEET miniscore*=0.7 if opponent.ability == PBAbilities::SHEDSKIN miniscore*=0.5 if opponent.ability == PBAbilities::SYNCHRONIZE && attacker.status==0 end # Discard if opponent will cure itself of poisoning because of its ability if (!opponent.abilitynulled && opponent.ability == PBAbilities::HYDRATION) && pbWeather==PBWeather::RAINDANCE miniscore=0 end # Prefer if attacker is slower than opponent but will be faster if # opponent is paralysed if pbRoughStat(opponent,PBStats::SPEED,skill)>attacker.pbSpeed && (pbRoughStat(opponent,PBStats::SPEED,skill)/2.0)=PBTrainerAI.bestSkill if move.id==(PBMoves::STUNSPORE) if (oppitemworks && opponent.item == PBItems::SAFETYGOGGLES) || (!opponent.abilitynulled && opponent.ability == PBAbilities::OVERCOAT) || opponent.pbHasType?(:GRASS) miniscore=0 end end end # Apply above modifiers to score if move.basedamage>0 miniscore-=100 # Take additional effect chance into account if move.addlEffect.to_f != 100 miniscore*=(move.addlEffect.to_f/100) if (!attacker.abilitynulled && attacker.ability == PBAbilities::SERENEGRACE) miniscore*=2 end end miniscore+=100 miniscore/=100.0 score*=miniscore else miniscore/=100.0 score*=miniscore end else # Discard status move if it won't have an effect (can't paralyse or # opponent is immune to Thunder Wave) if move.basedamage==0 score=0 end =end end #--------------------------------------------------------------------------- when 0x08 # Thunder + Paralyze if opponent.pbCanParalyze?(false) && opponent.effects[PBEffects::Yawn]<=0 miniscore=100 miniscore*=1.1 if attacker.moves.any? {|moveloop| (PBStuff::SETUPMOVE).include?(moveloop)} # Why this? if pbRoughStat(opponent,PBStats::SPATK,skill)>pbRoughStat(opponent,PBStats::ATTACK,skill) miniscore*=1.1 end if (pbRoughStat(opponent,PBStats::SPEED,skill)>attacker.pbSpeed) ^ (@trickroom!=0) score*=1.2 if checkAImoves(PBStuff::TWOTURNAIRMOVE,aimem) end =begin if roles.include?(PBMonRoles::PHYSICALWALL) || roles.include?(PBMonRoles::SPECIALWALL) || roles.include?(PBMonRoles::PIVOT) miniscore*=1.2 end if roles.include?(PBMonRoles::TANK) miniscore*=1.3 end if opponent.hp==opponent.totalhp miniscore*=1.2 end if opponent.effects[PBEffects::Confusion]>0 miniscore*=1.1 end if opponent.effects[PBEffects::Attract]>=0 miniscore*=1.1 end # if opponent.effects[PBEffects::Yawn]>0 # Impossible as Yawn is checked above # miniscore*=0.4 # end ministat=0 ministat+=opponent.stages[PBStats::ATTACK] ministat+=opponent.stages[PBStats::SPATK] ministat+=opponent.stages[PBStats::SPEED] if ministat>0 minimini=5*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end if !opponent.abilitynulled miniscore*=0.3 if opponent.ability == PBAbilities::NATURALCURE miniscore*=0.5 if opponent.ability == PBAbilities::MARVELSCALE miniscore*=0.2 if opponent.ability == PBAbilities::GUTS || opponent.ability == PBAbilities::QUICKFEET miniscore*=0.7 if opponent.ability == PBAbilities::SHEDSKIN miniscore*=0.5 if opponent.ability == PBAbilities::SYNCHRONIZE && attacker.status==0 end if pbRoughStat(opponent,PBStats::SPEED,skill)>attacker.pbSpeed && (pbRoughStat(opponent,PBStats::SPEED,skill)/2.0)pbRoughStat(opponent,PBStats::ATTACK,skill) miniscore*=1.1 end =begin if roles.include?(PBMonRoles::PHYSICALWALL) || roles.include?(PBMonRoles::SPECIALWALL) || roles.include?(PBMonRoles::PIVOT) miniscore*=1.2 end if roles.include?(PBMonRoles::TANK) miniscore*=1.1 end if opponent.hp==opponent.totalhp miniscore*=1.1 end if opponent.effects[PBEffects::Confusion]>0 miniscore*=1.1 end if opponent.effects[PBEffects::Attract]>=0 miniscore*=1.1 end if opponent.effects[PBEffects::Yawn]>0 miniscore*=0.4 end ministat=0 ministat+=opponent.stages[PBStats::ATTACK] ministat+=opponent.stages[PBStats::SPATK] ministat+=opponent.stages[PBStats::SPEED] if ministat>0 minimini=5*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end if !opponent.abilitynulled miniscore*=0.3 if opponent.ability == PBAbilities::NATURALCURE miniscore*=0.5 if opponent.ability == PBAbilities::MARVELSCALE miniscore*=0.2 if opponent.ability == PBAbilities::GUTS || opponent.ability == PBAbilities::QUICKFEET miniscore*=0.7 if opponent.ability == PBAbilities::SHEDSKIN miniscore*=0.5 if opponent.ability == PBAbilities::SYNCHRONIZE && attacker.status==0 end if pbRoughStat(opponent,PBStats::SPEED,skill)>attacker.pbSpeed && (pbRoughStat(opponent,PBStats::SPEED,skill)/2)0 minimini=5*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end if opponent.effects[PBEffects::Yawn]>0 miniscore*=0.4 end miniscore*=0.1 if checkAImoves([PBMoves::REST],aimem) miniscore*=0.3 if checkAImoves([PBMoves::FACADE],aimem) if !opponent.abilitynulled miniscore*=0.3 if opponent.ability == PBAbilities::NATURALCURE miniscore*=0.7 if opponent.ability == PBAbilities::MARVELSCALE miniscore*=0.1 if opponent.ability == PBAbilities::GUTS || opponent.ability == PBAbilities::FLAREBOOST miniscore*=0.7 if opponent.ability == PBAbilities::SHEDSKIN miniscore*=0.5 if opponent.ability == PBAbilities::SYNCHRONIZE && attacker.status==0 miniscore*=0.5 if opponent.ability == PBAbilities::MAGICGUARD miniscore*=0.3 if opponent.ability == PBAbilities::QUICKFEET miniscore*=1.1 if opponent.ability == PBAbilities::STURDY && move.basedamage>0 end if (!attacker.abilitynulled && attacker.ability == PBAbilities::HYDRATION) && pbWeather==PBWeather::RAINDANCE miniscore=0 end if pbRoughStat(opponent,PBStats::ATTACK,skill)>pbRoughStat(opponent,PBStats::SPATK,skill) miniscore*=1.4 end if move.basedamage>0 miniscore-=100 if move.addlEffect.to_f != 100 miniscore*=(move.addlEffect.to_f/100) if (!attacker.abilitynulled && attacker.ability == PBAbilities::SERENEGRACE) miniscore*=2 end end miniscore+=100 miniscore/=100.0 score*=miniscore else miniscore/=100.0 score*=miniscore end else if move.basedamage==0 score=0 end end =end when 0x0B # Burn + Flinch =begin if opponent.pbCanBurn?(false) miniscore=100 ministat=0 ministat+=opponent.stages[PBStats::ATTACK] ministat+=opponent.stages[PBStats::SPATK] ministat+=opponent.stages[PBStats::SPEED] if ministat>0 minimini=5*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end if pbRoughStat(opponent,PBStats::ATTACK,skill)>pbRoughStat(opponent,PBStats::SPATK,skill) miniscore*=1.4 end if opponent.effects[PBEffects::Yawn]>0 miniscore*=0.4 end miniscore*=0.1 if checkAImoves([PBMoves::REST],aimem) miniscore*=0.3 if checkAImoves([PBMoves::FACADE],aimem) if !opponent.abilitynulled miniscore*=0.3 if opponent.ability == PBAbilities::NATURALCURE miniscore*=0.7 if opponent.ability == PBAbilities::MARVELSCALE miniscore*=0.1 if opponent.ability == PBAbilities::GUTS || opponent.ability == PBAbilities::FLAREBOOST miniscore*=0.7 if opponent.ability == PBAbilities::SHEDSKIN miniscore*=0.5 if opponent.ability == PBAbilities::SYNCHRONIZE && attacker.status==0 miniscore*=0.5 if opponent.ability == PBAbilities::MAGICGUARD miniscore*=0.3 if opponent.ability == PBAbilities::QUICKFEET miniscore*=1.1 if opponent.ability == PBAbilities::STURDY && move.basedamage>0 end if opponent.effects[PBEffects::Substitute]==0 && !(!opponent.abilitynulled && opponent.ability == PBAbilities::INNERFOCUS) if (pbRoughStat(opponent,PBStats::SPEED,skill)0 minimini=5*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end if !opponent.abilitynulled miniscore*=0.3 if opponent.ability == PBAbilities::NATURALCURE miniscore*=0.8 if opponent.ability == PBAbilities::MARVELSCALE miniscore*=0.5 if opponent.ability == PBAbilities::SYNCHRONIZE && attacker.status==0 end miniscore-=100 if move.addlEffect.to_f != 100 miniscore*=(move.addlEffect.to_f/100) if (!attacker.abilitynulled && attacker.ability == PBAbilities::SERENEGRACE) miniscore*=2 end end miniscore+=100 miniscore/=100.0 score*=miniscore =end end when 0x0D # Blizzard Freeze if opponent.pbCanFreeze?(false) miniscore=100 miniscore*=1.3 if attacker.moves.any? {|moveloop| (PBStuff::SETUPMOVE).include?(moveloop)} miniscore*=1.2 if checkAIhealing(aimem) miniscore*=0 if checkAImoves(PBStuff::UNFREEZEMOVE,aimem) =begin miniscore*=1.4 ministat = statchangecounter(opponent,1,7) if ministat>0 minimini=5*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end if !opponent.abilitynulled miniscore*=0.3 if opponent.ability == PBAbilities::NATURALCURE miniscore*=0.8 if opponent.ability == PBAbilities::MARVELSCALE miniscore*=0.5 if opponent.ability == PBAbilities::SYNCHRONIZE && attacker.status==0 end miniscore-=100 if move.addlEffect.to_f != 100 miniscore*=(move.addlEffect.to_f/100) if (!attacker.abilitynulled && attacker.ability == PBAbilities::SERENEGRACE) miniscore*=2 end end miniscore+=100 miniscore/=100.0 score*=miniscore # if pbWeather == PBWeather::HAIL # score*=1.3 # end =end end when 0x0E # Freeze + Flinch if opponent.pbCanFreeze?(false) miniscore=100 miniscore*=1.3 if attacker.moves.any? {|moveloop| (PBStuff::SETUPMOVE).include?(moveloop)} miniscore*=1.2 if checkAIhealing(aimem) miniscore*=0 if checkAImoves(PBStuff::UNFREEZEMOVE,aimem) =begin miniscore*=1.1 ministat = statchangecounter(opponent,1,7) if ministat>0 minimini=5*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end if !opponent.abilitynulled miniscore*=0.3 if opponent.ability == PBAbilities::NATURALCURE miniscore*=0.8 if opponent.ability == PBAbilities::MARVELSCALE miniscore*=0.5 if opponent.ability == PBAbilities::SYNCHRONIZE && attacker.status==0 end if opponent.effects[PBEffects::Substitute]==0 && !(!opponent.abilitynulled && opponent.ability == PBAbilities::INNERFOCUS) if (pbRoughStat(opponent,PBStats::SPEED,skill)-1 || opponent.effects[PBEffects::Curse] miniscore*=1.1 if opponent.effects[PBEffects::Toxic]>0 miniscore*=1.2 end end if (!opponent.abilitynulled && opponent.ability == PBAbilities::STEADFAST) miniscore*=0.3 end miniscore-=100 if move.addlEffect.to_f != 100 miniscore*=(move.addlEffect.to_f/100) if (!attacker.abilitynulled && attacker.ability == PBAbilities::SERENEGRACE) miniscore*=2 end end miniscore+=100 miniscore/=100.0 score*=miniscore end end =end when 0x10 # Stomp =begin if opponent.effects[PBEffects::Substitute]==0 && !(!opponent.abilitynulled && opponent.ability == PBAbilities::INNERFOCUS) if (pbRoughStat(opponent,PBStats::SPEED,skill)1 score+=115 end if @doublebattle score*=0.7 end if (attitemworks && attacker.item == PBItems::NORMALGEM) score*=1.1 if (!attacker.abilitynulled && attacker.ability == PBAbilities::UNBURDEN) score*=1.5 end end if (!opponent.abilitynulled && opponent.ability == PBAbilities::STEADFAST) score*=0.3 end =end end else =begin score=0 =end end when 0x13 # Confusion if opponent.pbCanConfuse?(false) miniscore=100 if initialscores.length>0 miniscore*=1.4 if hasbadmoves(initialscores,scoreindex,40) end =begin miniscore*=1.2 if attacker.pbHasMove?(:SUBSTITUTE) if attacker.effects[PBEffects::Substitute]>0 miniscore*=1.3 end miniscore*=1.2 end if roles.include?(PBMonRoles::PHYSICALWALL) || roles.include?(PBMonRoles::SPECIALWALL) miniscore*=1.3 end ministat=0 ministat+=opponent.stages[PBStats::ATTACK] if ministat>0 minimini=10*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end if pbRoughStat(opponent,PBStats::ATTACK,skill)>pbRoughStat(opponent,PBStats::SPATK,skill) miniscore*=1.2 end if opponent.status==PBStatuses::PARALYSIS miniscore*=1.1 end if opponent.effects[PBEffects::Attract]>=0 miniscore*=1.1 end if opponent.effects[PBEffects::Yawn]>0 || opponent.status==PBStatuses::SLEEP miniscore*=0.4 end if (!opponent.abilitynulled && opponent.ability == PBAbilities::TANGLEDFEET) miniscore*=0.7 end if move.basedamage>0 miniscore-=100 if move.addlEffect.to_f != 100 miniscore*=(move.addlEffect.to_f/100) if (!attacker.abilitynulled && attacker.ability == PBAbilities::SERENEGRACE) miniscore*=2 end end miniscore+=100 end miniscore/=100.0 score*=miniscore else if move.basedamage<=0 score=0 end =end end when 0x14 # Chatter #This is no longer used, Chatter works off of the standard confusion #function code, 0x13 when 0x15 # Hurricane =begin if (pbRoughStat(opponent,PBStats::SPEED,skill)>attacker.pbSpeed) ^ (@trickroom!=0) score*=1.2 if checkAImoves(PBStuff::TWOTURNAIRMOVE,aimem) end if opponent.pbCanConfuse?(false) miniscore=100 miniscore*=1.2 if attacker.pbHasMove?(:SUBSTITUTE) if attacker.effects[PBEffects::Substitute]>0 miniscore*=1.3 end miniscore*=1.2 end if roles.include?(PBMonRoles::PHYSICALWALL) || roles.include?(PBMonRoles::SPECIALWALL) miniscore*=1.3 end ministat=0 ministat+=opponent.stages[PBStats::ATTACK] if ministat>0 minimini=10*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end if pbRoughStat(opponent,PBStats::ATTACK,skill)>pbRoughStat(opponent,PBStats::SPATK,skill) miniscore*=1.2 end if opponent.status==PBStatuses::PARALYSIS miniscore*=1.1 end if opponent.effects[PBEffects::Attract]>=0 miniscore*=1.1 end if opponent.effects[PBEffects::Yawn]>0 || opponent.status==PBStatuses::SLEEP miniscore*=0.4 end if (!opponent.abilitynulled && opponent.ability == PBAbilities::TANGLEDFEET) miniscore*=0.7 end miniscore-=100 if move.addlEffect.to_f != 100 miniscore*=(move.addlEffect.to_f/100) if (!attacker.abilitynulled && attacker.ability == PBAbilities::SERENEGRACE) miniscore*=2 end end miniscore+=100 miniscore/=100.0 score*=miniscore end # Already accounted for elsewhere (can hit sky semi-invulnerable targets) invulmove=$pkmn_move[opponent.effects[PBEffects::TwoTurnAttack]][0] #the function code of the current move if invulmove==0xC9 || invulmove==0xCC || invulmove==0xCE if (pbRoughStat(opponent,PBStats::SPEED,skill)=0 canattract=false elsif (!opponent.abilitynulled && opponent.ability == PBAbilities::OBLIVIOUS) canattract=false elsif pbCheckSideAbility(:AROMAVEIL,opponent)!=nil && !(opponent.moldbroken) canattract = false end if canattract score*=1.2 if attacker.pbHasMove?(:SUBSTITUTE) score*=1.2 if attacker.effects[PBEffects::Substitute]>0 score*=1.3 end end if roles.include?(PBMonRoles::PHYSICALWALL) || roles.include?(PBMonRoles::SPECIALWALL) score*=1.3 end if (!attacker.abilitynulled && attacker.ability == PBAbilities::CUTECHARM) score*=0.7 end if opponent.status==PBStatuses::PARALYSIS score*=1.1 end if opponent.effects[PBEffects::Confusion]>0 score*=1.1 end if opponent.effects[PBEffects::Yawn]>0 || opponent.status==PBStatuses::SLEEP score*=0.5 end if (oppitemworks && opponent.item == PBItems::DESTINYKNOT) score*=0.1 end else score=0 end =end when 0x17 # Tri Attack =begin if opponent.status==0 miniscore=100 miniscore*=1.4 ministat = statchangecounter(opponent,1,7) if ministat>0 minimini=5*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end if !opponent.abilitynulled miniscore*=0.3 if opponent.ability == PBAbilities::NATURALCURE miniscore*=0.7 if opponent.ability == PBAbilities::MARVELSCALE miniscore*=0.3 if opponent.ability == PBAbilities::GUTS || opponent.ability == PBAbilities::QUICKFEET miniscore*=0.7 if opponent.ability == PBAbilities::SHEDSKIN miniscore*=0.5 if opponent.ability == PBAbilities::SYNCHRONIZE && attacker.status==0 end miniscore-=100 if move.addlEffect.to_f != 100 miniscore*=(move.addlEffect.to_f/100) if (!attacker.abilitynulled && attacker.ability == PBAbilities::SERENEGRACE) miniscore*=2 end end miniscore+=100 miniscore/=100.0 score*=miniscore end =end when 0x18 # Refresh score*=1.3 if checkAImoves([PBMoves::HEX],aimem) score*=0.1 if checkAIdamage(aimem,attacker,opponent,skill)>attacker.hp =begin if attacker.status==PBStatuses::BURN || attacker.status==PBStatuses::POISON || attacker.status==PBStatuses::PARALYSIS score*=3 else score=0 end if (attacker.hp.to_f)/attacker.totalhp>0.5 score*=1.5 else score*=0.3 end if opponent.effects[PBEffects::Yawn]>0 score*=0.1 end if opponent.effects[PBEffects::Toxic]>2 score*=1.3 end =end when 0x19 # Aromatherapy party=pbParty(attacker.index) statuses=0 for i in 0...party.length statuses+=1 if party[i] && party[i].status!=0 end if statuses!=0 score*=1.1 if checkAIhealing(aimem) =begin score*=1.2 if attacker.status!=0 score*=1.3 end if attacker.effects[PBEffects::Toxic]>2 score*=1.3 end count=-1 for i in 0...party.length count+=1 next if party[i].nil? if party[i].status==PBStatuses::SLEEP || party[i].status==PBStatuses::FROZEN score*=1.1 end if party[i].attack>party[i].spatk && party[i].status==PBStatuses::BURN score*=1.2 end if party[i].status==PBStatuses::POISON && (party[i].ability == PBAbilities::POISONHEAL) score*=0.5 end if (party[i].ability == PBAbilities::GUTS) || (party[i].ability == PBAbilities::QUICKFEET) || party[i].knowsMove?(:FACADE) score*=0.8 end temproles = pbGetMonRole(party[i],opponent,skill,count,party) if (temproles.include?(PBMonRoles::PHYSICALWALL) || temproles.include?(PBMonRoles::SPECIALWALL)) && party[i].status==PBStatuses::POISON score*=1.2 end if temproles.include?(PBMonRoles::SWEEPER) && party[i].status==PBStatuses::PARALYSIS score*=1.2 end end else score=0 =end end when 0x1A # Safeguard if attacker.pbOwnSide.effects[PBEffects::Safeguard]<=0 && ((pbRoughStat(opponent,PBStats::SPEED,skill)pbRoughStat(opponent,PBStats::SPATK,skill) score*=1.2 end if (!opponent.abilitynulled && opponent.ability == PBAbilities::FLAREBOOST) score*=0.7 end end if attacker.status==PBStatuses::PARALYSIS && opponent.pbCanParalyze?(false) if pbRoughStat(opponent,PBStats::ATTACK,skill)attacker.pbSpeed) ^ (@trickroom!=0) score*=1.2 end end if attacker.status==PBStatuses::POISON && opponent.pbCanPoison?(false) score*=1.1 if checkAIhealing(aimem) if attacker.effects[PBEffects::Toxic]>0 score*=1.4 end if (!opponent.abilitynulled && opponent.ability == PBAbilities::POISONHEAL) score*=0.3 end if (!opponent.abilitynulled && opponent.ability == PBAbilities::TOXICBOOST) score*=0.7 end end if !opponent.abilitynulled && (opponent.ability == PBAbilities::SHEDSKIN || opponent.ability == PBAbilities::NATURALCURE || opponent.ability == PBAbilities::GUTS || opponent.ability == PBAbilities::QUICKFEET || opponent.ability == PBAbilities::MARVELSCALE) score*=0.7 end =end end =begin else score=0 =end end when 0x1C # Howl miniscore = setupminiscore(attacker,opponent,skill,move,true,1,false,initialscores,scoreindex) miniscore*=1.3 if checkAIhealing(aimem) miniscore*=0.3 if checkAImoves([PBMoves::FOULPLAY],aimem) miniscore*=0.6 if checkAIpriority(aimem) =begin if attacker.stages[PBStats::SPEED]<0 ministat=attacker.stages[PBStats::SPEED] minimini=5*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end ministat=0 ministat+=opponent.stages[PBStats::ATTACK] ministat+=opponent.stages[PBStats::SPATK] ministat+=opponent.stages[PBStats::SPEED] if ministat>0 minimini=(-5)*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end if attacker.pbSpeed>pbRoughStat(opponent,PBStats::SPEED,skill) && @trickroom==0 miniscore*=1.5 end if roles.include?(PBMonRoles::SWEEPER) miniscore*=1.3 end if attacker.status==PBStatuses::BURN || attacker.status==PBStatuses::PARALYSIS miniscore*=0.5 end if attacker.hp==attacker.totalhp && (((attitemworks && attacker.item == PBItems::FOCUSSASH) || ((!attacker.abilitynulled && attacker.ability == PBAbilities::STURDY) && !attacker.moldbroken)) && (pbWeather!=PBWeather::HAIL || attacker.pbHasType?(:ICE)) && (pbWeather!=PBWeather::SANDSTORM || attacker.pbHasType?(:ROCK) || attacker.pbHasType?(:GROUND) || attacker.pbHasType?(:STEEL))) miniscore*=1.4 end if (!opponent.abilitynulled && opponent.ability == PBAbilities::SPEEDBOOST) miniscore*=0.6 end if move.basedamage>0 miniscore-=100 if move.addlEffect.to_f != 100 miniscore*=(move.addlEffect.to_f/100) if (!attacker.abilitynulled && attacker.ability == PBAbilities::SERENEGRACE) miniscore*=2 end end miniscore+=100 miniscore/=100.0 if attacker.pbTooHigh?(PBStats::ATTACK) miniscore=1 end if (!attacker.abilitynulled && attacker.ability == PBAbilities::CONTRARY) miniscore*=0.5 end else miniscore/=100.0 if attacker.pbTooHigh?(PBStats::ATTACK) miniscore=0 end =end miniscore*=0 if checkAImoves([PBMoves::CLEARSMOG,PBMoves::HAZE],aimem) =begin if (!attacker.abilitynulled && attacker.ability == PBAbilities::CONTRARY) miniscore*=0 end if (!opponent.abilitynulled && opponent.ability == PBAbilities::UNAWARE) miniscore=1 end end score*=miniscore if (opponent.level-5)>attacker.level score*=0.6 if (opponent.level-10)>attacker.level score*=0.2 end end if move.basedamage==0 physmove=false for j in attacker.moves if j.pbIsPhysical?(j.type) physmove=true end end score=0 if !physmove end =end when 0x1D # Harden miniscore = setupminiscore(attacker,opponent,skill,move,false,2,false,initialscores,scoreindex) if pbRoughStat(opponent,PBStats::ATTACK,skill)>pbRoughStat(opponent,PBStats::SPATK,skill) miniscore*=1.3 end if skill>=PBTrainerAI.mediumSkill miniscore*=0.3 if (checkAIdamage(aimem,attacker,opponent,skill).to_f/attacker.hp)<0.12 && (aimem.length > 0) end miniscore*=0 if checkAImoves([PBMoves::CLEARSMOG,PBMoves::HAZE],aimem) =begin if (attitemworks && attacker.item == PBItems::LEFTOVERS) || ((attitemworks && attacker.item == PBItems::BLACKSLUDGE) && attacker.pbHasType?(:POISON)) miniscore*=1.2 end healmove=false for j in attacker.moves if j.isHealingMove? healmove=true end end if healmove miniscore*=1.3 end if attacker.pbHasMove?(:PAINSPLIT) miniscore*=1.2 end if attacker.pbHasMove?(:LEECHSEED) miniscore*=1.3 end if roles.include?(PBMonRoles::PHYSICALWALL) || roles.include?(PBMonRoles::SPECIALWALL) miniscore*=1.3 end if attacker.stages[PBStats::DEFENSE]>0 ministat=attacker.stages[PBStats::DEFENSE] minimini=-15*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end if move.basedamage>0 miniscore-=100 if move.addlEffect.to_f != 100 miniscore*=(move.addlEffect.to_f/100) if (!attacker.abilitynulled && attacker.ability == PBAbilities::SERENEGRACE) miniscore*=2 end end miniscore+=100 miniscore/=100.0 if attacker.pbTooHigh?(PBStats::DEFENSE) miniscore=1 end if (!attacker.abilitynulled && attacker.ability == PBAbilities::CONTRARY) miniscore*=0.5 end else miniscore/=100.0 if attacker.pbTooHigh?(PBStats::DEFENSE) miniscore=0 end if (!attacker.abilitynulled && attacker.ability == PBAbilities::CONTRARY) miniscore*=0 end if (!opponent.abilitynulled && opponent.ability == PBAbilities::UNAWARE) miniscore=1 end end score*=miniscore if (opponent.level-5)>attacker.level score*=0.6 if (opponent.level-10)>attacker.level score*=0.2 end end =end when 0x1E # Defense Curl miniscore = setupminiscore(attacker,opponent,skill,move,false,2,false,initialscores,scoreindex) if pbRoughStat(opponent,PBStats::ATTACK,skill)>pbRoughStat(opponent,PBStats::SPATK,skill) miniscore*=1.3 end if skill>=PBTrainerAI.mediumSkill maxdam = checkAIdamage(aimem,attacker,opponent,skill) if (maxdam.to_f/attacker.hp)<0.12 && (aimem.length > 0) miniscore*=0.3 end end miniscore*=0 if checkAImoves([PBMoves::CLEARSMOG,PBMoves::HAZE],aimem) =begin if (attitemworks && attacker.item == PBItems::LEFTOVERS) || ((attitemworks && attacker.item == PBItems::BLACKSLUDGE) && attacker.pbHasType?(:POISON)) miniscore*=1.2 end for j in attacker.moves if j.isHealingMove? healmove=true end end if healmove miniscore*=1.3 end if attacker.pbHasMove?(:PAINSPLIT) miniscore*=1.2 end if attacker.pbHasMove?(:LEECHSEED) miniscore*=1.3 end if attacker.pbHasMove?(:ROLLOUT) && attacker.effects[PBEffects::DefenseCurl]==false score*=1.3 end if roles.include?(PBMonRoles::PHYSICALWALL) || roles.include?(PBMonRoles::SPECIALWALL) miniscore*=1.3 end if attacker.stages[PBStats::DEFENSE]>0 ministat=attacker.stages[PBStats::DEFENSE] minimini=-15*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end healmove=false if move.basedamage>0 miniscore-=100 if move.addlEffect.to_f != 100 miniscore*=(move.addlEffect.to_f/100) if (!attacker.abilitynulled && attacker.ability == PBAbilities::SERENEGRACE) miniscore*=2 end end miniscore+=100 miniscore/=100.0 if attacker.pbTooHigh?(PBStats::DEFENSE) miniscore=1 end if (!attacker.abilitynulled && attacker.ability == PBAbilities::CONTRARY) miniscore*=0.5 end else miniscore/=100.0 if attacker.pbTooHigh?(PBStats::DEFENSE) miniscore=0 end if (!attacker.abilitynulled && attacker.ability == PBAbilities::CONTRARY) miniscore*=0 end if (!opponent.abilitynulled && opponent.ability == PBAbilities::UNAWARE) miniscore=1 end end score*=miniscore if (opponent.level-5)>attacker.level score*=0.6 if (opponent.level-10)>attacker.level score*=0.2 end end =end when 0x1F # Flame Charge miniscore = setupminiscore(attacker,opponent,skill,move,true,16,false,initialscores,scoreindex) if @trickroom!=0 || checkAImoves([PBMoves::TRICKROOM],aimem) miniscore*=0.2 end miniscore*=0.6 if checkAIpriority(aimem) miniscore*=0 if checkAImoves([PBMoves::CLEARSMOG,PBMoves::HAZE],aimem) =begin if attacker.attack0 minimini=(-5)*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end if roles.include?(PBMonRoles::SWEEPER) miniscore*=1.3 end if attacker.status==PBStatuses::PARALYSIS miniscore*=0.2 end if attacker.hp==attacker.totalhp && (((attitemworks && attacker.item == PBItems::FOCUSSASH) || ((!attacker.abilitynulled && attacker.ability == PBAbilities::STURDY) && !attacker.moldbroken)) && (pbWeather!=PBWeather::HAIL || attacker.pbHasType?(:ICE)) && (pbWeather!=PBWeather::SANDSTORM || attacker.pbHasType?(:ROCK) || attacker.pbHasType?(:GROUND) || attacker.pbHasType?(:STEEL))) miniscore*=1.4 end if (!attacker.abilitynulled && attacker.ability == PBAbilities::MOXIE) miniscore*=1.3 end if move.basedamage>0 miniscore-=100 if move.addlEffect.to_f != 100 miniscore*=(move.addlEffect.to_f/100) if (!attacker.abilitynulled && attacker.ability == PBAbilities::SERENEGRACE) miniscore*=2 end end miniscore+=100 miniscore/=100.0 if attacker.pbTooHigh?(PBStats::SPEED) miniscore=1 end if (!attacker.abilitynulled && attacker.ability == PBAbilities::CONTRARY) miniscore*=0.5 end else if (!opponent.abilitynulled && opponent.ability == PBAbilities::SPEEDBOOST) miniscore*=0.6 end miniscore/=100.0 if attacker.pbTooHigh?(PBStats::SPEED) miniscore=0 end if (!attacker.abilitynulled && attacker.ability == PBAbilities::CONTRARY) miniscore*=0 end if (!opponent.abilitynulled && opponent.ability == PBAbilities::UNAWARE) miniscore=1 end end score*=miniscore if (opponent.level-5)>attacker.level score*=0.6 if (opponent.level-10)>attacker.level score*=0.2 end =end end when 0x20 # Charge Beam miniscore = setupminiscore(attacker,opponent,skill,move,true,4,false,initialscores,scoreindex) # Why? if attacker.status==PBStatuses::PARALYSIS miniscore*=0.5 end miniscore*=1.3 if checkAIhealing(aimem) miniscore*=0.6 if checkAIpriority(aimem) miniscore*=0 if checkAImoves([PBMoves::CLEARSMOG,PBMoves::HAZE],aimem) =begin if move.basedamage==0 specmove=false for j in attacker.moves if j.pbIsSpecial?(j.type) specmove=true end end score=0 if !specmove end if attacker.hp==attacker.totalhp && (((attitemworks && attacker.item == PBItems::FOCUSSASH) || ((!attacker.abilitynulled && attacker.ability == PBAbilities::STURDY) && !attacker.moldbroken)) && (pbWeather!=PBWeather::HAIL || attacker.pbHasType?(:ICE)) && (pbWeather!=PBWeather::SANDSTORM || attacker.pbHasType?(:ROCK) || attacker.pbHasType?(:GROUND) || attacker.pbHasType?(:STEEL))) miniscore*=1.4 end if roles.include?(PBMonRoles::SWEEPER) miniscore*=1.3 end if attacker.stages[PBStats::SPEED]<0 ministat=attacker.stages[PBStats::SPEED] minimini=5*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end ministat=0 ministat+=opponent.stages[PBStats::ATTACK] ministat+=opponent.stages[PBStats::SPATK] ministat+=opponent.stages[PBStats::SPEED] if ministat>0 minimini=(-5)*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end if (!opponent.abilitynulled && opponent.ability == PBAbilities::SPEEDBOOST) miniscore*=0.6 end if attacker.pbSpeed>pbRoughStat(opponent,PBStats::SPEED,skill) && @trickroom==0 miniscore*=1.5 end if move.basedamage>0 miniscore-=100 if move.addlEffect.to_f != 100 miniscore*=(move.addlEffect.to_f/100) if (!attacker.abilitynulled && attacker.ability == PBAbilities::SERENEGRACE) miniscore*=2 end end miniscore+=100 miniscore/=100.0 if attacker.pbTooHigh?(PBStats::SPATK) miniscore=1 end if miniscore<1 miniscore = 1 end if (!attacker.abilitynulled && attacker.ability == PBAbilities::CONTRARY) miniscore*=0.5 end else miniscore/=100.0 if attacker.pbTooHigh?(PBStats::SPATK) miniscore=0 end if (!attacker.abilitynulled && attacker.ability == PBAbilities::CONTRARY) miniscore*=0 end if (!opponent.abilitynulled && opponent.ability == PBAbilities::UNAWARE) miniscore=1 end end score*=miniscore if (opponent.level-5)>attacker.level score*=0.6 if (opponent.level-10)>attacker.level score*=0.2 end end =end when 0x21 # Charge miniscore = setupminiscore(attacker,opponent,skill,move,false,8,false,initialscores,scoreindex) if pbRoughStat(opponent,PBStats::ATTACK,skill)=PBTrainerAI.mediumSkill maxdam = checkAIdamage(aimem,attacker,opponent,skill) if (maxdam.to_f/attacker.hp)<0.12 && (aimem.length > 0) miniscore*=0.3 end end miniscore*=0 if checkAImoves([PBMoves::CLEARSMOG,PBMoves::HAZE],aimem) =begin if (attitemworks && attacker.item == PBItems::LEFTOVERS) || ((attitemworks && attacker.item == PBItems::BLACKSLUDGE) && attacker.pbHasType?(:POISON)) miniscore*=1.2 end healmove=false for j in attacker.moves if j.isHealingMove? healmove=true end end if healmove miniscore*=1.3 end if attacker.pbHasMove?(:PAINSPLIT) miniscore*=1.2 end if attacker.pbHasMove?(:LEECHSEED) miniscore*=1.3 end elecmove=false for j in attacker.moves if j.type==13 # Move is Electric if j.basedamage>0 elecmove=true end end end if elecmove==true && attacker.effects[PBEffects::Charge]==0 miniscore*=1.5 end if roles.include?(PBMonRoles::PHYSICALWALL) || roles.include?(PBMonRoles::SPECIALWALL) miniscore*=1.3 end if attacker.stages[PBStats::SPDEF]>0 ministat=attacker.stages[PBStats::SPDEF] minimini=-15*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end if move.basedamage>0 miniscore-=100 if move.addlEffect.to_f != 100 miniscore*=(move.addlEffect.to_f/100) if (!attacker.abilitynulled && attacker.ability == PBAbilities::SERENEGRACE) miniscore*=2 end end miniscore+=100 miniscore/=100.0 if attacker.pbTooHigh?(PBStats::SPDEF) miniscore=1 end if (!attacker.abilitynulled && attacker.ability == PBAbilities::CONTRARY) miniscore*=0.5 end else miniscore/=100.0 if attacker.pbTooHigh?(PBStats::SPDEF) miniscore=0 end if (!attacker.abilitynulled && attacker.ability == PBAbilities::CONTRARY) miniscore*=0 end if (!opponent.abilitynulled && opponent.ability == PBAbilities::UNAWARE) miniscore=1 end end if (opponent.level-5)>attacker.level score*=0.6 if (opponent.level-10)>attacker.level score*=0.2 end end score*=miniscore =end when 0x22 # Double Team miniscore = setupminiscore(attacker,opponent,skill,move,false,0,false,initialscores,scoreindex) if (!opponent.abilitynulled && opponent.ability == PBAbilities::NOGUARD) || checkAIaccuracy(aimem) miniscore*=0.2 end miniscore*=0 if checkAImoves([PBMoves::CLEARSMOG,PBMoves::HAZE],aimem) =begin if (attitemworks && attacker.item == PBItems::LEFTOVERS) || ((attitemworks && attacker.item == PBItems::BLACKSLUDGE) && attacker.pbHasType?(:POISON)) miniscore*=1.2 end if (attitemworks && attacker.item == PBItems::BRIGHTPOWDER) || (attitemworks && attacker.item == PBItems::LAXINCENSE) || ((!attacker.abilitynulled && attacker.ability == PBAbilities::SANDVEIL) && pbWeather==PBWeather::SANDSTORM) || ((!attacker.abilitynulled && attacker.ability == PBAbilities::SNOWCLOAK) && pbWeather==PBWeather::HAIL) miniscore*=1.3 end healmove=false for j in attacker.moves if j.isHealingMove? healmove=true end end if healmove miniscore*=1.3 end if attacker.pbHasMove?(:PAINSPLIT) miniscore*=1.2 end if attacker.pbHasMove?(:LEECHSEED) miniscore*=1.3 end if roles.include?(PBMonRoles::PHYSICALWALL) || roles.include?(PBMonRoles::SPECIALWALL) miniscore*=1.3 end if move.basedamage>0 miniscore-=100 if move.addlEffect.to_f != 100 miniscore*=(move.addlEffect.to_f/100) if (!attacker.abilitynulled && attacker.ability == PBAbilities::SERENEGRACE) miniscore*=2 end end miniscore+=100 miniscore/=100.0 if attacker.pbTooHigh?(PBStats::EVASION) miniscore=1 end if (!attacker.abilitynulled && attacker.ability == PBAbilities::CONTRARY) miniscore*=0.5 end else miniscore/=100.0 if attacker.pbTooHigh?(PBStats::EVASION) miniscore=0 end if (!attacker.abilitynulled && attacker.ability == PBAbilities::CONTRARY) miniscore*=0 end if (!opponent.abilitynulled && opponent.ability == PBAbilities::UNAWARE) miniscore=1 end end score*=miniscore if (opponent.level-5)>attacker.level score*=0.6 if (opponent.level-10)>attacker.level score*=0.2 end end =end when 0x23 # Focus Energy if attacker.effects[PBEffects::FocusEnergy]!=2 score*=1.2 if (attacker.hp/4.0)>checkAIdamage(aimem,attacker,opponent,skill) && (aimem.length > 0) score*=0.5 if checkAImoves(PBStuff::SWITCHOUTMOVE,aimem) =begin if (attacker.hp.to_f)/attacker.totalhp>0.75 score*=1.2 end if (attacker.hp.to_f)/attacker.totalhp<0.33 score*=0.3 end if attacker.turncount<2 score*=1.2 end if !attacker.abilitynulled && (attacker.ability == PBAbilities::SUPERLUCK || attacker.ability == PBAbilities::SNIPER) score*=2 end if attitemworks && (attacker.item == PBItems::SCOPELENS || attacker.item == PBItems::RAZORCLAW || (attacker.item == PBItems::STICK && attacker.species==83) || (attacker.item == PBItems::LUCKYPUNCH && attacker.species==113)) score*=1.2 end if (attitemworks && attacker.item == PBItems::LANSATBERRY) score*=1.3 end for j in attacker.moves if j.hasHighCriticalRate? score*=2 end end if attacker.effects[PBEffects::Confusion]>0 score*=0.2 end if attacker.effects[PBEffects::LeechSeed]>=0 || attacker.effects[PBEffects::Attract]>=0 score*=0.6 end if (attacker.hp.to_f)/attacker.totalhp<0.75 && ((!attacker.abilitynulled && attacker.ability == PBAbilities::EMERGENCYEXIT) || (!attacker.abilitynulled && attacker.ability == PBAbilities::WIMPOUT) || (attitemworks && attacker.item == PBItems::EJECTBUTTON)) score*=0.3 end if attacker.pbHasMove?(:LASERFOCUS) || attacker.pbHasMove?(:FROSTBREATH) || attacker.pbHasMove?(:STORMTHROW) score*=0.5 end if opponent.status!=0 score*=1.2 end if opponent.status==PBStatuses::SLEEP || opponent.status==PBStatuses::FROZEN score*=1.3 end if opponent.effects[PBEffects::Yawn]>0 score*=1.7 end if opponent.effects[PBEffects::HyperBeam]>0 score*=1.3 end if opponent.effects[PBEffects::Encore]>0 if opponent.moves[(opponent.effects[PBEffects::EncoreIndex])].basedamage==0 score*=1.5 end end if !opponent.abilitynulled && (opponent.ability == PBAbilities::ANGERPOINT || opponent.ability == PBAbilities::SHELLARMOR || opponent.ability == PBAbilities::BATTLEARMOR) score*=0.2 end if (opponent.level-5)>attacker.level score*=0.6 if (opponent.level-10)>attacker.level score*=0.2 end end if attacker.pbOpposingSide.effects[PBEffects::Retaliate] score*=0.3 end if @doublebattle score*=0.5 end else score=0 =end end when 0x24 # Bulk Up miniscore=100 if pbRoughStat(opponent,PBStats::SPATK,skill)pbRoughStat(opponent,PBStats::SPEED,skill)) ^ (@trickroom!=0)) && (attacker.hp.to_f)/attacker.totalhp>0.75 miniscore*=1.3 elsif (attacker.pbSpeed0 miniscore*=0.2 end if attacker.stages[PBStats::SPEED]<0 ministat=attacker.stages[PBStats::SPEED] minimini=5*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end miniscore*=1.3 if checkAIhealing(aimem) ministat=0 ministat+=opponent.stages[PBStats::ATTACK] ministat+=opponent.stages[PBStats::SPATK] ministat+=opponent.stages[PBStats::SPEED] if ministat>0 minimini=(-5)*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end miniscore/=100.0 score*=miniscore if (!opponent.abilitynulled && opponent.ability == PBAbilities::SPEEDBOOST) miniscore*=0.6 end miniscore*=0.3 if checkAImoves([PBMoves::FOULPLAY],aimem) miniscore*=0.6 if checkAIpriority(aimem) if (!opponent.abilitynulled && opponent.ability == PBAbilities::UNAWARE) score=0 end score*=0.3 if checkAImoves([PBMoves::CLEARSMOG,PBMoves::HAZE],aimem) if attacker.pbSpeed>pbRoughStat(opponent,PBStats::SPEED,skill) && @trickroom==0 miniscore*=1.5 end if (opponent.level-5)>attacker.level score*=0.6 if (opponent.level-10)>attacker.level score*=0.2 end end if !attacker.pbTooHigh?(PBStats::DEFENSE) miniscore/=100.0 score*=miniscore end miniscore=100 =end when 0x25 # Coil miniscore*=1.3 if checkAIhealing(aimem) miniscore*=0.6 if checkAIpriority(aimem) if pbRoughStat(opponent,PBStats::SPATK,skill)pbRoughStat(opponent,PBStats::SPEED,skill)) ^ (@trickroom!=0)) && (attacker.hp.to_f)/attacker.totalhp>0.75 miniscore*=1.1 elsif (attacker.pbSpeed0 minimini=(-5)*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end miniscore/=100.0 score*=miniscore miniscore=100 if attacker.pbSpeed>pbRoughStat(opponent,PBStats::SPEED,skill) && @trickroom==0 miniscore*=1.3 end if roles.include?(PBMonRoles::SWEEPER) miniscore*=1.1 end if attacker.status==PBStatuses::BURN || attacker.status==PBStatuses::PARALYSIS miniscore*=0.5 end miniscore*=0.3 if checkAImoves([PBMoves::FOULPLAY],aimem) if attacker.hp==attacker.totalhp && (((attitemworks && attacker.item == PBItems::FOCUSSASH) || ((!attacker.abilitynulled && attacker.ability == PBAbilities::STURDY) && !attacker.moldbroken)) && (pbWeather!=PBWeather::HAIL || attacker.pbHasType?(:ICE)) && (pbWeather!=PBWeather::SANDSTORM || attacker.pbHasType?(:ROCK) || attacker.pbHasType?(:GROUND) || attacker.pbHasType?(:STEEL))) miniscore*=1.4 end if (!opponent.abilitynulled && opponent.ability == PBAbilities::SPEEDBOOST) miniscore*=0.6 end physmove=false for j in attacker.moves if j.pbIsPhysical?(j.type) physmove=true end end if physmove && !attacker.pbTooHigh?(PBStats::ATTACK) miniscore/=100.0 score*=miniscore end miniscore=100 if attacker.effects[PBEffects::Toxic]>0 miniscore*=0.2 end if roles.include?(PBMonRoles::PHYSICALWALL) || roles.include?(PBMonRoles::SPECIALWALL) miniscore*=1.1 end if (attitemworks && attacker.item == PBItems::LEFTOVERS) || ((attitemworks && attacker.item == PBItems::BLACKSLUDGE) && attacker.pbHasType?(:POISON)) miniscore*=1.1 end healmove=false for j in attacker.moves if j.isHealingMove? healmove=true end end if healmove miniscore*=1.2 end if attacker.pbHasMove?(:LEECHSEED) miniscore*=1.2 end if attacker.pbHasMove?(:PAINSPLIT) miniscore*=1.2 end if !attacker.pbTooHigh?(PBStats::DEFENSE) miniscore/=100.0 score*=miniscore end miniscore=100 weakermove=false for j in attacker.moves if j.basedamage<95 weakermove=true end end if weakermove miniscore*=1.1 end if opponent.stages[PBStats::EVASION]>0 ministat=opponent.stages[PBStats::EVASION] minimini=5*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end if (oppitemworks && opponent.item == PBItems::BRIGHTPOWDER) || (oppitemworks && opponent.item == PBItems::LAXINCENSE) || ((!opponent.abilitynulled && opponent.ability == PBAbilities::SANDVEIL) && pbWeather==PBWeather::SANDSTORM) || ((!opponent.abilitynulled && opponent.ability == PBAbilities::SNOWCLOAK) && pbWeather==PBWeather::HAIL) miniscore*=1.1 end if !attacker.pbTooHigh?(PBStats::ACCURACY) miniscore/=100.0 score*=miniscore end if (opponent.level-5)>attacker.level score*=0.6 if (opponent.level-10)>attacker.level score*=0.2 end end score*=0.3 if checkAImoves([PBMoves::CLEARSMOG,PBMoves::HAZE],aimem) if (!attacker.abilitynulled && attacker.ability == PBAbilities::CONTRARY) score=0 end if (!opponent.abilitynulled && opponent.ability == PBAbilities::UNAWARE) score=0 end if attacker.pbTooHigh?(PBStats::ATTACK) && attacker.pbTooHigh?(PBStats::DEFENSE) && attacker.pbTooHigh?(PBStats::ACCURACY) score*=0 end =end when 0x26 # Dragon Dance miniscore*=1.2 if checkAIhealing(aimem) miniscore*=0.6 if checkAIpriority(aimem) =begin miniscore = setupminiscore(attacker,opponent,skill,move,true,17,false,initialscores,scoreindex) ministat=0 ministat+=opponent.stages[PBStats::ATTACK] ministat+=opponent.stages[PBStats::SPATK] ministat+=opponent.stages[PBStats::SPEED] if ministat>0 minimini=(-5)*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end miniscore/=100.0 score*=miniscore miniscore=100 if (attacker.pbSpeed<=pbRoughStat(opponent,PBStats::SPEED,skill)) ^ (@trickroom!=0) miniscore*=1.3 end if roles.include?(PBMonRoles::SWEEPER) miniscore*=1.3 end if attacker.status==PBStatuses::BURN || attacker.status==PBStatuses::PARALYSIS miniscore*=0.5 end miniscore*=0.3 if checkAImoves([PBMoves::FOULPLAY],aimem) if attacker.hp==attacker.totalhp && (((attitemworks && attacker.item == PBItems::FOCUSSASH) || ((!attacker.abilitynulled && attacker.ability == PBAbilities::STURDY) && !attacker.moldbroken)) && (pbWeather!=PBWeather::HAIL || attacker.pbHasType?(:ICE)) && (pbWeather!=PBWeather::SANDSTORM || attacker.pbHasType?(:ROCK) || attacker.pbHasType?(:GROUND) || attacker.pbHasType?(:STEEL))) miniscore*=1.4 end if (!opponent.abilitynulled && opponent.ability == PBAbilities::SPEEDBOOST) miniscore*=0.3 end physmove=false for j in attacker.moves if j.pbIsPhysical?(j.type) physmove=true end end if physmove && !attacker.pbTooHigh?(PBStats::ATTACK) miniscore/=100.0 score*=miniscore end miniscore=100 if attacker.stages[PBStats::ATTACK]<0 ministat=attacker.stages[PBStats::ATTACK] minimini=5*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end if (attacker.pbSpeed>pbRoughStat(opponent,PBStats::SPEED,skill)) ^ (@trickroom!=0) miniscore*=0.8 end if @trickroom!=0 miniscore*=0.2 else miniscore*=0.2 if checkAImoves([PBMoves::TRICKROOM],aimem) end if (!attacker.abilitynulled && attacker.ability == PBAbilities::MOXIE) miniscore*=1.3 end if !attacker.pbTooHigh?(PBStats::SPEED) miniscore/=100.0 score*=miniscore end if (opponent.level-5)>attacker.level score*=0.6 if (opponent.level-10)>attacker.level score*=0.2 end end score*=0.3 if checkAImoves([PBMoves::CLEARSMOG,PBMoves::HAZE],aimem) if (!attacker.abilitynulled && attacker.ability == PBAbilities::CONTRARY) score=0 end if (!opponent.abilitynulled && opponent.ability == PBAbilities::UNAWARE) score=0 end if attacker.pbTooHigh?(PBStats::ATTACK) && attacker.pbTooHigh?(PBStats::SPEED) score*=0 end =end when 0x27 # Work Up miniscore*=1.3 if checkAIhealing(aimem) miniscore*=0.6 if checkAIpriority(aimem) =begin miniscore = setupminiscore(attacker,opponent,skill,move,true,5,false,initialscores,scoreindex) if attacker.stages[PBStats::SPEED]<0 ministat=attacker.stages[PBStats::SPEED] minimini=5*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end ministat=0 ministat+=opponent.stages[PBStats::ATTACK] ministat+=opponent.stages[PBStats::SPATK] ministat+=opponent.stages[PBStats::SPEED] if ministat>0 minimini=(-5)*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end miniscore/=100.0 score*=miniscore miniscore=100 if attacker.pbSpeed>pbRoughStat(opponent,PBStats::SPEED,skill) && @trickroom==0 miniscore*=1.5 end if roles.include?(PBMonRoles::SWEEPER) miniscore*=1.3 end specmove=false for j in attacker.moves if j.pbIsSpecial?(j.type) specmove=true end end if attacker.status==PBStatuses::BURN && !specmove miniscore*=0.5 end if attacker.status==PBStatuses::PARALYSIS miniscore*=0.5 end miniscore*=0.3 if checkAImoves([PBMoves::FOULPLAY],aimem) if attacker.hp==attacker.totalhp && (((attitemworks && attacker.item == PBItems::FOCUSSASH) || ((!attacker.abilitynulled && attacker.ability == PBAbilities::STURDY) && !attacker.moldbroken)) && (pbWeather!=PBWeather::HAIL || attacker.pbHasType?(:ICE)) && (pbWeather!=PBWeather::SANDSTORM || attacker.pbHasType?(:ROCK) || attacker.pbHasType?(:GROUND) || attacker.pbHasType?(:STEEL))) miniscore*=1.4 end if (!opponent.abilitynulled && opponent.ability == PBAbilities::SPEEDBOOST) miniscore*=0.6 end physmove=false for j in attacker.moves if j.pbIsPhysical?(j.type) physmove=true end end if (physmove && !attacker.pbTooHigh?(PBStats::ATTACK)) || (specmove && !attacker.pbTooHigh?(PBStats::SPATK)) miniscore/=100.0 score*=miniscore end if (opponent.level-5)>attacker.level score*=0.6 if (opponent.level-10)>attacker.level score*=0.2 end end score*=0.3 if checkAImoves([PBMoves::CLEARSMOG,PBMoves::HAZE],aimem) if (!attacker.abilitynulled && attacker.ability == PBAbilities::CONTRARY) score=0 end if (!opponent.abilitynulled && opponent.ability == PBAbilities::UNAWARE) score=0 end if attacker.pbTooHigh?(PBStats::SPATK) && attacker.pbTooHigh?(PBStats::ATTACK) score*=0 end =end when 0x28 # Growth miniscore = setupminiscore(attacker,opponent,skill,move,true,5,false,initialscores,scoreindex) if attacker.stages[PBStats::SPEED]<0 ministat=attacker.stages[PBStats::SPEED] minimini=5*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end ministat=0 ministat+=opponent.stages[PBStats::ATTACK] ministat+=opponent.stages[PBStats::SPATK] ministat+=opponent.stages[PBStats::SPEED] if ministat>0 minimini=(-5)*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end miniscore/=100.0 score*=miniscore miniscore=100 miniscore*=1.3 if checkAIhealing(aimem) if attacker.pbSpeed>pbRoughStat(opponent,PBStats::SPEED,skill) && @trickroom==0 miniscore*=1.5 end if roles.include?(PBMonRoles::SWEEPER) miniscore*=1.3 end specmove=false for j in attacker.moves if j.pbIsSpecial?(j.type) specmove=true end end if attacker.status==PBStatuses::BURN && !specmove miniscore*=0.5 end if attacker.status==PBStatuses::PARALYSIS miniscore*=0.5 end miniscore*=0.3 if checkAImoves([PBMoves::FOULPLAY],aimem) if attacker.hp==attacker.totalhp && (((attitemworks && attacker.item == PBItems::FOCUSSASH) || ((!attacker.abilitynulled && attacker.ability == PBAbilities::STURDY) && !attacker.moldbroken)) && (pbWeather!=PBWeather::HAIL || attacker.pbHasType?(:ICE)) && (pbWeather!=PBWeather::SANDSTORM || attacker.pbHasType?(:ROCK) || attacker.pbHasType?(:GROUND) || attacker.pbHasType?(:STEEL))) miniscore*=1.4 end miniscore*=0.6 if checkAIpriority(aimem) physmove=false for j in attacker.moves if j.pbIsPhysical?(j.type) physmove=true end end if (physmove && !attacker.pbTooHigh?(PBStats::ATTACK)) || (specmove && !attacker.pbTooHigh?(PBStats::SPATK)) if skill>=PBTrainerAI.bestSkill if pbWeather==PBWeather::SUNNYDAY miniscore*=2 end end miniscore/=100.0 score*=miniscore end if (opponent.level-5)>attacker.level score*=0.6 if (opponent.level-10)>attacker.level score*=0.2 end end score*=0.3 if checkAImoves([PBMoves::CLEARSMOG,PBMoves::HAZE],aimem) if (!attacker.abilitynulled && attacker.ability == PBAbilities::CONTRARY) score=0 end if (!opponent.abilitynulled && opponent.ability == PBAbilities::UNAWARE) score=0 end if attacker.pbTooHigh?(PBStats::SPATK) && attacker.pbTooHigh?(PBStats::ATTACK) score*=0 end when 0x29 # Hone Claws miniscore = setupminiscore(attacker,opponent,skill,move,true,1,false,initialscores,scoreindex) if attacker.stages[PBStats::SPEED]<0 ministat=attacker.stages[PBStats::SPEED] minimini=5*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end ministat=0 ministat+=opponent.stages[PBStats::ATTACK] ministat+=opponent.stages[PBStats::SPATK] ministat+=opponent.stages[PBStats::SPEED] if ministat>0 minimini=(-5)*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end miniscore*=1.3 if checkAIhealing(aimem) if (attacker.pbSpeed>pbRoughStat(opponent,PBStats::SPEED,skill)) ^ (@trickroom!=0) miniscore*=1.5 end if roles.include?(PBMonRoles::SWEEPER) miniscore*=1.3 end if attacker.status==PBStatuses::BURN || attacker.status==PBStatuses::PARALYSIS miniscore*=0.5 end miniscore*=0.3 if checkAImoves([PBMoves::FOULPLAY],aimem) if attacker.hp==attacker.totalhp && (((attitemworks && attacker.item == PBItems::FOCUSSASH) || ((!attacker.abilitynulled && attacker.ability == PBAbilities::STURDY) && !attacker.moldbroken)) && (pbWeather!=PBWeather::HAIL || attacker.pbHasType?(:ICE)) && (pbWeather!=PBWeather::SANDSTORM || attacker.pbHasType?(:ROCK) || attacker.pbHasType?(:GROUND) || attacker.pbHasType?(:STEEL))) miniscore*=1.4 end miniscore*=0.6 if checkAIpriority(aimem) if (!opponent.abilitynulled && opponent.ability == PBAbilities::SPEEDBOOST) miniscore*=0.6 end physmove=false for j in attacker.moves if j.pbIsPhysical?(j.type) physmove=true end end if physmove && !attacker.pbTooHigh?(PBStats::ATTACK) miniscore/=100.0 score*=miniscore end miniscore=100 weakermove=false for j in attacker.moves if j.basedamage<95 weakermove=true end end if weakermove miniscore*=1.3 end if opponent.stages[PBStats::EVASION]>0 ministat=opponent.stages[PBStats::EVASION] minimini=5*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end if (oppitemworks && opponent.item == PBItems::BRIGHTPOWDER) || (oppitemworks && opponent.item == PBItems::LAXINCENSE) || ((!opponent.abilitynulled && opponent.ability == PBAbilities::SANDVEIL) && pbWeather==PBWeather::SANDSTORM) || ((!opponent.abilitynulled && opponent.ability == PBAbilities::SNOWCLOAK) && pbWeather==PBWeather::HAIL) miniscore*=1.3 end if !attacker.pbTooHigh?(PBStats::ACCURACY) miniscore/=100.0 score*=miniscore end if (opponent.level-5)>attacker.level score*=0.6 if (opponent.level-10)>attacker.level score*=0.2 end end score*=0.3 if checkAImoves([PBMoves::CLEARSMOG,PBMoves::HAZE],aimem) if (!attacker.abilitynulled && attacker.ability == PBAbilities::CONTRARY) score=0 end if (!opponent.abilitynulled && opponent.ability == PBAbilities::UNAWARE) score=0 end if attacker.pbTooHigh?(PBStats::ACCURACY) && attacker.pbTooHigh?(PBStats::ATTACK) score*=0 end when 0x2A # Cosmic Power miniscore = setupminiscore(attacker,opponent,skill,move,false,10,false,initialscores,scoreindex) if attacker.stages[PBStats::SPDEF]>0 || attacker.stages[PBStats::DEFENSE]>0 ministat=attacker.stages[PBStats::SPDEF] ministat+=attacker.stages[PBStats::DEFENSE] minimini=-5*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end if skill>=PBTrainerAI.mediumSkill maxdam = checkAIdamage(aimem,attacker,opponent,skill) if (maxdam.to_f/attacker.hp)<0.12 && (aimem.length > 0) miniscore*=0.3 end end miniscore/=100.0 score*=miniscore miniscore=100 if roles.include?(PBMonRoles::PHYSICALWALL) || roles.include?(PBMonRoles::SPECIALWALL) miniscore*=1.5 end if (attitemworks && attacker.item == PBItems::LEFTOVERS) || ((attitemworks && attacker.item == PBItems::BLACKSLUDGE) && attacker.pbHasType?(:POISON)) miniscore*=1.2 end healmove=false for j in attacker.moves if j.isHealingMove? healmove=true end end if healmove miniscore*=1.7 end if attacker.pbHasMove?(:LEECHSEED) miniscore*=1.3 end if attacker.pbHasMove?(:PAINSPLIT) miniscore*=1.2 end if !attacker.pbTooHigh?(PBStats::SPDEF) || !attacker.pbTooHigh?(PBStats::DEFENSE) miniscore/=100.0 score*=miniscore end if (opponent.level-5)>attacker.level score*=0.6 if (opponent.level-10)>attacker.level score*=0.2 end end score*=0.3 if checkAImoves([PBMoves::CLEARSMOG,PBMoves::HAZE],aimem) if (!attacker.abilitynulled && attacker.ability == PBAbilities::CONTRARY) score=0 end if (!opponent.abilitynulled && opponent.ability == PBAbilities::UNAWARE) score=0 end if attacker.pbTooHigh?(PBStats::SPDEF) && attacker.pbTooHigh?(PBStats::DEFENSE) score*=0 end when 0x2B # Quiver Dance miniscore = setupminiscore(attacker,opponent,skill,move,true,28,false,initialscores,scoreindex) miniscore/=100.0 score*=miniscore miniscore=100 if attacker.stages[PBStats::SPEED]<0 ministat=attacker.stages[PBStats::SPEED] minimini=5*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end ministat=0 ministat+=opponent.stages[PBStats::ATTACK] ministat+=opponent.stages[PBStats::SPATK] ministat+=opponent.stages[PBStats::SPEED] if ministat>0 minimini=(-5)*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end miniscore*=1.3 if checkAIhealing(aimem) if attacker.pbSpeed>pbRoughStat(opponent,PBStats::SPEED,skill) && @trickroom==0 miniscore*=1.5 end if roles.include?(PBMonRoles::SWEEPER) miniscore*=1.3 end if attacker.status==PBStatuses::PARALYSIS miniscore*=0.5 end if attacker.hp==attacker.totalhp && (((attitemworks && attacker.item == PBItems::FOCUSSASH) || ((!attacker.abilitynulled && attacker.ability == PBAbilities::STURDY) && !attacker.moldbroken)) && (pbWeather!=PBWeather::HAIL || attacker.pbHasType?(:ICE)) && (pbWeather!=PBWeather::SANDSTORM || attacker.pbHasType?(:ROCK) || attacker.pbHasType?(:GROUND) || attacker.pbHasType?(:STEEL))) miniscore*=1.4 end miniscore*=0.6 if checkAIpriority(aimem) specmove=false for j in attacker.moves if j.pbIsSpecial?(j.type) specmove=true end end if specmove && !attacker.pbTooHigh?(PBStats::SPATK) miniscore/=100.0 score*=miniscore end miniscore=100 if attacker.effects[PBEffects::Toxic]>0 miniscore*=0.2 end if pbRoughStat(opponent,PBStats::SPATK,skill)>pbRoughStat(opponent,PBStats::ATTACK,skill) if !(roles.include?(PBMonRoles::PHYSICALWALL) || roles.include?(PBMonRoles::SPECIALWALL)) if ((attacker.pbSpeed>pbRoughStat(opponent,PBStats::SPEED,skill)) ^ (@trickroom!=0)) && (attacker.hp.to_f)/attacker.totalhp>0.75 miniscore*=1.3 elsif (attacker.pbSpeedpbRoughStat(opponent,PBStats::SPEED,skill)) ^ (@trickroom!=0) miniscore*=0.8 end if @trickroom!=0 miniscore*=0.2 else miniscore*=0.2 if checkAImoves([PBMoves::TRICKROOM],aimem) end if !attacker.pbTooHigh?(PBStats::SPEED) miniscore/=100.0 score*=miniscore end if (opponent.level-5)>attacker.level score*=0.6 if (opponent.level-10)>attacker.level score*=0.2 end end score*=0.3 if checkAImoves([PBMoves::CLEARSMOG,PBMoves::HAZE],aimem) if (!attacker.abilitynulled && attacker.ability == PBAbilities::CONTRARY) score=0 end if (!opponent.abilitynulled && opponent.ability == PBAbilities::UNAWARE) score=0 end if attacker.pbTooHigh?(PBStats::SPATK) && attacker.pbTooHigh?(PBStats::SPDEF) && attacker.pbTooHigh?(PBStats::SPEED) score*=0 end when 0x2C # Calm Mind miniscore = setupminiscore(attacker,opponent,skill,move,true,12,false,initialscores,scoreindex) miniscore/=100.0 score*=miniscore miniscore=100 if attacker.stages[PBStats::SPEED]<0 ministat=attacker.stages[PBStats::SPEED] minimini=5*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end ministat=0 ministat+=opponent.stages[PBStats::ATTACK] ministat+=opponent.stages[PBStats::SPATK] ministat+=opponent.stages[PBStats::SPEED] if ministat>0 minimini=(-5)*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end miniscore*=1.3 if checkAIhealing(aimem) if attacker.pbSpeed>pbRoughStat(opponent,PBStats::SPEED,skill) && @trickroom==0 miniscore*=1.5 end if roles.include?(PBMonRoles::SWEEPER) miniscore*=1.3 end if attacker.status==PBStatuses::PARALYSIS miniscore*=0.5 end if attacker.hp==attacker.totalhp && (((attitemworks && attacker.item == PBItems::FOCUSSASH) || ((!attacker.abilitynulled && attacker.ability == PBAbilities::STURDY) && !attacker.moldbroken)) && (pbWeather!=PBWeather::HAIL || attacker.pbHasType?(:ICE)) && (pbWeather!=PBWeather::SANDSTORM || attacker.pbHasType?(:ROCK) || attacker.pbHasType?(:GROUND) || attacker.pbHasType?(:STEEL))) miniscore*=1.4 end miniscore*=0.6 if checkAIpriority(aimem) if (!opponent.abilitynulled && opponent.ability == PBAbilities::SPEEDBOOST) miniscore*=0.6 end specmove=false for j in attacker.moves if j.pbIsSpecial?(j.type) specmove=true end end if specmove && !attacker.pbTooHigh?(PBStats::SPATK) miniscore/=100.0 score*=miniscore end miniscore=100 if attacker.effects[PBEffects::Toxic]>0 miniscore*=0.2 end if pbRoughStat(opponent,PBStats::SPATK,skill)>pbRoughStat(opponent,PBStats::ATTACK,skill) if !(roles.include?(PBMonRoles::PHYSICALWALL) || roles.include?(PBMonRoles::SPECIALWALL)) if ((attacker.pbSpeed>pbRoughStat(opponent,PBStats::SPEED,skill)) ^ (@trickroom!=0)) && (attacker.hp.to_f)/attacker.totalhp>0.75 miniscore*=1.3 elsif (attacker.pbSpeedattacker.level score*=0.6 if (opponent.level-10)>attacker.level score*=0.2 end end score*=0.3 if checkAImoves([PBMoves::CLEARSMOG,PBMoves::HAZE],aimem) if (!attacker.abilitynulled && attacker.ability == PBAbilities::CONTRARY) score=0 end if (!opponent.abilitynulled && opponent.ability == PBAbilities::UNAWARE) score=0 end if attacker.pbTooHigh?(PBStats::SPATK) && attacker.pbTooHigh?(PBStats::SPDEF) score*=0 end when 0x2D # Ancient power miniscore=100 miniscore*=2 if score == 110 miniscore *= 1.3 end if (attacker.hp.to_f)/attacker.totalhp>0.75 miniscore*=1.1 end if opponent.effects[PBEffects::HyperBeam]>0 miniscore*=1.2 end if opponent.effects[PBEffects::Yawn]>0 miniscore*=1.3 end if skill>=PBTrainerAI.mediumSkill maxdam = checkAIdamage(aimem,attacker,opponent,skill) if maxdam<(attacker.hp/3.0) && (aimem.length > 0) miniscore*=1.1 else if move.basedamage==0 miniscore*=0.8 if maxdam>attacker.hp miniscore*=0.1 end end end end if attacker.turncount<2 miniscore*=1.1 end if opponent.status!=0 miniscore*=1.1 end if opponent.status==PBStatuses::SLEEP || opponent.status==PBStatuses::FROZEN miniscore*=1.3 end if opponent.effects[PBEffects::Encore]>0 if opponent.moves[(opponent.effects[PBEffects::EncoreIndex])].basedamage==0 miniscore*=1.3 end end miniscore*=0.2 if checkAImoves(PBStuff::SWITCHOUTMOVE,aimem) if (!attacker.abilitynulled && attacker.ability == PBAbilities::SIMPLE) miniscore*=2 end if @doublebattle miniscore*=0.3 end if attacker.hp==attacker.totalhp && (((attitemworks && attacker.item == PBItems::FOCUSSASH) || ((!attacker.abilitynulled && attacker.ability == PBAbilities::STURDY) && !attacker.moldbroken)) && (pbWeather!=PBWeather::HAIL || attacker.pbHasType?(:ICE)) && (pbWeather!=PBWeather::SANDSTORM || attacker.pbHasType?(:ROCK) || attacker.pbHasType?(:GROUND) || attacker.pbHasType?(:STEEL))) miniscore*=1.4 end miniscore*=0.6 if checkAIpriority(aimem) miniscore-=100 if move.addlEffect.to_f != 100 miniscore*=(move.addlEffect.to_f/100) if (!attacker.abilitynulled && attacker.ability == PBAbilities::SERENEGRACE) miniscore*=2 end end miniscore+=100 miniscore/=100.0 if attacker.pbTooHigh?(PBStats::ATTACK) && attacker.pbTooHigh?(PBStats::DEFENSE) && attacker.pbTooHigh?(PBStats::SPATK) && attacker.pbTooHigh?(PBStats::SPDEF) && attacker.pbTooHigh?(PBStats::SPEED) miniscore=0 end if (opponent.level-5)>attacker.level score*=0.6 if (opponent.level-10)>attacker.level score*=0.2 end end miniscore*=0 if checkAImoves([PBMoves::CLEARSMOG,PBMoves::HAZE],aimem) if (!attacker.abilitynulled && attacker.ability == PBAbilities::CONTRARY) score *= 0.9 end if (!opponent.abilitynulled && opponent.ability == PBAbilities::UNAWARE) miniscore*=0.9 end if miniscore > 1 score*=miniscore end when 0x2E # Swords Dance miniscore = setupminiscore(attacker,opponent,skill,move,true,1,true,initialscores,scoreindex) if attacker.stages[PBStats::SPEED]<0 ministat=attacker.stages[PBStats::SPEED] minimini=5*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end ministat=0 ministat+=opponent.stages[PBStats::ATTACK] ministat+=opponent.stages[PBStats::SPATK] ministat+=opponent.stages[PBStats::SPEED] if ministat>0 minimini=(-5)*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end miniscore*=1.3 if checkAIhealing(aimem) if attacker.pbSpeed>pbRoughStat(opponent,PBStats::SPEED,skill) && @trickroom==0 miniscore*=1.5 end if roles.include?(PBMonRoles::SWEEPER) miniscore*=1.2 end if attacker.status==PBStatuses::BURN || attacker.status==PBStatuses::PARALYSIS miniscore*=0.5 end miniscore*=0.2 if checkAImoves([PBMoves::FOULPLAY],aimem) if attacker.hp==attacker.totalhp && (((attitemworks && attacker.item == PBItems::FOCUSSASH) || ((!attacker.abilitynulled && attacker.ability == PBAbilities::STURDY) && !attacker.moldbroken)) && (pbWeather!=PBWeather::HAIL || attacker.pbHasType?(:ICE)) && (pbWeather!=PBWeather::SANDSTORM || attacker.pbHasType?(:ROCK) || attacker.pbHasType?(:GROUND) || attacker.pbHasType?(:STEEL))) miniscore*=1.5 end miniscore*=0.6 if checkAIpriority(aimem) if (!opponent.abilitynulled && opponent.ability == PBAbilities::SPEEDBOOST) miniscore*=0.6 end miniscore/=100.0 if attacker.pbTooHigh?(PBStats::ATTACK) miniscore=0 end score*=0.3 if checkAImoves([PBMoves::CLEARSMOG,PBMoves::HAZE],aimem) if (!attacker.abilitynulled && attacker.ability == PBAbilities::CONTRARY) miniscore*=0 end if (!opponent.abilitynulled && opponent.ability == PBAbilities::UNAWARE) miniscore*=1 end physmove=false for j in attacker.moves if j.pbIsPhysical?(j.type) physmove=true end end miniscore=0 if !physmove score*=miniscore if (opponent.level-5)>attacker.level score*=0.6 if (opponent.level-10)>attacker.level score*=0.2 end end when 0x2F # Iron Defense miniscore = setupminiscore(attacker,opponent,skill,move,false,2,true,initialscores,scoreindex) if attacker.stages[PBStats::DEFENSE]>0 ministat=attacker.stages[PBStats::DEFENSE] minimini=-15*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end if pbRoughStat(opponent,PBStats::ATTACK,skill)>pbRoughStat(opponent,PBStats::SPATK,skill) miniscore*=1.3 end if skill>=PBTrainerAI.mediumSkill maxdam = checkAIdamage(aimem,attacker,opponent,skill) if (maxdam.to_f/attacker.hp)<0.12 && (aimem.length > 0) miniscore*=0.3 end end if roles.include?(PBMonRoles::PHYSICALWALL) || roles.include?(PBMonRoles::SPECIALWALL) miniscore*=1.3 end if (attitemworks && attacker.item == PBItems::LEFTOVERS) || ((attitemworks && attacker.item == PBItems::BLACKSLUDGE) && attacker.pbHasType?(:POISON)) miniscore*=1.2 end healmove=false for j in attacker.moves if j.isHealingMove? healmove=true end end if healmove miniscore*=1.3 end if attacker.pbHasMove?(:LEECHSEED) miniscore*=1.3 end if attacker.pbHasMove?(:PAINSPLIT) miniscore*=1.2 end if move.basedamage>0 miniscore-=100 if move.addlEffect.to_f != 100 miniscore*=(move.addlEffect.to_f/100) if (!attacker.abilitynulled && attacker.ability == PBAbilities::SERENEGRACE) miniscore*=2 end end miniscore+=100 miniscore/=100.0 if attacker.pbTooHigh?(PBStats::DEFENSE) miniscore=1 end if (!attacker.abilitynulled && attacker.ability == PBAbilities::CONTRARY) miniscore*=0.5 end else miniscore/=100.0 if attacker.pbTooHigh?(PBStats::DEFENSE) miniscore=0 end miniscore*=0 if checkAImoves([PBMoves::CLEARSMOG,PBMoves::HAZE],aimem) if (!attacker.abilitynulled && attacker.ability == PBAbilities::CONTRARY) miniscore*=0 end if (!opponent.abilitynulled && opponent.ability == PBAbilities::UNAWARE) miniscore*=1 end end score*=miniscore if (opponent.level-5)>attacker.level score*=0.6 if (opponent.level-10)>attacker.level score*=0.2 end end when 0x30 # Agility miniscore = setupminiscore(attacker,opponent,skill,move,true,16,true,initialscores,scoreindex) if attacker.attack0 minimini=(-5)*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end if (attacker.pbSpeed>pbRoughStat(opponent,PBStats::SPEED,skill)) ^ (@trickroom!=0) miniscore*=0.3 livecount=0 for i in pbParty(opponent.index) next if i.nil? livecount+=1 if i.hp!=0 end if livecount==1 miniscore*=0.1 end end if roles.include?(PBMonRoles::SWEEPER) miniscore*=1.3 end if @trickroom!=0 miniscore*=0.2 else miniscore*=0.2 if checkAImoves([PBMoves::TRICKROOM],aimem) end if attacker.status==PBStatuses::PARALYSIS miniscore*=0.2 end if attacker.hp==attacker.totalhp && (((attitemworks && attacker.item == PBItems::FOCUSSASH) || ((!attacker.abilitynulled && attacker.ability == PBAbilities::STURDY) && !attacker.moldbroken)) && (pbWeather!=PBWeather::HAIL || attacker.pbHasType?(:ICE)) && (pbWeather!=PBWeather::SANDSTORM || attacker.pbHasType?(:ROCK) || attacker.pbHasType?(:GROUND) || attacker.pbHasType?(:STEEL))) miniscore*=1.4 end miniscore*=0.6 if checkAIpriority(aimem) if (!opponent.abilitynulled && opponent.ability == PBAbilities::SPEEDBOOST) miniscore*=0.6 end if (!attacker.abilitynulled && attacker.ability == PBAbilities::MOXIE) miniscore*=1.3 end miniscore/=100.0 if attacker.pbTooHigh?(PBStats::SPEED) miniscore=0 end score*=0.3 if checkAImoves([PBMoves::CLEARSMOG,PBMoves::HAZE],aimem) if (!attacker.abilitynulled && attacker.ability == PBAbilities::CONTRARY) miniscore*=0 end if (!opponent.abilitynulled && opponent.ability == PBAbilities::UNAWARE) miniscore*=1 end score*=miniscore if (opponent.level-5)>attacker.level score*=0.6 if (opponent.level-10)>attacker.level score*=0.2 end end when 0x31 # Autotomize miniscore = setupminiscore(attacker,opponent,skill,move,true,16,true,initialscores,scoreindex) if attacker.attack0 minimini=(-5)*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end if (attacker.pbSpeed>pbRoughStat(opponent,PBStats::SPEED,skill)) ^ (@trickroom!=0) miniscore*=0.3 livecount=0 for i in pbParty(opponent.index) next if i.nil? livecount+=1 if i.hp!=0 end if livecount==1 miniscore*=0.1 end end if roles.include?(PBMonRoles::SWEEPER) miniscore*=1.3 end if @trickroom!=0 miniscore*=0.2 else miniscore*=0.2 if checkAImoves([PBMoves::TRICKROOM],aimem) end if attacker.status==PBStatuses::PARALYSIS miniscore*=0.2 end if attacker.hp==attacker.totalhp && (((attitemworks && attacker.item == PBItems::FOCUSSASH) || ((!attacker.abilitynulled && attacker.ability == PBAbilities::STURDY) && !attacker.moldbroken)) && (pbWeather!=PBWeather::HAIL || attacker.pbHasType?(:ICE)) && (pbWeather!=PBWeather::SANDSTORM || attacker.pbHasType?(:ROCK) || attacker.pbHasType?(:GROUND) || attacker.pbHasType?(:STEEL))) miniscore*=1.4 end miniscore*=0.6 if checkAIpriority(aimem) if (!opponent.abilitynulled && opponent.ability == PBAbilities::SPEEDBOOST) miniscore*=0.6 end if (!attacker.abilitynulled && attacker.ability == PBAbilities::MOXIE) miniscore*=1.3 end miniscore*=1.5 if checkAImoves([PBMoves::LOWKICK,PBMoves::GRASSKNOT],aimem) miniscore*=0.5 if checkAImoves([PBMoves::HEATCRASH,PBMoves::HEAVYSLAM],aimem) if attacker.pbHasMove?(:HEATCRASH) || attacker.pbHasMove?(:HEAVYSLAM) miniscore*=0.8 end miniscore/=100.0 if attacker.pbTooHigh?(PBStats::SPEED) miniscore=0 end score*=0.3 if checkAImoves([PBMoves::CLEARSMOG,PBMoves::HAZE],aimem) if (!attacker.abilitynulled && attacker.ability == PBAbilities::CONTRARY) miniscore*=0 end if (!opponent.abilitynulled && opponent.ability == PBAbilities::UNAWARE) miniscore*=1 end score*=miniscore if (opponent.level-5)>attacker.level score*=0.6 if (opponent.level-10)>attacker.level score*=0.2 end end when 0x32 # Nasty Plot miniscore = setupminiscore(attacker,opponent,skill,move,true,4,true,initialscores,scoreindex) if attacker.stages[PBStats::SPEED]<0 ministat=attacker.stages[PBStats::SPEED] minimini=5*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end ministat=0 ministat+=opponent.stages[PBStats::ATTACK] ministat+=opponent.stages[PBStats::SPATK] ministat+=opponent.stages[PBStats::SPEED] if ministat>0 minimini=(-5)*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end miniscore*=1.3 if checkAIhealing(aimem) if attacker.pbSpeed>pbRoughStat(opponent,PBStats::SPEED,skill) && @trickroom==0 miniscore*=1.5 end if roles.include?(PBMonRoles::SWEEPER) miniscore*=1.3 end if attacker.status==PBStatuses::PARALYSIS miniscore*=0.5 end if attacker.hp==attacker.totalhp && (((attitemworks && attacker.item == PBItems::FOCUSSASH) || ((!attacker.abilitynulled && attacker.ability == PBAbilities::STURDY) && !attacker.moldbroken)) && (pbWeather!=PBWeather::HAIL || attacker.pbHasType?(:ICE)) && (pbWeather!=PBWeather::SANDSTORM || attacker.pbHasType?(:ROCK) || attacker.pbHasType?(:GROUND) || attacker.pbHasType?(:STEEL))) miniscore*=1.4 end miniscore*=0.6 if checkAIpriority(aimem) if (!opponent.abilitynulled && opponent.ability == PBAbilities::SPEEDBOOST) miniscore*=0.6 end miniscore/=100.0 if attacker.pbTooHigh?(PBStats::SPATK) miniscore=0 end score*=0.3 if checkAImoves([PBMoves::CLEARSMOG,PBMoves::HAZE],aimem) if (!attacker.abilitynulled && attacker.ability == PBAbilities::CONTRARY) miniscore*=0 end if (!opponent.abilitynulled && opponent.ability == PBAbilities::UNAWARE) miniscore*=1 end specmove=false for j in attacker.moves if j.pbIsSpecial?(j.type) specmove=true end end miniscore=0 if !specmove score*=miniscore if (opponent.level-5)>attacker.level score*=0.6 if (opponent.level-10)>attacker.level score*=0.2 end end when 0x33 # Amnesia miniscore = setupminiscore(attacker,opponent,skill,move,false,0,true,initialscores,scoreindex) if attacker.stages[PBStats::SPDEF]>0 ministat=attacker.stages[PBStats::SPDEF] minimini=-15*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end if pbRoughStat(opponent,PBStats::ATTACK,skill)=PBTrainerAI.mediumSkill maxdam = checkAIdamage(aimem,attacker,opponent,skill) if (maxdam.to_f/attacker.hp)<0.12 && (aimem.length > 0) miniscore*=0.3 end end if roles.include?(PBMonRoles::PHYSICALWALL) || roles.include?(PBMonRoles::SPECIALWALL) miniscore*=1.3 end if (attitemworks && attacker.item == PBItems::LEFTOVERS) || ((attitemworks && attacker.item == PBItems::BLACKSLUDGE) && attacker.pbHasType?(:POISON)) miniscore*=1.2 end healmove=false for j in attacker.moves if j.isHealingMove? healmove=true end end if healmove miniscore*=1.3 end if attacker.pbHasMove?(:LEECHSEED) miniscore*=1.3 end if attacker.pbHasMove?(:PAINSPLIT) miniscore*=1.2 end miniscore/=100.0 if attacker.pbTooHigh?(PBStats::SPDEF) miniscore=0 end score*=0.3 if checkAImoves([PBMoves::CLEARSMOG,PBMoves::HAZE],aimem) if (!attacker.abilitynulled && attacker.ability == PBAbilities::CONTRARY) miniscore*=0 end if (!opponent.abilitynulled && opponent.ability == PBAbilities::UNAWARE) miniscore*=1 end score*=miniscore if (opponent.level-5)>attacker.level score*=0.6 if (opponent.level-10)>attacker.level score*=0.2 end end when 0x34 # Minimize miniscore = setupminiscore(attacker,opponent,skill,move,false,0,true,initialscores,scoreindex) if roles.include?(PBMonRoles::PHYSICALWALL) || roles.include?(PBMonRoles::SPECIALWALL) miniscore*=1.3 end if (attitemworks && attacker.item == PBItems::LEFTOVERS) || ((attitemworks && attacker.item == PBItems::BLACKSLUDGE) && attacker.pbHasType?(:POISON)) miniscore*=1.2 end healmove=false for j in attacker.moves if j.isHealingMove? healmove=true end end if healmove miniscore*=1.3 end if attacker.pbHasMove?(:LEECHSEED) miniscore*=1.3 end if attacker.pbHasMove?(:PAINSPLIT) miniscore*=1.2 end if (!opponent.abilitynulled && opponent.ability == PBAbilities::NOGUARD) || checkAIaccuracy(aimem) miniscore*=0.2 end if (attitemworks && (attacker.item == PBItems::BRIGHTPOWDER || attacker.item == PBItems::LAXINCENSE)) || ((!attacker.abilitynulled && attacker.ability == PBAbilities::SANDVEIL) && pbWeather==PBWeather::SANDSTORM) || ((!attacker.abilitynulled && attacker.ability == PBAbilities::SNOWCLOAK) && pbWeather==PBWeather::HAIL) miniscore*=1.3 end miniscore/=100.0 if attacker.pbTooHigh?(PBStats::EVASION) miniscore=0 end score*=0.3 if checkAImoves([PBMoves::CLEARSMOG,PBMoves::HAZE],aimem) if (!attacker.abilitynulled && attacker.ability == PBAbilities::CONTRARY) miniscore*=0 end if (!opponent.abilitynulled && opponent.ability == PBAbilities::UNAWARE) miniscore*=1 end score*=miniscore if (opponent.level-5)>attacker.level score*=0.6 if (opponent.level-10)>attacker.level score*=0.2 end end when 0x35 # Shell Smash miniscore = setupminiscore(attacker,opponent,skill,move,true,21,true,initialscores,scoreindex) miniscore/=100.0 score*=miniscore miniscore=100 miniscore*=1.3 if checkAIhealing(aimem) if attacker.pbSpeed<=pbRoughStat(opponent,PBStats::SPEED,skill) && (2*attacker.pbSpeed)>pbRoughStat(opponent,PBStats::SPEED,skill) && @trickroom==0 miniscore*=1.3 end if roles.include?(PBMonRoles::SWEEPER) miniscore*=1.5 end specmove=false for j in attacker.moves if j.pbIsSpecial?(j.type) specmove=true end end if attacker.status==PBStatuses::BURN && !specmove miniscore*=0.5 end if attacker.status==PBStatuses::PARALYSIS miniscore*=0.5 end if attacker.hp==attacker.totalhp && (((attitemworks && attacker.item == PBItems::FOCUSSASH) || ((!attacker.abilitynulled && attacker.ability == PBAbilities::STURDY) && !attacker.moldbroken)) && (pbWeather!=PBWeather::HAIL || attacker.pbHasType?(:ICE)) && (pbWeather!=PBWeather::SANDSTORM || attacker.pbHasType?(:ROCK) || attacker.pbHasType?(:GROUND) || attacker.pbHasType?(:STEEL))) miniscore*=1.5 end miniscore*=0.2 if checkAIpriority(aimem) if (!opponent.abilitynulled && opponent.ability == PBAbilities::SPEEDBOOST) miniscore*=0.6 end miniscore/=100.0 score*=miniscore miniscore=100 if (attitemworks && attacker.item == PBItems::WHITEHERB) miniscore *= 1.5 else if (attacker.pbSpeed>pbRoughStat(opponent,PBStats::SPEED,skill)) ^ (@trickroom!=0) miniscore*=0.1 end end if @trickroom!=0 miniscore*=0.2 else miniscore*=0.2 if checkAImoves([PBMoves::TRICKROOM],aimem) end if (!attacker.abilitynulled && attacker.ability == PBAbilities::MOXIE) miniscore*=1.3 end if (attitemworks && attacker.item == PBItems::WHITEHERB) miniscore*=1.5 end if !attacker.pbTooHigh?(PBStats::SPEED) miniscore/=100.0 score*=miniscore end if (opponent.level-5)>attacker.level score*=0.6 if (opponent.level-10)>attacker.level score*=0.2 end end healmove=false for j in attacker.moves if j.isHealingMove? healmove=true end end score*=0.3 if checkAImoves([PBMoves::CLEARSMOG,PBMoves::HAZE],aimem) if (!attacker.abilitynulled && attacker.ability == PBAbilities::CONTRARY) && !healmove score=0 end if (!opponent.abilitynulled && opponent.ability == PBAbilities::UNAWARE) score=0 end when 0x36 # Shift Gear miniscore = setupminiscore(attacker,opponent,skill,move,true,17,false,initialscores,scoreindex) ministat=0 ministat+=opponent.stages[PBStats::ATTACK] ministat+=opponent.stages[PBStats::SPATK] ministat+=opponent.stages[PBStats::SPEED] if ministat>0 minimini=(-5)*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end miniscore/=100.0 score*=miniscore miniscore=100 miniscore*=1.3 if checkAIhealing(aimem) if (attacker.pbSpeed<=pbRoughStat(opponent,PBStats::SPEED,skill)) ^ (@trickroom!=0) miniscore*=1.3 end if roles.include?(PBMonRoles::SWEEPER) miniscore*=1.5 end if attacker.status==PBStatuses::BURN || attacker.status==PBStatuses::PARALYSIS miniscore*=0.5 end miniscore*=0.3 if checkAImoves([PBMoves::FOULPLAY],aimem) if attacker.hp==attacker.totalhp && (((attitemworks && attacker.item == PBItems::FOCUSSASH) || ((!attacker.abilitynulled && attacker.ability == PBAbilities::STURDY) && !attacker.moldbroken)) && (pbWeather!=PBWeather::HAIL || attacker.pbHasType?(:ICE)) && (pbWeather!=PBWeather::SANDSTORM || attacker.pbHasType?(:ROCK) || attacker.pbHasType?(:GROUND) || attacker.pbHasType?(:STEEL))) miniscore*=1.4 end miniscore*=0.6 if checkAIpriority(aimem) if (!opponent.abilitynulled && opponent.ability == PBAbilities::SPEEDBOOST) miniscore*=0.6 end physmove=false for j in attacker.moves if j.pbIsPhysical?(j.type) physmove=true end end if physmove && !attacker.pbTooHigh?(PBStats::ATTACK) miniscore/=100.0 score*=miniscore end miniscore=100 if attacker.stages[PBStats::ATTACK]<0 ministat=attacker.stages[PBStats::ATTACK] minimini=5*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end if (attacker.pbSpeed>pbRoughStat(opponent,PBStats::SPEED,skill)) ^ (@trickroom!=0) miniscore*=0.8 end if @trickroom!=0 || checkAImoves([PBMoves::TRICKROOM],aimem) miniscore*=0.1 end if (!attacker.abilitynulled && attacker.ability == PBAbilities::MOXIE) miniscore*=1.3 end if !attacker.pbTooHigh?(PBStats::SPEED) miniscore/=100.0 score*=miniscore end if (opponent.level-5)>attacker.level score*=0.6 if (opponent.level-10)>attacker.level score*=0.2 end end score*=0.3 if checkAImoves([PBMoves::CLEARSMOG,PBMoves::HAZE],aimem) if (!attacker.abilitynulled && attacker.ability == PBAbilities::CONTRARY) score=0 end if (!opponent.abilitynulled && opponent.ability == PBAbilities::UNAWARE) score = 0 end when 0x37 # Acupressure miniscore = setupminiscore(attacker,opponent,skill,move,false,0,false,initialscores,scoreindex) if roles.include?(PBMonRoles::PHYSICALWALL) || roles.include?(PBMonRoles::SPECIALWALL) miniscore*=1.3 end if (attitemworks && attacker.item == PBItems::LEFTOVERS) || ((attitemworks && attacker.item == PBItems::BLACKSLUDGE) && attacker.pbHasType?(:POISON)) miniscore*=1.2 end healmove=false for j in attacker.moves if j.isHealingMove? healmove=true end end if healmove miniscore*=1.3 end if attacker.pbHasMove?(:LEECHSEED) miniscore*=1.3 end if attacker.pbHasMove?(:PAINSPLIT) miniscore*=1.2 end if (!opponent.abilitynulled && opponent.ability == PBAbilities::NOGUARD) || checkAIaccuracy(aimem) miniscore*=0.2 end if (attitemworks && attacker.item == PBItems::BRIGHTPOWDER) || (attitemworks && attacker.item == PBItems::LAXINCENSE) || ((!attacker.abilitynulled && attacker.ability == PBAbilities::SANDVEIL) && pbWeather==PBWeather::SANDSTORM) || ((!attacker.abilitynulled && attacker.ability == PBAbilities::SNOWCLOAK) && pbWeather==PBWeather::HAIL) miniscore*=1.3 end miniscore/=100.0 maxstat=0 maxstat+=1 if attacker.pbTooHigh?(PBStats::ATTACK) maxstat+=1 if attacker.pbTooHigh?(PBStats::DEFENSE) maxstat+=1 if attacker.pbTooHigh?(PBStats::SPATK) maxstat+=1 if attacker.pbTooHigh?(PBStats::SPDEF) maxstat+=1 if attacker.pbTooHigh?(PBStats::SPEED) maxstat+=1 if attacker.pbTooHigh?(PBStats::ACCURACY) maxstat+=1 if attacker.pbTooHigh?(PBStats::EVASION) if maxstat>1 miniscore=0 end score*=0.3 if checkAImoves([PBMoves::CLEARSMOG,PBMoves::HAZE],aimem) if (!attacker.abilitynulled && attacker.ability == PBAbilities::CONTRARY) miniscore*=0 end if (!opponent.abilitynulled && opponent.ability == PBAbilities::UNAWARE) miniscore*=1 end score*=miniscore if (opponent.level-5)>attacker.level score*=0.6 if (opponent.level-10)>attacker.level score*=0.2 end end when 0x38 # Cotton Guard miniscore = setupminiscore(attacker,opponent,skill,move,false,2,true,initialscores,scoreindex) if attacker.stages[PBStats::DEFENSE]>0 ministat=attacker.stages[PBStats::DEFENSE] minimini=-15*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end if pbRoughStat(opponent,PBStats::ATTACK,skill)>pbRoughStat(opponent,PBStats::SPATK,skill) miniscore*=1.3 end if skill>=PBTrainerAI.mediumSkill maxdam = checkAIdamage(aimem,attacker,opponent,skill) if (maxdam.to_f/attacker.hp)<0.12 && (aimem.length > 0) miniscore*=0.3 end end if roles.include?(PBMonRoles::PHYSICALWALL) || roles.include?(PBMonRoles::SPECIALWALL) miniscore*=1.3 end if (attitemworks && attacker.item == PBItems::LEFTOVERS) || ((attitemworks && attacker.item == PBItems::BLACKSLUDGE) && attacker.pbHasType?(:POISON)) miniscore*=1.2 end healmove=false for j in attacker.moves if j.isHealingMove? healmove=true end end if healmove miniscore*=1.3 end if attacker.pbHasMove?(:LEECHSEED) miniscore*=1.3 end if attacker.pbHasMove?(:PAINSPLIT) miniscore*=1.2 end miniscore/=100.0 if attacker.pbTooHigh?(PBStats::DEFENSE) miniscore=0 end score*=0.3 if checkAImoves([PBMoves::CLEARSMOG,PBMoves::HAZE],aimem) if (!attacker.abilitynulled && attacker.ability == PBAbilities::CONTRARY) miniscore*=0 end if (!opponent.abilitynulled && opponent.ability == PBAbilities::UNAWARE) miniscore*=1 end score*=miniscore if (opponent.level-5)>attacker.level score*=0.6 if (opponent.level-10)>attacker.level score*=0.2 end end when 0x39 # Tail Glow miniscore = setupminiscore(attacker,opponent,skill,move,true,4,true,initialscores,scoreindex) if attacker.stages[PBStats::SPEED]<0 ministat=attacker.stages[PBStats::SPEED] minimini=5*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end ministat=0 ministat+=opponent.stages[PBStats::ATTACK] ministat+=opponent.stages[PBStats::SPATK] ministat+=opponent.stages[PBStats::SPEED] if ministat>0 minimini=(-5)*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end miniscore*=1.3 if checkAIhealing(aimem) if attacker.pbSpeed>pbRoughStat(opponent,PBStats::SPEED,skill) && @trickroom==0 miniscore*=1.5 end if roles.include?(PBMonRoles::SWEEPER) miniscore*=1.3 end if attacker.status==PBStatuses::PARALYSIS miniscore*=0.5 end if attacker.hp==attacker.totalhp && (((attitemworks && attacker.item == PBItems::FOCUSSASH) || ((!attacker.abilitynulled && attacker.ability == PBAbilities::STURDY) && !attacker.moldbroken)) && (pbWeather!=PBWeather::HAIL || attacker.pbHasType?(:ICE)) && (pbWeather!=PBWeather::SANDSTORM || attacker.pbHasType?(:ROCK) || attacker.pbHasType?(:GROUND) || attacker.pbHasType?(:STEEL))) miniscore*=1.4 end miniscore*=0.6 if checkAIpriority(aimem) if (!opponent.abilitynulled && opponent.ability == PBAbilities::SPEEDBOOST) miniscore*=0.6 end miniscore/=100.0 if attacker.pbTooHigh?(PBStats::SPATK) miniscore=0 end score*=0.3 if checkAImoves([PBMoves::CLEARSMOG,PBMoves::HAZE],aimem) if (!attacker.abilitynulled && attacker.ability == PBAbilities::CONTRARY) miniscore*=0 end if (!opponent.abilitynulled && opponent.ability == PBAbilities::UNAWARE) miniscore*=1 end specmove=false for j in attacker.moves if j.pbIsSpecial?(j.type) specmove=true end end miniscore=0 if !specmove score*=miniscore if (opponent.level-5)>attacker.level score*=0.6 if (opponent.level-10)>attacker.level score*=0.2 end end when 0x3A # Belly Drum miniscore=100 if attacker.effects[PBEffects::Substitute]>0 || attacker.effects[PBEffects::Disguise] miniscore*=1.5 end if initialscores.length>0 miniscore*=1.3 if hasbadmoves(initialscores,scoreindex,20) end if (attacker.hp.to_f)/attacker.totalhp>0.85 miniscore*=1.2 end if opponent.effects[PBEffects::HyperBeam]>0 miniscore*=1.5 end if opponent.effects[PBEffects::Yawn]>0 miniscore*=1.7 end if skill>=PBTrainerAI.mediumSkill maxdam = checkAIdamage(aimem,attacker,opponent,skill) if maxdam<(attacker.hp/4.0) && (aimem.length > 0) miniscore*=1.4 else if move.basedamage==0 miniscore*=0.8 if maxdam>attacker.hp miniscore*=0.1 end end end else if move.basedamage==0 effcheck = PBTypes.getCombinedEffectiveness(opponent.type1,attacker.type1,attacker.type2) if effcheck > 4 miniscore*=0.5 end effcheck2 = PBTypes.getCombinedEffectiveness(opponent.type2,attacker.type1,attacker.type2) if effcheck2 > 4 miniscore*=0.5 end end end if attacker.turncount<1 miniscore*=1.2 end if opponent.status!=0 miniscore*=1.2 end if opponent.status==PBStatuses::SLEEP || opponent.status==PBStatuses::FROZEN miniscore*=1.4 end if opponent.effects[PBEffects::Encore]>0 if opponent.moves[(opponent.effects[PBEffects::EncoreIndex])].basedamage==0 miniscore*=1.5 end end if attacker.effects[PBEffects::Confusion]>0 miniscore*=0.1 end if attacker.effects[PBEffects::LeechSeed]>=0 || attacker.effects[PBEffects::Attract]>=0 miniscore*=0.2 end miniscore*=0.1 if checkAImoves(PBStuff::SWITCHOUTMOVE,aimem) if (!opponent.abilitynulled && opponent.ability == PBAbilities::UNAWARE) miniscore*=0 end if @doublebattle miniscore*=0.1 end if attacker.stages[PBStats::SPEED]<0 ministat=attacker.stages[PBStats::SPEED] minimini=10*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end ministat=0 ministat+=opponent.stages[PBStats::ATTACK] ministat+=opponent.stages[PBStats::SPATK] ministat+=opponent.stages[PBStats::SPEED] if ministat>0 minimini=(-10)*ministat minimini+=100 minimini/=100.0 miniscore*=minimini end miniscore*=1.3 if checkAIhealing(aimem) if attacker.pbSpeed>pbRoughStat(opponent,PBStats::SPEED,skill) && @trickroom==0 miniscore*=1.5 else primove=false for j in attacker.moves if j.priority>0 primove=true end end if !primove miniscore*=0.3 end end if roles.include?(PBMonRoles::SWEEPER) miniscore*=1.3 end if attacker.status==PBStatuses::BURN miniscore*=0.8 end if attacker.status==PBStatuses::PARALYSIS miniscore*=0.2 end miniscore*=0.1 if checkAImoves([PBMoves::FOULPLAY],aimem) miniscore*=0.1 if checkAIpriority(aimem) if (!opponent.abilitynulled && opponent.ability == PBAbilities::SPEEDBOOST) miniscore*=0.6 end miniscore/=100.0 if attacker.pbTooHigh?(PBStats::ATTACK) miniscore=0 end score*=0.3 if checkAImoves([PBMoves::CLEARSMOG,PBMoves::HAZE],aimem) if (!attacker.abilitynulled && attacker.ability == PBAbilities::CONTRARY) miniscore*=0 end physmove=false for j in attacker.moves if j.pbIsPhysical?(j.type) physmove=true end end miniscore=0 if !physmove score*=miniscore if (opponent.level-5)>attacker.level score*=0.6 if (opponent.level-10)>attacker.level score*=0.2 end end when 0x3B # Superpower thisinitial = score if (!attacker.abilitynulled && attacker.ability == PBAbilities::CONTRARY) score*=1.7 else if thisinitial<100 score*=0.9 if (attacker.pbSpeed0 score*=0.7 if hasgreatmoves(initialscores,scoreindex,skill) end miniscore=100 livecount=0 for i in pbParty(opponent.index) next if i.nil? livecount+=1 if i.hp!=0 end if livecount>1 miniscore*=(livecount-3) miniscore/=100.0 miniscore*=0.05 miniscore=(1-miniscore) score*=miniscore end count=-1 party=pbParty(attacker.index) pivotvar=false for i in 0...party.length count+=1 next if party[i].nil? temproles = pbGetMonRole(party[i],opponent,skill,count,party) if temproles.include?(PBMonRoles::PIVOT) pivotvar=true end end if pivotvar && !@doublebattle score*=1.2 end livecount2=0 for i in pbParty(attacker.index) next if i.nil? livecount2+=1 if i.hp!=0 end if livecount>1 && livecount2==1 score*=0.8 end if (!attacker.abilitynulled && attacker.ability == PBAbilities::MOXIE) score*=1.5 end end when 0x3C # Close Combat thisinitial = score if (!attacker.abilitynulled && attacker.ability == PBAbilities::CONTRARY) score*=1.5 else if thisinitial<100 score*=0.9 if (attacker.pbSpeed0 score*=0.7 if hasgreatmoves(initialscores,scoreindex,skill) end miniscore=100 livecount=0 for i in pbParty(opponent.index) next if i.nil? livecount+=1 if i.hp!=0 end if livecount>1 miniscore*=(livecount-3) miniscore/=100.0 miniscore*=0.05 miniscore=(1-miniscore) score*=miniscore end count=-1 party=pbParty(attacker.index) pivotvar=false for i in 0...party.length count+=1 next if party[i].nil? temproles = pbGetMonRole(party[i],opponent,skill,count,party) if temproles.include?(PBMonRoles::PIVOT) pivotvar=true end end if pivotvar && !@doublebattle score*=1.2 end livecount2=0 for i in pbParty(attacker.index) next if i.nil? livecount2+=1 if i.hp!=0 end if livecount>1 && livecount2==1 score*=0.9 end end when 0x3D # V-Create thisinitial = score if (!attacker.abilitynulled && attacker.ability == PBAbilities::CONTRARY) score*=1.7 else if thisinitial<100 score*=0.8 if (attacker.pbSpeed1 && livecount2==1 score*=0.7 end score*=0.7 if checkAIpriority(aimem) end end if initialscores.length>0 score*=0.7 if hasgreatmoves(initialscores,scoreindex,skill) end miniscore=100 livecount=0 for i in pbParty(opponent.index) next if i.nil? livecount+=1 if i.hp!=0 end if livecount>1 miniscore*=(livecount-3) miniscore/=100.0 miniscore*=0.05 miniscore=(1-miniscore) score*=miniscore end count=-1 party=pbParty(attacker.index) pivotvar=false for i in 0...party.length count+=1 next if party[i].nil? temproles = pbGetMonRole(party[i],opponent,skill,count,party) if temproles.include?(PBMonRoles::PIVOT) pivotvar=true end end if pivotvar && !@doublebattle score*=1.2 end end when 0x3E # Hammer Arm thisinitial = score if (!attacker.abilitynulled && attacker.ability == PBAbilities::CONTRARY) score*=1.3 else if thisinitial<100 score*=0.9 end if initialscores.length>0 score*=0.7 if hasgreatmoves(initialscores,scoreindex,skill) end livecount=0 for i in pbParty(opponent.index) next if i.nil? livecount+=1 if i.hp!=0 end livecount2=0 for i in pbParty(attacker.index) next if i.nil? livecount2+=1 if i.hp!=0 end if (attacker.pbSpeed>pbRoughStat(opponent,PBStats::SPEED,skill)) ^ (@trickroom!=0) score*=0.8 if livecount>1 && livecount2==1 score*=0.8 end else score*=1.1 end if roles.include?(PBMonRoles::TANK) score*=1.1 end miniscore=100 livecount=0 for i in pbParty(opponent.index) next if i.nil? livecount+=1 if i.hp!=0 end if livecount>1 miniscore*=(livecount-3) miniscore/=100.0 miniscore*=0.05 miniscore=(1-miniscore) score*=miniscore end count=-1 party=pbParty(attacker.index) pivotvar=false for i in 0...party.length count+=1 next if party[i].nil? temproles = pbGetMonRole(party[i],opponent,skill,count,party) if temproles.include?(PBMonRoles::PIVOT) pivotvar=true end end if pivotvar && !@doublebattle score*=1.2 end end when 0x3F # Overheat thisinitial = score if (!attacker.abilitynulled && attacker.ability == PBAbilities::CONTRARY) score*=1.7 else if thisinitial<100 score*=0.9 score*=0.5 if checkAIhealing(aimem) end if initialscores.length>0 score*=0.7 if hasgreatmoves(initialscores,scoreindex,skill) end miniscore=100 livecount=0 for i in pbParty(opponent.index) next if i.nil? livecount+=1 if i.hp!=0 end if livecount>1 miniscore*=(livecount-1) miniscore/=100.0 miniscore*=0.05 miniscore=(1-miniscore) score*=miniscore end count=-1 party=pbParty(attacker.index) pivotvar=false for i in 0...party.length count+=1 next if party[i].nil? temproles = pbGetMonRole(party[i],opponent,skill,count,party) if temproles.include?(PBMonRoles::PIVOT) pivotvar=true end end if pivotvar && !@doublebattle score*=1.2 end livecount2=0 for i in pbParty(attacker.index) next if i.nil? livecount2+=1 if i.hp!=0 end if livecount>1 && livecount2==1 score*=0.8 end if (!attacker.abilitynulled && attacker.ability == PBAbilities::SOULHEART) score*=1.3 end end end return score end end