mirror of
https://github.com/thornAvery/kep-hack.git
synced 2026-02-22 15:12:18 +13:00
AI Improvements
This fixes some of the issues with the current AI system to make them better. In short: - Most Trainers should correctly recognise when a move is not very effective, and not use it. If they have a supereffective move and a regular-effective move, they will slightly prioritise the supereffective one, but not always use it like in regular RBY. This prevents the Lorelei softlock, for example. - Trainers won't attempt to set status effects on Pokemon that already have one, won't try recovering at full health, and won't attempt to set up multiple Reflects or Light Screen - Certain high-level trainers will recognise when a Pokemon does not have a status, and will try to inflict one if so. This makes Agatha's, Erika's and Koga's team types much more effective. - Youngsters and Cue Balls no longer pick moves randomly and will actually give it some thought - Brock and the Engineers now recognize type effectiveness, Students do not given how early they're encountered. - General improvements to move choices for all Gym Leaders, E4 and Shinjuku Jacky. We're almost done.
This commit is contained in:
parent
a486ec7657
commit
e6763371e4
6 changed files with 157 additions and 127 deletions
|
|
@ -1,4 +1,54 @@
|
|||
; Used by the pureRGB AI
|
||||
;shinpokerednote: ADDED: doubles the given stat
|
||||
DoubleSelectedStats:
|
||||
ldh a, [hWhoseTurn]
|
||||
and a
|
||||
ld a, [wPlayerStatsToDouble]
|
||||
ld hl, wBattleMonAttack
|
||||
jr z, .notEnemyTurn
|
||||
ld a, [wEnemyStatsToDouble]
|
||||
ld hl, wEnemyMonAttack
|
||||
.notEnemyTurn
|
||||
ld c, 4
|
||||
ld b, a
|
||||
.loop
|
||||
srl b
|
||||
call c, .doubleStat
|
||||
inc hl
|
||||
inc hl
|
||||
dec c
|
||||
ret z
|
||||
jr .loop
|
||||
.doubleStat
|
||||
push bc
|
||||
ld a, [hli]
|
||||
ld b, a
|
||||
ld c, [hl] ; bc holds value of stat to double
|
||||
;double the stat
|
||||
sla c
|
||||
rl b
|
||||
;cap stat at 999
|
||||
;b register contains high byte & c register contains low byte
|
||||
ld a, c ;let's work on low byte first. Note that decimal 999 is $03E7 in hex.
|
||||
sub 999 % $100 ;a = a - ($03E7 % $100). Gives a = a - $E7. A byte % $100 always gives the lesser nibble.
|
||||
;Note that if a < $E7 then the carry bit 'c' in the flag register gets set due to overflowing with a negative result.
|
||||
ld a, b ;now let's work on the high byte
|
||||
sbc 999 / $100 ;a = a - ($03E7 / $100 + c_flag). Gives a = a - ($03 + c_flag). A byte / $100 always gives the greater nibble.
|
||||
;Note again that if a < $03 then the carry bit remains set.
|
||||
;If the bit is already set from the lesser nibble, then its addition here can still make it remain set if a is low enough.
|
||||
jr c, .donecapping ;jump to next marker if the c_flag is set. This only remains set if BC < the cap of $03E7.
|
||||
;else let's continue and set the 999 cap
|
||||
ld a, 999 / $100 ; else load $03 into a
|
||||
ld b, a ;and store it as the high byte
|
||||
ld a, 999 % $100 ; else load $E7 into a
|
||||
ld c, a ;and store it as the low byte
|
||||
;now registers b & c together contain $03E7 for a capped stat value of 999
|
||||
.donecapping
|
||||
ld a, c
|
||||
ld [hld], a
|
||||
ld [hl], b
|
||||
pop bc
|
||||
ret
|
||||
|
||||
;shinpokerednote: ADDED: doubles attack if burned or quadruples speed if paralyzed.
|
||||
;It's meant to be run right before healing paralysis or burn so as to
|
||||
;undo the stat changes.
|
||||
|
|
@ -31,35 +81,6 @@ UndoBurnParStats:
|
|||
ld [de], a ;reset the stat change bits
|
||||
ret
|
||||
|
||||
; Reused for pureRGB AI
|
||||
DoubleSelectedStats:
|
||||
ldh a, [hWhoseTurn]
|
||||
and a
|
||||
ld a, [wPlayerStatsToDouble]
|
||||
ld hl, wBattleMonAttack + 1
|
||||
jr z, .notEnemyTurn
|
||||
ld a, [wEnemyStatsToDouble]
|
||||
ld hl, wEnemyMonAttack + 1
|
||||
.notEnemyTurn
|
||||
ld c, 4
|
||||
ld b, a
|
||||
.loop
|
||||
srl b
|
||||
call c, .doubleStat
|
||||
inc hl
|
||||
inc hl
|
||||
dec c
|
||||
ret z
|
||||
jr .loop
|
||||
.doubleStat
|
||||
ld a, [hl]
|
||||
add a
|
||||
ld [hld], a
|
||||
ld a, [hl]
|
||||
rl a
|
||||
ld [hli], a
|
||||
ret
|
||||
|
||||
; does nothing since no stats are ever selected (barring glitches)
|
||||
;HalveSelectedStats:
|
||||
; ldh a, [hWhoseTurn]
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue