Also used in PureRGB. Gives the player the option to use another Repel after the last one runs out.
I had to remove some debug features in order to fit it in, but it won't have an effect on the regular game. Hopefully.
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.
Short tests showed positive results. Revert if it fucks up anything.
PureRGB enhances Gen 1 AI in various ways, fixing notorious glitches and making it not do completely stupid things. I would use shin pokered's, but it may be too difficult for unfamiliar players, and has a bunch of outdated markers I'd have to spruce up.
Relevant changes:
- Burn effect calls have been replaced with Fire Blast's effect, replicating the burn spread use-case of Fire Blast
- Teleport references removed because pureRGB uses a unique version
- Any straggler references to effects not used in pureRGB
- Mist properly referred to as we only have one move that provides stat drop immunity.
Updated the sprite gallery too!!