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![]() 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. |
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move_effects | ||
animations.asm | ||
battle_transitions.asm | ||
common_text.asm | ||
core.asm | ||
decrement_pp.asm | ||
display_effectiveness.asm | ||
draw_hud_pokeball_gfx.asm | ||
effects.asm | ||
end_of_battle.asm | ||
experience.asm | ||
get_trainer_name.asm | ||
ghost_marowak_anim.asm | ||
init_battle_variables.asm | ||
link_battle_versus_text.asm | ||
misc.asm | ||
print_type.asm | ||
read_trainer_party.asm | ||
safari_zone.asm | ||
save_trainer_name.asm | ||
scale_sprites.asm | ||
scroll_draw_trainer_pic.asm | ||
trainer_ai.asm | ||
unused_stats_functions.asm | ||
wild_encounters.asm |