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-rwxr-xr-xbattle/ai/move.asm28
1 files changed, 14 insertions, 14 deletions
diff --git a/battle/ai/move.asm b/battle/ai/move.asm
index 5f58bae3e..0d1c6c968 100755
--- a/battle/ai/move.asm
+++ b/battle/ai/move.asm
@@ -12,7 +12,7 @@ AIChooseMove: ; 440ce
ret nz
; No use picking a move if there's no choice.
- callba CheckSubstatus_RechargeChargedRampageBideRollout
+ callba CheckEnemyLockedIn
ret nz
@@ -31,24 +31,24 @@ endr
ld hl, EnemyMonMoves
ld c, 0
-.CheckDisabledMove
+.CheckDisabledMove:
cp [hl]
jr z, .ScoreDisabledMove
inc c
inc hl
jr .CheckDisabledMove
-.ScoreDisabledMove
+.ScoreDisabledMove:
ld hl, Buffer1
ld b, 0
add hl, bc
ld [hl], 80
; Don't pick moves with 0 PP.
-.CheckPP
+.CheckPP:
ld hl, Buffer1 - 1
ld de, EnemyMonPP
ld b, 0
-.CheckMovePP
+.CheckMovePP:
inc b
ld a, b
cp EnemyMonMovesEnd - EnemyMonMoves + 1
@@ -63,7 +63,7 @@ endr
; Apply AI scoring layers depending on the trainer class.
-.ApplyLayers
+.ApplyLayers:
ld hl, TrainerClassAttributes + TRNATTR_AI_MOVE_WEIGHTS
; If we have a battle in BattleTower just load the Attributes of the first TrainerClass (Falkner)
@@ -82,7 +82,7 @@ endr
push bc
push hl
-.CheckLayer
+.CheckLayer:
pop hl
pop bc
@@ -119,12 +119,12 @@ endr
jr .CheckLayer
; Decrement the scores of all moves one by one until one reaches 0.
-.DecrementScores
+.DecrementScores:
ld hl, Buffer1
ld de, EnemyMonMoves
ld c, EnemyMonMovesEnd - EnemyMonMoves
-.DecrementNextScore
+.DecrementNextScore:
; If the enemy has no moves, this will infinite.
ld a, [de]
inc de
@@ -145,7 +145,7 @@ endr
; In order to avoid bias towards the moves located first in memory, increment the scores
; that were decremented one more time than the rest (in case there was a tie).
; This means that the minimum score will be 1.
-.PickLowestScoreMoves
+.PickLowestScoreMoves:
ld a, c
.move_loop
@@ -159,14 +159,14 @@ endr
ld de, EnemyMonMoves
ld c, NUM_MOVES
-; Give a score of 0 to a blank move
+; Give a score of 0 to a blank move
.loop2
ld a, [de]
and a
jr nz, .skip_load
ld [hl], a
-; Disregard the move if its score is not 1
+; Disregard the move if its score is not 1
.skip_load
ld a, [hl]
dec a
@@ -183,8 +183,8 @@ endr
dec c
jr nz, .loop2
-; Randomly choose one of the moves with a score of 1
-.ChooseMove
+; Randomly choose one of the moves with a score of 1
+.ChooseMove:
ld hl, Buffer1
call Random
and 3