diff options
Diffstat (limited to 'engine/battle/ai/scoring.asm')
-rw-r--r-- | engine/battle/ai/scoring.asm | 388 |
1 files changed, 194 insertions, 194 deletions
diff --git a/engine/battle/ai/scoring.asm b/engine/battle/ai/scoring.asm index 902910b86..7af2db8ad 100644 --- a/engine/battle/ai/scoring.asm +++ b/engine/battle/ai/scoring.asm @@ -5,9 +5,9 @@ AI_Basic: ; 38591 ; -Using status-only moves if the player can't be statused ; -Using moves that fail if they've already been used - ld hl, Buffer1 - 1 - ld de, EnemyMonMoves - ld b, EnemyMonMovesEnd - EnemyMonMoves + 1 + ld hl, wBuffer1 - 1 + ld de, wEnemyMonMoves + ld b, wEnemyMonMovesEnd - wEnemyMonMoves + 1 .checkmove dec b ret z @@ -49,12 +49,12 @@ AI_Basic: ; 38591 pop hl jr nc, .checkmove - ld a, [BattleMonStatus] + ld a, [wBattleMonStatus] and a jr nz, .discourage ; Dismiss Safeguard if it's already active. - ld a, [PlayerScreens] + ld a, [wPlayerScreens] bit SCREENS_SAFEGUARD, a jr z, .checkmove @@ -74,9 +74,9 @@ AI_Setup: ; 385e0 ; 50% chance to greatly encourage stat-down moves during the first turn of player's Pokemon. ; Almost 90% chance to greatly discourage stat-modifying moves otherwise. - ld hl, Buffer1 - 1 - ld de, EnemyMonMoves - ld b, EnemyMonMovesEnd - EnemyMonMoves + 1 + ld hl, wBuffer1 - 1 + ld de, wEnemyMonMoves + ld b, wEnemyMonMovesEnd - wEnemyMonMoves + 1 .checkmove dec b ret z @@ -114,14 +114,14 @@ AI_Setup: ; 385e0 jr .checkmove .statup - ld a, [EnemyTurnsTaken] + ld a, [wEnemyTurnsTaken] and a jr nz, .discourage jr .encourage .statdown - ld a, [PlayerTurnsTaken] + ld a, [wPlayerTurnsTaken] and a jr nz, .discourage @@ -150,9 +150,9 @@ AI_Types: ; 38635 ; Discourage not very effective moves unless ; all damaging moves are of the same type. - ld hl, Buffer1 - 1 - ld de, EnemyMonMoves - ld b, EnemyMonMovesEnd - EnemyMonMoves + 1 + ld hl, wBuffer1 - 1 + ld de, wEnemyMonMoves + ld b, wEnemyMonMovesEnd - wEnemyMonMoves + 1 .checkmove dec b ret z @@ -197,8 +197,8 @@ AI_Types: ; 38635 push bc ld a, [wEnemyMoveStruct + MOVE_TYPE] ld d, a - ld hl, EnemyMonMoves - ld b, EnemyMonMovesEnd - EnemyMonMoves + 1 + ld hl, wEnemyMonMoves + ld b, wEnemyMonMovesEnd - wEnemyMonMoves + 1 ld c, 0 .checkmove2 dec b @@ -239,9 +239,9 @@ AI_Types: ; 38635 AI_Offensive: ; 386a2 ; Greatly discourage non-damaging moves. - ld hl, Buffer1 - 1 - ld de, EnemyMonMoves - ld b, EnemyMonMovesEnd - EnemyMonMoves + 1 + ld hl, wBuffer1 - 1 + ld de, wEnemyMonMoves + ld b, wEnemyMonMovesEnd - wEnemyMonMoves + 1 .checkmove dec b ret z @@ -268,9 +268,9 @@ AI_Offensive: ; 386a2 AI_Smart: ; 386be ; Context-specific scoring. - ld hl, Buffer1 - ld de, EnemyMonMoves - ld b, EnemyMonMovesEnd - EnemyMonMoves + 1 + ld hl, wBuffer1 + ld de, wEnemyMonMoves + ld b, wEnemyMonMovesEnd - wEnemyMonMoves + 1 .checkmove dec b ret z @@ -456,7 +456,7 @@ AI_Smart_LeechHit: ; 387f7 AI_Smart_LockOn: ; 3881d - ld a, [PlayerSubStatus5] + ld a, [wPlayerSubStatus5] bit SUBSTATUS_LOCK_ON, a jr nz, .asm_38882 @@ -471,20 +471,20 @@ AI_Smart_LockOn: ; 3881d jr nc, .asm_38877 .asm_38834 - ld a, [PlayerEvaLevel] + ld a, [wPlayerEvaLevel] cp $a jr nc, .asm_3887a cp $8 jr nc, .asm_38875 - ld a, [EnemyAccLevel] + ld a, [wEnemyAccLevel] cp $5 jr c, .asm_3887a cp $7 jr c, .asm_38875 - ld hl, EnemyMonMoves - ld c, EnemyMonMovesEnd - EnemyMonMoves + 1 + ld hl, wEnemyMonMoves + ld c, wEnemyMonMovesEnd - wEnemyMonMoves + 1 .asm_3884f dec c jr z, .asm_38877 @@ -531,9 +531,9 @@ AI_Smart_LockOn: ; 3881d .asm_38882 push hl - ld hl, Buffer1 - 1 - ld de, EnemyMonMoves - ld c, EnemyMonMovesEnd - EnemyMonMoves + 1 + ld hl, wBuffer1 - 1 + ld de, wEnemyMonMoves + ld c, wEnemyMonMovesEnd - wEnemyMonMoves + 1 .asm_3888b inc hl @@ -616,7 +616,7 @@ AI_Smart_DreamEater: ; 388ca AI_Smart_EvasionUp: ; 388d4 ; Dismiss this move if enemy's evasion can't raise anymore. - ld a, [EnemyEvaLevel] + ld a, [wEnemyEvaLevel] cp $d jp nc, AIDiscourageMove @@ -625,7 +625,7 @@ AI_Smart_EvasionUp: ; 388d4 jr nc, .asm_388f2 ; ...greatly encourage this move if player is badly poisoned. - ld a, [PlayerSubStatus5] + ld a, [wPlayerSubStatus5] bit SUBSTATUS_TOXIC, a jr nz, .asm_388ef @@ -674,27 +674,27 @@ AI_Smart_EvasionUp: ; 388d4 ; 100% chance to end up here if enemy's HP is below 25%. ; In other words, we only end up here if the move has not been encouraged or dismissed. .asm_38911 - ld a, [PlayerSubStatus5] + ld a, [wPlayerSubStatus5] bit SUBSTATUS_TOXIC, a jr nz, .asm_38938 - ld a, [PlayerSubStatus4] + ld a, [wPlayerSubStatus4] bit SUBSTATUS_LEECH_SEED, a jr nz, .asm_38941 ; Discourage this move if enemy's evasion level is higher than player's accuracy level. - ld a, [EnemyEvaLevel] + ld a, [wEnemyEvaLevel] ld b, a - ld a, [PlayerAccLevel] + ld a, [wPlayerAccLevel] cp b jr c, .asm_38936 ; Greatly encourage this move if the player is in the middle of Fury Cutter or Rollout. - ld a, [PlayerFuryCutterCount] + ld a, [wPlayerFuryCutterCount] and a jr nz, .asm_388ef - ld a, [PlayerSubStatus1] + ld a, [wPlayerSubStatus1] bit SUBSTATUS_ROLLOUT, a jr nz, .asm_388ef @@ -730,12 +730,12 @@ AI_Smart_AlwaysHit: ; 38947 ; 80% chance to greatly encourage this move if either... ; ...enemy's accuracy level has been lowered three or more stages - ld a, [EnemyAccLevel] + ld a, [wEnemyAccLevel] cp $5 jr c, .asm_38954 ; ...or player's evasion level has been raised three or more stages. - ld a, [PlayerEvaLevel] + ld a, [wPlayerEvaLevel] cp $a ret c @@ -752,7 +752,7 @@ AI_Smart_AlwaysHit: ; 38947 AI_Smart_MirrorMove: ; 3895b ; If the player did not use any move last turn... - ld a, [LastPlayerCounterMove] + ld a, [wLastPlayerCounterMove] and a jr nz, .asm_38968 @@ -804,7 +804,7 @@ AI_Smart_AccuracyDown: ; 38985 jr nc, .asm_389a0 ; ...greatly encourage this move if player is badly poisoned. - ld a, [PlayerSubStatus5] + ld a, [wPlayerSubStatus5] bit SUBSTATUS_TOXIC, a jr nz, .asm_3899d @@ -849,27 +849,27 @@ AI_Smart_AccuracyDown: ; 38985 ; We only end up here if the move has not been already encouraged. .asm_389bf - ld a, [PlayerSubStatus5] + ld a, [wPlayerSubStatus5] bit SUBSTATUS_TOXIC, a jr nz, .asm_389e6 - ld a, [PlayerSubStatus4] + ld a, [wPlayerSubStatus4] bit SUBSTATUS_LEECH_SEED, a jr nz, .asm_389ef ; Discourage this move if enemy's evasion level is higher than player's accuracy level. - ld a, [EnemyEvaLevel] + ld a, [wEnemyEvaLevel] ld b, a - ld a, [PlayerAccLevel] + ld a, [wPlayerAccLevel] cp b jr c, .asm_389e4 ; Greatly encourage this move if the player is in the middle of Fury Cutter or Rollout. - ld a, [PlayerFuryCutterCount] + ld a, [wPlayerFuryCutterCount] and a jr nz, .asm_3899d - ld a, [PlayerSubStatus1] + ld a, [wPlayerSubStatus1] bit SUBSTATUS_ROLLOUT, a jr nz, .asm_3899d @@ -904,7 +904,7 @@ AI_Smart_ResetStats: ; 389f5 ; 85% chance to encourage this move if any of enemy's stat levels is lower than -2. push hl - ld hl, EnemyAtkLevel + ld hl, wEnemyAtkLevel ld c, $8 .asm_389fb dec c @@ -916,7 +916,7 @@ AI_Smart_ResetStats: ; 389f5 ; 85% chance to encourage this move if any of player's stat levels is higher than +2. .asm_38a05 - ld hl, PlayerAtkLevel + ld hl, wPlayerAtkLevel ld c, $8 .asm_38a0a dec c @@ -1028,9 +1028,9 @@ AI_Smart_Ohko: ; 38a60 ; Dismiss this move if player's level is higher than enemy's level. ; Else, discourage this move is player's HP is below 50%. - ld a, [BattleMonLevel] + ld a, [wBattleMonLevel] ld b, a - ld a, [EnemyMonLevel] + ld a, [wEnemyMonLevel] cp b jp c, AIDiscourageMove call AICheckPlayerHalfHP @@ -1050,16 +1050,16 @@ AI_Smart_TrapTarget: ; 38a71 ; 50% chance to greatly encourage this move if player is either ; badly poisoned, in love, identified, stuck in Rollout, or has a Nightmare. - ld a, [PlayerSubStatus5] + ld a, [wPlayerSubStatus5] bit SUBSTATUS_TOXIC, a jr nz, .asm_38a91 - ld a, [PlayerSubStatus1] + ld a, [wPlayerSubStatus1] and 1<<SUBSTATUS_IN_LOVE | 1<<SUBSTATUS_ROLLOUT | 1<<SUBSTATUS_IDENTIFIED | 1<<SUBSTATUS_NIGHTMARE jr nz, .asm_38a91 ; Else, 50% chance to greatly encourage this move if it's the player's Pokemon first turn. - ld a, [PlayerTurnsTaken] + ld a, [wPlayerTurnsTaken] and a jr z, .asm_38a91 @@ -1083,17 +1083,17 @@ AI_Smart_TrapTarget: ; 38a71 AI_Smart_RazorWind: AI_Smart_Unused2B: ; 38a9c - ld a, [EnemySubStatus1] + ld a, [wEnemySubStatus1] bit SUBSTATUS_PERISH, a jr z, .asm_38aaa - ld a, [EnemyPerishCount] + ld a, [wEnemyPerishCount] cp 3 jr c, .asm_38ad3 .asm_38aaa push hl - ld hl, PlayerUsedMoves + ld hl, wPlayerUsedMoves ld c, 4 .asm_38ab0 @@ -1111,7 +1111,7 @@ AI_Smart_Unused2B: ; 38a9c .asm_38ac1 pop hl - ld a, [EnemySubStatus3] + ld a, [wEnemySubStatus3] bit SUBSTATUS_CONFUSED, a jr nz, .asm_38acd @@ -1162,7 +1162,7 @@ AI_Smart_SpDefenseUp2: ; 38aed jr nc, .asm_38b10 ; Discourage this move if enemy's special defense level is higher than +3. - ld a, [EnemySDefLevel] + ld a, [wEnemySDefLevel] cp $b jr nc, .asm_38b10 @@ -1171,10 +1171,10 @@ AI_Smart_SpDefenseUp2: ; 38aed cp $9 ret nc - ld a, [BattleMonType1] + ld a, [wBattleMonType1] cp SPECIAL jr nc, .asm_38b09 - ld a, [BattleMonType2] + ld a, [wBattleMonType2] cp SPECIAL ret c @@ -1197,7 +1197,7 @@ AI_Smart_Fly: ; 38b12 ; Greatly encourage this move if the player is ; flying or underground, and slower than the enemy. - ld a, [PlayerSubStatus3] + ld a, [wPlayerSubStatus3] and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND ret z @@ -1260,7 +1260,7 @@ AI_Smart_SpeedDownHit: ; 38b40 ret nz call AICheckEnemyQuarterHP ret nc - ld a, [PlayerTurnsTaken] + ld a, [wPlayerTurnsTaken] and a ret nz call AICompareSpeed @@ -1309,7 +1309,7 @@ AI_Smart_HyperBeam: ; 38b63 AI_Smart_Rage: ; 38b7f - ld a, [EnemySubStatus4] + ld a, [wEnemySubStatus4] bit SUBSTATUS_RAGE, a jr z, .asm_38b9b @@ -1349,7 +1349,7 @@ AI_Smart_Rage: ; 38b7f AI_Smart_Mimic: ; 38ba8 - ld a, [LastPlayerCounterMove] + ld a, [wLastPlayerCounterMove] and a jr z, .asm_38be9 @@ -1357,7 +1357,7 @@ AI_Smart_Mimic: ; 38ba8 jr nc, .asm_38bef push hl - ld a, [LastPlayerCounterMove] + ld a, [wLastPlayerCounterMove] call AIGetEnemyMove ld a, $1 @@ -1376,7 +1376,7 @@ AI_Smart_Mimic: ; 38ba8 dec [hl] .asm_38bd4 - ld a, [LastPlayerCounterMove] + ld a, [wLastPlayerCounterMove] push hl ld hl, UsefulMoves ld de, 1 @@ -1401,7 +1401,7 @@ AI_Smart_Mimic: ; 38ba8 AI_Smart_Counter: ; 38bf1 push hl - ld hl, PlayerUsedMoves + ld hl, wPlayerUsedMoves ld c, 4 ld b, 0 @@ -1434,7 +1434,7 @@ AI_Smart_Counter: ; 38bf1 cp $3 jr nc, .asm_38c30 - ld a, [LastPlayerCounterMove] + ld a, [wLastPlayerCounterMove] and a jr z, .asm_38c38 @@ -1469,7 +1469,7 @@ AI_Smart_Encore: ; 38c3b call AICompareSpeed jr nc, .asm_38c81 - ld a, [LastPlayerMove] + ld a, [wLastPlayerMove] and a jp z, AIDiscourageMove @@ -1481,7 +1481,7 @@ AI_Smart_Encore: ; 38c3b push hl ld a, [wEnemyMoveStruct + MOVE_TYPE] - ld hl, EnemyMonType1 + ld hl, wEnemyMonType1 predef CheckTypeMatchup pop hl @@ -1495,7 +1495,7 @@ AI_Smart_Encore: ; 38c3b .asm_38c68 push hl - ld a, [LastPlayerCounterMove] + ld a, [wLastPlayerCounterMove] ld hl, EncoreMoves ld de, 1 call IsInArray @@ -1523,13 +1523,13 @@ AI_Smart_PainSplit: ; 38ca4 ; Discourage this move if [enemy's current HP * 2 > player's current HP]. push hl - ld hl, EnemyMonHP + ld hl, wEnemyMonHP ld b, [hl] inc hl ld c, [hl] sla c rl b - ld hl, BattleMonHP + 1 + ld hl, wBattleMonHP + 1 ld a, [hld] cp c ld a, [hl] @@ -1546,7 +1546,7 @@ AI_Smart_SleepTalk: ; 38cba ; Greatly encourage this move if enemy is fast asleep. ; Greatly discourage this move otherwise. - ld a, [EnemyMonStatus] + ld a, [wEnemyMonStatus] and $7 cp $1 jr z, .asm_38cc7 @@ -1568,7 +1568,7 @@ AI_Smart_DefrostOpponent: ; 38ccb ; Greatly encourage this move if enemy is frozen. ; No move has EFFECT_DEFROST_OPPONENT, so this layer is unused. - ld a, [EnemyMonStatus] + ld a, [wEnemyMonStatus] and $20 ret z dec [hl] @@ -1579,7 +1579,7 @@ AI_Smart_DefrostOpponent: ; 38ccb AI_Smart_Spite: ; 38cd5 - ld a, [LastPlayerCounterMove] + ld a, [wLastPlayerCounterMove] and a jr nz, .asm_38ce7 @@ -1595,8 +1595,8 @@ AI_Smart_Spite: ; 38cd5 push hl ld b, a ld c, 4 - ld hl, BattleMonMoves - ld de, BattleMonPP + ld hl, wBattleMonMoves + ld de, wBattleMonPP .asm_38cf1 ld a, [hli] @@ -1659,10 +1659,10 @@ AI_Smart_HealBell: ; 38d1f ; 50% chance to greatly encourage this move if the enemy is fast asleep or frozen. push hl - ld a, [OTPartyCount] + ld a, [wOTPartyCount] ld b, a ld c, 0 - ld hl, OTPartyMon1HP + ld hl, wOTPartyMon1HP ld de, PARTYMON_STRUCT_LENGTH .loop @@ -1690,7 +1690,7 @@ AI_Smart_HealBell: ; 38d1f and a jr z, .no_status - ld a, [EnemyMonStatus] + ld a, [wEnemyMonStatus] and a jr z, .ok dec [hl] @@ -1704,7 +1704,7 @@ AI_Smart_HealBell: ; 38d1f ret .no_status - ld a, [EnemyMonStatus] + ld a, [wEnemyMonStatus] and a ret nz jp AIDiscourageMove @@ -1717,7 +1717,7 @@ AI_Smart_PriorityHit: ; 38d5a ret c ; Dismiss this move if the player is flying or underground. - ld a, [PlayerSubStatus3] + ld a, [wPlayerSubStatus3] and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND jp nz, AIDiscourageMove @@ -1729,13 +1729,13 @@ AI_Smart_PriorityHit: ; 38d5a callfar BattleCommand_DamageCalc callfar BattleCommand_Stab pop hl - ld a, [CurDamage + 1] + ld a, [wCurDamage + 1] ld c, a - ld a, [CurDamage] + ld a, [wCurDamage] ld b, a - ld a, [BattleMonHP + 1] + ld a, [wBattleMonHP + 1] cp c - ld a, [BattleMonHP] + ld a, [wBattleMonHP] sbc b ret nc dec [hl] @@ -1756,7 +1756,7 @@ AI_Smart_Thief: ; 38d93 AI_Smart_Conversion2: ; 38d98 - ld a, [LastPlayerMove] + ld a, [wLastPlayerMove] and a jr nz, .asm_38dc9 @@ -1801,7 +1801,7 @@ AI_Smart_Disable: ; 38dd1 jr nc, .asm_38df3 push hl - ld a, [LastPlayerCounterMove] + ld a, [wLastPlayerCounterMove] ld hl, UsefulMoves ld de, 1 call IsInArray @@ -1839,14 +1839,14 @@ AI_Smart_MeanLook: ; 38dfb jp z, AIDiscourageMove ; 80% chance to greatly encourage this move if the enemy is badly poisoned (buggy). -; Should check PlayerSubStatus5 instead. - ld a, [EnemySubStatus5] +; Should check wPlayerSubStatus5 instead. + ld a, [wEnemySubStatus5] bit SUBSTATUS_TOXIC, a jr nz, .asm_38e26 ; 80% chance to greatly encourage this move if the player is either ; in love, identified, stuck in Rollout, or has a Nightmare. - ld a, [PlayerSubStatus1] + ld a, [wPlayerSubStatus1] and 1<<SUBSTATUS_IN_LOVE | 1<<SUBSTATUS_ROLLOUT | 1<<SUBSTATUS_IDENTIFIED | 1<<SUBSTATUS_NIGHTMARE jr nz, .asm_38e26 @@ -1873,14 +1873,14 @@ AI_Smart_MeanLook: ; 38dfb AICheckLastPlayerMon: ; 38e2e - ld a, [PartyCount] + ld a, [wPartyCount] ld b, a ld c, 0 - ld hl, PartyMon1HP + ld hl, wPartyMon1HP ld de, PARTYMON_STRUCT_LENGTH .loop - ld a, [CurBattleMon] + ld a, [wCurBattleMon] cp c jr z, .asm_38e44 @@ -1914,7 +1914,7 @@ AI_Smart_Nightmare: ; 38e4a AI_Smart_FlameWheel: ; 38e50 ; Use this move if the enemy is frozen. - ld a, [EnemyMonStatus] + ld a, [wEnemyMonStatus] bit FRZ, a ret z rept 5 @@ -1925,28 +1925,28 @@ endr AI_Smart_Curse: ; 38e5c - ld a, [EnemyMonType1] + ld a, [wEnemyMonType1] cp GHOST jr z, .ghostcurse - ld a, [EnemyMonType2] + ld a, [wEnemyMonType2] cp GHOST jr z, .ghostcurse call AICheckEnemyHalfHP jr nc, .asm_38e93 - ld a, [EnemyAtkLevel] + ld a, [wEnemyAtkLevel] cp $b jr nc, .asm_38e93 cp $9 ret nc - ld a, [BattleMonType1] + ld a, [wBattleMonType1] cp GHOST jr z, .asm_38e92 cp SPECIAL ret nc - ld a, [BattleMonType2] + ld a, [wBattleMonType2] cp SPECIAL ret nc call AI_80_20 @@ -1965,7 +1965,7 @@ AI_Smart_Curse: ; 38e5c ret .ghostcurse - ld a, [PlayerSubStatus1] + ld a, [wPlayerSubStatus1] bit SUBSTATUS_CURSE, a jp nz, AIDiscourageMove @@ -1999,7 +1999,7 @@ AI_Smart_Curse: ; 38e5c call AICheckEnemyMaxHP ret nc - ld a, [PlayerTurnsTaken] + ld a, [wPlayerTurnsTaken] and a ret nz @@ -2014,36 +2014,36 @@ AI_Smart_Curse: ; 38e5c AI_Smart_Protect: ; 38ed2 - ld a, [EnemyProtectCount] + ld a, [wEnemyProtectCount] and a jr nz, .asm_38f13 - ld a, [PlayerSubStatus5] + ld a, [wPlayerSubStatus5] bit SUBSTATUS_LOCK_ON, a jr nz, .asm_38f14 - ld a, [PlayerFuryCutterCount] + ld a, [wPlayerFuryCutterCount] cp 3 jr nc, .asm_38f0d - ld a, [PlayerSubStatus3] + ld a, [wPlayerSubStatus3] bit SUBSTATUS_CHARGED, a jr nz, .asm_38f0d - ld a, [PlayerSubStatus5] + ld a, [wPlayerSubStatus5] bit SUBSTATUS_TOXIC, a jr nz, .asm_38f0d - ld a, [PlayerSubStatus4] + ld a, [wPlayerSubStatus4] bit SUBSTATUS_LEECH_SEED, a jr nz, .asm_38f0d - ld a, [PlayerSubStatus1] + ld a, [wPlayerSubStatus1] bit SUBSTATUS_CURSE, a jr nz, .asm_38f0d bit SUBSTATUS_ROLLOUT, a jr z, .asm_38f14 - ld a, [PlayerRolloutCount] + ld a, [wPlayerRolloutCount] cp 3 jr c, .asm_38f14 @@ -2067,17 +2067,17 @@ AI_Smart_Protect: ; 38ed2 AI_Smart_Foresight: ; 38f1d - ld a, [EnemyAccLevel] + ld a, [wEnemyAccLevel] cp $5 jr c, .asm_38f41 - ld a, [PlayerEvaLevel] + ld a, [wPlayerEvaLevel] cp $a jr nc, .asm_38f41 - ld a, [BattleMonType1] + ld a, [wBattleMonType1] cp GHOST jr z, .asm_38f41 - ld a, [BattleMonType2] + ld a, [wBattleMonType2] cp GHOST jr z, .asm_38f41 @@ -2103,7 +2103,7 @@ AI_Smart_PerishSong: ; 38f4a pop hl jr c, .no - ld a, [PlayerSubStatus5] + ld a, [wPlayerSubStatus5] bit SUBSTATUS_CANT_RUN, a jr nz, .yes @@ -2138,7 +2138,7 @@ AI_Smart_PerishSong: ; 38f4a AI_Smart_Sandstorm: ; 38f7a ; Greatly discourage this move if the player is immune to Sandstorm damage. - ld a, [BattleMonType1] + ld a, [wBattleMonType1] push hl ld hl, .SandstormImmuneTypes ld de, 1 @@ -2146,7 +2146,7 @@ AI_Smart_Sandstorm: ; 38f7a pop hl jr c, .asm_38fa5 - ld a, [BattleMonType2] + ld a, [wBattleMonType2] push hl ld hl, .SandstormImmuneTypes ld de, 1 @@ -2181,7 +2181,7 @@ AI_Smart_Sandstorm: ; 38f7a AI_Smart_Endure: ; 38fac - ld a, [EnemyProtectCount] + ld a, [wEnemyProtectCount] and a jr nz, .asm_38fd8 @@ -2204,7 +2204,7 @@ AI_Smart_Endure: ; 38fac ret .asm_38fcb - ld a, [EnemySubStatus5] + ld a, [wEnemySubStatus5] bit SUBSTATUS_LOCK_ON, a ret z @@ -2227,7 +2227,7 @@ AI_Smart_Endure: ; 38fac AI_Smart_FuryCutter: ; 38fdb ; Encourage this move based on Fury Cutter's count. - ld a, [EnemyFuryCutterCount] + ld a, [wEnemyFuryCutterCount] and a jr z, .end dec [hl] @@ -2253,15 +2253,15 @@ AI_Smart_Rollout: ; 38fef ; Rollout, Fury Cutter ; 80% chance to discourage this move if the enemy is in love, confused, or paralyzed. - ld a, [EnemySubStatus1] + ld a, [wEnemySubStatus1] bit SUBSTATUS_IN_LOVE, a jr nz, .asm_39020 - ld a, [EnemySubStatus3] + ld a, [wEnemySubStatus3] bit SUBSTATUS_CONFUSED, a jr nz, .asm_39020 - ld a, [EnemyMonStatus] + ld a, [wEnemyMonStatus] bit PAR, a jr nz, .asm_39020 @@ -2270,10 +2270,10 @@ AI_Smart_Rollout: ; 38fef call AICheckEnemyQuarterHP jr nc, .asm_39020 - ld a, [EnemyAccLevel] + ld a, [wEnemyAccLevel] cp 7 jr c, .asm_39020 - ld a, [PlayerEvaLevel] + ld a, [wPlayerEvaLevel] cp 8 jr nc, .asm_39020 @@ -2298,7 +2298,7 @@ AI_Smart_Attract: ; 39026 ; 80% chance to encourage this move during the first turn of player's Pokemon. ; 80% chance to discourage this move otherwise. - ld a, [PlayerTurnsTaken] + ld a, [wPlayerTurnsTaken] and a jr z, .first_turn @@ -2332,11 +2332,11 @@ AI_Smart_Magnitude: AI_Smart_Earthquake: ; 39044 ; Greatly encourage this move if the player is underground and the enemy is faster. - ld a, [LastPlayerCounterMove] + ld a, [wLastPlayerCounterMove] cp DIG ret nz - ld a, [PlayerSubStatus3] + ld a, [wPlayerSubStatus3] bit SUBSTATUS_UNDERGROUND, a jr z, .could_dig @@ -2404,11 +2404,11 @@ AI_Smart_RapidSpin: ; 39084 and a jr nz, .asm_39097 - ld a, [EnemySubStatus4] + ld a, [wEnemySubStatus4] bit SUBSTATUS_LEECH_SEED, a jr nz, .asm_39097 - ld a, [EnemyScreens] + ld a, [wEnemyScreens] bit SCREENS_SPIKES, a ret z @@ -2466,13 +2466,13 @@ AI_Smart_RainDance: ; 390cb ; Greatly discourage this move if it would favour the player type-wise. ; Particularly, if the player is a Water-type. - ld a, [BattleMonType1] + ld a, [wBattleMonType1] cp WATER jr z, AIBadWeatherType cp FIRE jr z, AIGoodWeatherType - ld a, [BattleMonType2] + ld a, [wBattleMonType2] cp WATER jr z, AIBadWeatherType cp FIRE @@ -2490,13 +2490,13 @@ AI_Smart_SunnyDay: ; 390f3 ; Greatly discourage this move if it would favour the player type-wise. ; Particularly, if the player is a Fire-type. - ld a, [BattleMonType1] + ld a, [wBattleMonType1] cp FIRE jr z, AIBadWeatherType cp WATER jr z, AIGoodWeatherType - ld a, [BattleMonType2] + ld a, [wBattleMonType2] cp FIRE jr z, AIBadWeatherType cp WATER @@ -2546,12 +2546,12 @@ AIGoodWeatherType: ; 39122 ; ...as long as one of the following conditions meet: ; It's the first turn of the player's Pokemon. - ld a, [PlayerTurnsTaken] + ld a, [wPlayerTurnsTaken] and a jr z, .good ; Or it's the first turn of the enemy's Pokemon. - ld a, [EnemyTurnsTaken] + ld a, [wEnemyTurnsTaken] and a ret nz @@ -2569,7 +2569,7 @@ AI_Smart_BellyDrum: ; 3913d ; Dismiss this move if enemy's attack is higher than +2 or if enemy's HP is below 50%. ; Else, discourage this move if enemy's HP is not full. - ld a, [EnemyAtkLevel] + ld a, [wEnemyAtkLevel] cp $a jr nc, .asm_3914d @@ -2591,7 +2591,7 @@ AI_Smart_BellyDrum: ; 3913d AI_Smart_PsychUp: ; 39152 push hl - ld hl, EnemyAtkLevel + ld hl, wEnemyAtkLevel ld b, $8 ld c, 100 @@ -2607,7 +2607,7 @@ AI_Smart_PsychUp: ; 39152 ; Calculate the sum of all player's stat level modifiers. Add 100 first to prevent underflow. ; Put the result in d. d will range between 58 and 142. - ld hl, PlayerAtkLevel + ld hl, wPlayerAtkLevel ld b, $8 ld d, 100 @@ -2626,12 +2626,12 @@ AI_Smart_PsychUp: ; 39152 jr nc, .asm_39188 ; Else, 80% chance to encourage this move unless player's accuracy level is lower than -1... - ld a, [PlayerAccLevel] + ld a, [wPlayerAccLevel] cp $6 ret c ; ...or enemy's evasion level is higher than +0. - ld a, [EnemyEvaLevel] + ld a, [wEnemyEvaLevel] cp $8 ret nc @@ -2650,7 +2650,7 @@ AI_Smart_PsychUp: ; 39152 AI_Smart_MirrorCoat: ; 3918b push hl - ld hl, PlayerUsedMoves + ld hl, wPlayerUsedMoves ld c, $4 ld b, $0 @@ -2683,7 +2683,7 @@ AI_Smart_MirrorCoat: ; 3918b cp $3 jr nc, .asm_391ca - ld a, [LastPlayerCounterMove] + ld a, [wLastPlayerCounterMove] and a jr z, .asm_391d2 @@ -2717,11 +2717,11 @@ AI_Smart_Twister: AI_Smart_Gust: ; 391d5 ; Greatly encourage this move if the player is flying and the enemy is faster. - ld a, [LastPlayerCounterMove] + ld a, [wLastPlayerCounterMove] cp FLY ret nz - ld a, [PlayerSubStatus3] + ld a, [wPlayerSubStatus3] bit SUBSTATUS_FLYING, a jr z, .couldFly @@ -2752,7 +2752,7 @@ AI_Smart_FutureSight: ; 391f3 call AICompareSpeed ret nc - ld a, [PlayerSubStatus3] + ld a, [wPlayerSubStatus3] and 1 << SUBSTATUS_FLYING | 1 << SUBSTATUS_UNDERGROUND ret z @@ -2781,7 +2781,7 @@ AI_Smart_Solarbeam: ; 3920b ; 80% chance to encourage this move when it's sunny. ; 90% chance to discourage this move when it's raining. - ld a, [Weather] + ld a, [wBattleWeather] cp WEATHER_SUN jr z, .asm_3921e @@ -2809,7 +2809,7 @@ AI_Smart_Solarbeam: ; 3920b AI_Smart_Thunder: ; 39225 ; 90% chance to discourage this move when it's sunny. - ld a, [Weather] + ld a, [wBattleWeather] cp WEATHER_SUN ret nz @@ -2826,13 +2826,13 @@ AICompareSpeed: ; 39233 ; Return carry if enemy is faster than player. push bc - ld a, [EnemyMonSpeed + 1] + ld a, [wEnemyMonSpeed + 1] ld b, a - ld a, [BattleMonSpeed + 1] + ld a, [wBattleMonSpeed + 1] cp b - ld a, [EnemyMonSpeed] + ld a, [wEnemyMonSpeed] ld b, a - ld a, [BattleMonSpeed] + ld a, [wBattleMonSpeed] sbc b pop bc ret @@ -2843,8 +2843,8 @@ AICheckPlayerMaxHP: ; 39246 push hl push de push bc - ld de, BattleMonHP - ld hl, BattleMonMaxHP + ld de, wBattleMonHP + ld hl, wBattleMonMaxHP jr AICheckMaxHP ; 39251 @@ -2853,8 +2853,8 @@ AICheckEnemyMaxHP: ; 39251 push hl push de push bc - ld de, EnemyMonHP - ld hl, EnemyMonMaxHP + ld de, wEnemyMonHP + ld hl, wEnemyMonMaxHP ; fallthrough ; 3925a @@ -2889,7 +2889,7 @@ AICheckMaxHP: ; 3925a AICheckPlayerHalfHP: ; 3926e push hl - ld hl, BattleMonHP + ld hl, wBattleMonHP ld b, [hl] inc hl ld c, [hl] @@ -2910,7 +2910,7 @@ AICheckEnemyHalfHP: ; 39281 push hl push de push bc - ld hl, EnemyMonHP + ld hl, wEnemyMonHP ld b, [hl] inc hl ld c, [hl] @@ -2933,7 +2933,7 @@ AICheckEnemyQuarterHP: ; 39298 push hl push de push bc - ld hl, EnemyMonHP + ld hl, wEnemyMonHP ld b, [hl] inc hl ld c, [hl] @@ -2956,7 +2956,7 @@ AICheckEnemyQuarterHP: ; 39298 AICheckPlayerQuarterHP: ; 392b3 push hl - ld hl, BattleMonHP + ld hl, wBattleMonHP ld b, [hl] inc hl ld c, [hl] @@ -2979,8 +2979,8 @@ AIHasMoveEffect: ; 392ca ; Return carry if the enemy has move b. push hl - ld hl, EnemyMonMoves - ld c, EnemyMonMovesEnd - EnemyMonMoves + ld hl, wEnemyMonMoves + ld c, wEnemyMonMovesEnd - wEnemyMonMoves .checkmove ld a, [hli] @@ -3021,8 +3021,8 @@ AIHasMoveInArray: ; 392e6 jr z, .done ld b, a - ld c, EnemyMonMovesEnd - EnemyMonMoves + 1 - ld de, EnemyMonMoves + ld c, wEnemyMonMovesEnd - wEnemyMonMoves + 1 + ld de, wEnemyMonMoves .check dec c @@ -3062,9 +3062,9 @@ AI_Opportunist: ; 39315 ret c .asm_39322 - ld hl, Buffer1 - 1 - ld de, EnemyMonMoves - ld c, EnemyMonMovesEnd - EnemyMonMoves + 1 + ld hl, wBuffer1 - 1 + ld de, wEnemyMonMoves + ld c, wEnemyMonMovesEnd - wEnemyMonMoves + 1 .checkmove inc hl dec c @@ -3105,13 +3105,13 @@ AI_Aggressive: ; 39369 ; no move will be discouraged ; Figure out which attack does the most damage and put it in c. - ld hl, EnemyMonMoves + ld hl, wEnemyMonMoves ld bc, 0 ld de, 0 .checkmove inc b ld a, b - cp EnemyMonMovesEnd - EnemyMonMoves + 1 + cp wEnemyMonMovesEnd - wEnemyMonMoves + 1 jr z, .gotstrongestmove ld a, [hli] @@ -3131,15 +3131,15 @@ AI_Aggressive: ; 39369 pop hl ; Update current move if damage is highest so far - ld a, [CurDamage + 1] + ld a, [wCurDamage + 1] cp e - ld a, [CurDamage] + ld a, [wCurDamage] sbc d jr c, .checkmove - ld a, [CurDamage + 1] + ld a, [wCurDamage + 1] ld e, a - ld a, [CurDamage] + ld a, [wCurDamage] ld d, a ld c, b jr .checkmove @@ -3157,13 +3157,13 @@ AI_Aggressive: ; 39369 jr z, .done ; Discourage moves that do less damage unless they're reckless too. - ld hl, Buffer1 - 1 - ld de, EnemyMonMoves + ld hl, wBuffer1 - 1 + ld de, wEnemyMonMoves ld b, 0 .checkmove2 inc b ld a, b - cp EnemyMonMovesEnd - EnemyMonMoves + 1 + cp wEnemyMonMovesEnd - wEnemyMonMoves + 1 jr z, .done ; Ignore this move if it is the highest damaging one. @@ -3228,13 +3228,13 @@ INCLUDE "data/battle/ai/constant_damage_effects.asm" AI_Cautious: ; 39418 ; 90% chance to discourage moves with residual effects after the first turn. - ld a, [EnemyTurnsTaken] + ld a, [wEnemyTurnsTaken] and a ret z - ld hl, Buffer1 - 1 - ld de, EnemyMonMoves - ld c, EnemyMonMovesEnd - EnemyMonMoves + 1 + ld hl, wBuffer1 - 1 + ld de, wEnemyMonMoves + ld c, wEnemyMonMovesEnd - wEnemyMonMoves + 1 .asm_39425 inc hl dec c @@ -3271,9 +3271,9 @@ INCLUDE "data/battle/ai/residual_moves.asm" AI_Status: ; 39453 ; Dismiss status moves that don't affect the player. - ld hl, Buffer1 - 1 - ld de, EnemyMonMoves - ld b, EnemyMonMovesEnd - EnemyMonMoves + 1 + ld hl, wBuffer1 - 1 + ld de, wEnemyMonMoves + ld b, wEnemyMonMovesEnd - wEnemyMonMoves + 1 .checkmove dec b ret z @@ -3303,10 +3303,10 @@ AI_Status: ; 39453 jr .typeimmunity .poisonimmunity - ld a, [BattleMonType1] + ld a, [wBattleMonType1] cp POISON jr z, .immune - ld a, [BattleMonType2] + ld a, [wBattleMonType2] cp POISON jr z, .immune @@ -3336,9 +3336,9 @@ AI_Risky: ; 394a9 ; Use any move that will KO the target. ; Risky moves will often be an exception (see below). - ld hl, Buffer1 - 1 - ld de, EnemyMonMoves - ld c, EnemyMonMovesEnd - EnemyMonMoves + 1 + ld hl, wBuffer1 - 1 + ld de, wEnemyMonMoves + ld c, wEnemyMonMovesEnd - wEnemyMonMoves + 1 .checkmove inc hl dec c @@ -3376,13 +3376,13 @@ AI_Risky: ; 394a9 .checkko call AIDamageCalc - ld a, [CurDamage + 1] + ld a, [wCurDamage + 1] ld e, a - ld a, [CurDamage] + ld a, [wCurDamage] ld d, a - ld a, [BattleMonHP + 1] + ld a, [wBattleMonHP + 1] cp e - ld a, [BattleMonHP] + ld a, [wBattleMonHP] sbc d jr nc, .nextmove |