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-rw-r--r--engine/battle/ai/scoring.asm388
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