diff options
Diffstat (limited to 'engine/battle/ai')
-rw-r--r-- | engine/battle/ai/items.asm | 108 | ||||
-rwxr-xr-x | engine/battle/ai/move.asm | 38 | ||||
-rwxr-xr-x | engine/battle/ai/redundant.asm | 52 | ||||
-rw-r--r-- | engine/battle/ai/scoring.asm | 388 | ||||
-rwxr-xr-x | engine/battle/ai/switch.asm | 66 |
5 files changed, 326 insertions, 326 deletions
diff --git a/engine/battle/ai/items.asm b/engine/battle/ai/items.asm index d0867fb33..4d1eea2e8 100644 --- a/engine/battle/ai/items.asm +++ b/engine/battle/ai/items.asm @@ -12,7 +12,7 @@ AI_SwitchOrTryItem: ; 38000 farcall CheckEnemyLockedIn ret nz - ld a, [PlayerSubStatus5] + ld a, [wPlayerSubStatus5] bit SUBSTATUS_CANT_RUN, a jr nz, DontSwitch @@ -21,11 +21,11 @@ AI_SwitchOrTryItem: ; 38000 jr nz, DontSwitch ld hl, TrainerClassAttributes + TRNATTR_AI_ITEM_SWITCH - ld a, [InBattleTowerBattle] ; Load always the first TrainerClass for BattleTower-Trainers + ld a, [wInBattleTowerBattle] ; always load the first trainer class in wTrainerClass for BattleTower-Trainers and a jr nz, .ok - ld a, [TrainerClass] + ld a, [wTrainerClass] dec a ld bc, NUM_TRAINER_ATTRIBUTES call AddNTimes @@ -151,7 +151,7 @@ SwitchSometimes: ; 380c1 CheckSubstatusCantRun: ; 380ff - ld a, [EnemySubStatus5] + ld a, [wEnemySubStatus5] bit SUBSTATUS_CANT_RUN, a ret ; 38105 @@ -159,7 +159,7 @@ CheckSubstatusCantRun: ; 380ff AI_TryItem: ; 38105 ; items are not allowed in the BattleTower - ld a, [InBattleTowerBattle] + ld a, [wInBattleTowerBattle] and a ret nz @@ -172,7 +172,7 @@ AI_TryItem: ; 38105 call .IsHighestLevel ret nc - ld a, [TrainerClass] + ld a, [wTrainerClass] dec a ld hl, TrainerClassAttributes + TRNATTR_AI_ITEM_SWITCH ld bc, NUM_TRAINER_ATTRIBUTES @@ -226,29 +226,29 @@ AI_TryItem: ; 38105 inc a ld [wEnemyGoesFirst], a - ld hl, EnemySubStatus3 + ld hl, wEnemySubStatus3 res SUBSTATUS_BIDE, [hl] xor a - ld [EnemyFuryCutterCount], a - ld [EnemyProtectCount], a + ld [wEnemyFuryCutterCount], a + ld [wEnemyProtectCount], a ld [wEnemyRageCounter], a - ld hl, EnemySubStatus4 + ld hl, wEnemySubStatus4 res SUBSTATUS_RAGE, [hl] xor a - ld [LastEnemyCounterMove], a + ld [wLastEnemyCounterMove], a scf ret .IsHighestLevel: ; 38170 - ld a, [OTPartyCount] + ld a, [wOTPartyCount] ld d, a ld e, 0 - ld hl, OTPartyMon1Level + ld hl, wOTPartyMon1Level ld bc, PARTYMON_STRUCT_LENGTH .next ld a, [hl] @@ -260,8 +260,8 @@ AI_TryItem: ; 38105 dec d jr nz, .next - ld a, [CurOTMon] - ld hl, OTPartyMon1Level + ld a, [wCurOTMon] + ld hl, wOTPartyMon1Level call AddNTimes ld a, [hl] cp e @@ -302,7 +302,7 @@ AI_Items: ; 39196 ; 381ca .Status: ; 381ca (e:41ca) - ld a, [EnemyMonStatus] + ld a, [wEnemyMonStatus] and a jp z, .DontUse @@ -318,17 +318,17 @@ AI_Items: ; 39196 jp .DontUse .StatusCheckContext: - ld a, [EnemySubStatus5] + ld a, [wEnemySubStatus5] bit SUBSTATUS_TOXIC, a jr z, .FailToxicCheck - ld a, [EnemyToxicCount] + ld a, [wEnemyToxicCount] cp 4 jr c, .FailToxicCheck call Random cp 1 + 50 percent jp c, .Use .FailToxicCheck: - ld a, [EnemyMonStatus] + ld a, [wEnemyMonStatus] and 1 << FRZ | SLP jp z, .DontUse jp .Use @@ -419,8 +419,8 @@ AI_Items: ; 39196 callfar AICheckEnemyMaxHP jr c, .dont_use push bc - ld de, EnemyMonMaxHP + 1 - ld hl, EnemyMonHP + 1 + ld de, wEnemyMonMaxHP + 1 + ld hl, wEnemyMonHP + 1 ld a, [de] sub [hl] jr z, .check_40_percent @@ -509,7 +509,7 @@ AI_Items: ; 39196 ; 3834d .XItem: ; 3834d (e:434d) - ld a, [EnemyTurnsTaken] + ld a, [wEnemyTurnsTaken] and a jr nz, .notfirstturnout ld a, [bc] @@ -571,37 +571,37 @@ EnemyUsedFullHeal: ; 383a3 (e:43a3) EnemyUsedMaxPotion: ; 383ae (e:43ae) ld a, MAX_POTION - ld [CurEnemyItem], a + ld [wCurEnemyItem], a jr FullRestoreContinue EnemyUsedFullRestore: ; 383b5 (e:43b5) call AI_HealStatus ld a, FULL_RESTORE - ld [CurEnemyItem], a - ld hl, EnemySubStatus3 + ld [wCurEnemyItem], a + ld hl, wEnemySubStatus3 res SUBSTATUS_CONFUSED, [hl] xor a - ld [EnemyConfuseCount], a + ld [wEnemyConfuseCount], a FullRestoreContinue: ; 383c6 ld de, wCurHPAnimOldHP - ld hl, EnemyMonHP + 1 + ld hl, wEnemyMonHP + 1 ld a, [hld] ld [de], a inc de ld a, [hl] ld [de], a inc de - ld hl, EnemyMonMaxHP + 1 + ld hl, wEnemyMonMaxHP + 1 ld a, [hld] ld [de], a inc de ld [wCurHPAnimMaxHP], a - ld [EnemyMonHP + 1], a + ld [wEnemyMonHP + 1], a ld a, [hl] ld [de], a ld [wCurHPAnimMaxHP + 1], a - ld [EnemyMonHP], a + ld [wEnemyMonHP], a jr EnemyPotionFinish ; 383e8 (e:43e8) @@ -620,8 +620,8 @@ EnemyUsedHyperPotion: ; 383f4 (e:43f4) ld b, 200 EnemyPotionContinue: ; 383f8 - ld [CurEnemyItem], a - ld hl, EnemyMonHP + 1 + ld [wCurEnemyItem], a + ld hl, wEnemyMonHP + 1 ld a, [hl] ld [wCurHPAnimOldHP], a add b @@ -638,7 +638,7 @@ EnemyPotionContinue: ; 383f8 inc hl ld a, [hld] ld b, a - ld de, EnemyMonMaxHP + 1 + ld de, wEnemyMonMaxHP + 1 ld a, [de] dec de ld [wCurHPAnimMaxHP], a @@ -671,9 +671,9 @@ EnemyPotionFinish: ; 38436 AI_TrySwitch: ; 3844b ; Determine whether the AI can switch based on how many Pokemon are still alive. ; If it can switch, it will. - ld a, [OTPartyCount] + ld a, [wOTPartyCount] ld c, a - ld hl, OTPartyMon1HP + ld hl, wOTPartyMon1HP ld d, 0 .SwitchLoop: ld a, [hli] @@ -701,20 +701,20 @@ AI_Switch: ; 3846c ld a, $1 ld [wEnemyIsSwitching], a ld [wEnemyGoesFirst], a - ld hl, EnemySubStatus4 + ld hl, wEnemySubStatus4 res SUBSTATUS_RAGE, [hl] xor a ld [hBattleTurn], a callfar PursuitSwitch push af - ld a, [CurOTMon] - ld hl, OTPartyMon1Status + ld a, [wCurOTMon] + ld hl, wOTPartyMon1Status ld bc, PARTYMON_STRUCT_LENGTH call AddNTimes ld d, h ld e, l - ld hl, EnemyMonStatus + ld hl, wEnemyMonStatus ld bc, MON_MAXHP - MON_STATUS call CopyBytes pop af @@ -728,7 +728,7 @@ AI_Switch: ; 3846c ld [wBattleHasJustStarted], a callfar NewEnemyMonStatus callfar ResetEnemyStatLevels - ld hl, PlayerSubStatus1 + ld hl, wPlayerSubStatus1 res SUBSTATUS_IN_LOVE, [hl] farcall EnemySwitch farcall ResetBattleParticipants @@ -754,25 +754,25 @@ Function384d5: ; This appears to be unused ; 384e0 AI_HealStatus: ; 384e0 - ld a, [CurOTMon] - ld hl, OTPartyMon1Status + ld a, [wCurOTMon] + ld hl, wOTPartyMon1Status ld bc, PARTYMON_STRUCT_LENGTH call AddNTimes xor a ld [hl], a - ld [EnemyMonStatus], a + ld [wEnemyMonStatus], a ; Bug: this should reset SUBSTATUS_NIGHTMARE too ; Uncomment the lines below to fix - ; ld hl, EnemySubStatus1 + ; ld hl, wEnemySubStatus1 ; res SUBSTATUS_NIGHTMARE, [hl] - ld hl, EnemySubStatus5 + ld hl, wEnemySubStatus5 res SUBSTATUS_TOXIC, [hl] ret ; 384f7 EnemyUsedXAccuracy: ; 384f7 call AIUsedItemSound - ld hl, EnemySubStatus4 + ld hl, wEnemySubStatus4 set SUBSTATUS_X_ACCURACY, [hl] ld a, X_ACCURACY jp PrintText_UsedItemOn_AND_AIUpdateHUD @@ -780,7 +780,7 @@ EnemyUsedXAccuracy: ; 384f7 EnemyUsedGuardSpec: ; 38504 call AIUsedItemSound - ld hl, EnemySubStatus4 + ld hl, wEnemySubStatus4 set SUBSTATUS_MIST, [hl] ld a, GUARD_SPEC jp PrintText_UsedItemOn_AND_AIUpdateHUD @@ -788,7 +788,7 @@ EnemyUsedGuardSpec: ; 38504 EnemyUsedDireHit: ; 38511 call AIUsedItemSound - ld hl, EnemySubStatus4 + ld hl, wEnemySubStatus4 set SUBSTATUS_FOCUS_ENERGY, [hl] ld a, DIRE_HIT jp PrintText_UsedItemOn_AND_AIUpdateHUD @@ -796,7 +796,7 @@ EnemyUsedDireHit: ; 38511 Function3851e: ; This appears to be unused ld [hDivisor], a - ld hl, EnemyMonMaxHP + ld hl, wEnemyMonMaxHP ld a, [hli] ld [hDividend], a ld a, [hl] @@ -807,7 +807,7 @@ Function3851e: ; This appears to be unused ld c, a ld a, [hQuotient + 1] ld b, a - ld hl, EnemyMonHP + 1 + ld hl, wEnemyMonHP + 1 ld a, [hld] ld e, a ld a, [hl] @@ -847,7 +847,7 @@ EnemyUsedXSpecial: ; 38553 ; a = ITEM_CONSTANT ; b = BATTLE_CONSTANT (ATTACK, DEFENSE, SPEED, SP_ATTACK, SP_DEFENSE, ACCURACY, EVASION) EnemyUsedXItem: - ld [CurEnemyItem], a + ld [wCurEnemyItem], a push bc call PrintText_UsedItemOn pop bc @@ -859,16 +859,16 @@ EnemyUsedXItem: ; Parameter ; a = ITEM_CONSTANT PrintText_UsedItemOn_AND_AIUpdateHUD: ; 38568 - ld [CurEnemyItem], a + ld [wCurEnemyItem], a call PrintText_UsedItemOn jp AIUpdateHUD ; 38571 PrintText_UsedItemOn: ; 38571 - ld a, [CurEnemyItem] + ld a, [wCurEnemyItem] ld [wd265], a call GetItemName - ld hl, StringBuffer1 + ld hl, wStringBuffer1 ld de, wMonOrItemNameBuffer ld bc, ITEM_NAME_LENGTH call CopyBytes diff --git a/engine/battle/ai/move.asm b/engine/battle/ai/move.asm index cee2037e3..dd4357fe2 100755 --- a/engine/battle/ai/move.asm +++ b/engine/battle/ai/move.asm @@ -1,5 +1,5 @@ AIChooseMove: ; 440ce -; Score each move in EnemyMonMoves starting from Buffer1. Lower is better. +; Score each move in wEnemyMonMoves starting from wBuffer1. Lower is better. ; Pick the move with the lowest score. ; Wildmons attack at random. @@ -18,18 +18,18 @@ AIChooseMove: ; 440ce ; The default score is 20. Unusable moves are given a score of 80. ld a, 20 - ld hl, Buffer1 + ld hl, wBuffer1 ld [hli], a ld [hli], a ld [hli], a ld [hl], a ; Don't pick disabled moves. - ld a, [EnemyDisabledMove] + ld a, [wEnemyDisabledMove] and a jr z, .CheckPP - ld hl, EnemyMonMoves + ld hl, wEnemyMonMoves ld c, 0 .CheckDisabledMove: cp [hl] @@ -38,20 +38,20 @@ AIChooseMove: ; 440ce inc hl jr .CheckDisabledMove .ScoreDisabledMove: - ld hl, Buffer1 + ld hl, wBuffer1 ld b, 0 add hl, bc ld [hl], 80 ; Don't pick moves with 0 PP. .CheckPP: - ld hl, Buffer1 - 1 - ld de, EnemyMonPP + ld hl, wBuffer1 - 1 + ld de, wEnemyMonPP ld b, 0 .CheckMovePP: inc b ld a, b - cp EnemyMonMovesEnd - EnemyMonMoves + 1 + cp wEnemyMonMovesEnd - wEnemyMonMoves + 1 jr z, .ApplyLayers inc hl ld a, [de] @@ -66,13 +66,13 @@ AIChooseMove: ; 440ce .ApplyLayers: ld hl, TrainerClassAttributes + TRNATTR_AI_MOVE_WEIGHTS - ; If we have a battle in BattleTower just load the Attributes of the first TrainerClass (Falkner) + ; If we have a battle in BattleTower just load the Attributes of the first trainer class in wTrainerClass (Falkner) ; so we have always the same AI, regardless of the loaded class of trainer - ld a, [InBattleTowerBattle] + ld a, [wInBattleTowerBattle] bit 0, a jr nz, .battle_tower_skip - ld a, [TrainerClass] + ld a, [wTrainerClass] dec a ld bc, 7 ; Trainer2AI - Trainer1AI call AddNTimes @@ -119,9 +119,9 @@ AIChooseMove: ; 440ce ; Decrement the scores of all moves one by one until one reaches 0. .DecrementScores: - ld hl, Buffer1 - ld de, EnemyMonMoves - ld c, EnemyMonMovesEnd - EnemyMonMoves + ld hl, wBuffer1 + ld de, wEnemyMonMoves + ld c, wEnemyMonMovesEnd - wEnemyMonMoves .DecrementNextScore: ; If the enemy has no moves, this will infinite. @@ -154,8 +154,8 @@ AIChooseMove: ; 440ce cp NUM_MOVES + 1 jr nz, .move_loop - ld hl, Buffer1 - ld de, EnemyMonMoves + ld hl, wBuffer1 + ld de, wEnemyMonMoves ld c, NUM_MOVES ; Give a score of 0 to a blank move @@ -184,7 +184,7 @@ AIChooseMove: ; 440ce ; Randomly choose one of the moves with a score of 1 .ChooseMove: - ld hl, Buffer1 + ld hl, wBuffer1 call Random maskbits NUM_MOVES ld c, a @@ -194,9 +194,9 @@ AIChooseMove: ; 440ce and a jr z, .ChooseMove - ld [CurEnemyMove], a + ld [wCurEnemyMove], a ld a, c - ld [CurEnemyMoveNum], a + ld [wCurEnemyMoveNum], a ret ; 441af diff --git a/engine/battle/ai/redundant.asm b/engine/battle/ai/redundant.asm index 2e8f7c6df..d09b4da73 100755 --- a/engine/battle/ai/redundant.asm +++ b/engine/battle/ai/redundant.asm @@ -47,95 +47,95 @@ AI_Redundant: ; 2c41a db -1 .LightScreen: ; 2c487 - ld a, [EnemyScreens] + ld a, [wEnemyScreens] bit SCREENS_LIGHT_SCREEN, a ret .Mist: ; 2c48d - ld a, [EnemySubStatus4] + ld a, [wEnemySubStatus4] bit SUBSTATUS_MIST, a ret .FocusEnergy: ; 2c493 - ld a, [EnemySubStatus4] + ld a, [wEnemySubStatus4] bit SUBSTATUS_FOCUS_ENERGY, a ret .Confuse: ; 2c499 - ld a, [PlayerSubStatus3] + ld a, [wPlayerSubStatus3] bit SUBSTATUS_CONFUSED, a ret nz - ld a, [PlayerScreens] + ld a, [wPlayerScreens] bit SCREENS_SAFEGUARD, a ret .Transform: ; 2c4a5 - ld a, [EnemySubStatus5] + ld a, [wEnemySubStatus5] bit SUBSTATUS_TRANSFORMED, a ret .Reflect: ; 2c4ab - ld a, [EnemyScreens] + ld a, [wEnemyScreens] bit SCREENS_REFLECT, a ret .Substitute: ; 2c4b1 - ld a, [EnemySubStatus4] + ld a, [wEnemySubStatus4] bit SUBSTATUS_SUBSTITUTE, a ret .LeechSeed: ; 2c4b7 - ld a, [PlayerSubStatus4] + ld a, [wPlayerSubStatus4] bit SUBSTATUS_LEECH_SEED, a ret .Disable: ; 2c4bd - ld a, [PlayerDisableCount] + ld a, [wPlayerDisableCount] and a ret .Encore: ; 2c4c2 - ld a, [PlayerSubStatus5] + ld a, [wPlayerSubStatus5] bit SUBSTATUS_ENCORED, a ret .Snore: .SleepTalk: ; 2c4c8 - ld a, [EnemyMonStatus] + ld a, [wEnemyMonStatus] and SLP jr z, .Redundant jr .NotRedundant .MeanLook: ; 2c4d1 - ld a, [EnemySubStatus5] + ld a, [wEnemySubStatus5] bit SUBSTATUS_CANT_RUN, a ret .Nightmare: ; 2c4d7 - ld a, [BattleMonStatus] + ld a, [wBattleMonStatus] and a jr z, .Redundant - ld a, [PlayerSubStatus1] + ld a, [wPlayerSubStatus1] bit SUBSTATUS_NIGHTMARE, a ret .Spikes: ; 2c4e3 - ld a, [PlayerScreens] + ld a, [wPlayerScreens] bit SCREENS_SPIKES, a ret .Foresight: ; 2c4e9 - ld a, [PlayerSubStatus1] + ld a, [wPlayerSubStatus1] bit SUBSTATUS_IDENTIFIED, a ret .PerishSong: ; 2c4ef - ld a, [PlayerSubStatus1] + ld a, [wPlayerSubStatus1] bit SUBSTATUS_PERISH, a ret .Sandstorm: ; 2c4f5 - ld a, [Weather] + ld a, [wBattleWeather] cp WEATHER_SANDSTORM jr z, .Redundant jr .NotRedundant @@ -143,40 +143,40 @@ AI_Redundant: ; 2c41a .Attract: ; 2c4fe farcall CheckOppositeGender jr c, .Redundant - ld a, [PlayerSubStatus1] + ld a, [wPlayerSubStatus1] bit SUBSTATUS_IN_LOVE, a ret .Safeguard: ; 2c50c - ld a, [EnemyScreens] + ld a, [wEnemyScreens] bit SCREENS_SAFEGUARD, a ret .RainDance: ; 2c512 - ld a, [Weather] + ld a, [wBattleWeather] cp WEATHER_RAIN jr z, .Redundant jr .NotRedundant .SunnyDay: ; 2c51b - ld a, [Weather] + ld a, [wBattleWeather] cp WEATHER_SUN jr z, .Redundant jr .NotRedundant .DreamEater: ; 2c524 - ld a, [BattleMonStatus] + ld a, [wBattleMonStatus] and SLP jr z, .Redundant jr .NotRedundant .Swagger: ; 2c52d - ld a, [PlayerSubStatus3] + ld a, [wPlayerSubStatus3] bit SUBSTATUS_CONFUSED, a ret .FutureSight: ; 2c533 - ld a, [EnemyScreens] + ld a, [wEnemyScreens] bit 5, a ret 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 diff --git a/engine/battle/ai/switch.asm b/engine/battle/ai/switch.asm index c2f83fa1f..d397c8d32 100755 --- a/engine/battle/ai/switch.asm +++ b/engine/battle/ai/switch.asm @@ -7,7 +7,7 @@ CheckPlayerMoveTypeMatchups: ; 3484e push bc ld a, 10 ld [wEnemyAISwitchScore], a - ld hl, PlayerUsedMoves + ld hl, wPlayerUsedMoves ld a, [hl] and a jr z, .unknown_moves @@ -27,7 +27,7 @@ CheckPlayerMoveTypeMatchups: ; 3484e inc hl call GetMoveByte - ld hl, EnemyMonType + ld hl, wEnemyMonType call CheckTypeMatchup ld a, [wTypeMatchup] cp 10 + 1 ; 1.0 + 0.1 @@ -70,16 +70,16 @@ CheckPlayerMoveTypeMatchups: ; 3484e jr .done .unknown_moves - ld a, [BattleMonType1] + ld a, [wBattleMonType1] ld b, a - ld hl, EnemyMonType1 + ld hl, wEnemyMonType1 call CheckTypeMatchup ld a, [wTypeMatchup] cp 10 + 1 ; 1.0 + 0.1 jr c, .ok call .DecreaseScore .ok - ld a, [BattleMonType2] + ld a, [wBattleMonType2] cp b jr z, .ok2 call CheckTypeMatchup @@ -99,7 +99,7 @@ CheckPlayerMoveTypeMatchups: ; 3484e .CheckEnemyMoveMatchups: ; 348de - ld de, EnemyMonMoves + ld de, wEnemyMonMoves ld b, NUM_MOVES + 1 ld c, 0 @@ -122,7 +122,7 @@ CheckPlayerMoveTypeMatchups: ; 3484e inc hl call GetMoveByte - ld hl, BattleMonType1 + ld hl, wBattleMonType1 call CheckTypeMatchup ld a, [wTypeMatchup] @@ -183,11 +183,11 @@ CheckAbleToSwitch: ; 34941 call FindAliveEnemyMons ret c - ld a, [EnemySubStatus1] + ld a, [wEnemySubStatus1] bit SUBSTATUS_PERISH, a jr z, .no_perish - ld a, [EnemyPerishCount] + ld a, [wEnemyPerishCount] cp 1 jr nz, .no_perish @@ -229,7 +229,7 @@ CheckAbleToSwitch: ; 34941 cp 11 ret nc - ld a, [LastPlayerCounterMove] + ld a, [wLastPlayerCounterMove] and a jr z, .no_last_counter_move @@ -296,7 +296,7 @@ CheckAbleToSwitch: ; 34941 FindAliveEnemyMons: ; 349f4 - ld a, [OTPartyCount] + ld a, [wOTPartyCount] cp 2 jr c, .only_one @@ -304,10 +304,10 @@ FindAliveEnemyMons: ; 349f4 ld e, 0 ld b, 1 << (PARTY_LENGTH - 1) ld c, 0 - ld hl, OTPartyMon1HP + ld hl, wOTPartyMon1HP .loop - ld a, [CurOTMon] + ld a, [wCurOTMon] cp e jr z, .next @@ -348,8 +348,8 @@ FindAliveEnemyMons: ; 349f4 FindEnemyMonsImmuneToLastCounterMove: ; 34a2a - ld hl, OTPartyMon1 - ld a, [OTPartyCount] + ld hl, wOTPartyMon1 + ld a, [wOTPartyCount] ld b, a ld c, 1 << (PARTY_LENGTH - 1) ld d, 0 @@ -357,7 +357,7 @@ FindEnemyMonsImmuneToLastCounterMove: ; 34a2a ld [wEnemyAISwitchScore], a .loop - ld a, [CurOTMon] + ld a, [wCurOTMon] cp d push hl jr z, .next @@ -375,11 +375,11 @@ FindEnemyMonsImmuneToLastCounterMove: ; 34a2a jr z, .next ld a, [hl] - ld [CurSpecies], a + ld [wCurSpecies], a call GetBaseData ; the player's last move is damaging... - ld a, [LastPlayerCounterMove] + ld a, [wLastPlayerCounterMove] dec a ld hl, Moves + MOVE_POWER call GetMoveAttr @@ -389,7 +389,7 @@ FindEnemyMonsImmuneToLastCounterMove: ; 34a2a ; and the Pokemon is immune to it... inc hl call GetMoveByte - ld hl, BaseType + ld hl, wBaseType call CheckTypeMatchup ld a, [wTypeMatchup] and a @@ -417,9 +417,9 @@ FindEnemyMonsImmuneToLastCounterMove: ; 34a2a FindAliveEnemyMonsWithASuperEffectiveMove: ; 34a85 push bc - ld a, [OTPartyCount] + ld a, [wOTPartyCount] ld e, a - ld hl, OTPartyMon1HP + ld hl, wOTPartyMon1HP ld b, 1 << (PARTY_LENGTH - 1) ld c, 0 .loop @@ -434,7 +434,7 @@ FindAliveEnemyMonsWithASuperEffectiveMove: ; 34a85 .next srl b push bc - ld bc, PartyMon2HP - (PartyMon1HP + 1) + ld bc, wPartyMon2HP - (wPartyMon1HP + 1) add hl, bc pop bc dec e @@ -449,7 +449,7 @@ FindEnemyMonsWithASuperEffectiveMove: ; 34aa7 ld a, -1 ld [wEnemyAISwitchScore], a - ld hl, OTPartyMon1Moves + ld hl, wOTPartyMon1Moves ld b, 1 << (PARTY_LENGTH - 1) ld d, 0 ld e, 0 @@ -480,7 +480,7 @@ FindEnemyMonsWithASuperEffectiveMove: ; 34aa7 ; check type matchups inc hl call GetMoveByte - ld hl, BattleMonType1 + ld hl, wBattleMonType1 call CheckTypeMatchup ; if immune or not very effective: continue @@ -556,7 +556,7 @@ FindEnemyMonsWithASuperEffectiveMove: ; 34aa7 FindEnemyMonsThatResistPlayer: ; 34b20 push bc - ld hl, OTPartySpecies + ld hl, wOTPartySpecies ld b, 1 << (PARTY_LENGTH - 1) ld c, 0 @@ -566,9 +566,9 @@ FindEnemyMonsThatResistPlayer: ; 34b20 jr z, .done push hl - ld [CurSpecies], a + ld [wCurSpecies], a call GetBaseData - ld a, [LastPlayerCounterMove] + ld a, [wLastPlayerCounterMove] and a jr z, .skip_move @@ -583,16 +583,16 @@ FindEnemyMonsThatResistPlayer: ; 34b20 jr .check_type .skip_move - ld a, [BattleMonType1] - ld hl, BaseType + ld a, [wBattleMonType1] + ld hl, wBaseType call CheckTypeMatchup ld a, [wTypeMatchup] cp 10 + 1 jr nc, .dont_choose_mon - ld a, [BattleMonType2] + ld a, [wBattleMonType2] .check_type - ld hl, BaseType + ld hl, wBaseType call CheckTypeMatchup ld a, [wTypeMatchup] cp 10 + 1 @@ -618,10 +618,10 @@ FindEnemyMonsThatResistPlayer: ; 34b20 FindEnemyMonsWithAtLeastQuarterMaxHP: ; 34b77 push bc - ld de, OTPartySpecies + ld de, wOTPartySpecies ld b, 1 << (PARTY_LENGTH - 1) ld c, 0 - ld hl, OTPartyMon1HP + ld hl, wOTPartyMon1HP .loop ld a, [de] |