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|
.include "asm/macros.s"
.include "constants/constants.s"
.include "asm/macros/battle_ai_script.s"
.section script_data, "aw", %progbits
.align 2
BattleAIs:: @ 81DA01C
.4byte AI_CheckBadMove
.4byte AI_CheckViability
.4byte AI_TryToFaint
.4byte AI_SetupFirstTurn
.4byte AI_Risky
.4byte AI_PreferStrongestMove
.4byte AI_PreferBatonPass
.4byte AI_Nothing
.4byte AI_HPAware
.4byte AI_Unknown
.4byte AI_Unused
.4byte AI_Unused
.4byte AI_Unused
.4byte AI_Unused
.4byte AI_Unused
.4byte AI_Unused
.4byte AI_Unused
.4byte AI_Unused
.4byte AI_Unused
.4byte AI_Unused
.4byte AI_Unused
.4byte AI_Unused
.4byte AI_Unused
.4byte AI_Unused
.4byte AI_Unused
.4byte AI_Unused
.4byte AI_Unused
.4byte AI_Unused
.4byte AI_Unused
.4byte AI_Roaming
.4byte AI_Safari
.4byte AI_FleeInDanger
AI_CheckBadMove: @ 81DA09C
is_most_powerful_move
if_equal 0, BattleAIScript_1DA108
if_damage_bonus 0, BattleAIScript_1DA85B
get_ability TARGET
if_equal ABILITY_VOLT_ABSORB, BattleAIScript_1DA0CE
if_equal ABILITY_WATER_ABSORB, BattleAIScript_1DA0DB
if_equal ABILITY_FLASH_FIRE, BattleAIScript_1DA0E8
if_equal ABILITY_WONDER_GUARD, BattleAIScript_1DA0F5
if_equal ABILITY_LEVITATE, BattleAIScript_1DA100
jump BattleAIScript_1DA108
BattleAIScript_1DA0CE: @ 81DA0CE
get_type 4
if_type TYPE_ELECTRIC, BattleAIScript_1DA85E
jump BattleAIScript_1DA108
BattleAIScript_1DA0DB: @ 81DA0DB
get_type 4
if_type TYPE_WATER, BattleAIScript_1DA85E
jump BattleAIScript_1DA108
BattleAIScript_1DA0E8: @ 81DA0E8
get_type 4
if_type TYPE_FIRE, BattleAIScript_1DA85E
jump BattleAIScript_1DA108
BattleAIScript_1DA0F5: @ 81DA0F5
if_damage_bonus 80, BattleAIScript_1DA108
jump BattleAIScript_1DA85B
BattleAIScript_1DA100: @ 81DA100
get_type 4
if_type TYPE_GROUND, BattleAIScript_1DA85B
BattleAIScript_1DA108: @ 81DA108
get_ability TARGET
if_not_equal ABILITY_SOUNDPROOF, BattleAIScript_1DA14F
if_move MOVE_GROWL, BattleAIScript_1DA85B
if_move MOVE_ROAR, BattleAIScript_1DA85B
if_move MOVE_SING, BattleAIScript_1DA85B
if_move MOVE_SUPERSONIC, BattleAIScript_1DA85B
if_move MOVE_SCREECH, BattleAIScript_1DA85B
if_move MOVE_SNORE, BattleAIScript_1DA85B
if_move MOVE_UPROAR, BattleAIScript_1DA85B
if_move MOVE_METAL_SOUND, BattleAIScript_1DA85B
if_move MOVE_GRASS_WHISTLE, BattleAIScript_1DA85B
BattleAIScript_1DA14F: @ 81DA14F
if_effect EFFECT_SLEEP, BattleAIScript_1DA3DE
if_effect EFFECT_EXPLOSION, BattleAIScript_1DA3F7
if_effect EFFECT_DREAM_EATER, BattleAIScript_1DA430
if_effect EFFECT_ATTACK_UP, BattleAIScript_1DA448
if_effect EFFECT_DEFENSE_UP, BattleAIScript_1DA451
if_effect EFFECT_SPEED_UP, BattleAIScript_1DA45A
if_effect EFFECT_SPECIAL_ATTACK_UP, BattleAIScript_1DA463
if_effect EFFECT_SPECIAL_DEFENSE_UP, BattleAIScript_1DA46C
if_effect EFFECT_ACCURACY_UP, BattleAIScript_1DA475
if_effect EFFECT_EVASION_UP, BattleAIScript_1DA47E
if_effect EFFECT_ATTACK_DOWN, BattleAIScript_1DA487
if_effect EFFECT_DEFENSE_DOWN, BattleAIScript_1DA49C
if_effect EFFECT_SPEED_DOWN, BattleAIScript_1DA4A9
if_effect EFFECT_SPECIAL_ATTACK_DOWN, BattleAIScript_1DA4B6
if_effect EFFECT_SPECIAL_DEFENSE_DOWN, BattleAIScript_1DA4C3
if_effect EFFECT_ACCURACY_DOWN, BattleAIScript_1DA4D0
if_effect EFFECT_EVASION_DOWN, BattleAIScript_1DA4E5
if_effect EFFECT_HAZE, BattleAIScript_1DA4FC
if_effect EFFECT_BIDE, BattleAIScript_1DA5DA
if_effect EFFECT_ROAR, BattleAIScript_1DA572
if_effect EFFECT_TOXIC, BattleAIScript_1DA583
if_effect EFFECT_LIGHT_SCREEN, BattleAIScript_1DA5B2
if_effect EFFECT_OHKO, BattleAIScript_1DA5BD
if_effect EFFECT_RAZOR_WIND, BattleAIScript_1DA5DA
if_effect EFFECT_SUPER_FANG, BattleAIScript_1DA5DA
if_effect EFFECT_MIST, BattleAIScript_1DA5F4
if_effect EFFECT_FOCUS_ENERGY, BattleAIScript_1DA5FF
if_effect EFFECT_CONFUSE, BattleAIScript_1DA60A
if_effect EFFECT_ATTACK_UP_2, BattleAIScript_1DA448
if_effect EFFECT_DEFENSE_UP_2, BattleAIScript_1DA451
if_effect EFFECT_SPEED_UP_2, BattleAIScript_1DA45A
if_effect EFFECT_SPECIAL_ATTACK_UP_2, BattleAIScript_1DA463
if_effect EFFECT_SPECIAL_DEFENSE_UP_2, BattleAIScript_1DA46C
if_effect EFFECT_ACCURACY_UP_2, BattleAIScript_1DA475
if_effect EFFECT_EVASION_UP_2, BattleAIScript_1DA47E
if_effect EFFECT_ATTACK_DOWN_2, BattleAIScript_1DA487
if_effect EFFECT_DEFENSE_DOWN_2, BattleAIScript_1DA49C
if_effect EFFECT_SPEED_DOWN_2, BattleAIScript_1DA4A9
if_effect EFFECT_SPECIAL_ATTACK_DOWN_2, BattleAIScript_1DA4B6
if_effect EFFECT_SPECIAL_DEFENSE_DOWN_2, BattleAIScript_1DA4C3
if_effect EFFECT_ACCURACY_DOWN_2, BattleAIScript_1DA4D0
if_effect EFFECT_EVASION_DOWN_2, BattleAIScript_1DA4E5
if_effect EFFECT_REFLECT, BattleAIScript_1DA61D
if_effect EFFECT_POISON, BattleAIScript_1DA583
if_effect EFFECT_PARALYZE, BattleAIScript_1DA628
if_effect EFFECT_SUBSTITUTE, BattleAIScript_1DA641
if_effect EFFECT_RECHARGE, BattleAIScript_1DA5DA
if_effect EFFECT_LEECH_SEED, BattleAIScript_1DA653
if_effect EFFECT_DISABLE, BattleAIScript_1DA66E
if_effect EFFECT_LEVEL_DAMAGE, BattleAIScript_1DA5DA
if_effect EFFECT_PSYWAVE, BattleAIScript_1DA5DA
if_effect EFFECT_COUNTER, BattleAIScript_1DA5DA
if_effect EFFECT_ENCORE, BattleAIScript_1DA676
if_effect EFFECT_SNORE, BattleAIScript_1DA67E
if_effect EFFECT_SLEEP_TALK, BattleAIScript_1DA67E
if_effect EFFECT_FLAIL, BattleAIScript_1DA5DA
if_effect EFFECT_MEAN_LOOK, BattleAIScript_1DA689
if_effect EFFECT_NIGHTMARE, BattleAIScript_1DA41B
if_effect EFFECT_MINIMIZE, BattleAIScript_1DA47E
if_effect EFFECT_CURSE, BattleAIScript_1DA694
if_effect EFFECT_SPIKES, BattleAIScript_1DA6A5
if_effect EFFECT_FORESIGHT, BattleAIScript_1DA6B0
if_effect EFFECT_PERISH_SONG, BattleAIScript_1DA6BB
if_effect EFFECT_SANDSTORM, BattleAIScript_1DA6C6
if_effect EFFECT_SWAGGER, BattleAIScript_1DA60A
if_effect EFFECT_ATTRACT, BattleAIScript_1DA6CE
if_effect EFFECT_RETURN, BattleAIScript_1DA5DA
if_effect EFFECT_PRESENT, BattleAIScript_1DA5DA
if_effect EFFECT_FRUSTRATION, BattleAIScript_1DA5DA
if_effect EFFECT_SAFEGUARD, BattleAIScript_1DA70E
if_effect EFFECT_MAGNITUDE, BattleAIScript_1DA5D2
if_effect EFFECT_BATON_PASS, BattleAIScript_1DA729
if_effect EFFECT_SONICBOOM, BattleAIScript_1DA5DA
if_effect EFFECT_RAIN_DANCE, BattleAIScript_1DA732
if_effect EFFECT_SUNNY_DAY, BattleAIScript_1DA73A
if_effect EFFECT_BELLY_DRUM, BattleAIScript_1DA441
if_effect EFFECT_PSYCH_UP, BattleAIScript_1DA4FC
if_effect EFFECT_MIRROR_COAT, BattleAIScript_1DA5DA
if_effect EFFECT_SKULL_BASH, BattleAIScript_1DA5DA
if_effect EFFECT_FUTURE_SIGHT, BattleAIScript_1DA742
if_effect EFFECT_TELEPORT, BattleAIScript_1DA85B
if_effect EFFECT_DEFENSE_CURL, BattleAIScript_1DA451
if_effect EFFECT_FAKE_OUT, BattleAIScript_1DA74D
if_effect EFFECT_STOCKPILE, BattleAIScript_1DA756
if_effect EFFECT_SPIT_UP, BattleAIScript_1DA75F
if_effect EFFECT_SWALLOW, BattleAIScript_1DA75F
if_effect EFFECT_HAIL, BattleAIScript_1DA76E
if_effect EFFECT_TORMENT, BattleAIScript_1DA776
if_effect EFFECT_FLATTER, BattleAIScript_1DA60A
if_effect EFFECT_WILL_O_WISP, BattleAIScript_1DA781
if_effect EFFECT_MEMENTO, BattleAIScript_1DA719
if_effect EFFECT_FOCUS_PUNCH, BattleAIScript_1DA5DA
if_effect EFFECT_HELPING_HAND, BattleAIScript_1DA7A6
if_effect EFFECT_TRICK, BattleAIScript_1DA7AE
if_effect EFFECT_INGRAIN, BattleAIScript_1DA7B7
if_effect EFFECT_SUPERPOWER, BattleAIScript_1DA5DA
if_effect EFFECT_RECYCLE, BattleAIScript_1DA7C2
if_effect EFFECT_KNOCK_OFF, BattleAIScript_1DA7AE
if_effect EFFECT_ENDEAVOR, BattleAIScript_1DA5DA
if_effect EFFECT_IMPRISON, BattleAIScript_1DA7CB
if_effect EFFECT_REFRESH, BattleAIScript_1DA7D6
if_effect EFFECT_LOW_KICK, BattleAIScript_1DA5DA
if_effect EFFECT_MUD_SPORT, BattleAIScript_1DA7E1
if_effect EFFECT_TICKLE, BattleAIScript_1DA7EC
if_effect EFFECT_COSMIC_POWER, BattleAIScript_1DA7FD
if_effect EFFECT_BULK_UP, BattleAIScript_1DA80E
if_effect EFFECT_WATER_SPORT, BattleAIScript_1DA81F
if_effect EFFECT_CALM_MIND, BattleAIScript_1DA82A
if_effect EFFECT_DRAGON_DANCE, BattleAIScript_1DA83B
end
BattleAIScript_1DA3DE: @ 81DA3DE
get_ability TARGET
if_equal ABILITY_INSOMNIA, BattleAIScript_1DA85B
if_equal ABILITY_VITAL_SPIRIT, BattleAIScript_1DA85B
if_status TARGET, SLP | PSN | BRN | FRZ | PAR | TOX, BattleAIScript_1DA85B
end
BattleAIScript_1DA3F7: @ 81DA3F7
if_damage_bonus 0, BattleAIScript_1DA85B
get_ability TARGET
if_equal ABILITY_DAMP, BattleAIScript_1DA85B
count_alive_pokemon USER
if_not_equal 0, BattleAIScript_1DA41A
count_alive_pokemon TARGET
if_not_equal 0, BattleAIScript_1DA85B
jump BattleAIScript_1DA84C
BattleAIScript_1DA41A: @ 81DA41A
end
BattleAIScript_1DA41B: @ 81DA41B
if_status2 TARGET, S_NIGHTMARE, BattleAIScript_1DA85B
if_not_status TARGET, SLP, BattleAIScript_1DA858
end
BattleAIScript_1DA430: @ 81DA430
if_not_status TARGET, SLP, BattleAIScript_1DA858
if_damage_bonus 0, BattleAIScript_1DA85B
end
BattleAIScript_1DA441: @ 81DA441
if_hp_less_than USER, 51, BattleAIScript_1DA85B
BattleAIScript_1DA448: @ 81DA448
if_stat_level_equal USER, ATTACK, 12, BattleAIScript_1DA85B
end
BattleAIScript_1DA451: @ 81DA451
if_stat_level_equal USER, DEFENSE, 12, BattleAIScript_1DA85B
end
BattleAIScript_1DA45A: @ 81DA45A
if_stat_level_equal USER, SPEED, 12, BattleAIScript_1DA85B
end
BattleAIScript_1DA463: @ 81DA463
if_stat_level_equal USER, SP_ATTACK, 12, BattleAIScript_1DA85B
end
BattleAIScript_1DA46C: @ 81DA46C
if_stat_level_equal USER, SP_DEFENSE, 12, BattleAIScript_1DA85B
end
BattleAIScript_1DA475: @ 81DA475
if_stat_level_equal USER, ACCURACY, 12, BattleAIScript_1DA85B
end
BattleAIScript_1DA47E: @ 81DA47E
if_stat_level_equal USER, EVASION, 12, BattleAIScript_1DA85B
end
BattleAIScript_1DA487: @ 81DA487
if_stat_level_equal TARGET, ATTACK, 0, BattleAIScript_1DA85B
get_ability TARGET
if_equal ABILITY_HYPER_CUTTER, BattleAIScript_1DA85B
jump BattleAIScript_1DA4ED
BattleAIScript_1DA49C: @ 81DA49C
if_stat_level_equal TARGET, DEFENSE, 0, BattleAIScript_1DA85B
jump BattleAIScript_1DA4ED
BattleAIScript_1DA4A9: @ 81DA4A9
if_stat_level_equal TARGET, SPEED, 0, BattleAIScript_1DA85B
jump BattleAIScript_1DA4ED
BattleAIScript_1DA4B6: @ 81DA4B6
if_stat_level_equal TARGET, SP_ATTACK, 0, BattleAIScript_1DA85B
jump BattleAIScript_1DA4ED
BattleAIScript_1DA4C3: @ 81DA4C3
if_stat_level_equal TARGET, SP_DEFENSE, 0, BattleAIScript_1DA85B
jump BattleAIScript_1DA4ED
BattleAIScript_1DA4D0: @ 81DA4D0
if_stat_level_equal TARGET, ACCURACY, 0, BattleAIScript_1DA85B
get_ability TARGET
if_equal ABILITY_KEEN_EYE, BattleAIScript_1DA85B
jump BattleAIScript_1DA4ED
BattleAIScript_1DA4E5: @ 81DA4E5
if_stat_level_equal TARGET, EVASION, 0, BattleAIScript_1DA85B
BattleAIScript_1DA4ED: @ 81DA4ED
get_ability TARGET
if_equal ABILITY_CLEAR_BODY, BattleAIScript_1DA85B
if_equal ABILITY_WHITE_SMOKE, BattleAIScript_1DA85B
end
BattleAIScript_1DA4FC: @ 81DA4FC
if_stat_level_less_than USER, ATTACK, 6, BattleAIScript_1DA571
if_stat_level_less_than USER, DEFENSE, 6, BattleAIScript_1DA571
if_stat_level_less_than USER, SPEED, 6, BattleAIScript_1DA571
if_stat_level_less_than USER, SP_ATTACK, 6, BattleAIScript_1DA571
if_stat_level_less_than USER, SP_DEFENSE, 6, BattleAIScript_1DA571
if_stat_level_less_than USER, ACCURACY, 6, BattleAIScript_1DA571
if_stat_level_less_than USER, EVASION, 6, BattleAIScript_1DA571
if_stat_level_more_than TARGET, ATTACK, 6, BattleAIScript_1DA571
if_stat_level_more_than TARGET, DEFENSE, 6, BattleAIScript_1DA571
if_stat_level_more_than TARGET, SPEED, 6, BattleAIScript_1DA571
if_stat_level_more_than TARGET, SP_ATTACK, 6, BattleAIScript_1DA571
if_stat_level_more_than TARGET, SP_DEFENSE, 6, BattleAIScript_1DA571
if_stat_level_more_than TARGET, ACCURACY, 6, BattleAIScript_1DA571
if_stat_level_more_than TARGET, EVASION, 6, BattleAIScript_1DA571
jump BattleAIScript_1DA85B
BattleAIScript_1DA571: @ 81DA571
end
BattleAIScript_1DA572: @ 81DA572
count_alive_pokemon TARGET
if_equal 0, BattleAIScript_1DA85B
get_ability TARGET
if_equal ABILITY_SUCTION_CUPS, BattleAIScript_1DA85B
end
BattleAIScript_1DA583: @ 81DA583
get_type 0
if_equal TYPE_STEEL, BattleAIScript_1DA85B
if_equal TYPE_POISON, BattleAIScript_1DA85B
get_type 2
if_equal TYPE_STEEL, BattleAIScript_1DA85B
if_equal TYPE_POISON, BattleAIScript_1DA85B
get_ability TARGET
if_equal ABILITY_IMMUNITY, BattleAIScript_1DA85B
if_status TARGET, SLP | PSN | BRN | FRZ | PAR | TOX, BattleAIScript_1DA85B
end
BattleAIScript_1DA5B2: @ 81DA5B2
if_status4 USER, S_LIGHT_SCREEN, BattleAIScript_1DA858
end
BattleAIScript_1DA5BD: @ 81DA5BD
if_damage_bonus 0, BattleAIScript_1DA85B
get_ability TARGET
if_equal ABILITY_STURDY, BattleAIScript_1DA85B
if_target_higher_level BattleAIScript_1DA85B
end
BattleAIScript_1DA5D2: @ 81DA5D2
get_ability TARGET
if_equal ABILITY_LEVITATE, BattleAIScript_1DA85B
BattleAIScript_1DA5DA: @ 81DA5DA
if_damage_bonus 0, BattleAIScript_1DA85B
get_ability TARGET
if_not_equal ABILITY_WONDER_GUARD, BattleAIScript_1DA5F3
if_damage_bonus 80, BattleAIScript_1DA5F3
jump BattleAIScript_1DA85B
BattleAIScript_1DA5F3: @ 81DA5F3
end
BattleAIScript_1DA5F4: @ 81DA5F4
if_status4 USER, S_MIST, BattleAIScript_1DA858
end
BattleAIScript_1DA5FF: @ 81DA5FF
if_status2 USER, S_FOCUS_ENERGY, BattleAIScript_1DA85B
end
BattleAIScript_1DA60A: @ 81DA60A
if_status2 TARGET, S_CONFUSED, BattleAIScript_1DA855
get_ability TARGET
if_equal ABILITY_OWN_TEMPO, BattleAIScript_1DA85B
end
BattleAIScript_1DA61D: @ 81DA61D
if_status4 USER, S_REFLECT, BattleAIScript_1DA858
end
BattleAIScript_1DA628: @ 81DA628
if_damage_bonus 0, BattleAIScript_1DA85B
get_ability TARGET
if_equal ABILITY_LIMBER, BattleAIScript_1DA85B
if_status TARGET, SLP | PSN | BRN | FRZ | PAR | TOX, BattleAIScript_1DA85B
end
BattleAIScript_1DA641: @ 81DA641
if_status2 USER, S_SUBSTITUTE, BattleAIScript_1DA858
if_hp_less_than USER, 26, BattleAIScript_1DA85B
end
BattleAIScript_1DA653: @ 81DA653
if_status3 TARGET, S_LEECH_SEED, BattleAIScript_1DA85B
get_type 0
if_equal TYPE_GRASS, BattleAIScript_1DA85B
get_type 2
if_equal TYPE_GRASS, BattleAIScript_1DA85B
end
BattleAIScript_1DA66E: @ 81DA66E
if_last_move_did_damage TARGET, 0, BattleAIScript_1DA858
end
BattleAIScript_1DA676: @ 81DA676
if_last_move_did_damage TARGET, 1, BattleAIScript_1DA858
end
BattleAIScript_1DA67E: @ 81DA67E
if_not_status USER, SLP, BattleAIScript_1DA858
end
BattleAIScript_1DA689: @ 81DA689
if_status2 TARGET, S_MEAN_LOOK, BattleAIScript_1DA85B
end
BattleAIScript_1DA694: @ 81DA694
if_stat_level_equal USER, ATTACK, 12, BattleAIScript_1DA85B
if_stat_level_equal USER, DEFENSE, 12, BattleAIScript_1DA858
end
BattleAIScript_1DA6A5: @ 81DA6A5
if_status4 TARGET, S_SPIKES, BattleAIScript_1DA85B
end
BattleAIScript_1DA6B0: @ 81DA6B0
if_status2 TARGET, S_FORESIGHT, BattleAIScript_1DA85B
end
BattleAIScript_1DA6BB: @ 81DA6BB
if_status3 TARGET, S_PERISH_SONG, BattleAIScript_1DA85B
end
BattleAIScript_1DA6C6: @ 81DA6C6
get_weather
if_equal WEATHER_SANDSTORM, BattleAIScript_1DA858
end
BattleAIScript_1DA6CE: @ 81DA6CE
if_status2 TARGET, S_INFATUATED, BattleAIScript_1DA85B
get_ability TARGET
if_equal ABILITY_OBLIVIOUS, BattleAIScript_1DA85B
get_gender USER
if_equal 0, BattleAIScript_1DA6F3
if_equal 254, BattleAIScript_1DA700
jump BattleAIScript_1DA85B
BattleAIScript_1DA6F3: @ 81DA6F3
get_gender TARGET
if_equal 254, BattleAIScript_1DA70D
jump BattleAIScript_1DA85B
BattleAIScript_1DA700: @ 81DA700
get_gender TARGET
if_equal 0, BattleAIScript_1DA70D
jump BattleAIScript_1DA85B
BattleAIScript_1DA70D: @ 81DA70D
end
BattleAIScript_1DA70E: @ 81DA70E
if_status4 USER, S_SAFEGUARD, BattleAIScript_1DA858
end
BattleAIScript_1DA719: @ 81DA719
if_stat_level_equal TARGET, ATTACK, 0, BattleAIScript_1DA85B
if_stat_level_equal TARGET, SP_ATTACK, 0, BattleAIScript_1DA858
BattleAIScript_1DA729: @ 81DA729
count_alive_pokemon USER
if_equal 0, BattleAIScript_1DA85B
end
BattleAIScript_1DA732: @ 81DA732
get_weather
if_equal WEATHER_RAIN, BattleAIScript_1DA858
end
BattleAIScript_1DA73A: @ 81DA73A
get_weather
if_equal WEATHER_SUN, BattleAIScript_1DA858
end
BattleAIScript_1DA742: @ 81DA742
if_status4 TARGET, S_FUTURE_SIGHT, BattleAIScript_1DA85B
end
BattleAIScript_1DA74D: @ 81DA74D
is_first_turn USER
if_equal 0, BattleAIScript_1DA85B
end
BattleAIScript_1DA756: @ 81DA756
get_stockpile_count USER
if_equal 3, BattleAIScript_1DA85B
end
BattleAIScript_1DA75F: @ 81DA75F
if_damage_bonus 0, BattleAIScript_1DA85B
get_stockpile_count USER
if_equal 0, BattleAIScript_1DA85B
end
BattleAIScript_1DA76E: @ 81DA76E
get_weather
if_equal WEATHER_HAIL, BattleAIScript_1DA858
end
BattleAIScript_1DA776: @ 81DA776
if_status2 TARGET, S_TORMENT, BattleAIScript_1DA85B
end
BattleAIScript_1DA781: @ 81DA781
get_ability TARGET
if_equal ABILITY_WATER_VEIL, BattleAIScript_1DA85B
if_status TARGET, SLP | PSN | BRN | FRZ | PAR | TOX, BattleAIScript_1DA85B
if_damage_bonus 0, BattleAIScript_1DA85B
if_damage_bonus 20, BattleAIScript_1DA85B
if_damage_bonus 10, BattleAIScript_1DA85B
end
BattleAIScript_1DA7A6: @ 81DA7A6
is_double_battle
if_equal 0, BattleAIScript_1DA85B
end
BattleAIScript_1DA7AE: @ 81DA7AE
get_ability TARGET
if_equal ABILITY_STICKY_HOLD, BattleAIScript_1DA85B
end
BattleAIScript_1DA7B7: @ 81DA7B7
if_status3 USER, S_ROOTED, BattleAIScript_1DA85B
end
BattleAIScript_1DA7C2: @ 81DA7C2
get_item USER
if_equal ITEM_NONE, BattleAIScript_1DA85B
end
BattleAIScript_1DA7CB: @ 81DA7CB
if_status3 USER, S_IMPRISONED, BattleAIScript_1DA85B
end
BattleAIScript_1DA7D6: @ 81DA7D6
if_not_status USER, PSN | BRN | PAR | TOX, BattleAIScript_1DA85B
end
BattleAIScript_1DA7E1: @ 81DA7E1
if_status3 USER, S_MUD_SPORT, BattleAIScript_1DA85B
end
BattleAIScript_1DA7EC: @ 81DA7EC
if_stat_level_equal TARGET, ATTACK, 0, BattleAIScript_1DA85B
if_stat_level_equal TARGET, DEFENSE, 0, BattleAIScript_1DA858
end
BattleAIScript_1DA7FD: @ 81DA7FD
if_stat_level_equal USER, DEFENSE, 12, BattleAIScript_1DA85B
if_stat_level_equal USER, SP_DEFENSE, 12, BattleAIScript_1DA858
end
BattleAIScript_1DA80E: @ 81DA80E
if_stat_level_equal USER, ATTACK, 12, BattleAIScript_1DA85B
if_stat_level_equal USER, DEFENSE, 12, BattleAIScript_1DA858
end
BattleAIScript_1DA81F: @ 81DA81F
if_status3 USER, S_WATER_SPORT, BattleAIScript_1DA85B
end
BattleAIScript_1DA82A: @ 81DA82A
if_stat_level_equal USER, SP_ATTACK, 12, BattleAIScript_1DA85B
if_stat_level_equal USER, SP_DEFENSE, 12, BattleAIScript_1DA858
end
BattleAIScript_1DA83B: @ 81DA83B
if_stat_level_equal USER, ATTACK, 12, BattleAIScript_1DA85B
if_stat_level_equal USER, SPEED, 12, BattleAIScript_1DA858
end
BattleAIScript_1DA84C: @ 81DA84C
score -1
end
BattleAIScript_1DA84F: @ 81DA84F
score -2
end
BattleAIScript_1DA852: @ 81DA852
score -3
end
BattleAIScript_1DA855: @ 81DA855
score -5
end
BattleAIScript_1DA858: @ 81DA858
score -8
end
BattleAIScript_1DA85B: @ 81DA85B
score -10
end
BattleAIScript_1DA85E: @ 81DA85E
score -12
end
@ unreferenced
score +1
end
@ unreferenced
score +2
end
@ unreferenced
score +3
end
@ unreferenced
score +5
end
AI_CheckViability: @ 81DA86D
if_effect EFFECT_SLEEP, BattleAIScript_1DAB44
if_effect EFFECT_ABSORB, BattleAIScript_1DAB60
if_effect EFFECT_EXPLOSION, BattleAIScript_1DAB7A
if_effect EFFECT_DREAM_EATER, BattleAIScript_1DABD8
if_effect EFFECT_MIRROR_MOVE, BattleAIScript_1DABEC
if_effect EFFECT_ATTACK_UP, BattleAIScript_1DAC70
if_effect EFFECT_DEFENSE_UP, BattleAIScript_1DACAB
if_effect EFFECT_SPEED_UP, BattleAIScript_1DAD11
if_effect EFFECT_SPECIAL_ATTACK_UP, BattleAIScript_1DAD27
if_effect EFFECT_SPECIAL_DEFENSE_UP, BattleAIScript_1DAD62
if_effect EFFECT_ACCURACY_UP, BattleAIScript_1DADC8
if_effect EFFECT_EVASION_UP, BattleAIScript_1DADE2
if_effect EFFECT_ALWAYS_HIT, BattleAIScript_1DAE7C
if_effect EFFECT_ATTACK_DOWN, BattleAIScript_1DAEAC
if_effect EFFECT_DEFENSE_DOWN, BattleAIScript_1DAEFE
if_effect EFFECT_SPEED_DOWN, BattleAIScript_1DAF35
if_effect EFFECT_SPECIAL_ATTACK_DOWN, BattleAIScript_1DAF4B
if_effect EFFECT_SPECIAL_DEFENSE_DOWN, BattleAIScript_1DAF9F
if_effect EFFECT_ACCURACY_DOWN, BattleAIScript_1DAFC0
if_effect EFFECT_EVASION_DOWN, BattleAIScript_1DB054
if_effect EFFECT_HAZE, BattleAIScript_1DB075
if_effect EFFECT_BIDE, BattleAIScript_1DB138
if_effect EFFECT_ROAR, BattleAIScript_1DB142
if_effect EFFECT_CONVERSION, BattleAIScript_1DB17A
if_effect EFFECT_RESTORE_HP, BattleAIScript_1DB1AB
if_effect EFFECT_TOXIC, BattleAIScript_1DB204
if_effect EFFECT_LIGHT_SCREEN, BattleAIScript_1DB243
if_effect EFFECT_REST, BattleAIScript_1DB272
if_effect EFFECT_OHKO, BattleAIScript_1DB2D2
if_effect EFFECT_RAZOR_WIND, BattleAIScript_1DBA6D
if_effect EFFECT_SUPER_FANG, BattleAIScript_1DB2D3
if_effect EFFECT_TRAP, BattleAIScript_1DB2DD
if_effect EFFECT_HIGH_CRITICAL, BattleAIScript_1DB313
if_effect EFFECT_CONFUSE, BattleAIScript_1DB342
if_effect EFFECT_ATTACK_UP_2, BattleAIScript_1DAC70
if_effect EFFECT_DEFENSE_UP_2, BattleAIScript_1DACAB
if_effect EFFECT_SPEED_UP_2, BattleAIScript_1DAD11
if_effect EFFECT_SPECIAL_ATTACK_UP_2, BattleAIScript_1DAD27
if_effect EFFECT_SPECIAL_DEFENSE_UP_2, BattleAIScript_1DAD62
if_effect EFFECT_ACCURACY_UP_2, BattleAIScript_1DADC8
if_effect EFFECT_EVASION_UP_2, BattleAIScript_1DADE2
if_effect EFFECT_ATTACK_DOWN_2, BattleAIScript_1DAEAC
if_effect EFFECT_DEFENSE_DOWN_2, BattleAIScript_1DAEFE
if_effect EFFECT_SPEED_DOWN_2, BattleAIScript_1DAF35
if_effect EFFECT_SPECIAL_ATTACK_DOWN_2, BattleAIScript_1DAF4B
if_effect EFFECT_SPECIAL_DEFENSE_DOWN_2, BattleAIScript_1DAF9F
if_effect EFFECT_ACCURACY_DOWN_2, BattleAIScript_1DAFC0
if_effect EFFECT_EVASION_DOWN_2, BattleAIScript_1DB054
if_effect EFFECT_REFLECT, BattleAIScript_1DB364
if_effect EFFECT_POISON, BattleAIScript_1DB394
if_effect EFFECT_PARALYZE, BattleAIScript_1DB3A5
if_effect EFFECT_SPEED_DOWN_HIT, BattleAIScript_1DAF1F
if_effect EFFECT_SKY_ATTACK, BattleAIScript_1DBA6D
if_effect EFFECT_VITAL_THROW, BattleAIScript_1DB3C2
if_effect EFFECT_SUBSTITUTE, BattleAIScript_1DB3E5
if_effect EFFECT_RECHARGE, BattleAIScript_1DB47B
if_effect EFFECT_LEECH_SEED, BattleAIScript_1DB204
if_effect EFFECT_DISABLE, BattleAIScript_1DB4A3
if_effect EFFECT_COUNTER, BattleAIScript_1DB4C2
if_effect EFFECT_ENCORE, BattleAIScript_1DB563
if_effect EFFECT_PAIN_SPLIT, BattleAIScript_1DB5CB
if_effect EFFECT_SNORE, BattleAIScript_1DB5F7
if_effect EFFECT_LOCK_ON, BattleAIScript_1DB5FA
if_effect EFFECT_SLEEP_TALK, BattleAIScript_1DB603
if_effect EFFECT_DESTINY_BOND, BattleAIScript_1DB606
if_effect EFFECT_FLAIL, BattleAIScript_1DB63C
if_effect EFFECT_HEAL_BELL, BattleAIScript_1DB681
if_effect EFFECT_THIEF, BattleAIScript_1DB698
if_effect EFFECT_MEAN_LOOK, BattleAIScript_1DB2DD
if_effect EFFECT_MINIMIZE, BattleAIScript_1DADE2
if_effect EFFECT_CURSE, BattleAIScript_1DB6BB
if_effect EFFECT_PROTECT, BattleAIScript_1DB70A
if_effect EFFECT_FORESIGHT, BattleAIScript_1DB7CB
if_effect EFFECT_ENDURE, BattleAIScript_1DB7F9
if_effect EFFECT_BATON_PASS, BattleAIScript_1DB817
if_effect EFFECT_PURSUIT, BattleAIScript_1DB8B3
if_effect EFFECT_MORNING_SUN, BattleAIScript_1DB191
if_effect EFFECT_SYNTHESIS, BattleAIScript_1DB191
if_effect EFFECT_MOONLIGHT, BattleAIScript_1DB191
if_effect EFFECT_RAIN_DANCE, BattleAIScript_1DB8E9
if_effect EFFECT_SUNNY_DAY, BattleAIScript_1DB928
if_effect EFFECT_BELLY_DRUM, BattleAIScript_1DB951
if_effect EFFECT_PSYCH_UP, BattleAIScript_1DB960
if_effect EFFECT_MIRROR_COAT, BattleAIScript_1DB9CD
if_effect EFFECT_SKULL_BASH, BattleAIScript_1DBA6D
if_effect EFFECT_SOLARBEAM, BattleAIScript_1DBA6D
if_effect EFFECT_FLY, BattleAIScript_1DBA91
if_effect EFFECT_SOFTBOILED, BattleAIScript_1DB1AB
if_effect EFFECT_FAKE_OUT, BattleAIScript_1DBB1B
if_effect EFFECT_SPIT_UP, BattleAIScript_1DBB1E
if_effect EFFECT_SWALLOW, BattleAIScript_1DB1AB
if_effect EFFECT_HAIL, BattleAIScript_1DBB2F
if_effect EFFECT_FLATTER, BattleAIScript_1DB33A
if_effect EFFECT_MEMENTO, BattleAIScript_1DAB7A
if_effect EFFECT_FACADE, BattleAIScript_1DBB58
if_effect EFFECT_FOCUS_PUNCH, BattleAIScript_1DBB65
if_effect EFFECT_SMELLINGSALT, BattleAIScript_1DBBB4
if_effect EFFECT_TRICK, BattleAIScript_1DBBC6
if_effect EFFECT_ROLE_PLAY, BattleAIScript_1DBC11
if_effect EFFECT_SUPERPOWER, BattleAIScript_1DBC48
if_effect EFFECT_MAGIC_COAT, BattleAIScript_1DBC78
if_effect EFFECT_RECYCLE, BattleAIScript_1DBCAB
if_effect EFFECT_REVENGE, BattleAIScript_1DBCCA
if_effect EFFECT_BRICK_BREAK, BattleAIScript_1DBCF8
if_effect EFFECT_KNOCK_OFF, BattleAIScript_1DBD0A
if_effect EFFECT_ENDEAVOR, BattleAIScript_1DBD22
if_effect EFFECT_ERUPTION, BattleAIScript_1DBD4E
if_effect EFFECT_SKILL_SWAP, BattleAIScript_1DBC11
if_effect EFFECT_IMPRISON, BattleAIScript_1DBD76
if_effect EFFECT_REFRESH, BattleAIScript_1DBD87
if_effect EFFECT_SNATCH, BattleAIScript_1DBD96
if_effect EFFECT_BLAZE_KICK, BattleAIScript_1DB313
if_effect EFFECT_MUD_SPORT, BattleAIScript_1DBE00
if_effect EFFECT_OVERHEAT, BattleAIScript_1DBE26
if_effect EFFECT_TICKLE, BattleAIScript_1DAEFE
if_effect EFFECT_COSMIC_POWER, BattleAIScript_1DAD62
if_effect EFFECT_BULK_UP, BattleAIScript_1DACAB
if_effect EFFECT_POISON_TAIL, BattleAIScript_1DB313
if_effect EFFECT_WATER_SPORT, BattleAIScript_1DBE4E
if_effect EFFECT_CALM_MIND, BattleAIScript_1DAD62
if_effect EFFECT_DRAGON_DANCE, BattleAIScript_1DBE74
end
BattleAIScript_1DAB44: @ 81DAB44
if_move_effect TARGET, EFFECT_DREAM_EATER, BattleAIScript_1DAB57
if_move_effect TARGET, EFFECT_NIGHTMARE, BattleAIScript_1DAB57
jump BattleAIScript_1DAB5F
BattleAIScript_1DAB57: @ 81DAB57
if_random 128, BattleAIScript_1DAB5F
score +1
BattleAIScript_1DAB5F: @ 81DAB5F
end
BattleAIScript_1DAB60: @ 81DAB60
if_damage_bonus 20, BattleAIScript_1DAB71
if_damage_bonus 10, BattleAIScript_1DAB71
jump BattleAIScript_1DAB79
BattleAIScript_1DAB71: @ 81DAB71
if_random 50, BattleAIScript_1DAB79
score -3
BattleAIScript_1DAB79: @ 81DAB79
end
BattleAIScript_1DAB7A: @ 81DAB7A
if_stat_level_less_than TARGET, EVASION, 7, BattleAIScript_1DAB94
score -1
if_stat_level_less_than TARGET, EVASION, 10, BattleAIScript_1DAB94
if_random 128, BattleAIScript_1DAB94
score -1
BattleAIScript_1DAB94: @ 81DAB94
if_hp_less_than USER, 80, BattleAIScript_1DABAC
if_would_go_first USER, BattleAIScript_1DABAC
if_random 50, BattleAIScript_1DABD7
jump BattleAIScript_1DA852
BattleAIScript_1DABAC: @ 81DABAC
if_hp_more_than USER, 50, BattleAIScript_1DABCF
if_random 128, BattleAIScript_1DABBB
score +1
BattleAIScript_1DABBB: @ 81DABBB
if_hp_more_than USER, 30, BattleAIScript_1DABD7
if_random 50, BattleAIScript_1DABD7
score +1
jump BattleAIScript_1DABD7
BattleAIScript_1DABCF: @ 81DABCF
if_random 50, BattleAIScript_1DABD7
score -1
BattleAIScript_1DABD7: @ 81DABD7
end
BattleAIScript_1DABD8: @ 81DABD8
if_damage_bonus 10, BattleAIScript_1DABE9
if_damage_bonus 20, BattleAIScript_1DABE9
jump BattleAIScript_1DABEB
BattleAIScript_1DABE9: @ 81DABE9
score -1
BattleAIScript_1DABEB: @ 81DABEB
end
BattleAIScript_1DABEC: @ 81DABEC
if_would_go_first USER, BattleAIScript_1DAC0A
get_move TARGET
if_not_in_words MoveList_1DAC20, BattleAIScript_1DAC0A
if_random 128, BattleAIScript_1DAC1D
score +2
jump BattleAIScript_1DAC1D
BattleAIScript_1DAC0A: @ 81DAC0A
get_move TARGET
if_in_words MoveList_1DAC20, BattleAIScript_1DAC1D
if_random 80, BattleAIScript_1DAC1D
score -1
BattleAIScript_1DAC1D: @ 81DAC1D
end
.align 2
MoveList_1DAC20: @ 81DAC20
.2byte MOVE_SLEEP_POWDER
.2byte MOVE_LOVELY_KISS
.2byte MOVE_SPORE
.2byte MOVE_HYPNOSIS
.2byte MOVE_SING
.2byte MOVE_GRASS_WHISTLE
.2byte MOVE_SHADOW_PUNCH
.2byte MOVE_SAND_ATTACK
.2byte MOVE_SMOKESCREEN
.2byte MOVE_TOXIC
.2byte MOVE_GUILLOTINE
.2byte MOVE_HORN_DRILL
.2byte MOVE_FISSURE
.2byte MOVE_SHEER_COLD
.2byte MOVE_CROSS_CHOP
.2byte MOVE_AEROBLAST
.2byte MOVE_CONFUSE_RAY
.2byte MOVE_SWEET_KISS
.2byte MOVE_SCREECH
.2byte MOVE_COTTON_SPORE
.2byte MOVE_SCARY_FACE
.2byte MOVE_FAKE_TEARS
.2byte MOVE_METAL_SOUND
.2byte MOVE_THUNDER_WAVE
.2byte MOVE_GLARE
.2byte MOVE_POISON_POWDER
.2byte MOVE_SHADOW_BALL
.2byte MOVE_DYNAMIC_PUNCH
.2byte MOVE_HYPER_BEAM
.2byte MOVE_EXTREME_SPEED
.2byte MOVE_THIEF
.2byte MOVE_COVET
.2byte MOVE_ATTRACT
.2byte MOVE_SWAGGER
.2byte MOVE_TORMENT
.2byte MOVE_FLATTER
.2byte MOVE_TRICK
.2byte MOVE_SUPERPOWER
.2byte MOVE_SKILL_SWAP
.2byte -1
BattleAIScript_1DAC70: @ 81DAC70
if_stat_level_less_than USER, ATTACK, 9, BattleAIScript_1DAC85
if_random 100, BattleAIScript_1DAC94
score -1
jump BattleAIScript_1DAC94
BattleAIScript_1DAC85: @ 81DAC85
if_hp_not_equal USER, 100, BattleAIScript_1DAC94
if_random 128, BattleAIScript_1DAC94
score +2
BattleAIScript_1DAC94: @ 81DAC94
if_hp_more_than USER, 70, BattleAIScript_1DACAA
if_hp_less_than USER, 40, BattleAIScript_1DACA8
if_random 40, BattleAIScript_1DACAA
BattleAIScript_1DACA8: @ 81DACA8
score -2
BattleAIScript_1DACAA: @ 81DACAA
end
BattleAIScript_1DACAB: @ 81DACAB
if_stat_level_less_than USER, DEFENSE, 9, BattleAIScript_1DACC0
if_random 100, BattleAIScript_1DACCF
score -1
jump BattleAIScript_1DACCF
BattleAIScript_1DACC0: @ 81DACC0
if_hp_not_equal USER, 100, BattleAIScript_1DACCF
if_random 128, BattleAIScript_1DACCF
score +2
BattleAIScript_1DACCF: @ 81DACCF
if_hp_less_than USER, 70, BattleAIScript_1DACDC
if_random 200, BattleAIScript_1DAD06
BattleAIScript_1DACDC: @ 81DACDC
if_hp_less_than USER, 40, BattleAIScript_1DAD04
get_move TARGET
get_move_power
if_equal 0, BattleAIScript_1DACFE
get_move TARGET
get_move_type
if_not_in_bytes TypeList_1DAD07, BattleAIScript_1DAD04
if_random 60, BattleAIScript_1DAD06
BattleAIScript_1DACFE: @ 81DACFE
if_random 60, BattleAIScript_1DAD06
BattleAIScript_1DAD04: @ 81DAD04
score -2
BattleAIScript_1DAD06: @ 81DAD06
end
TypeList_1DAD07: @ 81DAD07
.byte TYPE_NORMAL
.byte TYPE_FIGHTING
.byte TYPE_POISON
.byte TYPE_GROUND
.byte TYPE_FLYING
.byte TYPE_ROCK
.byte TYPE_BUG
.byte TYPE_GHOST
.byte TYPE_STEEL
.byte -1
BattleAIScript_1DAD11: @ 81DAD11
if_would_go_first USER, BattleAIScript_1DAD1E
score -3
jump BattleAIScript_1DAD26
BattleAIScript_1DAD1E: @ 81DAD1E
if_random 70, BattleAIScript_1DAD26
score +3
BattleAIScript_1DAD26: @ 81DAD26
end
BattleAIScript_1DAD27: @ 81DAD27
if_stat_level_less_than USER, SP_ATTACK, 9, BattleAIScript_1DAD3C
if_random 100, BattleAIScript_1DAD4B
score -1
jump BattleAIScript_1DAD4B
BattleAIScript_1DAD3C: @ 81DAD3C
if_hp_not_equal USER, 100, BattleAIScript_1DAD4B
if_random 128, BattleAIScript_1DAD4B
score +2
BattleAIScript_1DAD4B: @ 81DAD4B
if_hp_more_than USER, 70, BattleAIScript_1DAD61
if_hp_less_than USER, 40, BattleAIScript_1DAD5F
if_random 70, BattleAIScript_1DAD61
BattleAIScript_1DAD5F: @ 81DAD5F
score -2
BattleAIScript_1DAD61: @ 81DAD61
end
BattleAIScript_1DAD62: @ 81DAD62
if_stat_level_less_than USER, SP_DEFENSE, 9, BattleAIScript_1DAD77
if_random 100, BattleAIScript_1DAD86
score -1
jump BattleAIScript_1DAD86
BattleAIScript_1DAD77: @ 81DAD77
if_hp_not_equal USER, 100, BattleAIScript_1DAD86
if_random 128, BattleAIScript_1DAD86
score +2
BattleAIScript_1DAD86: @ 81DAD86
if_hp_less_than USER, 70, BattleAIScript_1DAD93
if_random 200, BattleAIScript_1DADBD
BattleAIScript_1DAD93: @ 81DAD93
if_hp_less_than USER, 40, BattleAIScript_1DADBB
get_move TARGET
get_move_power
if_equal 0, BattleAIScript_1DADB5
get_move TARGET
get_move_type
if_in_bytes TypeList_1DADBE, BattleAIScript_1DADBB
if_random 60, BattleAIScript_1DADBD
BattleAIScript_1DADB5: @ 81DADB5
if_random 60, BattleAIScript_1DADBD
BattleAIScript_1DADBB: @ 81DADBB
score -2
BattleAIScript_1DADBD: @ 81DADBD
end
TypeList_1DADBE: @ 81DADBE
.byte TYPE_NORMAL
.byte TYPE_FIGHTING
.byte TYPE_POISON
.byte TYPE_GROUND
.byte TYPE_FLYING
.byte TYPE_ROCK
.byte TYPE_BUG
.byte TYPE_GHOST
.byte TYPE_STEEL
.byte -1
BattleAIScript_1DADC8: @ 81DADC8
if_stat_level_less_than USER, ACCURACY, 9, BattleAIScript_1DADD8
if_random 50, BattleAIScript_1DADD8
score -2
BattleAIScript_1DADD8: @ 81DADD8
if_hp_more_than USER, 70, BattleAIScript_1DADE1
score -2
BattleAIScript_1DADE1: @ 81DADE1
end
BattleAIScript_1DADE2: @ 81DADE2
if_hp_less_than USER, 90, BattleAIScript_1DADF1
if_random 100, BattleAIScript_1DADF1
score +3
BattleAIScript_1DADF1: @ 81DADF1
if_stat_level_less_than USER, EVASION, 9, BattleAIScript_1DAE01
if_random 128, BattleAIScript_1DAE01
score -1
BattleAIScript_1DAE01: @ 81DAE01
if_not_status TARGET, TOX, BattleAIScript_1DAE20
if_hp_more_than USER, 50, BattleAIScript_1DAE18
if_random 80, BattleAIScript_1DAE20
BattleAIScript_1DAE18: @ 81DAE18
if_random 50, BattleAIScript_1DAE20
score +3
BattleAIScript_1DAE20: @ 81DAE20
if_not_status3 TARGET, S_LEECH_SEED, BattleAIScript_1DAE32
if_random 70, BattleAIScript_1DAE32
score +3
BattleAIScript_1DAE32: @ 81DAE32
if_not_status3 USER, S_ROOTED, BattleAIScript_1DAE44
if_random 128, BattleAIScript_1DAE44
score +2
BattleAIScript_1DAE44: @ 81DAE44
if_not_status2 TARGET, S_CURSED, BattleAIScript_1DAE56
if_random 70, BattleAIScript_1DAE56
score +3
BattleAIScript_1DAE56: @ 81DAE56
if_hp_more_than USER, 70, BattleAIScript_1DAE7B
if_stat_level_equal USER, EVASION, 6, BattleAIScript_1DAE7B
if_hp_less_than USER, 40, BattleAIScript_1DAE79
if_hp_less_than TARGET, 40, BattleAIScript_1DAE79
if_random 70, BattleAIScript_1DAE7B
BattleAIScript_1DAE79: @ 81DAE79
score -2
BattleAIScript_1DAE7B: @ 81DAE7B
end
BattleAIScript_1DAE7C: @ 81DAE7C
if_stat_level_more_than TARGET, EVASION, 10, BattleAIScript_1DAEA1
if_stat_level_less_than USER, ACCURACY, 2, BattleAIScript_1DAEA1
if_stat_level_more_than TARGET, EVASION, 8, BattleAIScript_1DAEA3
if_stat_level_less_than USER, ACCURACY, 4, BattleAIScript_1DAEA3
jump BattleAIScript_1DAEAB
BattleAIScript_1DAEA1: @ 81DAEA1
score +1
BattleAIScript_1DAEA3: @ 81DAEA3
if_random 100, BattleAIScript_1DAEAB
score +1
BattleAIScript_1DAEAB: @ 81DAEAB
end
BattleAIScript_1DAEAC: @ 81DAEAC
if_stat_level_equal TARGET, ATTACK, 6, BattleAIScript_1DAECF
score -1
if_hp_more_than USER, 90, BattleAIScript_1DAEBF
score -1
BattleAIScript_1DAEBF: @ 81DAEBF
if_stat_level_more_than TARGET, ATTACK, 3, BattleAIScript_1DAECF
if_random 50, BattleAIScript_1DAECF
score -2
BattleAIScript_1DAECF: @ 81DAECF
if_hp_more_than TARGET, 70, BattleAIScript_1DAED8
score -2
BattleAIScript_1DAED8: @ 81DAED8
get_type 0
if_in_bytes TypeList_1DAEF7, BattleAIScript_1DAEF6
get_type 2
if_in_bytes TypeList_1DAEF7, BattleAIScript_1DAEF6
if_random 50, BattleAIScript_1DAEF6
score -2
BattleAIScript_1DAEF6: @ 81DAEF6
end
TypeList_1DAEF7: @ 81DAEF7
.byte TYPE_NORMAL
.byte TYPE_FIGHTING
.byte TYPE_GROUND
.byte TYPE_ROCK
.byte TYPE_BUG
.byte TYPE_STEEL
.byte -1
BattleAIScript_1DAEFE: @ 81DAEFE
if_hp_less_than USER, 70, BattleAIScript_1DAF0D
if_stat_level_more_than TARGET, DEFENSE, 3, BattleAIScript_1DAF15
BattleAIScript_1DAF0D: @ 81DAF0D
if_random 50, BattleAIScript_1DAF15
score -2
BattleAIScript_1DAF15: @ 81DAF15
if_hp_more_than TARGET, 70, BattleAIScript_1DAF1E
score -2
BattleAIScript_1DAF1E: @ 81DAF1E
end
BattleAIScript_1DAF1F: @ 81DAF1F
if_move MOVE_ICY_WIND, BattleAIScript_1DAF35
if_move MOVE_ROCK_TOMB, BattleAIScript_1DAF35
if_move MOVE_MUD_SHOT, BattleAIScript_1DAF35
end
BattleAIScript_1DAF35: @ 81DAF35
if_would_go_first USER, BattleAIScript_1DAF42
score -3
jump BattleAIScript_1DAF4A
BattleAIScript_1DAF42: @ 81DAF42
if_random 70, BattleAIScript_1DAF4A
score +2
BattleAIScript_1DAF4A: @ 81DAF4A
end
BattleAIScript_1DAF4B: @ 81DAF4B
if_stat_level_equal TARGET, ATTACK, 6, BattleAIScript_1DAF6E
score -1
if_hp_more_than USER, 90, BattleAIScript_1DAF5E
score -1
BattleAIScript_1DAF5E: @ 81DAF5E
if_stat_level_more_than TARGET, SP_ATTACK, 3, BattleAIScript_1DAF6E
if_random 50, BattleAIScript_1DAF6E
score -2
BattleAIScript_1DAF6E: @ 81DAF6E
if_hp_more_than TARGET, 70, BattleAIScript_1DAF77
score -2
BattleAIScript_1DAF77: @ 81DAF77
get_type 0
if_in_bytes TypeList_1DAF96, BattleAIScript_1DAF95
get_type 2
if_in_bytes TypeList_1DAF96, BattleAIScript_1DAF95
if_random 50, BattleAIScript_1DAF95
score -2
BattleAIScript_1DAF95: @ 81DAF95
end
TypeList_1DAF96: @ 81DAF96
.byte TYPE_FIRE
.byte TYPE_WATER
.byte TYPE_GRASS
.byte TYPE_ELECTRIC
.byte TYPE_PSYCHIC
.byte TYPE_ICE
.byte TYPE_DRAGON
.byte TYPE_DARK
.byte -1
BattleAIScript_1DAF9F: @ 81DAF9F
if_hp_less_than USER, 70, BattleAIScript_1DAFAE
if_stat_level_more_than TARGET, SP_DEFENSE, 3, BattleAIScript_1DAFB6
BattleAIScript_1DAFAE: @ 81DAFAE
if_random 50, BattleAIScript_1DAFB6
score -2
BattleAIScript_1DAFB6: @ 81DAFB6
if_hp_more_than TARGET, 70, BattleAIScript_1DAFBF
score -2
BattleAIScript_1DAFBF: @ 81DAFBF
end
BattleAIScript_1DAFC0: @ 81DAFC0
if_hp_less_than USER, 70, BattleAIScript_1DAFCE
if_hp_more_than TARGET, 70, BattleAIScript_1DAFD6
BattleAIScript_1DAFCE: @ 81DAFCE
if_random 100, BattleAIScript_1DAFD6
score -1
BattleAIScript_1DAFD6: @ 81DAFD6
if_stat_level_more_than USER, ACCURACY, 4, BattleAIScript_1DAFE6
if_random 80, BattleAIScript_1DAFE6
score -2
BattleAIScript_1DAFE6: @ 81DAFE6
if_not_status TARGET, TOX, BattleAIScript_1DAFF8
if_random 70, BattleAIScript_1DAFF8
score +2
BattleAIScript_1DAFF8: @ 81DAFF8
if_not_status3 TARGET, S_LEECH_SEED, BattleAIScript_1DB00A
if_random 70, BattleAIScript_1DB00A
score +2
BattleAIScript_1DB00A: @ 81DB00A
if_not_status3 USER, S_ROOTED, BattleAIScript_1DB01C
if_random 128, BattleAIScript_1DB01C
score +1
BattleAIScript_1DB01C: @ 81DB01C
if_not_status2 TARGET, S_CURSED, BattleAIScript_1DB02E
if_random 70, BattleAIScript_1DB02E
score +2
BattleAIScript_1DB02E: @ 81DB02E
if_hp_more_than USER, 70, BattleAIScript_1DB053
if_stat_level_equal TARGET, ACCURACY, 6, BattleAIScript_1DB053
if_hp_less_than USER, 40, BattleAIScript_1DB051
if_hp_less_than TARGET, 40, BattleAIScript_1DB051
if_random 70, BattleAIScript_1DB053
BattleAIScript_1DB051: @ 81DB051
score -2
BattleAIScript_1DB053: @ 81DB053
end
BattleAIScript_1DB054: @ 81DB054
if_hp_less_than USER, 70, BattleAIScript_1DB063
if_stat_level_more_than TARGET, EVASION, 3, BattleAIScript_1DB06B
BattleAIScript_1DB063: @ 81DB063
if_random 50, BattleAIScript_1DB06B
score -2
BattleAIScript_1DB06B: @ 81DB06B
if_hp_more_than TARGET, 70, BattleAIScript_1DB074
score -2
BattleAIScript_1DB074: @ 81DB074
end
BattleAIScript_1DB075: @ 81DB075
if_stat_level_more_than USER, ATTACK, 8, BattleAIScript_1DB0CA
if_stat_level_more_than USER, DEFENSE, 8, BattleAIScript_1DB0CA
if_stat_level_more_than USER, SP_ATTACK, 8, BattleAIScript_1DB0CA
if_stat_level_more_than USER, SP_DEFENSE, 8, BattleAIScript_1DB0CA
if_stat_level_more_than USER, EVASION, 8, BattleAIScript_1DB0CA
if_stat_level_less_than TARGET, ATTACK, 4, BattleAIScript_1DB0CA
if_stat_level_less_than TARGET, DEFENSE, 4, BattleAIScript_1DB0CA
if_stat_level_less_than TARGET, SP_ATTACK, 4, BattleAIScript_1DB0CA
if_stat_level_less_than TARGET, SP_DEFENSE, 4, BattleAIScript_1DB0CA
if_stat_level_less_than TARGET, ACCURACY, 4, BattleAIScript_1DB0CA
jump BattleAIScript_1DB0D2
BattleAIScript_1DB0CA: @ 81DB0CA
if_random 50, BattleAIScript_1DB0D2
score -3
BattleAIScript_1DB0D2: @ 81DB0D2
if_stat_level_more_than TARGET, ATTACK, 8, BattleAIScript_1DB12F
if_stat_level_more_than TARGET, DEFENSE, 8, BattleAIScript_1DB12F
if_stat_level_more_than TARGET, SP_ATTACK, 8, BattleAIScript_1DB12F
if_stat_level_more_than TARGET, SP_DEFENSE, 8, BattleAIScript_1DB12F
if_stat_level_more_than TARGET, EVASION, 8, BattleAIScript_1DB12F
if_stat_level_less_than USER, ATTACK, 4, BattleAIScript_1DB12F
if_stat_level_less_than USER, DEFENSE, 4, BattleAIScript_1DB12F
if_stat_level_less_than USER, SP_ATTACK, 4, BattleAIScript_1DB12F
if_stat_level_less_than USER, SP_DEFENSE, 4, BattleAIScript_1DB12F
if_stat_level_less_than USER, ACCURACY, 4, BattleAIScript_1DB12F
if_random 50, BattleAIScript_1DB137
score -1
jump BattleAIScript_1DB137
BattleAIScript_1DB12F: @ 81DB12F
if_random 50, BattleAIScript_1DB137
score +3
BattleAIScript_1DB137: @ 81DB137
end
BattleAIScript_1DB138: @ 81DB138
if_hp_more_than USER, 90, BattleAIScript_1DB141
score -2
BattleAIScript_1DB141: @ 81DB141
end
BattleAIScript_1DB142: @ 81DB142
if_stat_level_more_than TARGET, ATTACK, 8, BattleAIScript_1DB171
if_stat_level_more_than TARGET, DEFENSE, 8, BattleAIScript_1DB171
if_stat_level_more_than TARGET, SP_ATTACK, 8, BattleAIScript_1DB171
if_stat_level_more_than TARGET, SP_DEFENSE, 8, BattleAIScript_1DB171
if_stat_level_more_than TARGET, EVASION, 8, BattleAIScript_1DB171
score -3
jump BattleAIScript_1DB179
BattleAIScript_1DB171: @ 81DB171
if_random 128, BattleAIScript_1DB179
score +2
BattleAIScript_1DB179: @ 81DB179
end
BattleAIScript_1DB17A: @ 81DB17A
if_hp_more_than USER, 90, BattleAIScript_1DB183
score -2
BattleAIScript_1DB183: @ 81DB183
get_turn_count
if_equal 0, BattleAIScript_1DB190
if_random 200, BattleAIScript_1DA84F
BattleAIScript_1DB190: @ 81DB190
end
BattleAIScript_1DB191: @ 81DB191
get_weather
if_equal WEATHER_HAIL, BattleAIScript_1DB1A9
if_equal WEATHER_RAIN, BattleAIScript_1DB1A9
if_equal WEATHER_SANDSTORM, BattleAIScript_1DB1A9
jump BattleAIScript_1DB1AB
BattleAIScript_1DB1A9: @ 81DB1A9
score -2
BattleAIScript_1DB1AB: @ 81DB1AB
if_hp_equal USER, 100, BattleAIScript_1DB1D3
if_would_go_first USER, BattleAIScript_1DB1DA
score -8
jump BattleAIScript_1DB203
@ unreferenced
if_hp_less_than USER, 50, BattleAIScript_1DB1EE
if_hp_more_than USER, 80, BattleAIScript_1DB1D3
if_random 70, BattleAIScript_1DB1EE
BattleAIScript_1DB1D3: @ 81DB1D3
score -3
jump BattleAIScript_1DB203
BattleAIScript_1DB1DA: @ 81DB1DA
if_hp_less_than USER, 70, BattleAIScript_1DB1EE
if_random 30, BattleAIScript_1DB1EE
score -3
jump BattleAIScript_1DB203
BattleAIScript_1DB1EE: @ 81DB1EE
if_not_move_effect TARGET, EFFECT_SNATCH, BattleAIScript_1DB1FB
if_random 100, BattleAIScript_1DB203
BattleAIScript_1DB1FB: @ 81DB1FB
if_random 20, BattleAIScript_1DB203
score +2
BattleAIScript_1DB203: @ 81DB203
end
BattleAIScript_1DB204: @ 81DB204
if_user_cant_damage BattleAIScript_1DB227
if_hp_more_than USER, 50, BattleAIScript_1DB218
if_random 50, BattleAIScript_1DB218
score -3
BattleAIScript_1DB218: @ 81DB218
if_hp_more_than TARGET, 50, BattleAIScript_1DB227
if_random 50, BattleAIScript_1DB227
score -3
BattleAIScript_1DB227: @ 81DB227
if_move_effect USER, EFFECT_SPECIAL_DEFENSE_UP, BattleAIScript_1DB23A
if_move_effect USER, EFFECT_PROTECT, BattleAIScript_1DB23A
jump BattleAIScript_1DB242
BattleAIScript_1DB23A: @ 81DB23A
if_random 60, BattleAIScript_1DB242
score +2
BattleAIScript_1DB242: @ 81DB242
end
BattleAIScript_1DB243: @ 81DB243
if_hp_less_than USER, 50, BattleAIScript_1DB266
get_type 0
if_in_bytes TypeList_1DB269, BattleAIScript_1DB268
get_type 2
if_in_bytes TypeList_1DB269, BattleAIScript_1DB268
if_random 50, BattleAIScript_1DB268
BattleAIScript_1DB266: @ 81DB266
score -2
BattleAIScript_1DB268: @ 81DB268
end
TypeList_1DB269: @ 81DB269
.byte TYPE_FIRE
.byte TYPE_WATER
.byte TYPE_GRASS
.byte TYPE_ELECTRIC
.byte TYPE_PSYCHIC
.byte TYPE_ICE
.byte TYPE_DRAGON
.byte TYPE_DARK
.byte -1
BattleAIScript_1DB272: @ 81DB272
if_would_go_first USER, BattleAIScript_1DB2A1
if_hp_not_equal USER, 100, BattleAIScript_1DB286
score -8
jump BattleAIScript_1DB2D1
BattleAIScript_1DB286: @ 81DB286
if_hp_less_than USER, 40, BattleAIScript_1DB2BC
if_hp_more_than USER, 50, BattleAIScript_1DB29A
if_random 70, BattleAIScript_1DB2BC
BattleAIScript_1DB29A: @ 81DB29A
score -3
jump BattleAIScript_1DB2D1
BattleAIScript_1DB2A1: @ 81DB2A1
if_hp_less_than USER, 60, BattleAIScript_1DB2BC
if_hp_more_than USER, 70, BattleAIScript_1DB2B5
if_random 50, BattleAIScript_1DB2BC
BattleAIScript_1DB2B5: @ 81DB2B5
score -3
jump BattleAIScript_1DB2D1
BattleAIScript_1DB2BC: @ 81DB2BC
if_not_move_effect TARGET, EFFECT_SNATCH, BattleAIScript_1DB2C9
if_random 50, BattleAIScript_1DB2D1
BattleAIScript_1DB2C9: @ 81DB2C9
if_random 10, BattleAIScript_1DB2D1
score +3
BattleAIScript_1DB2D1: @ 81DB2D1
end
BattleAIScript_1DB2D2: @ 81DB2D2
end
BattleAIScript_1DB2D3: @ 81DB2D3
if_hp_more_than TARGET, 50, BattleAIScript_1DB2DC
score -1
BattleAIScript_1DB2DC: @ 81DB2DC
end
BattleAIScript_1DB2DD: @ 81DB2DD
if_status TARGET, TOX, BattleAIScript_1DB30A
if_status2 TARGET, S_CURSED, BattleAIScript_1DB30A
if_status3 TARGET, S_PERISH_SONG, BattleAIScript_1DB30A
if_status2 TARGET, S_INFATUATED, BattleAIScript_1DB30A
jump BattleAIScript_1DB312
BattleAIScript_1DB30A: @ 81DB30A
if_random 128, BattleAIScript_1DB312
score +1
BattleAIScript_1DB312: @ 81DB312
end
BattleAIScript_1DB313: @ 81DB313
if_damage_bonus 10, BattleAIScript_1DB339
if_damage_bonus 20, BattleAIScript_1DB339
if_damage_bonus 80, BattleAIScript_1DB331
if_damage_bonus 160, BattleAIScript_1DB331
if_random 128, BattleAIScript_1DB339
BattleAIScript_1DB331: @ 81DB331
if_random 128, BattleAIScript_1DB339
score +1
BattleAIScript_1DB339: @ 81DB339
end
BattleAIScript_1DB33A: @ 81DB33A
if_random 128, BattleAIScript_1DB342
score +1
BattleAIScript_1DB342: @ 81DB342
if_hp_more_than TARGET, 70, BattleAIScript_1DB363
if_random 128, BattleAIScript_1DB351
score -1
BattleAIScript_1DB351: @ 81DB351
if_hp_more_than TARGET, 50, BattleAIScript_1DB363
score -1
if_hp_more_than TARGET, 30, BattleAIScript_1DB363
score -1
BattleAIScript_1DB363: @ 81DB363
end
BattleAIScript_1DB364: @ 81DB364
if_hp_less_than USER, 50, BattleAIScript_1DB387
get_type 0
if_in_bytes TypeList_1DB38A, BattleAIScript_1DB389
get_type 2
if_in_bytes TypeList_1DB38A, BattleAIScript_1DB389
if_random 50, BattleAIScript_1DB389
BattleAIScript_1DB387: @ 81DB387
score -2
BattleAIScript_1DB389: @ 81DB389
end
TypeList_1DB38A: @ 81DB38A
.byte TYPE_NORMAL
.byte TYPE_FIGHTING
.byte TYPE_FLYING
.byte TYPE_POISON
.byte TYPE_GROUND
.byte TYPE_ROCK
.byte TYPE_BUG
.byte TYPE_GHOST
.byte TYPE_STEEL
.byte -1
BattleAIScript_1DB394: @ 81DB394
if_hp_less_than USER, 50, BattleAIScript_1DB3A2
if_hp_more_than TARGET, 50, BattleAIScript_1DB3A4
BattleAIScript_1DB3A2: @ 81DB3A2
score -1
BattleAIScript_1DB3A4: @ 81DB3A4
end
BattleAIScript_1DB3A5: @ 81DB3A5
if_would_go_first USER, BattleAIScript_1DB3B9
if_hp_more_than USER, 70, BattleAIScript_1DB3C1
score -1
jump BattleAIScript_1DB3C1
BattleAIScript_1DB3B9: @ 81DB3B9
if_random 20, BattleAIScript_1DB3C1
score +3
BattleAIScript_1DB3C1: @ 81DB3C1
end
BattleAIScript_1DB3C2: @ 81DB3C2
if_would_go_first USER, BattleAIScript_1DB3E4
if_hp_more_than USER, 60, BattleAIScript_1DB3E4
if_hp_less_than USER, 40, BattleAIScript_1DB3DC
if_random 180, BattleAIScript_1DB3E4
BattleAIScript_1DB3DC: @ 81DB3DC
if_random 50, BattleAIScript_1DB3E4
score -1
BattleAIScript_1DB3E4: @ 81DB3E4
end
BattleAIScript_1DB3E5: @ 81DB3E5
if_hp_more_than USER, 90, BattleAIScript_1DB412
if_hp_more_than USER, 70, BattleAIScript_1DB40A
if_hp_more_than USER, 50, BattleAIScript_1DB402
if_random 100, BattleAIScript_1DB402
score -1
BattleAIScript_1DB402: @ 81DB402
if_random 100, BattleAIScript_1DB40A
score -1
BattleAIScript_1DB40A: @ 81DB40A
if_random 100, BattleAIScript_1DB412
score -1
BattleAIScript_1DB412: @ 81DB412
if_would_go_first USER, BattleAIScript_1DB47A
get_move TARGET
get_move_effect
if_equal EFFECT_SLEEP, BattleAIScript_1DB44A
if_equal EFFECT_TOXIC, BattleAIScript_1DB44A
if_equal EFFECT_POISON, BattleAIScript_1DB44A
if_equal EFFECT_PARALYZE, BattleAIScript_1DB44A
if_equal EFFECT_WILL_O_WISP, BattleAIScript_1DB44A
if_equal EFFECT_CONFUSE, BattleAIScript_1DB459
if_equal EFFECT_LEECH_SEED, BattleAIScript_1DB468
jump BattleAIScript_1DB47A
BattleAIScript_1DB44A: @ 81DB44A
if_not_status TARGET, SLP | PSN | BRN | FRZ | PAR | TOX, BattleAIScript_1DB472
jump BattleAIScript_1DB47A
BattleAIScript_1DB459: @ 81DB459
if_not_status2 TARGET, S_CONFUSED, BattleAIScript_1DB472
jump BattleAIScript_1DB47A
BattleAIScript_1DB468: @ 81DB468
if_status3 TARGET, S_LEECH_SEED, BattleAIScript_1DB47A
BattleAIScript_1DB472: @ 81DB472
if_random 100, BattleAIScript_1DB47A
score +1
BattleAIScript_1DB47A: @ 81DB47A
end
BattleAIScript_1DB47B: @ 81DB47B
if_damage_bonus 10, BattleAIScript_1DB4A0
if_damage_bonus 20, BattleAIScript_1DB4A0
if_would_go_first USER, BattleAIScript_1DB499
if_hp_more_than USER, 40, BattleAIScript_1DB4A0
jump BattleAIScript_1DB4A2
BattleAIScript_1DB499: @ 81DB499
if_hp_less_than USER, 60, BattleAIScript_1DB4A2
BattleAIScript_1DB4A0: @ 81DB4A0
score -1
BattleAIScript_1DB4A2: @ 81DB4A2
end
BattleAIScript_1DB4A3: @ 81DB4A3
if_would_go_first USER, BattleAIScript_1DB4C1
get_move TARGET
get_move_power
if_equal 0, BattleAIScript_1DB4B9
score +1
jump BattleAIScript_1DB4C1
BattleAIScript_1DB4B9: @ 81DB4B9
if_random 100, BattleAIScript_1DB4C1
score -1
BattleAIScript_1DB4C1: @ 81DB4C1
end
BattleAIScript_1DB4C2: @ 81DB4C2
if_status TARGET, SLP, BattleAIScript_1DB556
if_status2 TARGET, S_INFATUATED, BattleAIScript_1DB556
if_status2 TARGET, S_CONFUSED, BattleAIScript_1DB556
if_hp_more_than USER, 30, BattleAIScript_1DB4EF
if_random 10, BattleAIScript_1DB4EF
score -1
BattleAIScript_1DB4EF: @ 81DB4EF
if_hp_more_than USER, 50, BattleAIScript_1DB4FE
if_random 100, BattleAIScript_1DB4FE
score -1
BattleAIScript_1DB4FE: @ 81DB4FE
get_move TARGET
get_move_power
if_equal 0, BattleAIScript_1DB52D
if_not_taunted BattleAIScript_1DB514
if_random 100, BattleAIScript_1DB514
score +1
BattleAIScript_1DB514: @ 81DB514
get_move TARGET
get_move_type
if_not_in_bytes TypeList_1DB559, BattleAIScript_1DB556
if_random 100, BattleAIScript_1DB558
score +1
jump BattleAIScript_1DB558
BattleAIScript_1DB52D: @ 81DB52D
if_not_taunted BattleAIScript_1DB53A
if_random 100, BattleAIScript_1DB53A
score +1
BattleAIScript_1DB53A: @ 81DB53A
get_type 0
if_in_bytes TypeList_1DB559, BattleAIScript_1DB558
get_type 2
if_in_bytes TypeList_1DB559, BattleAIScript_1DB558
if_random 50, BattleAIScript_1DB558
BattleAIScript_1DB556: @ 81DB556
score -1
BattleAIScript_1DB558: @ 81DB558
end
TypeList_1DB559: @ 81DB559
.byte TYPE_NORMAL
.byte TYPE_FIGHTING
.byte TYPE_FLYING
.byte TYPE_POISON
.byte TYPE_GROUND
.byte TYPE_ROCK
.byte TYPE_BUG
.byte TYPE_GHOST
.byte TYPE_STEEL
.byte -1
BattleAIScript_1DB563: @ 81DB563
if_last_move_did_damage TARGET, 0, BattleAIScript_1DB57C
if_would_go_first USER, BattleAIScript_1DB589
get_move TARGET
get_move_effect
if_not_in_bytes MoveEffectList_1DB58C, BattleAIScript_1DB589
BattleAIScript_1DB57C: @ 81DB57C
if_random 30, BattleAIScript_1DB58B
score +3
jump BattleAIScript_1DB58B
BattleAIScript_1DB589: @ 81DB589
score -2
BattleAIScript_1DB58B: @ 81DB58B
end
MoveEffectList_1DB58C: @ 81DB58C
.byte EFFECT_DREAM_EATER
.byte EFFECT_ATTACK_UP
.byte EFFECT_DEFENSE_UP
.byte EFFECT_SPEED_UP
.byte EFFECT_SPECIAL_ATTACK_UP
.byte EFFECT_HAZE
.byte EFFECT_ROAR
.byte EFFECT_CONVERSION
.byte EFFECT_TOXIC
.byte EFFECT_LIGHT_SCREEN
.byte EFFECT_REST
.byte EFFECT_SUPER_FANG
.byte EFFECT_SPECIAL_DEFENSE_UP_2
.byte EFFECT_CONFUSE
.byte EFFECT_POISON
.byte EFFECT_PARALYZE
.byte EFFECT_LEECH_SEED
.byte EFFECT_SPLASH
.byte EFFECT_ATTACK_UP_2
.byte EFFECT_ENCORE
.byte EFFECT_CONVERSION_2
.byte EFFECT_LOCK_ON
.byte EFFECT_HEAL_BELL
.byte EFFECT_MEAN_LOOK
.byte EFFECT_NIGHTMARE
.byte EFFECT_PROTECT
.byte EFFECT_SKILL_SWAP
.byte EFFECT_FORESIGHT
.byte EFFECT_PERISH_SONG
.byte EFFECT_SANDSTORM
.byte EFFECT_ENDURE
.byte EFFECT_SWAGGER
.byte EFFECT_ATTRACT
.byte EFFECT_SAFEGUARD
.byte EFFECT_RAIN_DANCE
.byte EFFECT_SUNNY_DAY
.byte EFFECT_BELLY_DRUM
.byte EFFECT_PSYCH_UP
.byte EFFECT_FUTURE_SIGHT
.byte EFFECT_FAKE_OUT
.byte EFFECT_STOCKPILE
.byte EFFECT_SPIT_UP
.byte EFFECT_SWALLOW
.byte EFFECT_HAIL
.byte EFFECT_TORMENT
.byte EFFECT_WILL_O_WISP
.byte EFFECT_FOLLOW_ME
.byte EFFECT_CHARGE
.byte EFFECT_TRICK
.byte EFFECT_ROLE_PLAY
.byte EFFECT_INGRAIN
.byte EFFECT_RECYCLE
.byte EFFECT_KNOCK_OFF
.byte EFFECT_SKILL_SWAP
.byte EFFECT_IMPRISON
.byte EFFECT_REFRESH
.byte EFFECT_GRUDGE
.byte EFFECT_TEETER_DANCE
.byte EFFECT_MUD_SPORT
.byte EFFECT_WATER_SPORT
.byte EFFECT_DRAGON_DANCE
.byte EFFECT_CAMOUFLAGE
.byte -1
BattleAIScript_1DB5CB: @ 81DB5CB
if_hp_less_than TARGET, 80, BattleAIScript_1DB5F4
if_would_go_first USER, BattleAIScript_1DB5E6
if_hp_more_than USER, 40, BattleAIScript_1DB5F4
score +1
jump BattleAIScript_1DB5F6
BattleAIScript_1DB5E6: @ 81DB5E6
if_hp_more_than USER, 60, BattleAIScript_1DB5F4
score +1
jump BattleAIScript_1DB5F6
BattleAIScript_1DB5F4: @ 81DB5F4
score -1
BattleAIScript_1DB5F6: @ 81DB5F6
end
BattleAIScript_1DB5F7: @ 81DB5F7
score +2
end
BattleAIScript_1DB5FA: @ 81DB5FA
if_random 128, BattleAIScript_1DB602
score +2
BattleAIScript_1DB602: @ 81DB602
end
BattleAIScript_1DB603: @ 81DB603
score +2
end
BattleAIScript_1DB606: @ 81DB606
score -1
if_would_go_first USER, BattleAIScript_1DB63B
if_hp_more_than USER, 70, BattleAIScript_1DB63B
if_random 128, BattleAIScript_1DB61D
score +1
BattleAIScript_1DB61D: @ 81DB61D
if_hp_more_than USER, 50, BattleAIScript_1DB63B
if_random 128, BattleAIScript_1DB62C
score +1
BattleAIScript_1DB62C: @ 81DB62C
if_hp_more_than USER, 30, BattleAIScript_1DB63B
if_random 100, BattleAIScript_1DB63B
score +2
BattleAIScript_1DB63B: @ 81DB63B
end
BattleAIScript_1DB63C: @ 81DB63C
if_would_go_first USER, BattleAIScript_1DB65C
if_hp_more_than USER, 33, BattleAIScript_1DB67E
if_hp_more_than USER, 20, BattleAIScript_1DB680
if_hp_less_than USER, 8, BattleAIScript_1DB66F
jump BattleAIScript_1DB671
BattleAIScript_1DB65C: @ 81DB65C
if_hp_more_than USER, 60, BattleAIScript_1DB67E
if_hp_more_than USER, 40, BattleAIScript_1DB680
jump BattleAIScript_1DB671
BattleAIScript_1DB66F: @ 81DB66F
score +1
BattleAIScript_1DB671: @ 81DB671
if_random 100, BattleAIScript_1DB680
score +1
jump BattleAIScript_1DB680
BattleAIScript_1DB67E: @ 81DB67E
score -1
BattleAIScript_1DB680: @ 81DB680
end
BattleAIScript_1DB681: @ 81DB681
if_status TARGET, SLP | PSN | BRN | FRZ | PAR | TOX, BattleAIScript_1DB697
if_status_in_party TARGET, SLP | PSN | BRN | FRZ | PAR | TOX, BattleAIScript_1DB697
score -5
BattleAIScript_1DB697: @ 81DB697
end
BattleAIScript_1DB698: @ 81DB698
get_hold_effect TARGET
if_not_in_bytes HoldEffectList_1DB6B3, BattleAIScript_1DB6B0
if_random 50, BattleAIScript_1DB6B2
score +1
jump BattleAIScript_1DB6B2
BattleAIScript_1DB6B0: @ 81DB6B0
score -2
BattleAIScript_1DB6B2: @ 81DB6B2
end
HoldEffectList_1DB6B3: @ 81DB6B3
.byte HOLD_EFFECT_CURE_SLP
.byte HOLD_EFFECT_CURE_STATUS
.byte HOLD_EFFECT_RESTORE_HP
.byte HOLD_EFFECT_EVASION_UP
.byte HOLD_EFFECT_LEFTOVERS
.byte HOLD_EFFECT_LIGHT_BALL
.byte HOLD_EFFECT_THICK_CLUB
.byte -1
BattleAIScript_1DB6BB: @ 81DB6BB
get_type 1
if_equal TYPE_GHOST, BattleAIScript_1DB700
get_type 3
if_equal TYPE_GHOST, BattleAIScript_1DB700
if_stat_level_more_than USER, DEFENSE, 9, BattleAIScript_1DB709
if_random 128, BattleAIScript_1DB6DB
score +1
BattleAIScript_1DB6DB: @ 81DB6DB
if_stat_level_more_than USER, DEFENSE, 7, BattleAIScript_1DB709
if_random 128, BattleAIScript_1DB6EB
score +1
BattleAIScript_1DB6EB: @ 81DB6EB
if_stat_level_more_than USER, DEFENSE, 6, BattleAIScript_1DB709
if_random 128, BattleAIScript_1DB709
score +1
jump BattleAIScript_1DB709
BattleAIScript_1DB700: @ 81DB700
if_hp_more_than USER, 80, BattleAIScript_1DB709
score -1
BattleAIScript_1DB709: @ 81DB709
end
BattleAIScript_1DB70A: @ 81DB70A
get_protect_count USER
if_more_than 1, BattleAIScript_1DB7C8
if_status USER, TOX, BattleAIScript_1DB7BF
if_status2 USER, S_CURSED, BattleAIScript_1DB7BF
if_status3 USER, S_PERISH_SONG, BattleAIScript_1DB7BF
if_status2 USER, S_INFATUATED, BattleAIScript_1DB7BF
if_status3 USER, S_LEECH_SEED, BattleAIScript_1DB7BF
if_status3 USER, S_YAWN, BattleAIScript_1DB7BF
if_move_effect TARGET, EFFECT_RESTORE_HP, BattleAIScript_1DB7BF
if_move_effect TARGET, EFFECT_DEFENSE_CURL, BattleAIScript_1DB7BF
if_status TARGET, TOX, BattleAIScript_1DB7A6
if_status2 TARGET, S_CURSED, BattleAIScript_1DB7A6
if_status3 TARGET, S_PERISH_SONG, BattleAIScript_1DB7A6
if_status2 TARGET, S_INFATUATED, BattleAIScript_1DB7A6
if_status3 TARGET, S_LEECH_SEED, BattleAIScript_1DB7A6
if_status3 TARGET, S_YAWN, BattleAIScript_1DB7A6
get_move TARGET
get_move_effect
if_not_equal EFFECT_LOCK_ON, BattleAIScript_1DB7A6
jump BattleAIScript_1DB7A8
BattleAIScript_1DB7A6: @ 81DB7A6
score +2
BattleAIScript_1DB7A8: @ 81DB7A8
get_protect_count USER
if_equal 0, BattleAIScript_1DB7CA
score -1
if_random 128, BattleAIScript_1DB7CA
score -1
jump BattleAIScript_1DB7CA
BattleAIScript_1DB7BF: @ 81DB7BF
get_move TARGET
get_move_effect
if_not_equal EFFECT_LOCK_ON, BattleAIScript_1DB7CA
BattleAIScript_1DB7C8: @ 81DB7C8
score -2
BattleAIScript_1DB7CA: @ 81DB7CA
end
BattleAIScript_1DB7CB: @ 81DB7CB
get_type 1
if_equal TYPE_GHOST, BattleAIScript_1DB7EA
get_type 3
if_equal TYPE_GHOST, BattleAIScript_1DB7EA
if_stat_level_more_than USER, EVASION, 8, BattleAIScript_1DB7F0
score -2
jump BattleAIScript_1DB7F8
BattleAIScript_1DB7EA: @ 81DB7EA
if_random 80, BattleAIScript_1DB7F8
BattleAIScript_1DB7F0: @ 81DB7F0
if_random 80, BattleAIScript_1DB7F8
score +2
BattleAIScript_1DB7F8: @ 81DB7F8
end
BattleAIScript_1DB7F9: @ 81DB7F9
if_hp_less_than USER, 4, BattleAIScript_1DB807
if_hp_less_than USER, 35, BattleAIScript_1DB80E
BattleAIScript_1DB807: @ 81DB807
score -1
jump BattleAIScript_1DB816
BattleAIScript_1DB80E: @ 81DB80E
if_random 70, BattleAIScript_1DB816
score +1
BattleAIScript_1DB816: @ 81DB816
end
BattleAIScript_1DB817: @ 81DB817
if_stat_level_more_than USER, ATTACK, 8, BattleAIScript_1DB844
if_stat_level_more_than USER, DEFENSE, 8, BattleAIScript_1DB844
if_stat_level_more_than USER, SP_ATTACK, 8, BattleAIScript_1DB844
if_stat_level_more_than USER, SP_DEFENSE, 8, BattleAIScript_1DB844
if_stat_level_more_than USER, EVASION, 8, BattleAIScript_1DB844
jump BattleAIScript_1DB86A
BattleAIScript_1DB844: @ 81DB844
if_would_go_first USER, BattleAIScript_1DB856
if_hp_more_than USER, 60, BattleAIScript_1DB8B2
jump BattleAIScript_1DB85D
BattleAIScript_1DB856: @ 81DB856
if_hp_more_than USER, 70, BattleAIScript_1DB8B2
BattleAIScript_1DB85D: @ 81DB85D
if_random 80, BattleAIScript_1DB8B2
score +2
jump BattleAIScript_1DB8B2
BattleAIScript_1DB86A: @ 81DB86A
if_stat_level_more_than USER, ATTACK, 7, BattleAIScript_1DB897
if_stat_level_more_than USER, DEFENSE, 7, BattleAIScript_1DB897
if_stat_level_more_than USER, SP_ATTACK, 7, BattleAIScript_1DB897
if_stat_level_more_than USER, SP_DEFENSE, 7, BattleAIScript_1DB897
if_stat_level_more_than USER, EVASION, 7, BattleAIScript_1DB897
jump BattleAIScript_1DB8B0
BattleAIScript_1DB897: @ 81DB897
if_would_go_first USER, BattleAIScript_1DB8A9
if_hp_more_than USER, 60, BattleAIScript_1DB8B0
jump BattleAIScript_1DB8B2
BattleAIScript_1DB8A9: @ 81DB8A9
if_hp_less_than USER, 70, BattleAIScript_1DB8B2
BattleAIScript_1DB8B0: @ 81DB8B0
score -2
BattleAIScript_1DB8B2: @ 81DB8B2
end
BattleAIScript_1DB8B3: @ 81DB8B3
is_first_turn USER
if_not_equal 0, BattleAIScript_1DB8E8
get_type 0
if_equal TYPE_GHOST, BattleAIScript_1DB8E0
get_type 0
if_equal TYPE_PSYCHIC, BattleAIScript_1DB8E0
get_type 2
if_equal TYPE_GHOST, BattleAIScript_1DB8E0
get_type 2
if_equal TYPE_PSYCHIC, BattleAIScript_1DB8E0
jump BattleAIScript_1DB8E8
BattleAIScript_1DB8E0: @ 81DB8E0
if_random 128, BattleAIScript_1DB8E8
score +1
BattleAIScript_1DB8E8: @ 81DB8E8
end
BattleAIScript_1DB8E9: @ 81DB8E9
if_would_go_first TARGET, BattleAIScript_1DB8F7
get_ability USER
if_equal ABILITY_SWIFT_SWIM, BattleAIScript_1DB91E
BattleAIScript_1DB8F7: @ 81DB8F7
if_hp_less_than USER, 40, BattleAIScript_1DB925
get_weather
if_equal WEATHER_HAIL, BattleAIScript_1DB91E
if_equal WEATHER_SUN, BattleAIScript_1DB91E
if_equal WEATHER_SANDSTORM, BattleAIScript_1DB91E
get_ability USER
if_equal ABILITY_RAIN_DISH, BattleAIScript_1DB91E
jump BattleAIScript_1DB927
BattleAIScript_1DB91E: @ 81DB91E
score +1
jump BattleAIScript_1DB927
BattleAIScript_1DB925: @ 81DB925
score -1
BattleAIScript_1DB927: @ 81DB927
end
BattleAIScript_1DB928: @ 81DB928
if_hp_less_than USER, 40, BattleAIScript_1DB94E
get_weather
if_equal WEATHER_HAIL, BattleAIScript_1DB947
if_equal WEATHER_RAIN, BattleAIScript_1DB947
if_equal WEATHER_SANDSTORM, BattleAIScript_1DB947
jump BattleAIScript_1DB950
BattleAIScript_1DB947: @ 81DB947
score +1
jump BattleAIScript_1DB950
BattleAIScript_1DB94E: @ 81DB94E
score -1
BattleAIScript_1DB950: @ 81DB950
end
BattleAIScript_1DB951: @ 81DB951
if_hp_less_than USER, 90, BattleAIScript_1DB95D
jump BattleAIScript_1DB95F
BattleAIScript_1DB95D: @ 81DB95D
score -2
BattleAIScript_1DB95F: @ 81DB95F
end
BattleAIScript_1DB960: @ 81DB960
if_stat_level_more_than TARGET, ATTACK, 8, BattleAIScript_1DB98D
if_stat_level_more_than TARGET, DEFENSE, 8, BattleAIScript_1DB98D
if_stat_level_more_than TARGET, SP_ATTACK, 8, BattleAIScript_1DB98D
if_stat_level_more_than TARGET, SP_DEFENSE, 8, BattleAIScript_1DB98D
if_stat_level_more_than TARGET, EVASION, 8, BattleAIScript_1DB98D
jump BattleAIScript_1DB9CA
BattleAIScript_1DB98D: @ 81DB98D
if_stat_level_less_than USER, ATTACK, 7, BattleAIScript_1DB9C2
if_stat_level_less_than USER, DEFENSE, 7, BattleAIScript_1DB9C2
if_stat_level_less_than USER, SP_ATTACK, 7, BattleAIScript_1DB9C2
if_stat_level_less_than USER, SP_DEFENSE, 7, BattleAIScript_1DB9C2
if_stat_level_less_than USER, EVASION, 7, BattleAIScript_1DB9C0
if_random 50, BattleAIScript_1DB9CC
jump BattleAIScript_1DB9CA
BattleAIScript_1DB9C0: @ 81DB9C0
score +1
BattleAIScript_1DB9C2: @ 81DB9C2
if_random 128, BattleAIScript_1DB9CC
score +1
BattleAIScript_1DB9CA: @ 81DB9CA
score -2
BattleAIScript_1DB9CC: @ 81DB9CC
end
BattleAIScript_1DB9CD: @ 81DB9CD
if_status TARGET, SLP, BattleAIScript_1DBA61
if_status2 TARGET, S_INFATUATED, BattleAIScript_1DBA61
if_status2 TARGET, S_CONFUSED, BattleAIScript_1DBA61
if_hp_more_than USER, 30, BattleAIScript_1DB9FA
if_random 10, BattleAIScript_1DB9FA
score -1
BattleAIScript_1DB9FA: @ 81DB9FA
if_hp_more_than USER, 50, BattleAIScript_1DBA09
if_random 100, BattleAIScript_1DBA09
score -1
BattleAIScript_1DBA09: @ 81DBA09
get_move TARGET
get_move_power
if_equal 0, BattleAIScript_1DBA38
if_not_taunted BattleAIScript_1DBA1F
if_random 100, BattleAIScript_1DBA1F
score +1
BattleAIScript_1DBA1F: @ 81DBA1F
get_move TARGET
get_move_type
if_not_in_bytes TypeList_1DBA64, BattleAIScript_1DBA61
if_random 100, BattleAIScript_1DBA63
score +1
jump BattleAIScript_1DBA63
BattleAIScript_1DBA38: @ 81DBA38
if_not_taunted BattleAIScript_1DBA45
if_random 100, BattleAIScript_1DBA45
score +1
BattleAIScript_1DBA45: @ 81DBA45
get_type 0
if_in_bytes TypeList_1DBA64, BattleAIScript_1DBA63
get_type 2
if_in_bytes TypeList_1DBA64, BattleAIScript_1DBA63
if_random 50, BattleAIScript_1DBA63
BattleAIScript_1DBA61: @ 81DBA61
score -1
BattleAIScript_1DBA63: @ 81DBA63
end
TypeList_1DBA64: @ 81DBA64
.byte TYPE_FIRE
.byte TYPE_WATER
.byte TYPE_GRASS
.byte TYPE_ELECTRIC
.byte TYPE_PSYCHIC
.byte TYPE_ICE
.byte TYPE_DRAGON
.byte TYPE_DARK
.byte -1
BattleAIScript_1DBA6D: @ 81DBA6D
if_damage_bonus 10, BattleAIScript_1DBA8E
if_damage_bonus 20, BattleAIScript_1DBA8E
if_move_effect TARGET, EFFECT_PROTECT, BattleAIScript_1DBA8E
if_hp_more_than USER, 38, BattleAIScript_1DBA90
score -1
jump BattleAIScript_1DBA90
BattleAIScript_1DBA8E: @ 81DBA8E
score -2
BattleAIScript_1DBA90: @ 81DBA90
end
BattleAIScript_1DBA91: @ 81DBA91
if_not_move_effect TARGET, EFFECT_PROTECT, BattleAIScript_1DBA9F
score -1
jump BattleAIScript_1DBB16
BattleAIScript_1DBA9F: @ 81DBA9F
if_status TARGET, TOX, BattleAIScript_1DBB0E
if_status2 TARGET, S_CURSED, BattleAIScript_1DBB0E
if_status3 TARGET, S_LEECH_SEED, BattleAIScript_1DBB0E
get_weather
if_equal WEATHER_HAIL, BattleAIScript_1DBACF
if_equal WEATHER_SANDSTORM, BattleAIScript_1DBAEA
jump BattleAIScript_1DBAFA
BattleAIScript_1DBACF: @ 81DBACF
get_type 1
if_in_bytes TypeList_1DBB17, BattleAIScript_1DBB0E
get_type 3
if_in_bytes TypeList_1DBB17, BattleAIScript_1DBB0E
jump BattleAIScript_1DBAFA
BattleAIScript_1DBAEA: @ 81DBAEA
get_type 1
if_equal TYPE_ICE, BattleAIScript_1DBB0E
get_type 3
if_equal TYPE_ICE, BattleAIScript_1DBB0E
BattleAIScript_1DBAFA: @ 81DBAFA
if_would_go_first USER, BattleAIScript_1DBB16
get_move TARGET
get_move_effect
if_not_equal EFFECT_LOCK_ON, BattleAIScript_1DBB0E
jump BattleAIScript_1DBB16
BattleAIScript_1DBB0E: @ 81DBB0E
if_random 80, BattleAIScript_1DBB16
score +1
BattleAIScript_1DBB16: @ 81DBB16
end
TypeList_1DBB17: @ 81DBB17
.byte TYPE_GROUND
.byte TYPE_ROCK
.byte TYPE_STEEL
.byte -1
BattleAIScript_1DBB1B: @ 81DBB1B
score +2
end
BattleAIScript_1DBB1E: @ 81DBB1E
get_stockpile_count USER
if_less_than 2, BattleAIScript_1DBB2E
if_random 80, BattleAIScript_1DBB2E
score +2
BattleAIScript_1DBB2E: @ 81DBB2E
end
BattleAIScript_1DBB2F: @ 81DBB2F
if_hp_less_than USER, 40, BattleAIScript_1DBB55
get_weather
if_equal WEATHER_SUN, BattleAIScript_1DBB4E
if_equal WEATHER_RAIN, BattleAIScript_1DBB4E
if_equal WEATHER_SANDSTORM, BattleAIScript_1DBB4E
jump BattleAIScript_1DBB57
BattleAIScript_1DBB4E: @ 81DBB4E
score +1
jump BattleAIScript_1DBB57
BattleAIScript_1DBB55: @ 81DBB55
score -1
BattleAIScript_1DBB57: @ 81DBB57
end
BattleAIScript_1DBB58: @ 81DBB58
if_not_status TARGET, PSN | BRN | PAR | TOX, BattleAIScript_1DBB64
score +1
BattleAIScript_1DBB64: @ 81DBB64
end
BattleAIScript_1DBB65: @ 81DBB65
if_damage_bonus 10, BattleAIScript_1DBBA4
if_damage_bonus 20, BattleAIScript_1DBBA4
if_status TARGET, SLP, BattleAIScript_1DBBB1
if_status2 TARGET, S_INFATUATED, BattleAIScript_1DBBAB
if_status2 TARGET, S_CONFUSED, BattleAIScript_1DBBAB
is_first_turn USER
if_not_equal 0, BattleAIScript_1DBBB3
if_random 100, BattleAIScript_1DBBB3
score +1
jump BattleAIScript_1DBBB3
BattleAIScript_1DBBA4: @ 81DBBA4
score -1
jump BattleAIScript_1DBBB3
BattleAIScript_1DBBAB: @ 81DBBAB
if_random 100, BattleAIScript_1DBBB3
BattleAIScript_1DBBB1: @ 81DBBB1
score +1
BattleAIScript_1DBBB3: @ 81DBBB3
end
BattleAIScript_1DBBB4: @ 81DBBB4
if_status TARGET, PAR, BattleAIScript_1DBBC3
jump BattleAIScript_1DBBC5
BattleAIScript_1DBBC3: @ 81DBBC3
score +1
BattleAIScript_1DBBC5: @ 81DBBC5
end
BattleAIScript_1DBBC6: @ 81DBBC6
get_hold_effect USER
if_in_bytes HoldEffectList_1DBC0F, BattleAIScript_1DBBE1
if_in_bytes HoldEffectList_1DBC07, BattleAIScript_1DBBF3
BattleAIScript_1DBBDA: @ 81DBBDA
score -3
jump BattleAIScript_1DBC06
BattleAIScript_1DBBE1: @ 81DBBE1
get_hold_effect TARGET
if_in_bytes HoldEffectList_1DBC0F, BattleAIScript_1DBBDA
score +5
jump BattleAIScript_1DBC06
BattleAIScript_1DBBF3: @ 81DBBF3
get_hold_effect TARGET
if_in_bytes HoldEffectList_1DBC07, BattleAIScript_1DBBDA
if_random 50, BattleAIScript_1DBC06
score +2
BattleAIScript_1DBC06: @ 81DBC06
end
HoldEffectList_1DBC07: @ 81DBC07
.byte HOLD_EFFECT_CONFUSE_SPICY
.byte HOLD_EFFECT_CONFUSE_DRY
.byte HOLD_EFFECT_CONFUSE_SWEET
.byte HOLD_EFFECT_CONFUSE_BITTER
.byte HOLD_EFFECT_CONFUSE_SOUR
.byte HOLD_EFFECT_MACHO_BRACE
.byte HOLD_EFFECT_CHOICE_BAND
.byte -1
HoldEffectList_1DBC0F: @ 81DBC0F
.byte HOLD_EFFECT_CHOICE_BAND
.byte -1
BattleAIScript_1DBC11: @ 81DBC11
get_ability USER
if_in_bytes AbilityList_1DBC37, BattleAIScript_1DBC27
get_ability TARGET
if_in_bytes AbilityList_1DBC37, BattleAIScript_1DBC2E
BattleAIScript_1DBC27: @ 81DBC27
score -1
jump BattleAIScript_1DBC36
BattleAIScript_1DBC2E: @ 81DBC2E
if_random 50, BattleAIScript_1DBC36
score +2
BattleAIScript_1DBC36: @ 81DBC36
end
AbilityList_1DBC37: @ 81DBC37
.byte ABILITY_SPEED_BOOST
.byte ABILITY_BATTLE_ARMOR
.byte ABILITY_SAND_VEIL
.byte ABILITY_STATIC
.byte ABILITY_FLASH_FIRE
.byte ABILITY_WONDER_GUARD
.byte ABILITY_EFFECT_SPORE
.byte ABILITY_SWIFT_SWIM
.byte ABILITY_HUGE_POWER
.byte ABILITY_RAIN_DISH
.byte ABILITY_CUTE_CHARM
.byte ABILITY_SHED_SKIN
.byte ABILITY_MARVEL_SCALE
.byte ABILITY_PURE_POWER
.byte ABILITY_CHLOROPHYLL
.byte ABILITY_SHIELD_DUST
.byte -1
BattleAIScript_1DBC48: @ 81DBC48
if_damage_bonus 10, BattleAIScript_1DBC75
if_damage_bonus 20, BattleAIScript_1DBC75
if_stat_level_less_than USER, ATTACK, 6, BattleAIScript_1DBC75
if_would_go_first USER, BattleAIScript_1DBC6E
if_hp_more_than USER, 40, BattleAIScript_1DBC75
jump BattleAIScript_1DBC77
BattleAIScript_1DBC6E: @ 81DBC6E
if_hp_less_than USER, 60, BattleAIScript_1DBC77
BattleAIScript_1DBC75: @ 81DBC75
score -1
BattleAIScript_1DBC77: @ 81DBC77
end
BattleAIScript_1DBC78: @ 81DBC78
if_hp_more_than TARGET, 30, BattleAIScript_1DBC87
if_random 100, BattleAIScript_1DBC87
score -1
BattleAIScript_1DBC87: @ 81DBC87
is_first_turn USER
if_equal 0, BattleAIScript_1DBCA2
if_random 150, BattleAIScript_1DBCAA
score +1
jump BattleAIScript_1DBCAA
@ unreferenced
if_random 50, BattleAIScript_1DBCAA
BattleAIScript_1DBCA2: @ 81DBCA2
if_random 30, BattleAIScript_1DBCAA
score -1
BattleAIScript_1DBCAA: @ 81DBCAA
end
BattleAIScript_1DBCAB: @ 81DBCAB
get_item USER
if_not_in_bytes ItemList_1DBCC6, BattleAIScript_1DBCC3
if_random 50, BattleAIScript_1DBCC5
score +1
jump BattleAIScript_1DBCC5
BattleAIScript_1DBCC3: @ 81DBCC3
score -2
BattleAIScript_1DBCC5: @ 81DBCC5
end
ItemList_1DBCC6: @ 81DBCC6
.byte ITEM_CHESTO_BERRY
.byte ITEM_LUM_BERRY
.byte ITEM_STARF_BERRY
.byte -1
BattleAIScript_1DBCCA: @ 81DBCCA
if_status TARGET, SLP, BattleAIScript_1DBCF5
if_status2 TARGET, S_INFATUATED, BattleAIScript_1DBCF5
if_status2 TARGET, S_CONFUSED, BattleAIScript_1DBCF5
if_random 180, BattleAIScript_1DBCF5
score +2
jump BattleAIScript_1DBCF7
BattleAIScript_1DBCF5: @ 81DBCF5
score -2
BattleAIScript_1DBCF7: @ 81DBCF7
end
BattleAIScript_1DBCF8: @ 81DBCF8
if_status4 TARGET, S_REFLECT, BattleAIScript_1DBD07
jump BattleAIScript_1DBD09
BattleAIScript_1DBD07: @ 81DBD07
score +1
BattleAIScript_1DBD09: @ 81DBD09
end
BattleAIScript_1DBD0A: @ 81DBD0A
if_hp_less_than TARGET, 30, BattleAIScript_1DBD21
is_first_turn USER
if_more_than 0, BattleAIScript_1DBD21
if_random 180, BattleAIScript_1DBD21
score +1
BattleAIScript_1DBD21: @ 81DBD21
end
BattleAIScript_1DBD22: @ 81DBD22
if_hp_less_than TARGET, 70, BattleAIScript_1DBD4B
if_would_go_first USER, BattleAIScript_1DBD3D
if_hp_more_than USER, 40, BattleAIScript_1DBD4B
score +1
jump BattleAIScript_1DBD4D
BattleAIScript_1DBD3D: @ 81DBD3D
if_hp_more_than USER, 50, BattleAIScript_1DBD4B
score +1
jump BattleAIScript_1DBD4D
BattleAIScript_1DBD4B: @ 81DBD4B
score -1
BattleAIScript_1DBD4D: @ 81DBD4D
end
BattleAIScript_1DBD4E: @ 81DBD4E
if_damage_bonus 10, BattleAIScript_1DBD73
if_damage_bonus 20, BattleAIScript_1DBD73
if_would_go_first USER, BattleAIScript_1DBD6C
if_hp_more_than TARGET, 50, BattleAIScript_1DBD75
jump BattleAIScript_1DBD73
BattleAIScript_1DBD6C: @ 81DBD6C
if_hp_more_than TARGET, 70, BattleAIScript_1DBD75
BattleAIScript_1DBD73: @ 81DBD73
score -1
BattleAIScript_1DBD75: @ 81DBD75
end
BattleAIScript_1DBD76: @ 81DBD76
is_first_turn USER
if_more_than 0, BattleAIScript_1DBD86
if_random 100, BattleAIScript_1DBD86
score +2
BattleAIScript_1DBD86: @ 81DBD86
end
BattleAIScript_1DBD87: @ 81DBD87
if_hp_less_than TARGET, 50, BattleAIScript_1DBD93
jump BattleAIScript_1DBD95
BattleAIScript_1DBD93: @ 81DBD93
score -1
BattleAIScript_1DBD95: @ 81DBD95
end
BattleAIScript_1DBD96: @ 81DBD96
is_first_turn USER
if_equal 1, BattleAIScript_1DBDDD
if_random 30, BattleAIScript_1DBDFF
if_would_go_first USER, BattleAIScript_1DBDC3
if_hp_not_equal USER, 100, BattleAIScript_1DBDF7
if_hp_less_than TARGET, 70, BattleAIScript_1DBDF7
if_random 60, BattleAIScript_1DBDFF
jump BattleAIScript_1DBDF7
BattleAIScript_1DBDC3: @ 81DBDC3
if_hp_more_than TARGET, 25, BattleAIScript_1DBDF7
if_move_effect TARGET, EFFECT_RESTORE_HP, BattleAIScript_1DBDDD
if_move_effect TARGET, EFFECT_DEFENSE_CURL, BattleAIScript_1DBDDD
jump BattleAIScript_1DBDEA
BattleAIScript_1DBDDD: @ 81DBDDD
if_random 150, BattleAIScript_1DBDFF
score +2
jump BattleAIScript_1DBDFF
BattleAIScript_1DBDEA: @ 81DBDEA
if_random 230, BattleAIScript_1DBDF7
score +1
jump BattleAIScript_1DBDFF
BattleAIScript_1DBDF7: @ 81DBDF7
if_random 30, BattleAIScript_1DBDFF
score -2
BattleAIScript_1DBDFF: @ 81DBDFF
end
BattleAIScript_1DBE00: @ 81DBE00
if_hp_less_than USER, 50, BattleAIScript_1DBE23
get_type 0
if_equal TYPE_ELECTRIC, BattleAIScript_1DBE1C
get_type 2
if_equal TYPE_ELECTRIC, BattleAIScript_1DBE1C
jump BattleAIScript_1DBE23
BattleAIScript_1DBE1C: @ 81DBE1C
score +1
jump BattleAIScript_1DBE25
BattleAIScript_1DBE23: @ 81DBE23
score -1
BattleAIScript_1DBE25: @ 81DBE25
end
BattleAIScript_1DBE26: @ 81DBE26
if_damage_bonus 10, BattleAIScript_1DBE4B
if_damage_bonus 20, BattleAIScript_1DBE4B
if_would_go_first USER, BattleAIScript_1DBE44
if_hp_more_than USER, 60, BattleAIScript_1DBE4D
jump BattleAIScript_1DBE4B
BattleAIScript_1DBE44: @ 81DBE44
if_hp_more_than USER, 80, BattleAIScript_1DBE4D
BattleAIScript_1DBE4B: @ 81DBE4B
score -1
BattleAIScript_1DBE4D: @ 81DBE4D
end
BattleAIScript_1DBE4E: @ 81DBE4E
if_hp_less_than USER, 50, BattleAIScript_1DBE71
get_type 0
if_equal TYPE_FIRE, BattleAIScript_1DBE6A
get_type 2
if_equal TYPE_FIRE, BattleAIScript_1DBE6A
jump BattleAIScript_1DBE71
BattleAIScript_1DBE6A: @ 81DBE6A
score +1
jump BattleAIScript_1DBE73
BattleAIScript_1DBE71: @ 81DBE71
score -1
BattleAIScript_1DBE73: @ 81DBE73
end
BattleAIScript_1DBE74: @ 81DBE74
if_would_go_first USER, BattleAIScript_1DBE8E
if_hp_more_than USER, 50, BattleAIScript_1DBE96
if_random 70, BattleAIScript_1DBE96
score -1
jump BattleAIScript_1DBE96
BattleAIScript_1DBE8E: @ 81DBE8E
if_random 128, BattleAIScript_1DBE96
score +1
BattleAIScript_1DBE96: @ 81DBE96
end
AI_TryToFaint: @ 81DBE97
if_can_faint BattleAIScript_1DBEA4
is_most_powerful_move
if_equal 1, BattleAIScript_1DA84C
end
BattleAIScript_1DBEA4: @ 81DBEA4
if_effect EFFECT_EXPLOSION, BattleAIScript_1DBEB4
if_not_effect EFFECT_QUICK_ATTACK, BattleAIScript_1DBEB2
score +2
BattleAIScript_1DBEB2: @ 81DBEB2
score +4
BattleAIScript_1DBEB4: @ 81DBEB4
end
AI_SetupFirstTurn: @ 81DBEB5
get_turn_count
if_not_equal 0, BattleAIScript_1DBECE
get_effect
if_not_in_bytes MoveEffectList_1DBECF, BattleAIScript_1DBECE
if_random 80, BattleAIScript_1DBECE
score +2
BattleAIScript_1DBECE: @ 81DBECE
end
MoveEffectList_1DBECF: @ 81DBECF
.byte EFFECT_ATTACK_UP
.byte EFFECT_DEFENSE_UP
.byte EFFECT_SPEED_UP
.byte EFFECT_SPECIAL_ATTACK_UP
.byte EFFECT_SPECIAL_DEFENSE_UP
.byte EFFECT_ACCURACY_UP
.byte EFFECT_EVASION_UP
.byte EFFECT_ATTACK_DOWN
.byte EFFECT_DEFENSE_DOWN
.byte EFFECT_SPEED_DOWN
.byte EFFECT_SPECIAL_ATTACK_DOWN
.byte EFFECT_SPECIAL_DEFENSE_DOWN
.byte EFFECT_ACCURACY_DOWN
.byte EFFECT_EVASION_DOWN
.byte EFFECT_CONVERSION
.byte EFFECT_LIGHT_SCREEN
.byte EFFECT_SPECIAL_DEFENSE_UP_2
.byte EFFECT_FOCUS_ENERGY
.byte EFFECT_CONFUSE
.byte EFFECT_ATTACK_UP_2
.byte EFFECT_DEFENSE_UP_2
.byte EFFECT_SPEED_UP_2
.byte EFFECT_SPECIAL_ATTACK_UP_2
.byte EFFECT_SPECIAL_DEFENSE_UP_2
.byte EFFECT_ACCURACY_UP_2
.byte EFFECT_EVASION_UP_2
.byte EFFECT_ATTACK_DOWN_2
.byte EFFECT_DEFENSE_DOWN_2
.byte EFFECT_SPEED_DOWN_2
.byte EFFECT_SPECIAL_ATTACK_DOWN_2
.byte EFFECT_SPECIAL_DEFENSE_DOWN_2
.byte EFFECT_ACCURACY_DOWN_2
.byte EFFECT_EVASION_DOWN_2
.byte EFFECT_REFLECT
.byte EFFECT_POISON
.byte EFFECT_PARALYZE
.byte EFFECT_SUBSTITUTE
.byte EFFECT_LEECH_SEED
.byte EFFECT_MINIMIZE
.byte EFFECT_CURSE
.byte EFFECT_SWAGGER
.byte EFFECT_CAMOUFLAGE
.byte EFFECT_YAWN
.byte EFFECT_DEFENSE_CURL
.byte EFFECT_TORMENT
.byte EFFECT_FLATTER
.byte EFFECT_WILL_O_WISP
.byte EFFECT_INGRAIN
.byte EFFECT_IMPRISON
.byte EFFECT_TEETER_DANCE
.byte EFFECT_TICKLE
.byte EFFECT_COSMIC_POWER
.byte EFFECT_BULK_UP
.byte EFFECT_CALM_MIND
.byte EFFECT_CAMOUFLAGE
.byte -1
AI_PreferStrongestMove: @ 81DBF07
is_most_powerful_move
if_not_equal 0, BattleAIScript_1DBF16
if_random 100, BattleAIScript_1DBF16
score +2
BattleAIScript_1DBF16: @ 81DBF16
end
AI_Risky: @ 81DBF17
get_effect
if_not_in_bytes MoveEffectList_1DBF2A, BattleAIScript_1DBF29
if_random 128, BattleAIScript_1DBF29
score +2
BattleAIScript_1DBF29: @ 81DBF29
end
MoveEffectList_1DBF2A: @ 81DBF2A
.byte EFFECT_SLEEP
.byte EFFECT_EXPLOSION
.byte EFFECT_MIRROR_MOVE
.byte EFFECT_OHKO
.byte EFFECT_HIGH_CRITICAL
.byte EFFECT_CONFUSE
.byte EFFECT_METRONOME
.byte EFFECT_PSYWAVE
.byte EFFECT_COUNTER
.byte EFFECT_DESTINY_BOND
.byte EFFECT_SWAGGER
.byte EFFECT_ATTRACT
.byte EFFECT_PRESENT
.byte EFFECT_ALL_STATS_UP_HIT
.byte EFFECT_BELLY_DRUM
.byte EFFECT_MIRROR_COAT
.byte EFFECT_FOCUS_PUNCH
.byte EFFECT_REVENGE
.byte EFFECT_TEETER_DANCE
.byte -1
AI_PreferBatonPass: @ 81DBF3E
count_alive_pokemon USER
if_equal 0, BattleAIScript_1DBF62
is_most_powerful_move
if_not_equal 0, BattleAIScript_1DBF62
if_move_effect USER, EFFECT_BATON_PASS, BattleAIScript_1DBF5A
if_random 80, BattleAIScript_1DBF29
BattleAIScript_1DBF5A: @ 81DBF5A
if_random 20, BattleAIScript_1DBF29
score +3
BattleAIScript_1DBF62: @ 81DBF62
end
AI_Nothing: @ 81DBF63
end
AI_HPAware: @ 81DBF64
if_hp_more_than USER, 70, BattleAIScript_1DBF81
if_hp_more_than USER, 30, BattleAIScript_1DBF90
get_effect
if_in_bytes MoveEffectList_1DC024, BattleAIScript_1DBF9F
jump BattleAIScript_1DBFA7
BattleAIScript_1DBF81: @ 81DBF81
get_effect
if_in_bytes MoveEffectList_1DBFEB, BattleAIScript_1DBF9F
jump BattleAIScript_1DBFA7
BattleAIScript_1DBF90: @ 81DBF90
get_effect
if_in_bytes MoveEffectList_1DBFF9, BattleAIScript_1DBF9F
jump BattleAIScript_1DBFA7
BattleAIScript_1DBF9F: @ 81DBF9F
if_random 50, BattleAIScript_1DBFA7
score -2
BattleAIScript_1DBFA7: @ 81DBFA7
if_hp_more_than TARGET, 70, BattleAIScript_1DBFC4
if_hp_more_than TARGET, 30, BattleAIScript_1DBFD3
get_effect
if_in_bytes MoveEffectList_1DC07D, BattleAIScript_1DBFE2
jump BattleAIScript_1DBFEA
BattleAIScript_1DBFC4: @ 81DBFC4
get_effect
if_in_bytes MoveEffectList_1DC054, BattleAIScript_1DBFE2
jump BattleAIScript_1DBFEA
BattleAIScript_1DBFD3: @ 81DBFD3
get_effect
if_in_bytes MoveEffectList_1DC055, BattleAIScript_1DBFE2
jump BattleAIScript_1DBFEA
BattleAIScript_1DBFE2: @ 81DBFE2
if_random 50, BattleAIScript_1DBFEA
score -2
BattleAIScript_1DBFEA: @ 81DBFEA
end
MoveEffectList_1DBFEB: @ 81DBFEB
.byte EFFECT_EXPLOSION
.byte EFFECT_RESTORE_HP
.byte EFFECT_REST
.byte EFFECT_DESTINY_BOND
.byte EFFECT_FLAIL
.byte EFFECT_ENDURE
.byte EFFECT_MORNING_SUN
.byte EFFECT_SYNTHESIS
.byte EFFECT_MOONLIGHT
.byte EFFECT_SOFTBOILED
.byte EFFECT_MEMENTO
.byte EFFECT_GRUDGE
.byte EFFECT_OVERHEAT
.byte -1
MoveEffectList_1DBFF9: @ 81DBFF9
.byte EFFECT_EXPLOSION
.byte EFFECT_ATTACK_UP
.byte EFFECT_DEFENSE_UP
.byte EFFECT_SPEED_UP
.byte EFFECT_SPECIAL_ATTACK_UP
.byte EFFECT_SPECIAL_DEFENSE_UP
.byte EFFECT_ACCURACY_UP
.byte EFFECT_EVASION_UP
.byte EFFECT_ATTACK_DOWN
.byte EFFECT_DEFENSE_DOWN
.byte EFFECT_SPEED_DOWN
.byte EFFECT_SPECIAL_ATTACK_DOWN
.byte EFFECT_SPECIAL_DEFENSE_DOWN
.byte EFFECT_ACCURACY_DOWN
.byte EFFECT_EVASION_DOWN
.byte EFFECT_BIDE
.byte EFFECT_CONVERSION
.byte EFFECT_LIGHT_SCREEN
.byte EFFECT_MIST
.byte EFFECT_FOCUS_ENERGY
.byte EFFECT_ATTACK_UP_2
.byte EFFECT_DEFENSE_UP_2
.byte EFFECT_SPEED_UP_2
.byte EFFECT_SPECIAL_ATTACK_UP_2
.byte EFFECT_SPECIAL_DEFENSE_UP_2
.byte EFFECT_ACCURACY_UP_2
.byte EFFECT_EVASION_UP_2
.byte EFFECT_ATTACK_DOWN_2
.byte EFFECT_DEFENSE_DOWN_2
.byte EFFECT_SPEED_DOWN_2
.byte EFFECT_SPECIAL_ATTACK_DOWN_2
.byte EFFECT_SPECIAL_DEFENSE_DOWN_2
.byte EFFECT_ACCURACY_DOWN_2
.byte EFFECT_EVASION_DOWN_2
.byte EFFECT_CONVERSION_2
.byte EFFECT_SAFEGUARD
.byte EFFECT_BELLY_DRUM
.byte EFFECT_TICKLE
.byte EFFECT_COSMIC_POWER
.byte EFFECT_BULK_UP
.byte EFFECT_CALM_MIND
.byte EFFECT_DRAGON_DANCE
.byte -1
MoveEffectList_1DC024: @ 81DC024
.byte EFFECT_ATTACK_UP
.byte EFFECT_DEFENSE_UP
.byte EFFECT_SPEED_UP
.byte EFFECT_SPECIAL_ATTACK_UP
.byte EFFECT_SPECIAL_DEFENSE_UP
.byte EFFECT_ACCURACY_UP
.byte EFFECT_EVASION_UP
.byte EFFECT_ATTACK_DOWN
.byte EFFECT_DEFENSE_DOWN
.byte EFFECT_SPEED_DOWN
.byte EFFECT_SPECIAL_ATTACK_DOWN
.byte EFFECT_SPECIAL_DEFENSE_DOWN
.byte EFFECT_ACCURACY_DOWN
.byte EFFECT_EVASION_DOWN
.byte EFFECT_BIDE
.byte EFFECT_CONVERSION
.byte EFFECT_LIGHT_SCREEN
.byte EFFECT_MIST
.byte EFFECT_FOCUS_ENERGY
.byte EFFECT_ATTACK_UP_2
.byte EFFECT_DEFENSE_UP_2
.byte EFFECT_SPEED_UP_2
.byte EFFECT_SPECIAL_ATTACK_UP_2
.byte EFFECT_SPECIAL_DEFENSE_UP_2
.byte EFFECT_ACCURACY_UP_2
.byte EFFECT_EVASION_UP_2
.byte EFFECT_ATTACK_DOWN_2
.byte EFFECT_DEFENSE_DOWN_2
.byte EFFECT_SPEED_DOWN_2
.byte EFFECT_SPECIAL_ATTACK_DOWN_2
.byte EFFECT_SPECIAL_DEFENSE_DOWN_2
.byte EFFECT_ACCURACY_DOWN_2
.byte EFFECT_EVASION_DOWN_2
.byte EFFECT_RAGE
.byte EFFECT_CONVERSION_2
.byte EFFECT_LOCK_ON
.byte EFFECT_SAFEGUARD
.byte EFFECT_BELLY_DRUM
.byte EFFECT_PSYCH_UP
.byte EFFECT_MIRROR_COAT
.byte EFFECT_SOLARBEAM
.byte EFFECT_ERUPTION
.byte EFFECT_TICKLE
.byte EFFECT_COSMIC_POWER
.byte EFFECT_BULK_UP
.byte EFFECT_CALM_MIND
.byte EFFECT_DRAGON_DANCE
.byte -1
MoveEffectList_1DC054: @ 81DC054
.byte -1
MoveEffectList_1DC055: @ 81DC055
.byte EFFECT_ATTACK_UP
.byte EFFECT_DEFENSE_UP
.byte EFFECT_SPEED_UP
.byte EFFECT_SPECIAL_ATTACK_UP
.byte EFFECT_SPECIAL_DEFENSE_UP
.byte EFFECT_ACCURACY_UP
.byte EFFECT_EVASION_UP
.byte EFFECT_ATTACK_DOWN
.byte EFFECT_DEFENSE_DOWN
.byte EFFECT_SPEED_DOWN
.byte EFFECT_SPECIAL_ATTACK_DOWN
.byte EFFECT_SPECIAL_DEFENSE_DOWN
.byte EFFECT_ACCURACY_DOWN
.byte EFFECT_EVASION_DOWN
.byte EFFECT_MIST
.byte EFFECT_FOCUS_ENERGY
.byte EFFECT_ATTACK_UP_2
.byte EFFECT_DEFENSE_UP_2
.byte EFFECT_SPEED_UP_2
.byte EFFECT_SPECIAL_ATTACK_UP_2
.byte EFFECT_SPECIAL_DEFENSE_UP_2
.byte EFFECT_ACCURACY_UP_2
.byte EFFECT_EVASION_UP_2
.byte EFFECT_ATTACK_DOWN_2
.byte EFFECT_DEFENSE_DOWN_2
.byte EFFECT_SPEED_DOWN_2
.byte EFFECT_SPECIAL_ATTACK_DOWN_2
.byte EFFECT_SPECIAL_DEFENSE_DOWN_2
.byte EFFECT_ACCURACY_DOWN_2
.byte EFFECT_EVASION_DOWN_2
.byte EFFECT_POISON
.byte EFFECT_PAIN_SPLIT
.byte EFFECT_PERISH_SONG
.byte EFFECT_SAFEGUARD
.byte EFFECT_TICKLE
.byte EFFECT_COSMIC_POWER
.byte EFFECT_BULK_UP
.byte EFFECT_CALM_MIND
.byte EFFECT_DRAGON_DANCE
.byte -1
MoveEffectList_1DC07D: @ 81DC07D
.byte EFFECT_SLEEP
.byte EFFECT_EXPLOSION
.byte EFFECT_ATTACK_UP
.byte EFFECT_DEFENSE_UP
.byte EFFECT_SPEED_UP
.byte EFFECT_SPECIAL_ATTACK_UP
.byte EFFECT_SPECIAL_DEFENSE_UP
.byte EFFECT_ACCURACY_UP
.byte EFFECT_EVASION_UP
.byte EFFECT_ATTACK_DOWN
.byte EFFECT_DEFENSE_DOWN
.byte EFFECT_SPEED_DOWN
.byte EFFECT_SPECIAL_ATTACK_DOWN
.byte EFFECT_SPECIAL_DEFENSE_DOWN
.byte EFFECT_ACCURACY_DOWN
.byte EFFECT_EVASION_DOWN
.byte EFFECT_BIDE
.byte EFFECT_CONVERSION
.byte EFFECT_TOXIC
.byte EFFECT_LIGHT_SCREEN
.byte EFFECT_OHKO
.byte EFFECT_SUPER_FANG
.byte EFFECT_SUPER_FANG
.byte EFFECT_MIST
.byte EFFECT_FOCUS_ENERGY
.byte EFFECT_CONFUSE
.byte EFFECT_ATTACK_UP_2
.byte EFFECT_DEFENSE_UP_2
.byte EFFECT_SPEED_UP_2
.byte EFFECT_SPECIAL_ATTACK_UP_2
.byte EFFECT_SPECIAL_DEFENSE_UP_2
.byte EFFECT_ACCURACY_UP_2
.byte EFFECT_EVASION_UP_2
.byte EFFECT_ATTACK_DOWN_2
.byte EFFECT_DEFENSE_DOWN_2
.byte EFFECT_SPEED_DOWN_2
.byte EFFECT_SPECIAL_ATTACK_DOWN_2
.byte EFFECT_SPECIAL_DEFENSE_DOWN_2
.byte EFFECT_ACCURACY_DOWN_2
.byte EFFECT_EVASION_DOWN_2
.byte EFFECT_POISON
.byte EFFECT_PARALYZE
.byte EFFECT_PAIN_SPLIT
.byte EFFECT_CONVERSION_2
.byte EFFECT_LOCK_ON
.byte EFFECT_SPITE
.byte EFFECT_PERISH_SONG
.byte EFFECT_SWAGGER
.byte EFFECT_FURY_CUTTER
.byte EFFECT_ATTRACT
.byte EFFECT_SAFEGUARD
.byte EFFECT_PSYCH_UP
.byte EFFECT_MIRROR_COAT
.byte EFFECT_WILL_O_WISP
.byte EFFECT_TICKLE
.byte EFFECT_COSMIC_POWER
.byte EFFECT_BULK_UP
.byte EFFECT_CALM_MIND
.byte EFFECT_DRAGON_DANCE
.byte -1
AI_Unknown: @ 81DC0B9
if_not_effect EFFECT_SUNNY_DAY, BattleAIScript_1DC0CF
if_equal 0, BattleAIScript_1DC0CF
is_first_turn USER
if_equal 0, BattleAIScript_1DC0CF
score +5
BattleAIScript_1DC0CF: @ 81DC0CF
end
AI_Roaming: @ 81DC0D0
if_status2 USER, S_TEMP_TRAP, BattleAIScript_1DC0FD
if_status2 USER, S_MEAN_LOOK, BattleAIScript_1DC0FD
get_ability TARGET
if_equal ABILITY_SHADOW_TAG, BattleAIScript_1DC0FD
get_ability USER
if_equal ABILITY_LEVITATE, BattleAIScript_1DC0FC
get_ability TARGET
if_equal ABILITY_ARENA_TRAP, BattleAIScript_1DC0FD
BattleAIScript_1DC0FC: @ 81DC0FC
flee
BattleAIScript_1DC0FD: @ 81DC0FD
end
AI_Safari: @ 81DC0FE
if_random_2 BattleAIScript_1DC104
flee2
BattleAIScript_1DC104: @ 81DC104
flee
AI_FleeInDanger: @ 81DC105
if_hp_equal TARGET, 20, BattleAIScript_1DC114
if_hp_less_than TARGET, 20, BattleAIScript_1DC114
end
BattleAIScript_1DC114: @ 81DC114
flee
AI_Unused: @ 81DC115
end
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