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is there a thread about gen 3 trainer ai?

  • 83
    Posts
    9
    Years
    • Seen Jun 21, 2024
    i found this
    0 - won't use moves that have no or a negative effect
    1 - will actually create some difference in viability scores based on basic calculations
    2 - starts understanding things like type effectiveness, damage and fainting
    3 - with a chance of about 3/10, some status moves will get priority on the first turn (list of move scripts at 081DBAA7)
    4 - with a chance of about 5/10, move effects in this list will get priority: https://pastebin.com/raw.php?i=TP5gCBHp
    5 - with a chance of about 4/10, non-damaging moves will get priority
    6 - if there are other pokes left on the ai's team, with a chance of a bit more than 6/10 it will give priority to non-damaging moves. chance raises to a bit more than 9/10 if the user (possibly also its ally) has baton pass
    7 - 0, 1 and 2 all in one
    8 - ai will start looking at health percentages and decide using moves based on that
    9 - broken/unfinished, does nothing
    10 through 28 - nop
    29 - roamer; will attempt to flee on the first turn
    30 - safari
    31 - unused; will flee on 20% health and lower

    but ive also seen some places talk about 15 as if it was similar to 7? also, is there a way to combine these numbers and make a really good trainer/e4?
     
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