Pokémon no longer choose taunted status moves
but instead pick another move. if there are no usable moves left, the pokémon uses struggle
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66046800d3
commit
2987cbb177
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@ -428,7 +428,7 @@
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Dim OppAttackChoice As Integer = Core.Random.Next(0, AvailableAttacks.Count)
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Dim Ready As Boolean = False
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While Ready = False
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If BattleScreen.OppPokemon.Attacks(OppAttackChoice).Disabled > 0 Then
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If BattleScreen.OppPokemon.Attacks(OppAttackChoice).Disabled > 0 OrElse BattleScreen.FieldEffects.OppTaunt > 0 AndAlso BattleScreen.OppPokemon.Attacks(OppAttackChoice).Category = Attack.Categories.Status Then
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AvailableAttacks.Remove(OppAttackChoice)
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If AvailableAttacks.Count > 0 Then
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OppAttackChoice = AvailableAttacks(Core.Random.Next(0, AvailableAttacks.Count))
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@ -115,7 +115,7 @@ Namespace BattleSystem
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Dim OppAttackChoice As Integer = Core.Random.Next(0, AvailableAttacks.Count)
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Dim Ready As Boolean = False
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While Ready = False
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If m(OppAttackChoice).Disabled > 0 Then
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If m(OppAttackChoice).Disabled > 0 OrElse BattleScreen.FieldEffects.OppTaunt > 0 AndAlso BattleScreen.OppPokemon.Attacks(OppAttackChoice).Category = Attack.Categories.Status Then
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AvailableAttacks.Remove(OppAttackChoice)
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If AvailableAttacks.Count > 0 Then
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OppAttackChoice = AvailableAttacks(Core.Random.Next(0, AvailableAttacks.Count))
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@ -368,16 +368,20 @@ Namespace BattleSystem
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'If own pokemon is asleep, try to use Sleep Talk (100%)
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If p.Status = Pokemon.StatusProblems.Sleep And BattleScreen.FieldEffects.OppSleepTurns > 1 And HasMove(m, 214) = True AndAlso m(IDtoMoveIndex(m, 214)).Disabled = 0 Then
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Return ProduceOppStep(m, IDtoMoveIndex(m, 214))
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If BattleScreen.FieldEffects.OppTaunt = 0 OrElse m(IDtoMoveIndex(m, 214)).Category <> Attack.Categories.Status Then
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Return ProduceOppStep(m, IDtoMoveIndex(m, 214))
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End If
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End If
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'If own pokemon is asleep, try to use Snore (100%)
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If p.Status = Pokemon.StatusProblems.Sleep And BattleScreen.FieldEffects.OppSleepTurns > 1 And HasMove(m, 173) = True AndAlso m(IDtoMoveIndex(m, 173)).Disabled = 0 Then
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Return ProduceOppStep(m, IDtoMoveIndex(m, 173))
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If BattleScreen.FieldEffects.OppTaunt = 0 OrElse m(IDtoMoveIndex(m, 173)).Category <> Attack.Categories.Status Then
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Return ProduceOppStep(m, IDtoMoveIndex(m, 173))
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End If
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End If
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'If own pokemon is frozen and has a move to thraw out -> use that move
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If p.Status = Pokemon.StatusProblems.Freeze Then
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'If own pokemon is frozen and has a move to thraw out -> use that move
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If p.Status = Pokemon.StatusProblems.Freeze Then
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Dim chosenMove As Integer = MoveAI(m, Attack.AIField.ThrawOut)
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If chosenMove > -1 Then
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Return ProduceOppStep(m, chosenMove)
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@ -539,8 +543,10 @@ Namespace BattleSystem
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If op.IsType(Element.Types.Grass) = False Then
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If BattleScreen.FieldEffects.OwnLeechSeed = 0 Then
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If HasMove(m, 73) = True AndAlso m(IDtoMoveIndex(m, 73)).Disabled = 0 Then
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If RPercent(75) = True Then
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Return ProduceOppStep(m, IDtoMoveIndex(m, 73))
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If BattleScreen.FieldEffects.OppTaunt = 0 OrElse m(IDtoMoveIndex(m, 75)).Category <> Attack.Categories.Status Then
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If RPercent(75) = True Then
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Return ProduceOppStep(m, IDtoMoveIndex(m, 73))
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End If
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End If
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End If
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End If
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@ -549,8 +555,10 @@ Namespace BattleSystem
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'try to use FocusEnergy (50%)
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If BattleScreen.FieldEffects.OppFocusEnergy = 0 Then
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If HasMove(m, 116) = True AndAlso m(IDtoMoveIndex(m, 116)).Disabled = 0 Then
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If RPercent(50) = True Then
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Return ProduceOppStep(m, IDtoMoveIndex(m, 116))
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If BattleScreen.FieldEffects.OppTaunt = 0 OrElse m(IDtoMoveIndex(m, 116)).Category <> Attack.Categories.Status Then
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If RPercent(50) = True Then
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Return ProduceOppStep(m, IDtoMoveIndex(m, 116))
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End If
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End If
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End If
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End If
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@ -643,10 +651,14 @@ Namespace BattleSystem
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'Use LightScreen/Reflect (75%):
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If RPercent(75) = True Then
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If HasMove(m, 113) = True And op.SpAttack > op.Attack And BattleScreen.FieldEffects.OppLightScreen = 0 AndAlso m(IDtoMoveIndex(m, 113)).Disabled = 0 Then
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Return ProduceOppStep(m, IDtoMoveIndex(m, 113))
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If BattleScreen.FieldEffects.OppTaunt = 0 OrElse m(IDtoMoveIndex(m, 113)).Category <> Attack.Categories.Status Then
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Return ProduceOppStep(m, IDtoMoveIndex(m, 113))
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End If
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End If
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If HasMove(m, 115) = True And op.Attack > op.SpAttack And BattleScreen.FieldEffects.OppReflect = 0 AndAlso m(IDtoMoveIndex(m, 115)).Disabled = 0 Then
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Return ProduceOppStep(m, IDtoMoveIndex(m, 115))
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If BattleScreen.FieldEffects.OppTaunt = 0 OrElse m(IDtoMoveIndex(m, 115)).Category <> Attack.Categories.Status Then
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Return ProduceOppStep(m, IDtoMoveIndex(m, 115))
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End If
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End If
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End If
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@ -654,10 +666,14 @@ Namespace BattleSystem
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' - Defense Curl + Rollout
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If HasMove(m, 205) = True And HasMove(m, 111) = True Then
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If BattleScreen.FieldEffects.OppDefenseCurl = 0 AndAlso m(IDtoMoveIndex(m, 111)).Disabled = 0 Then
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Return ProduceOppStep(m, IDtoMoveIndex(m, 111))
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If BattleScreen.FieldEffects.OppTaunt = 0 OrElse m(IDtoMoveIndex(m, 111)).Category <> Attack.Categories.Status Then
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Return ProduceOppStep(m, IDtoMoveIndex(m, 111))
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End If
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Else
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If m(IDtoMoveIndex(m, 205)).Disabled = 0 Then
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Return ProduceOppStep(m, IDtoMoveIndex(m, 205))
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If BattleScreen.FieldEffects.OppTaunt = 0 OrElse m(IDtoMoveIndex(m, 205)).Category <> Attack.Categories.Status Then
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If m(IDtoMoveIndex(m, 205)).Disabled = 0 Then
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Return ProduceOppStep(m, IDtoMoveIndex(m, 205))
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End If
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End If
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End If
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End If
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@ -667,7 +683,9 @@ Namespace BattleSystem
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Dim attackDic As New Dictionary(Of Integer, Integer)
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For i = 0 To m.Count - 1
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If MoveHasAIField(m(i), Attack.AIField.Damage) = True AndAlso m(i).Disabled = 0 Then
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attackDic.Add(i, 0)
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If BattleScreen.FieldEffects.OppTaunt = 0 OrElse m(IDtoMoveIndex(m, 214)).Category <> Attack.Categories.Status Then
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attackDic.Add(i, 0)
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End If
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End If
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Next
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'If has more than 0 attacking moves:
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@ -857,10 +875,13 @@ Namespace BattleSystem
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Private Shared Function MoveAI(ByVal m As List(Of Attack), ByVal AIType As Attack.AIField) As Integer
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Dim validMoves As New List(Of Integer)
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Dim battleScreen As BattleScreen = CType(CurrentScreen, BattleScreen)
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For i = 0 To m.Count - 1
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If m(i).Disabled = 0 Then
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If m(i).AIField1 = AIType Or m(i).AIField2 = AIType Or m(i).AIField3 = AIType Then
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validMoves.Add(i)
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If battleScreen.FieldEffects.OppTaunt = 0 OrElse m(i).Category <> Attack.Categories.Status Then
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If m(i).AIField1 = AIType Or m(i).AIField2 = AIType Or m(i).AIField3 = AIType Then
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validMoves.Add(i)
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End If
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End If
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End If
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Next
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