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battle_ai_trainer.h
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battle_ai_trainer.h
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#pragma once
#include "types.h"
#define TAI_PHASE_NEXT_MOVE 0
#define TAI_PHASE_EVALUATE_MOVE 1
#define TAI_PHASE_QUIT 2
#define TAI_FLAG_EVAL_COMPLETE 1
#define TAI_FLAG_USE_MOVE_4 2
#define TAI_FLAG_USE_MOVE_5 4
#define TAI_FLAG_QUIT 8
struct trainer_ai {
u8 phase;
u8 moveset_index;
u16 move_id;
u8 viabilities[4];
u32 field_8;
u32 script_usage_mask;
u8 flags;
u8 script_id;
u16 field_12;
u8 field_14;
u8 field_15;
u8 field_16;
u8 field_17;
u8 move_damage_multipliers[4];
};
extern void (*tai_move_consideration_cmds[0x5E])();
// 02039A00
extern u8 *tai_cursor;
// 081D9BF4
extern u8 *tai_scripts[32];
u8 tai_pick_move();
void tai_run_script(void);
void b_movehistory_add_defenders_move();
int b_movehistory_clear(int a1);
void b_history__record_ability_usage_of_player(u8 a1, char a2);
void b_history__record_item_x12_of_player(u8 a1, char a2);
void tai_cmd_random_goto__high_param_likely();
void tai_cmd_random_goto__low_param_likely();
void tai_cmd_random_goto__1_in_256_chance();
void tai_cmd_random_goto__255_in_256_chance();
void tai_cmd_viability_score();
void tai_cmd_jump_if_health_percentage_lt();
void tai_cmd_jump_if_health_percentage_ge();
void tai_cmd_jump_if_health_percentage_eq();
void tai_cmd_jump_if_health_percentage_ne();
void tai_cmd_jump_if_any_status1_bit();
void tai_cmd_jump_if_no_status1_bit();