AI adds score to Pursuit if it OHKOs (#6166)
This commit is contained in:
parent
64c5113b23
commit
37dd57b1b5
@ -787,7 +787,11 @@ static bool32 AI_IsMoveEffectInPlus(u32 battlerAtk, u32 battlerDef, u32 move, s3
|
||||
return TRUE;
|
||||
break;
|
||||
case EFFECT_FELL_STINGER:
|
||||
if (BattlerStatCanRise(battlerAtk, abilityAtk, STAT_ATK))
|
||||
if (BattlerStatCanRise(battlerAtk, abilityAtk, STAT_ATK) && noOfHitsToKo == 1)
|
||||
return TRUE;
|
||||
break;
|
||||
case EFFECT_PURSUIT:
|
||||
if(noOfHitsToKo == 1)
|
||||
return TRUE;
|
||||
break;
|
||||
}
|
||||
|
||||
@ -254,3 +254,16 @@ AI_DOUBLE_BATTLE_TEST("AI prioritizes Skill Swapping Contrary to allied mons tha
|
||||
TURN { EXPECT_MOVE(opponentLeft, MOVE_SKILL_SWAP, target:opponentRight); EXPECT_MOVE(opponentRight, MOVE_OVERHEAT); }
|
||||
}
|
||||
}
|
||||
|
||||
AI_SINGLE_BATTLE_TEST("AI prioritizes Pursuit if it would KO opponent")
|
||||
{
|
||||
GIVEN {
|
||||
ASSUME(GetMoveEffect(MOVE_PURSUIT) == EFFECT_PURSUIT);
|
||||
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_TRY_TO_FAINT | AI_FLAG_CHECK_VIABILITY);
|
||||
PLAYER(SPECIES_ESPEON) { Level(5); }
|
||||
PLAYER(SPECIES_TYRANITAR);
|
||||
OPPONENT(SPECIES_TYRANITAR) { Moves(MOVE_CRUNCH, MOVE_PURSUIT); }
|
||||
} WHEN {
|
||||
TURN { SWITCH(player, 1); EXPECT_MOVE(opponent, MOVE_PURSUIT); SEND_OUT(player, 1); }
|
||||
}
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user