53 lines
3.3 KiB
C
53 lines
3.3 KiB
C
#ifndef GUARD_CONFIG_AI_H
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#define GUARD_CONFIG_AI_H
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// For the details on what specific factors the switching functions are considering, go read the corresponding function inside ShouldSwitch in src/battle_ai_switch_items.c
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// These configuration options control how likely the AI is to switch if it determines that a switch meets all of its criteria
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// Think of them almost like success rates; if the AI has determined that it needs to switch out to hit Wonder Guard, how often do you want it to actually take that course of action? Etc.
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// AI switch chances; if you want more complex behaviour, modify GetSwitchChance
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#define SHOULD_SWITCH_WONDER_GUARD_PERCENTAGE 100
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#define SHOULD_SWITCH_TRUANT_PERCENTAGE 100
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#define SHOULD_SWITCH_ALL_MOVES_BAD_PERCENTAGE 100
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// AI smart switching chances; if you want more complex behaviour, modify GetSwitchChance
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#define SHOULD_SWITCH_ABSORBS_MOVE_PERCENTAGE 100
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#define SHOULD_SWITCH_TRAPPER_PERCENTAGE 100
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#define SHOULD_SWITCH_FREE_TURN_PERCENTAGE 100
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#define STAY_IN_ABSORBING_PERCENTAGE 66 // Chance to stay in if outgoing mon has super effective move against player, will prevent switching out for an absorber with this likelihood
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#define SHOULD_SWITCH_HASBADODDS_PERCENTAGE 50
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#define SHOULD_SWITCH_ENCORE_STATUS_PERCENTAGE 100
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#define SHOULD_SWITCH_ENCORE_DAMAGE_PERCENTAGE 50
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#define SHOULD_SWITCH_CHOICE_LOCKED_PERCENTAGE 100 // Only if locked into status move
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#define SHOULD_SWITCH_ATTACKING_STAT_MINUS_TWO_PERCENTAGE 50
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#define SHOULD_SWITCH_ATTACKING_STAT_MINUS_THREE_PLUS_PERCENTAGE 100
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// AI smart switching chances for bad statuses
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#define SHOULD_SWITCH_PERISH_SONG_PERCENTAGE 100
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#define SHOULD_SWITCH_YAWN_PERCENTAGE 100
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#define SHOULD_SWITCH_BADLY_POISONED_PERCENTAGE 50
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#define SHOULD_SWITCH_BADLY_POISONED_STATS_RAISED_PERCENTAGE 20
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#define SHOULD_SWITCH_CURSED_PERCENTAGE 50
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#define SHOULD_SWITCH_CURSED_STATS_RAISED_PERCENTAGE 20
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#define SHOULD_SWITCH_NIGHTMARE_PERCENTAGE 33
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#define SHOULD_SWITCH_NIGHTMARE_STATS_RAISED_PERCENTAGE 15
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#define SHOULD_SWITCH_SEEDED_PERCENTAGE 25
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#define SHOULD_SWITCH_SEEDED_STATS_RAISED_PERCENTAGE 10
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#define SHOULD_SWITCH_INFATUATION_PERCENTAGE 100
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// AI smart switching chances for beneficial abilities
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#define SHOULD_SWITCH_NATURAL_CURE_STRONG_PERCENTAGE 66
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#define SHOULD_SWITCH_NATURAL_CURE_STRONG_STATS_RAISED_PERCENTAGE 10
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#define SHOULD_SWITCH_NATURAL_CURE_WEAK_PERCENTAGE 25
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#define SHOULD_SWITCH_NATURAL_CURE_WEAK_STATS_RAISED_PERCENTAGE 10
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#define SHOULD_SWITCH_REGENERATOR_PERCENTAGE 50
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#define SHOULD_SWITCH_REGENERATOR_STATS_RAISED_PERCENTAGE 20
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// AI held item-based move scoring
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#define BLUNDER_POLICY_ACCURACY_THRESHOLD 75 // Moves with accuracy equal below this value are prioritized when holding Blunder Policy
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// AI prediction chances
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#define PREDICT_SWITCH_CHANCE 50
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#endif // GUARD_CONFIG_AI_H
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