decompiled learnset and evo table
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@@ -1170,28 +1170,28 @@ static void BattleAICmd_get_ability(void)
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return;
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}
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if (gBaseStats[gBattleMons[index].species].ability1 != ABILITY_NONE)
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if (gBaseStats[gBattleMons[index].species].abilities[0] != ABILITY_NONE)
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{
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if (gBaseStats[gBattleMons[index].species].ability2 != ABILITY_NONE)
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if (gBaseStats[gBattleMons[index].species].abilities[1] != ABILITY_NONE)
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{
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// AI has no knowledge of opponent, so it guesses which ability.
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if (Random() % 2)
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{
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AI_THINKING_STRUCT->funcResult = gBaseStats[gBattleMons[index].species].ability1;
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AI_THINKING_STRUCT->funcResult = gBaseStats[gBattleMons[index].species].abilities[0];
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}
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else
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{
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AI_THINKING_STRUCT->funcResult = gBaseStats[gBattleMons[index].species].ability2;
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AI_THINKING_STRUCT->funcResult = gBaseStats[gBattleMons[index].species].abilities[1];
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}
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}
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else
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{
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AI_THINKING_STRUCT->funcResult = gBaseStats[gBattleMons[index].species].ability1; // it's definitely ability 1.
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AI_THINKING_STRUCT->funcResult = gBaseStats[gBattleMons[index].species].abilities[0]; // it's definitely ability 1.
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}
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}
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else
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{
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AI_THINKING_STRUCT->funcResult = gBaseStats[gBattleMons[index].species].ability2; // AI cant actually reach this part since every mon has at least 1 ability.
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AI_THINKING_STRUCT->funcResult = gBaseStats[gBattleMons[index].species].abilities[1]; // AI cant actually reach this part since every mon has at least 1 ability.
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}
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}
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else
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