Post KO Switch in
- Palafin-Zero outspeeds current player mon: + 8
- AI Mon faster and can faint target: + 7
- AI Mon faints target and is not dead to player: +6
- AI Mon faster and can faint with the same amount of hits or less the opposing mon: + 5
- AI Mon slower and can faint ai with less hits then opposing mon: +4
- AI Mon faster: +3
- AI is slower and dies in one hit +1
- Anthing else is +2
Sturdy / Focus Sash / Disguise
- AI is aware of those items (ability) and will include them in the number of hits calculation
- It will correctly see multi hit moves a breaking endure type effects on a kill unless it is Dragon Darts in doubles
Speed
- AI sees a speed tie, Quick Claw and Quick Draw as faster
- Priority moves on player (includes effects that increase priority) are not seen by AI
- AI takes lagging tail into account
Scoring on kills (additive)
- Move can kill: +4
- Doubles only: AI can kill with double target or spread move when no partner + 2
- hit switch targer (dragon tail) + 2
Singles only
- If AI is slower and dead +10 on prio moves
- If AI is faster and move can kill: + 2 (Priority moves are considred as being faster in this case)
- If AI can kill with hit escape move (u-turn): 50/50 +2
Doubles only
- AI can kill with double target move +2 (e.g. Dazzling Gleam)
- AI can kill with spread move +2 if partner is dead (e.g. Surf)
Mid turn switch (Calcs are done with a possible switch in candidate)
- Never switches in Doubles
- Never switches if player faints mon with 2 or less hits
- If AI does no damage 50/50
- If under Encore 50/50
- Further conditions if the above apply:
- If AI has baton pass it will only switch with baton pass
- If faster and faints player in one hit, +5
- If faster and faints player in same or less hits, +4
- If slower and faints player in less hits, + 3
- If AI faster + 2 (an oversight, will be removed in a later verision. it is the last check so will likely never apply)
How the AI sees damage
The damage the AI sees is always using the 8th roll of the calculator, it will always select moves and switch in using 8th roll.
- All calculations are done using the above mentioned roll
- AI see only damage that it will actually deal. Something like Thunderbolt into Volt Absorb will be seen as 0 damage and receive a -20 score.
- Two-Turn Moves are seen as zero demage if they can't be used the same turn they charge (if weather or power herb are not present)
- Two-Turn moves that are semi-invulnerable during charge are exluded from this check (e.g. Fly)
- The AI will see the damage of a 100% crit
- Bug: AI might see one roll lower for gems boosts so the 7th (Might apply to type boosting items so just use the 7th roll to be safe)
- Explosion is treated like a normal move other then that it is a negative move effect
Tera calcs (Relevant for Tera/Stella Island)
- The AI sees Tera Blast or stab increased damage as if it did Terastalize when it is possible for the mon to do it (including party)
- If AI mon has a Tera type while in party or field it will do calcs as if it already terastallized (including Tera Blast)
- Calcs for Player mon happen only when actually terastallized (including Tera Blast)
Damage moves scores
- When AI chooses a move it compares all moves that can do damage against each other and looks for Postive/Negative effects. Moves with a negative effect will be discouraged based on how many hits it will take for AI to faint player mon.
- Exmaple: If Overheat and Flamethrower have the same number of hits to faint AI Flamethrower gets a plus one score
- When AI sees a kill with several moves, a move with a positive effect gets +1
- If several moves with a positive effect are present, all of them get +1
- Example: If AI sees kill with Night Slash (high crit) and Rock Tomb (rock tomb), it would select one of those randomly
- If a negative move is present, all non negative moves get +1 based on number of hits (Phase 2 check)
- Example: If AI sees a 2HKO on player mon with EQ, CC and Raging Bull. Close Combat is considered a negative effect, so both EQ and Raging Bull will get a +1 score
Multi hit moves (e.g. Bullet Seed)
- Skill link will always be seen as doing the max amount of hits
- Loaded Dice is seen as 4 hits
- Population bomb calcs with 10 hits
- Other moves are doing the specified number of hits (3 if it is random between 2-5)
- Triple Axel will calc damage as 20 + 40 + 60 and always the 8th roll so the final roll will also be the 8th
Positive move effects
- Double target moves in doubles (spread moves like Surf/EQ only when no partner)
- Sound moves if user is holding a Throat Spray
- Crit moves that don't always crit
- Trapping moves
- Brick Break type effects if screens are on players side
- Drain effects if no Liquid Ooze
- Fell Stinger
- Pursuit
- Knock Off regardless if user has an item or not
- Switch target out moves (e.g. Dragon Tail)
- Damage moves that set up Hazards
- Guaranteed speed drop moves (e.g. Icy Wind)
- Self boosting moves (e.g. power up punch, leaf storm with contrary)
- Note:
- If more then one move is present with a plus effect then both get the plus one
- Eevee moves aren't positive / negative effects
Negative move effects (damage moves with a negative side effect)
- Recoil
- Mind Blown, Steel Beam, Explosion type moves, Final Gambit
- Recoil on miss
- All moves that have a negative effect on AI unless they have contrary or hold a white herb (e.g. Superpower)
- Note: Moves that would drop speed on AI are considered neutral in Trick Room
- Note2: A recharge (eg hyper beam) effect is not considered negative
Scale Shot (can be considered both a negative and positive depending on other moves)
- If a negative move is present it is considered to be a positive move
- If a positive move is present it is considered to be a negative move
- If neither are present, Scale Shot is considered to have no positive / negative effects