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It's more or less the same way it is implemented currently in essentials. Each move gets assigned a score - which the way I set it up is directly related to the damage output or equivalent in the case of a move like toxic, thunder wave, etc. Each switch to another pokemon is also assigned a...
I've always been annoyed at how bad the AI is in Pokemon games, and while it was improved in the newer versions of essentials it still didn't satisfy me. I've been working on coding a better AI in the last couple of weeks and while there is still a lot of work to do, I am happy with the progress...
Go figure, after hours of struggling with this problem, I figured it 30 minutes after posting.
Not sure if everyone else here figured this out, but its not mentioned in the previous posts so I'll post it anyways. Basically, the game doesn't recalculate a pokemon's stats after editing IVs, EVs...
Hmmm, I'm having quite a few a problems with the pokemons stats. I have the following script to define a pokemon:
p0 = createPokemon("TYRANITAR",100)
p0.natureflag=PBNatures::JOLLY
p0.iv[1]=31
p0.ev[1]=252 (I've also set this to zero while experimenting)
party = [p0]
trainer =...