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Old July 19th, 2016 (9:43 AM). Edited July 19th, 2016 by Anthroyd.
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What does the Unknown value in AdvancedTrainer correspond to? I'm assuming its the trainer's intelligence level, but I'm not entirely sure since each Pokemon has its own AI value as well.

In addition, is the "Intro music" the theme that plays when a trainer spots the player from afar?
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Old July 19th, 2016 (10:28 AM).
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If Im not mistaken 1 is for the average trainer AI and 7 is for advanced trainer AI.
1 is pretty dumb while 7 tries its best to use strategy and win.
And you're correct about the intro music.
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Old July 19th, 2016 (11:22 AM).
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Quote:
Originally Posted by Crizzle View Post
If Im not mistaken 1 is for the average trainer AI and 7 is for advanced trainer AI.
1 is pretty dumb while 7 tries its best to use strategy and win.
And you're correct about the intro music.
Do the in-between Unknown values bare any relevance? Most trainers have either 1 or 7 and there aren't any in between. I sort of feel dumb asking about it but it is kinda strange that there's such a huge leap in intelligence between a trainer and a gym leader, for example.

Also, I'm guessing the trainer intelligence is just related to item use and switching, right?
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Old July 19th, 2016 (12:36 PM).
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Quote:
Originally Posted by Anthroyd View Post
Do the in-between Unknown values bare any relevance?


Quote:
0 won't use moves that have no or a negative effect
1 will actually create some difference in viability scores based on basic
calculations
2 starts understanding things like type effectiveness, damage and fainting
3 with a chance of about 3/10, some status moves will get priority on the
first turn (list of move scripts at 081DBAA7)
4 with a chance of about 5/10, move effects in this list will get priority:
http://pastebin.com/raw.php?i=TP5gCBHp
5 with a chance of about 4/10, non-damaging moves will get priority
6 if there are other pokes left on the ai's team, with a chance of a bit more
than 6/10 it will give priority to non-damaging moves. chance raises to a bit more
than 9/10 if the user (possibly also its ally) has baton pass
7 0, 1 and 2 all in one
8 ai will start looking at health percentages and decide using moves based on
that
9 broken/unfinished, does nothing
10-28 nop
29 roamer; will attempt to flee on the first turn
30 safari
31 unused; will flee on 20% health and lower
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Old July 19th, 2016 (1:07 PM).
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Thank you for that, Squeetz!
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