### Critical Fixes
Move Scoring Integration: Fixed a major bug where score_move_advanced was defined but never called. The AI now correctly uses the intended comprehensive scoring logic (defined in Move_Scorer.rb) instead of falling back to vanilla behavior.
AIMove Reliability: Patched...
I checked it more and actually it was bug which resulted in a dead code
The score_move_advanced method was intended to be the main entry point for the custom scoring logic, but the hook in Core.rb was missing the specific call to bridge it. As a result, the AI was effectively falling back to...
Thats the trainer in the first Gym, with his Diglett and Bonsly
I have a Dynamaxed Pikachu, used Max Strike against Diglett without problems, did a 1Shot
He switch Bonsly in, i press Max Strike and the error shows up, idk if its coming because of my AAi Plugin
adding this...
Nononever updated Advanced AI System with a new update entry:
Dynamax fix, tera fix, smart wild ai, KO detection, better switch logic
Read the rest of this update entry...
### Added
- KO Opportunity Detection: AI now recognizes when it can secure a knockout and heavily discourages switching in these scenarios
- New can_ko_opponent? method calculates damage estimates for all moves
- Applies -60 point penalty to switch score when KO is available
- Accounts for...
ich schaue mir das mal an, bis dahin könntest du in 001_Settings in Zeile 22
DEBUG_MODE = true auf false stellen
en:
I'll take a look at that. In the meantime, you could change DEBUG_MODE = true to false in line 22 of 001_Settings.