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Resource Advanced AI System 1.5.7

This AI doesn't judge the safety of switching targets based on damage.
So it might switch to Dondozo against Chi-Yu.
Because it doesn't make its decision based on the Pokemon's base stats, EVs, or IVs, it will take a fatal hit.
This sentence is Google translated.
 
Nononever updated Advanced AI System with a new update entry:

Dynamax fix, tera fix, smart wild ai, KO detection, better switch logic

### Critical Fixes
  • Wild Pokemon Visuals: Fixed glitches where Dynamax/Tera sprites reverted immediately after animation.
  • DBK Compatibility: Patched placeholders overriding tera?/dynamax? methods.
  • Crash Fixes: Resolved pbCalcTypeMod Method Error and missing icon crashes.
### New Features
  • Smart Wild AI: Wild Pokemon now use Advanced AI logic (Level 85+).
  • Wild Gimmicks: Wild...

Read the rest of this update entry...
 
Thank you for the amazing plugin. One genuine, technical question

I noticed that 003_Move_Scorer has the method score_move_advanced defined in there, but after looking through the plugin and the base scripts I can't see that method being called anywhere, in neither this plugin, the base scripts or DBK

Even adding echolns through it doesn't print anything at all in the console. Is it normal? How does that work?
 
Thank you for the amazing plugin. One genuine, technical question

I noticed that 003_Move_Scorer has the method score_move_advanced defined in there, but after looking through the plugin and the base scripts I can't see that method being called anywhere, in neither this plugin, the base scripts or DBK

Even adding echolns through it doesn't print anything at all in the console. Is it normal? How does that work?
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 vanilla behavior + some modifiers, rather than using the full scoring engine defined in that file.
 
Thanks for taking into account the KO detection, it is much better now. I'm having several NoMethodError errors in different calls that I don't use (I have plain DBK, no Dynamax, no Tera, no Mega). I've been commenting them but they keep popping up and every time I update the plugin I need to check them again. Because of the new update I have errors now when battling wild pokemon, unTera is not defined, dynamax_lvl, and others
 
Nononever updated Advanced AI System with a new update entry:

Fixed score_move_advanced

### 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 Battle::AI::AIMove with method_missing delegation to prevent persistent NoMethodError crashes (e.g...

Read the rest of this update entry...
 
Thanks for taking into account the KO detection, it is much better now. I'm having several NoMethodError errors in different calls that I don't use (I have plain DBK, no Dynamax, no Tera, no Mega). I've been commenting them but they keep popping up and every time I update the plugin I need to check them again. Because of the new update I have errors now when battling wild pokemon, unTera is not defined, dynamax_lvl, and others
oh, saw this to late, give me a moment, thats a quick one
 
Sorry to bother you, updated but still getting this

[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.8]

Exception: NoMethodError
Message: undefined method `dynamax_lvl' for #<Pokemon SHELLOS Lv.8>

Backtrace:
[Advanced AI System] [025] Mechanics_Hooks.rb:21:in `pbRegisterEnemySpecialAction'
[Deluxe Battle Kit] [003] Command Menu Refactor.rb:462:in `pbDefaultChooseEnemyCommand'
155:Battle_CommandPhase:215:in `block in pbCommandPhaseLoop'
155:Battle_CommandPhase:203:in `loop'
155:Battle_CommandPhase:203:in `pbCommandPhaseLoop'
[Deluxe Battle Kit] [003] Command Menu Refactor.rb:381:in `pbCommandPhase'
[Delta Speed Up] _Main_Script.rb:78:in `pbCommandPhase'
148:Battle_StartAndEnd:336:in `block (2 levels) in pbBattleLoop'
012:PBDebug:6:in `logonerr'
148:Battle_StartAndEnd:336:in `block in pbBattleLoop'
 
Sorry to bother you, updated but still getting this

[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.8]

Exception: NoMethodError
Message: undefined method `dynamax_lvl' for #<Pokemon SHELLOS Lv.8>

Backtrace:
[Advanced AI System] [025] Mechanics_Hooks.rb:21:in `pbRegisterEnemySpecialAction'
[Deluxe Battle Kit] [003] Command Menu Refactor.rb:462:in `pbDefaultChooseEnemyCommand'
155:Battle_CommandPhase:215:in `block in pbCommandPhaseLoop'
155:Battle_CommandPhase:203:in `loop'
155:Battle_CommandPhase:203:in `pbCommandPhaseLoop'
[Deluxe Battle Kit] [003] Command Menu Refactor.rb:381:in `pbCommandPhase'
[Delta Speed Up] _Main_Script.rb:78:in `pbCommandPhase'
148:Battle_StartAndEnd:336:in `block (2 levels) in pbBattleLoop'
012:PBDebug:6:in `logonerr'
148:Battle_StartAndEnd:336:in `block in pbBattleLoop'
😕
 
Sorry to bother you, updated but still getting this

[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.8]

Exception: NoMethodError
Message: undefined method `dynamax_lvl' for #<Pokemon SHELLOS Lv.8>

Backtrace:
[Advanced AI System] [025] Mechanics_Hooks.rb:21:in `pbRegisterEnemySpecialAction'
[Deluxe Battle Kit] [003] Command Menu Refactor.rb:462:in `pbDefaultChooseEnemyCommand'
155:Battle_CommandPhase:215:in `block in pbCommandPhaseLoop'
155:Battle_CommandPhase:203:in `loop'
155:Battle_CommandPhase:203:in `pbCommandPhaseLoop'
[Deluxe Battle Kit] [003] Command Menu Refactor.rb:381:in `pbCommandPhase'
[Delta Speed Up] _Main_Script.rb:78:in `pbCommandPhase'
148:Battle_StartAndEnd:336:in `block (2 levels) in pbBattleLoop'
012:PBDebug:6:in `logonerr'
148:Battle_StartAndEnd:336:in `block in pbBattleLoop'
new one is up
 
It's me again 😅. In my Gulpin vs Ralts scenario, I'm having the same undesired behavior, it switches out even if I'm 1 HP and slower, now because of a OHKO potential, but again, it doesn't make sense. Moreover, it checks different OHKO values for different switch options which I don't understand. Why does it say 172% when evaluating Venonat, but 153% when evaluating Roselia? Does it matter?

⚠️ OHKO RISK: Confusion (~172% HP) [-60]
• Venonat: Matchup = -85
⚠️ OHKO RISK: Confusion (~153% HP) [-60]
• Roselia: Matchup = -85
[AAI] Reserved Pokemon at index 2 excluded from options
─────────────────────────────────────
✅ BEST OPTION: Venonat
Matchup Score: -85

✅ SELECTED: Venonat (Party Index: 1)
 
And another thing to consider, Ralts has hypnosis, which Gulpin sees as super effective and contributes to the type disadvantage, but it is not a damaging move. I've included a condition to exclude status moves there and when calculating STAB, but I'm sure there must be a better way to take it into account
 
And another thing to consider, Ralts has hypnosis, which Gulpin sees as super effective and contributes to the type disadvantage, but it is not a damaging move. I've included a condition to exclude status moves there and when calculating STAB, but I'm sure there must be a better way to take it into account
new bugfixes are up
 
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