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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 nop 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
I chose Expert Timothy and Ninja Boy Jaiden as my test subjects, due to their ability to be fought singularly or in a double battle, Jaiden's ability to use both non-damaging and damaging moves and the fact that Timothy shared AI with Maxie, while Jaiden shared AI with Tabitha. The tests were a massive success. As seen in the video I will link below, when fought him singularly, Jaiden would pick random moves, despite being able to kill Abra, but, when fought alongside Timothy, Jaiden would always attempt to Fury Cutter (and faint) Abra, meaning that Timothy's AI had taken over and they were both using "smart AI", despite Jaiden being programmed on "dumb AI". This means that although there is still a random element, there are certain factors of the True Double fight making both opposing trainers more easily predictable, e.g. Pokémon will always target down a Pokémon they can kill.
Video: https://www.youtube.com/watch?v=mftXB2p ... e=youtu.be