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Super effective move AI flaw: Difference between revisions

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[[ImageFile:AI_glitchMove AI flaw.png|270px|thumbframe|right|AOne normalof dragonairLance's underDragonair the'locked effectinto' ofAgility; thea Psychic type move, AIagainst glitchZubat, a Poison/Flying type Pokémon.]]
In Pokémon Red, Blue and Yellow, enemy Pokémon from computer controlled Trainers (but not wild Pokémon) prioritize super effective moves over regularly effective or not very effective/non effective moves even if the move does not deal damage.
 
The AI was changed in Pokémon Gold and Silver so that opponents will not always use a non-damaging super effective moves if no super effective damaging move is known. (e.g. Bird Keeper Jose's level 34 Farfetch'd on Route 27 will not be locked on to Agility against a Zubat)
In the [[bp:Generation I|Generation I]] Pokémon games, there is a slight bug in the formulae which decide which move the enemy Pokémon will use.
 
==Example==
The game would ensure that if the enemy Pokémon has a move which is super effective or neutral to its opponent's type, it would use that move over a move that its opponent resists. This effect would always be applied, so the super effective moves would always be used until they ran out of PP. This also meant that if the opponent's only neutral or super effective move was a status move, the opponent would be forced into using it.
In Pokémon Red and Blue, all three of Lance's Dragonair know Agility as their only Psychic-type move. Agility is a status move rather than a damage dealing move, however, these Dragonair will be 'locked on' to Agility against a Poison type Pokémon such as Zubat, because the Psychic type is super effective against the Poison type.
 
A low level Poison type Pokémon could eventually beat one of Lance's Dragonair, and the process could be made quicker with a poison inducing move such as Toxic.
This is a problem notably with Psychic-type moves such as Barrier, Light Screen and Agility (which was a Psychic-type move until [[bp:Generation III|Generation III]].) For example, a Rapidash's high Special Attack stat would make it relatively easy to defeat a Golbat of the same level with Fire Blast. However, if that same Rapidash also knew Agility, it would never use Fire Blast until Agility's PP was 0. However, in [[bp:Generation I|Generation I]] technically an opponent's PP will never deplete to zero. As a result, the Golbat would have an unlimited amount of time to defeat the Rapidash, unless that Rapidash was battled in a link battle.
 
As enemy Trainers don't use PP in Generation I, Dragonair running out of PP on Agility is not a problem.
This glitch was fixed in later generations of the Pokémon games, due to improvements of the opponent's AI.
 
==External links==
#[httphttps://forums.glitchcity.info/index.php/?topic,=5781.0.html A thread on Glitchthe Cityforums Laboratories Forums concerningabout the Move AI glitchflaw].
[[Category:GenerationNon-glitch I glitchesexploits]]
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