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Added AI checks.
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@ -2467,13 +2467,13 @@ bool32 ShouldPivot(u8 battlerAtk, u8 battlerDef, u16 defAbility, u16 move, u8 mo
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if (!IS_MOVE_STATUS(move) && (shouldSwitch
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if (!IS_MOVE_STATUS(move) && (shouldSwitch
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|| (AtMaxHp(battlerDef) && (AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_FOCUS_SASH
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|| (AtMaxHp(battlerDef) && (AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_FOCUS_SASH
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|| defAbility == ABILITY_STURDY || defAbility == ABILITY_MULTISCALE || defAbility == ABILITY_SHADOW_SHIELD))))
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|| (defAbility == ABILITY_STURDY && B_STURDY >= GEN_5) || defAbility == ABILITY_MULTISCALE || defAbility == ABILITY_SHADOW_SHIELD))))
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return PIVOT; // pivot to break sash/sturdy/multiscale
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return PIVOT; // pivot to break sash/sturdy/multiscale
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}
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}
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else if (!hasStatBoost)
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else if (!hasStatBoost)
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{
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{
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if (!IS_MOVE_STATUS(move) && (AtMaxHp(battlerDef) && (AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_FOCUS_SASH
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if (!IS_MOVE_STATUS(move) && (AtMaxHp(battlerDef) && (AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_FOCUS_SASH
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|| defAbility == ABILITY_STURDY || defAbility == ABILITY_MULTISCALE || defAbility == ABILITY_SHADOW_SHIELD)))
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|| (defAbility == ABILITY_STURDY && B_STURDY >= GEN_5) || defAbility == ABILITY_MULTISCALE || defAbility == ABILITY_SHADOW_SHIELD)))
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return PIVOT; // pivot to break sash/sturdy/multiscale
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return PIVOT; // pivot to break sash/sturdy/multiscale
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if (shouldSwitch)
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if (shouldSwitch)
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