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Use function HasDamagingMove to avoid looping
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@ -1118,7 +1118,7 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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case EFFECT_GROWTH:
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case EFFECT_ATTACK_SPATK_UP: // work up
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if ((!BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_ATK) && !BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_SPATK))
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|| (!HasMoveWithSplit(battlerAtk, SPLIT_PHYSICAL) && !HasMoveWithSplit(battlerAtk, SPLIT_SPECIAL)))
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|| (!HasDamagingMove(battlerAtk)))
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score -= 10;
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break;
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case EFFECT_ROTOTILLER:
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