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ai tweaks
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@ -683,6 +683,13 @@
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.byte \battler
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.endm
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.macro if_has_move_with_accuracy_lt battler:req, value:req, ptr:req
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.byte 0x79
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.byte \battler
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.byte \value
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.4byte \ptr
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.endm
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@ useful script macros
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.macro if_has_physical_move battler:req, ptr:req
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if_has_move_with_split \battler, SPLIT_PHYSICAL, \ptr
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@ -268,6 +268,18 @@ AI_CheckBadMove_CheckEffect: @ 82DC045
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if_effect EFFECT_TRICK_ROOM, AI_CBM_TrickRoom
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if_effect EFFECT_WONDER_ROOM, AI_CBM_WonderRoom
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if_effect EFFECT_MAGIC_ROOM, AI_CBM_MagicRoom
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if_effect EFFECT_SOAK, AI_CBM_Soak
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if_effect EFFECT_LOCK_ON, AI_CBM_LockOn
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end
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AI_CBM_LockOn:
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if_status3 AI_TARGET, STATUS3_ALWAYS_HITS, Score_Minus10
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if_ability AI_TARGET, ABILITY_NO_GUARD, Score_Minus10
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if_ability AI_USER, ABILITY_NO_GUARD, Score_Minus10
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end
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AI_CBM_Soak:
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if_type AI_TARGET, TYPE_WATER, Score_Minus10
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end
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AI_CBM_TrickRoom:
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@ -1122,6 +1134,7 @@ AI_CheckViability:
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if_effect EFFECT_MIRROR_COAT, AI_CV_MirrorCoat
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if_effect EFFECT_SKULL_BASH, AI_CV_ChargeUpMove
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if_effect EFFECT_SOLARBEAM, AI_CV_ChargeUpMove
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if_effect EFFECT_GEOMANCY, AI_CV_Geomancy
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if_effect EFFECT_SEMI_INVULNERABLE, AI_CV_SemiInvulnerable
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if_effect EFFECT_SOFTBOILED, AI_CV_Heal
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if_effect EFFECT_FAKE_OUT, AI_CV_FakeOut
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@ -1970,6 +1983,7 @@ AI_CV_Rest_End:
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end
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AI_CV_OneHitKO:
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if_status3 AI_TARGET, STATUS3_ALWAYS_HITS, Score_Plus5
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end
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AI_CV_SuperFang:
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@ -2034,6 +2048,9 @@ AI_CV_FocusEnergy2:
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goto AI_CV_FocusEnergy3
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AI_CV_Swagger:
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if_doesnt_have_move_with_effect AI_USER, EFFECT_FOUL_PLAY, AI_CV_Swagger2
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score +1
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AI_CV_Swagger2:
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if_has_move AI_USER, MOVE_PSYCH_UP, AI_CV_SwaggerHasPsychUp
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AI_CV_Flatter:
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@ -2386,10 +2403,32 @@ AI_CV_PainSplit_ScoreDown1:
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AI_CV_PainSplit_End:
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end
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AI_EncourageIfHasOHKO:
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if_level_cond 1, AI_EncourageIfHasOHKORet
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if_has_move_with_effect AI_USER, EFFECT_OHKO, Score_Plus3
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AI_EncourageIfHasOHKORet:
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end
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AI_EncourageIfHasLowAccuracyMove:
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if_ability AI_USER, ABILITY_COMPOUND_EYES, AI_EncourageIfHasVeryLowAccuracyMove
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get_hold_effect AI_USER
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if_equal HOLD_EFFECT_WIDE_LENS, AI_EncourageIfHasVeryLowAccuracyMove
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if_equal HOLD_EFFECT_ZOOM_LENS, AI_EncourageIfHasVeryLowAccuracyMove
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if_has_move_with_accuracy_lt AI_USER, 86, Score_Plus3
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if_has_move_with_accuracy_lt AI_USER, 91, Score_Plus1
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goto Score_Minus1
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AI_EncourageIfHasVeryLowAccuracyMove:
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if_has_move_with_accuracy_lt AI_USER, 81, Score_Plus3
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if_has_move_with_accuracy_lt AI_USER, 86, Score_Plus1
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goto Score_Minus1
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AI_CV_LockOn:
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call AI_EncourageIfHasOHKO
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call AI_EncourageIfHasLowAccuracyMove
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AI_CV_LockOn2:
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if_random_less_than 128, AI_CV_LockOn_End
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score +2
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score +1
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AI_CV_LockOn_End:
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end
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@ -2854,8 +2893,15 @@ AI_CV_MirrorCoat_ScoreDown1:
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AI_CV_MirrorCoat_End:
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end
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AI_CV_Geomancy:
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get_hold_effect AI_USER
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if_equal HOLD_EFFECT_POWER_HERB, AI_CV_ChargeUpMove_ScoreUp2
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end
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AI_CV_ChargeUpMove:
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get_hold_effect AI_USER
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if_equal HOLD_EFFECT_POWER_HERB, AI_CV_ChargeUpMove_ScoreUp2
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if_type_effectiveness AI_EFFECTIVENESS_x0_25, AI_CV_ChargeUpMove_ScoreDown2
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if_type_effectiveness AI_EFFECTIVENESS_x0_5, AI_CV_ChargeUpMove_ScoreDown2
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if_has_move_with_effect AI_TARGET, EFFECT_PROTECT, AI_CV_ChargeUpMove_ScoreDown2
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@ -2868,8 +2914,13 @@ AI_CV_ChargeUpMove_ScoreDown2:
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AI_CV_ChargeUpMove_End:
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end
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AI_CV_ChargeUpMove_ScoreUp2:
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score +2
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goto AI_CV_ChargeUpMove_End
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AI_CV_SemiInvulnerable:
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get_hold_effect AI_USER
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if_equal HOLD_EFFECT_POWER_HERB, AI_CV_ChargeUpMove_ScoreUp2
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if_doesnt_have_move_with_effect AI_TARGET, EFFECT_PROTECT, AI_CV_SemiInvulnerable2
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score -1
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goto AI_CV_SemiInvulnerable_End
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@ -179,6 +179,7 @@ static void Cmd_get_considered_move_split(void);
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static void Cmd_get_considered_move_target(void);
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static void Cmd_compare_speeds(void);
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static void Cmd_is_wakeup_turn(void);
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static void Cmd_if_has_move_with_accuracy_lt(void);
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// ewram
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EWRAM_DATA const u8 *gAIScriptPtr = NULL;
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@ -310,6 +311,7 @@ static const BattleAICmdFunc sBattleAICmdTable[] =
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Cmd_get_considered_move_target, // 0x76
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Cmd_compare_speeds, // 0x77
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Cmd_is_wakeup_turn, // 0x78
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Cmd_if_has_move_with_accuracy_lt, // 0x79
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};
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static const u16 sDiscouragedPowerfulMoveEffects[] =
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@ -2591,15 +2593,18 @@ static void Cmd_if_cant_use_last_resort(void)
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 2);
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}
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static u16 *GetMovesArray(u32 battler)
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{
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if (IsBattlerAIControlled(battler) || IsBattlerAIControlled(BATTLE_PARTNER(battler)))
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return gBattleMons[battler].moves;
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else
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return gBattleResources->battleHistory->usedMoves[battler];
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}
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static bool32 HasMoveWithSplit(u32 battler, u32 split)
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{
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s32 i;
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u16 *moves;
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if (IsBattlerAIControlled(battler) || IsBattlerAIControlled(BATTLE_PARTNER(battler)))
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moves = gBattleMons[battler].moves;
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else
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moves = gBattleResources->battleHistory->usedMoves[battler];
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u16 *moves = GetMovesArray(battler);
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for (i = 0; i < MAX_MON_MOVES; i++)
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{
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@ -2631,14 +2636,9 @@ static void Cmd_if_has_no_move_with_split(void)
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static bool32 MovesWithSplitUnusable(u32 attacker, u32 target, u32 split)
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{
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s32 i, moveType;
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u16 *moves;
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u32 usable = 0;
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u32 unusable = CheckMoveLimitations(attacker, 0, 0xFF);
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if (IsBattlerAIControlled(attacker))
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moves = gBattleMons[attacker].moves;
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else
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moves = gBattleResources->battleHistory->usedMoves[attacker];
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u16 *moves = GetMovesArray(attacker);
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for (i = 0; i < MAX_MON_MOVES; i++)
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{
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@ -2698,12 +2698,7 @@ static void Cmd_if_cant_use_belch(void)
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static void Cmd_if_has_move_with_type(void)
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{
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u32 i, moveType, battler = BattleAI_GetWantedBattler(gAIScriptPtr[1]);
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u16 *moves;
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if (IsBattlerAIControlled(battler))
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moves = gBattleMons[battler].moves;
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else
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moves = BATTLE_HISTORY->usedMoves[battler];
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u16 *moves = GetMovesArray(battler);
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for (i = 0; i < 4; i++)
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{
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@ -2725,12 +2720,7 @@ static void Cmd_if_has_move_with_type(void)
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static void Cmd_if_has_move_with_flag(void)
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{
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u32 i, flag, battler = BattleAI_GetWantedBattler(gAIScriptPtr[1]);
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u16 *moves;
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if (IsBattlerAIControlled(battler))
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moves = gBattleMons[battler].moves;
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else
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moves = BATTLE_HISTORY->usedMoves[battler];
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u16 *moves = GetMovesArray(battler);
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flag = T1_READ_32(gAIScriptPtr + 2);
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for (i = 0; i < 4; i++)
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@ -2858,3 +2848,25 @@ static void Cmd_is_wakeup_turn(void)
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gAIScriptPtr += 2;
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}
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static void Cmd_if_has_move_with_accuracy_lt(void)
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{
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u32 i;
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u32 battler = BattleAI_GetWantedBattler(gAIScriptPtr[1]);
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u32 toCmp = gAIScriptPtr[2];
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u16 *moves = GetMovesArray(battler);
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for (i = 0; i < MAX_MON_MOVES; i++)
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{
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if (moves[i] != MOVE_NONE
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&& gBattleMoves[moves[i]].effect != EFFECT_OHKO
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&& gBattleMoves[moves[i]].accuracy > 1
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&& gBattleMoves[moves[i]].accuracy < toCmp)
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break;
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}
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if (i == MAX_MON_MOVES)
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gAIScriptPtr += 7;
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else
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gAIScriptPtr = T1_READ_PTR(gAIScriptPtr + 3);
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}
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