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Note AI weather bug
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@ -743,7 +743,7 @@ 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_SEMI_INVULNERABLE, AI_CV_Fly
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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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if_effect EFFECT_SPIT_UP, AI_CV_SpitUp
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@ -2317,48 +2317,51 @@ AI_CV_ChargeUpMove_ScoreDown2:
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AI_CV_ChargeUpMove_End:
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end
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AI_CV_Fly:
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if_doesnt_have_move_with_effect AI_TARGET, EFFECT_PROTECT, AI_CV_Fly2
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AI_CV_SemiInvulnerable:
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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_Fly_End
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goto AI_CV_SemiInvulnerable_End
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AI_CV_Fly2:
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if_status AI_TARGET, STATUS1_TOXIC_POISON, AI_CV_Fly6
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if_status2 AI_TARGET, STATUS2_CURSED, AI_CV_Fly6
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if_status3 AI_TARGET, STATUS3_LEECHSEED, AI_CV_Fly6
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@ BUG: The scripts for checking type-resistance to weather for semi-invulnerable moves are swapped
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@ The result is that the AI is encouraged to stall while taking damage from weather
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@ To fix, swap _CheckSandstormTypes/_CheckIceType in the below script
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AI_CV_SemiInvulnerable2:
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if_status AI_TARGET, STATUS1_TOXIC_POISON, AI_CV_SemiInvulnerable_TryEncourage
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if_status2 AI_TARGET, STATUS2_CURSED, AI_CV_SemiInvulnerable_TryEncourage
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if_status3 AI_TARGET, STATUS3_LEECHSEED, AI_CV_SemiInvulnerable_TryEncourage
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get_weather
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if_equal AI_WEATHER_HAIL, AI_CV_Fly3
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if_equal AI_WEATHER_SANDSTORM, AI_CV_Fly4
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goto AI_CV_Fly5
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if_equal AI_WEATHER_HAIL, AI_CV_SemiInvulnerable_CheckSandstormTypes
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if_equal AI_WEATHER_SANDSTORM, AI_CV_SemiInvulnerable_CheckIceType
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goto AI_CV_SemiInvulnerable5
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AI_CV_Fly3:
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AI_CV_SemiInvulnerable_CheckSandstormTypes:
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get_user_type1
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if_in_bytes AI_CV_Fly_TypesToEncourage, AI_CV_Fly6
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if_in_bytes AI_CV_SandstormResistantTypes, AI_CV_SemiInvulnerable_TryEncourage
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get_user_type2
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if_in_bytes AI_CV_Fly_TypesToEncourage, AI_CV_Fly6
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goto AI_CV_Fly5
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if_in_bytes AI_CV_SandstormResistantTypes, AI_CV_SemiInvulnerable_TryEncourage
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goto AI_CV_SemiInvulnerable5
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AI_CV_Fly4:
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AI_CV_SemiInvulnerable_CheckIceType:
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get_user_type1
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if_equal TYPE_ICE, AI_CV_Fly6
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if_equal TYPE_ICE, AI_CV_SemiInvulnerable_TryEncourage
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get_user_type2
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if_equal TYPE_ICE, AI_CV_Fly6
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if_equal TYPE_ICE, AI_CV_SemiInvulnerable_TryEncourage
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AI_CV_Fly5:
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if_target_faster AI_CV_Fly_End
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AI_CV_SemiInvulnerable5:
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if_target_faster AI_CV_SemiInvulnerable_End
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get_last_used_bank_move AI_TARGET
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get_move_effect_from_result
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if_not_equal EFFECT_LOCK_ON, AI_CV_Fly6
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goto AI_CV_Fly_End
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if_not_equal EFFECT_LOCK_ON, AI_CV_SemiInvulnerable_TryEncourage
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goto AI_CV_SemiInvulnerable_End
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AI_CV_Fly6:
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if_random_less_than 80, AI_CV_Fly_End
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AI_CV_SemiInvulnerable_TryEncourage:
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if_random_less_than 80, AI_CV_SemiInvulnerable_End
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score +1
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AI_CV_Fly_End:
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AI_CV_SemiInvulnerable_End:
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end
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AI_CV_Fly_TypesToEncourage:
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AI_CV_SandstormResistantTypes:
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.byte TYPE_GROUND
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.byte TYPE_ROCK
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.byte TYPE_STEEL
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