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Fix Relic Song and abilities that change form based on HP from changing species of a transformed mon.
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@ -4326,10 +4326,13 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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break;
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case EFFECT_RELIC_SONG:
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#if (defined SPECIES_MELOETTA && defined SPECIES_MELOETTA_PIROUETTE)
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if (AI_DATA->atkSpecies == SPECIES_MELOETTA && gBattleMons[battlerDef].defense < gBattleMons[battlerDef].spDefense)
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score += 3; // Change to pirouette if can do more damage
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else if (AI_DATA->atkSpecies == SPECIES_MELOETTA_PIROUETTE && gBattleMons[battlerDef].spDefense < gBattleMons[battlerDef].defense)
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score += 3; // Change to Aria if can do more damage
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if (!(gBattleMons[battlerAtk].status2 & STATUS2_TRANSFORMED)) // Don't try to change form if it's transformed.
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{
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if (AI_DATA->atkSpecies == SPECIES_MELOETTA && gBattleMons[battlerDef].defense < gBattleMons[battlerDef].spDefense)
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score += 3; // Change to pirouette if can do more damage unless it
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else if (AI_DATA->atkSpecies == SPECIES_MELOETTA_PIROUETTE && gBattleMons[battlerDef].spDefense < gBattleMons[battlerDef].defense)
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score += 3; // Change to Aria if can do more damage
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}
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#endif
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break;
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case EFFECT_ELECTRIC_TERRAIN:
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@ -3454,7 +3454,7 @@ void SetMoveEffect(bool32 primary, u32 certain)
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}
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break;
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case MOVE_EFFECT_RELIC_SONG:
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if (GetBattlerAbility(gBattlerAttacker) != ABILITY_SHEER_FORCE)
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if (GetBattlerAbility(gBattlerAttacker) != ABILITY_SHEER_FORCE && !(gBattleMons[gBattlerAttacker].status2 & STATUS2_TRANSFORMED))
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{
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if (gBattleMons[gBattlerAttacker].species == SPECIES_MELOETTA)
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{
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@ -3877,6 +3877,9 @@ static bool32 ShouldChangeFormHpBased(u32 battler)
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};
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u32 i;
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if (gBattleMons[battler].status2 & STATUS2_TRANSFORMED)
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return FALSE;
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for (i = 0; i < ARRAY_COUNT(forms); i++)
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{
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if (GetBattlerAbility(battler) == forms[i][0])
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