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Corrected the AI conditionals
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@ -1486,7 +1486,6 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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}
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break;
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case EFFECT_SPIKES:
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case EFFECT_CEASELESS_EDGE:
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if (gSideTimers[GetBattlerSide(battlerDef)].spikesAmount >= 3)
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score -= 10;
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else if (PartnerMoveIsSameNoTarget(BATTLE_PARTNER(battlerAtk), move, AI_DATA->partnerMove)
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@ -1494,7 +1493,6 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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score -= 10; // only one mon needs to set up the last layer of Spikes
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break;
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case EFFECT_STEALTH_ROCK:
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case EFFECT_STONE_AXE:
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if (gSideTimers[GetBattlerSide(battlerDef)].stealthRockAmount > 0
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|| PartnerMoveIsSameNoTarget(BATTLE_PARTNER(battlerAtk), move, AI_DATA->partnerMove)) //Only one mon needs to set up Stealth Rocks
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score -= 10;
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@ -4601,10 +4599,6 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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break;
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}*/
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break;
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case EFFECT_DIRE_CLAW:
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if (gBattleMons[battlerDef].status1 & STATUS1_NONE)
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score += 3;
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break;
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case EFFECT_FEINT:
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if (gBattleMoves[predictedMove].effect == EFFECT_PROTECT)
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score += 3;
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