Corrected the AI conditionals

This commit is contained in:
LOuroboros 2023-01-04 12:45:49 -03:00
parent 2414283bb7
commit 7e398ce80e

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