Add bs cap to switching
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1 changed files with 11 additions and 0 deletions
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@ -421,6 +421,16 @@ u8 BattleAI_ChooseMoveOrAction(void)
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return ret;
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return ret;
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}
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}
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static u32 GetTotalBaseStat(u32 species)
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{
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return gBaseStats[species].baseHP
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+ gBaseStats[species].baseAttack
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+ gBaseStats[species].baseDefense
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+ gBaseStats[species].baseSpeed
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+ gBaseStats[species].baseSpAttack
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+ gBaseStats[species].baseSpDefense;
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}
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static u8 ChooseMoveOrAction_Singles(void)
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static u8 ChooseMoveOrAction_Singles(void)
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{
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{
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u8 currentMoveArray[4];
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u8 currentMoveArray[4];
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@ -452,6 +462,7 @@ static u8 ChooseMoveOrAction_Singles(void)
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// Consider switching if all moves are worthless to use.
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// Consider switching if all moves are worthless to use.
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if (AI_THINKING_STRUCT->aiFlags & (AI_SCRIPT_CHECK_VIABILITY | AI_SCRIPT_CHECK_BAD_MOVE | AI_SCRIPT_TRY_TO_FAINT | AI_SCRIPT_PREFER_BATON_PASS)
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if (AI_THINKING_STRUCT->aiFlags & (AI_SCRIPT_CHECK_VIABILITY | AI_SCRIPT_CHECK_BAD_MOVE | AI_SCRIPT_TRY_TO_FAINT | AI_SCRIPT_PREFER_BATON_PASS)
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&& CountUsablePartyMons(sBattler_AI) >= 1
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&& CountUsablePartyMons(sBattler_AI) >= 1
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&& GetTotalBaseStat(gBattleMons[sBattler_AI].species) >= 310 // Mon is not weak.
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&& gBattleMons[sBattler_AI].hp >= gBattleMons[sBattler_AI].maxHP / 2
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&& gBattleMons[sBattler_AI].hp >= gBattleMons[sBattler_AI].maxHP / 2
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&& !(gBattleTypeFlags & BATTLE_TYPE_PALACE))
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&& !(gBattleTypeFlags & BATTLE_TYPE_PALACE))
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{
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{
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