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Renamed all move function codes
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@@ -179,11 +179,13 @@ class PokeBattle_AI
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if target.effects[PBEffects::SkyDrop]>=0
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miss = false if move.hitsFlyingTargets?
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else
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if target.inTwoTurnAttack?("0C9","0CC","0CE") # Fly, Bounce, Sky Drop
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if target.inTwoTurnAttack?("TwoTurnAttackInvulnerableInSky",
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"TwoTurnAttackInvulnerableInSkyParalyzeTarget",
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"TwoTurnAttackInvulnerableInSkyTargetCannotAct")
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miss = false if move.hitsFlyingTargets?
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elsif target.inTwoTurnAttack?("0CA") # Dig
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elsif target.inTwoTurnAttack?("TwoTurnAttackInvulnerableUnderground")
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miss = false if move.hitsDiggingTargets?
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elsif target.inTwoTurnAttack?("0CB") # Dive
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elsif target.inTwoTurnAttack?("TwoTurnAttackInvulnerableUnderwater")
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miss = false if move.hitsDivingTargets?
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end
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end
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@@ -197,7 +199,7 @@ class PokeBattle_AI
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score += 60
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elsif move.damagingMove?
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score += 30
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elsif move.function=="0F2"
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elsif move.function=="UserTargetSwapItems"
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score += 70 # Trick
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else
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score -= 60
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@@ -262,7 +264,7 @@ class PokeBattle_AI
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accuracy = pbRoughAccuracy(move,user,target,skill)
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realDamage *= accuracy/100.0
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# Two-turn attacks waste 2 turns to deal one lot of damage
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if move.chargingTurnMove? || move.function=="0C2" # Hyper Beam
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if move.chargingTurnMove? || move.function=="AttackAndSkipNextTurn" # Hyper Beam
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realDamage *= 2/3 # Not halved because semi-invulnerable during use or hits first turn
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end
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# Prefer flinching external effects (note that move effects which cause
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