AI handling for Howl. (#7549)
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@ -4097,8 +4097,9 @@ static u32 AI_CalcMoveEffectScore(u32 battlerAtk, u32 battlerDef, u32 move)
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if (predictedMove && GetMoveEffect(predictedMove) != GetMoveEffect(move))
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return AI_CheckViability(battlerAtk, battlerDef, predictedMove, score);
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break;
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case EFFECT_ATTACK_UP:
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case EFFECT_ATTACK_UP_USER_ALLY:
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ADJUST_SCORE(IncreaseStatUpScore(BATTLE_PARTNER(battlerAtk), battlerDef, STAT_CHANGE_ATK));
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case EFFECT_ATTACK_UP:
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ADJUST_SCORE(IncreaseStatUpScore(battlerAtk, battlerDef, STAT_CHANGE_ATK));
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break;
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case EFFECT_ATTACK_UP_2:
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@ -2636,6 +2636,7 @@ bool32 IsStatRaisingEffect(enum BattleMoveEffects effect)
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{
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switch (effect)
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{
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case EFFECT_ATTACK_UP_USER_ALLY:
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case EFFECT_ATTACK_UP:
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case EFFECT_ATTACK_UP_2:
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case EFFECT_DEFENSE_UP:
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