Switch AI considers Wind Rider (#6391)
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@ -506,6 +506,10 @@ static bool32 FindMonThatAbsorbsOpponentsMove(u32 battler)
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{
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absorbingTypeAbilities[numAbsorbingAbilities++] = ABILITY_SOUNDPROOF;
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}
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else if (IsWindMove(predictedMove) || (isOpposingBattlerChargingOrInvulnerable && IsWindMove(incomingMove)))
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{
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absorbingTypeAbilities[numAbsorbingAbilities++] = ABILITY_WIND_RIDER;
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}
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else
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{
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return FALSE;
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@ -807,9 +807,9 @@ AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_SWITCHING: AI will switch out if it has an
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PARAMETRIZE { aiMon = SPECIES_ORTHWORM; absorbingAbility = ABILITY_EARTH_EATER; move = MOVE_EARTHQUAKE;}
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PARAMETRIZE { aiMon = SPECIES_BRONZONG; absorbingAbility = ABILITY_LEVITATE; move = MOVE_EARTHQUAKE;}
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PARAMETRIZE { aiMon = SPECIES_ELECTRODE; absorbingAbility = ABILITY_SOUNDPROOF; move = MOVE_HYPER_VOICE;}
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PARAMETRIZE { aiMon = SPECIES_SHIFTRY; absorbingAbility = ABILITY_WIND_RIDER; move = MOVE_HURRICANE;}
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GIVEN {
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ASSUME(B_REDIRECT_ABILITY_IMMUNITY >= GEN_5);
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ASSUME(GetMoveType(MOVE_WATER_GUN) == TYPE_WATER);
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AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT | AI_FLAG_SMART_SWITCHING);
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PLAYER(SPECIES_ZIGZAGOON) { Moves(move); }
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OPPONENT(SPECIES_ZIGZAGOON) { Moves(MOVE_TACKLE); }
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