Fix type check in Magnet Rise AI (#8609)
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@ -5519,7 +5519,7 @@ static s32 AI_CalcMoveEffectScore(u32 battlerAtk, u32 battlerDef, u32 move, stru
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ADJUST_SCORE(GOOD_EFFECT);
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break;
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case EFFECT_MAGNET_RISE:
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if (AI_IsBattlerGrounded(battlerAtk) && HasDamagingMoveOfType(battlerDef, TYPE_ELECTRIC)
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if (AI_IsBattlerGrounded(battlerAtk) && HasDamagingMoveOfType(battlerDef, TYPE_GROUND)
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&& !(effectiveness == UQ_4_12(0.0))) // Doesn't resist ground move
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{
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if (AI_IsFaster(battlerAtk, battlerDef, move, predictedMoveSpeedCheck, CONSIDER_PRIORITY)) // Attacker goes first
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@ -5530,8 +5530,7 @@ static s32 AI_CalcMoveEffectScore(u32 battlerAtk, u32 battlerDef, u32 move, stru
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}
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else // Opponent Goes First
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{
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if (HasDamagingMoveOfType(battlerDef, TYPE_GROUND))
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ADJUST_SCORE(DECENT_EFFECT);
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ADJUST_SCORE(DECENT_EFFECT);
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break;
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}
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}
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