Toxic thread uses light screen's scoring.... (#7674)
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@ -1702,7 +1702,9 @@ static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
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case EFFECT_TOXIC_THREAD:
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if (!CanLowerStat(battlerAtk, battlerDef, aiData, STAT_SPEED))
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ADJUST_SCORE(-1); // may still want to just poison
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//fallthrough
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if (!AI_CanPoison(battlerAtk, battlerDef, aiData->abilities[battlerDef], move, aiData->partnerMove))
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ADJUST_SCORE(-10);
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break;
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case EFFECT_LIGHT_SCREEN:
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if (gSideStatuses[GetBattlerSide(battlerAtk)] & (SIDE_STATUS_LIGHTSCREEN | SIDE_STATUS_AURORA_VEIL)
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|| (HasPartner(battlerAtk) && AreMovesEquivalent(battlerAtk, BATTLE_PARTNER(battlerAtk), move, aiData->partnerMove)))
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