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-- Per-trainer-class battle AI: item use and switching.
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-- Hand-ported from data/trainers/ai_pointers.asm (uses per Pokémon +
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-- routine) and engine/battle/trainer_ai.asm (the routines). Classes
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-- not listed use GenericAI (never uses items or switches).
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--
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-- chance is out of 256 (the routine's `cp X percent` threshold on a
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-- random byte). hpBelow means "only when HP < max/N". onStatus means
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-- "always, but only when the active mon has a status condition".
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return {
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OPP_JUGGLER = { uses = 3, chance = 64, switch = true },
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OPP_BLACKBELT = { uses = 2, chance = 32, item = "X_ATTACK" },
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OPP_GIOVANNI = { uses = 1, chance = 64, item = "GUARD_SPEC" },
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OPP_COOLTRAINER_M = { uses = 2, chance = 64, item = "X_ATTACK" },
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-- CooltrainerF's 25% roll is dead code in the original (the ret nc is
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-- commented out); she heals below 1/10 and switches below 1/5
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OPP_COOLTRAINER_F = { uses = 1, item = "HYPER_POTION", hpBelow = 10,
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switchBelow = 5 },
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OPP_BRUNO = { uses = 2, chance = 64, item = "X_DEFEND" },
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OPP_BROCK = { uses = 5, onStatus = true, item = "FULL_HEAL" },
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OPP_MISTY = { uses = 1, chance = 64, item = "X_DEFEND" },
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OPP_LT_SURGE = { uses = 1, chance = 64, item = "X_SPEED" },
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OPP_ERIKA = { uses = 1, chance = 128, item = "SUPER_POTION", hpBelow = 10 },
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OPP_KOGA = { uses = 2, chance = 64, item = "X_ATTACK" },
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OPP_BLAINE = { uses = 2, chance = 64, item = "SUPER_POTION" },
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OPP_SABRINA = { uses = 1, chance = 64, item = "HYPER_POTION", hpBelow = 10 },
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OPP_RIVAL2 = { uses = 1, chance = 32, item = "POTION", hpBelow = 5 },
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OPP_RIVAL3 = { uses = 1, chance = 32, item = "FULL_RESTORE", hpBelow = 5 },
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OPP_LORELEI = { uses = 2, chance = 128, item = "SUPER_POTION", hpBelow = 5 },
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OPP_AGATHA = { uses = 2, switchChance = 20, chance = 128,
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item = "SUPER_POTION", hpBelow = 4 },
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OPP_LANCE = { uses = 1, chance = 128, item = "HYPER_POTION", hpBelow = 5 },
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}
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