From 3c5bd4d16cc1668c32e3b3fbd4d364a1e46a500e Mon Sep 17 00:00:00 2001 From: Pawkkie <61265402+Pawkkie@users.noreply.github.com> Date: Tue, 21 Jan 2025 18:25:15 -0500 Subject: [PATCH] Return the universe to a state of balanced quilibrium (#6074) --- include/constants/battle_ai.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/include/constants/battle_ai.h b/include/constants/battle_ai.h index 1dcb62ee0729..e4cf747818b6 100644 --- a/include/constants/battle_ai.h +++ b/include/constants/battle_ai.h @@ -29,7 +29,7 @@ #define AI_FLAG_CHECK_BAD_MOVE (1 << 0) // AI will avoid using moves that are likely to fail or be ineffective in the current situation. #define AI_FLAG_TRY_TO_FAINT (1 << 1) // AI will prioritize KOing the player's mon if able. #define AI_FLAG_CHECK_VIABILITY (1 << 2) // AI damaging moves and move effects to determine the best available move in the current situation. -#define AI_FLAG_FORCE_SETUP_FIRST_TURN (1 << 3) // AI will prioritize using setup moves on the first turn at the expensve of all else. AI_FLAG_CHECK_VIABILITY will instead do this when the AI determines it makes sense. +#define AI_FLAG_FORCE_SETUP_FIRST_TURN (1 << 3) // AI will prioritize using setup moves on the first turn at the expensve of all else. AI_FLAG_CHECK_VIABILITY will instead do this when the AI determines it makes sense. #define AI_FLAG_RISKY (1 << 4) // AI will generally behave more recklessly, prioritizing damage over accuracy, explosions, etc. #define AI_FLAG_TRY_TO_2HKO (1 << 5) // AI adds score bonus to any move the AI has that either OHKOs or 2HKOs the player. #define AI_FLAG_PREFER_BATON_PASS (1 << 6) // AI prefers raising its own stats and setting for / using Baton Pass.