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Split Refresh's and Take Heart's effects in AI_CheckViability
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@@ -4442,6 +4442,9 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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score++;
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break;
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case EFFECT_REFRESH:
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if (gBattleMons[battlerAtk].status1 & STATUS1_ANY)
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score += 2;
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break;
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case EFFECT_TAKE_HEART:
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if (gBattleMons[battlerAtk].status1 & STATUS1_ANY
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|| BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_SPATK)
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