#ifndef GUARD_BATTLE_AI_SWITCH_ITEMS_H #define GUARD_BATTLE_AI_SWITCH_ITEMS_H enum { AI_ITEM_FULL_RESTORE = 1, AI_ITEM_HEAL_HP, AI_ITEM_CURE_CONDITION, AI_ITEM_X_STAT, AI_ITEM_GUARD_SPEC, AI_ITEM_NOT_RECOGNIZABLE }; enum { AI_HEAL_CONFUSION, AI_HEAL_PARALYSIS, AI_HEAL_FREEZE, AI_HEAL_BURN, AI_HEAL_POISON, AI_HEAL_SLEEP, }; enum { AI_X_ATTACK, AI_X_DEFEND, AI_X_SPEED, AI_X_SPATK, AI_X_SPDEF, // Unused AI_X_ACCURACY, AI_X_EVASION, // Unused AI_DIRE_HIT, }; void AI_TrySwitchOrUseItem(void); u8 GetMostSuitableMonToSwitchInto(void); #endif // GUARD_BATTLE_AI_SWITCH_ITEMS_H