Add remaining multistring chooser constants
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@@ -863,32 +863,33 @@ static bool8 ShouldUseItem(void)
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*(gBattleStruct->AI_itemFlags + gActiveBattler / 2) = 0;
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if (itemEffects[3] & ITEM3_SLEEP && gBattleMons[gActiveBattler].status1 & STATUS1_SLEEP)
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{
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*(gBattleStruct->AI_itemFlags + gActiveBattler / 2) |= 0x20;
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*(gBattleStruct->AI_itemFlags + gActiveBattler / 2) |= (1 << AI_HEAL_SLEEP);
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shouldUse = TRUE;
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}
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if (itemEffects[3] & ITEM3_POISON && (gBattleMons[gActiveBattler].status1 & STATUS1_POISON || gBattleMons[gActiveBattler].status1 & STATUS1_TOXIC_POISON))
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if (itemEffects[3] & ITEM3_POISON && (gBattleMons[gActiveBattler].status1 & STATUS1_POISON
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|| gBattleMons[gActiveBattler].status1 & STATUS1_TOXIC_POISON))
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{
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*(gBattleStruct->AI_itemFlags + gActiveBattler / 2) |= 0x10;
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*(gBattleStruct->AI_itemFlags + gActiveBattler / 2) |= (1 << AI_HEAL_POISON);
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shouldUse = TRUE;
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}
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if (itemEffects[3] & ITEM3_BURN && gBattleMons[gActiveBattler].status1 & STATUS1_BURN)
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{
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*(gBattleStruct->AI_itemFlags + gActiveBattler / 2) |= 0x8;
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*(gBattleStruct->AI_itemFlags + gActiveBattler / 2) |= (1 << AI_HEAL_BURN);
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shouldUse = TRUE;
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}
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if (itemEffects[3] & ITEM3_FREEZE && gBattleMons[gActiveBattler].status1 & STATUS1_FREEZE)
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{
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*(gBattleStruct->AI_itemFlags + gActiveBattler / 2) |= 0x4;
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*(gBattleStruct->AI_itemFlags + gActiveBattler / 2) |= (1 << AI_HEAL_FREEZE);
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shouldUse = TRUE;
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}
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if (itemEffects[3] & ITEM3_PARALYSIS && gBattleMons[gActiveBattler].status1 & STATUS1_PARALYSIS)
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{
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*(gBattleStruct->AI_itemFlags + gActiveBattler / 2) |= 0x2;
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*(gBattleStruct->AI_itemFlags + gActiveBattler / 2) |= (1 << AI_HEAL_PARALYSIS);
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shouldUse = TRUE;
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}
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if (itemEffects[3] & ITEM3_CONFUSION && gBattleMons[gActiveBattler].status2 & STATUS2_CONFUSION)
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{
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*(gBattleStruct->AI_itemFlags + gActiveBattler / 2) |= 0x1;
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*(gBattleStruct->AI_itemFlags + gActiveBattler / 2) |= (1 << AI_HEAL_CONFUSION);
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shouldUse = TRUE;
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}
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break;
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@@ -897,17 +898,17 @@ static bool8 ShouldUseItem(void)
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if (gDisableStructs[gActiveBattler].isFirstTurn == 0)
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break;
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if (itemEffects[0] & ITEM0_X_ATTACK)
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*(gBattleStruct->AI_itemFlags + gActiveBattler / 2) |= 0x1;
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*(gBattleStruct->AI_itemFlags + gActiveBattler / 2) |= (1 << AI_X_ATTACK);
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if (itemEffects[1] & ITEM1_X_DEFEND)
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*(gBattleStruct->AI_itemFlags + gActiveBattler / 2) |= 0x2;
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*(gBattleStruct->AI_itemFlags + gActiveBattler / 2) |= (1 << AI_X_DEFEND);
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if (itemEffects[1] & ITEM1_X_SPEED)
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*(gBattleStruct->AI_itemFlags + gActiveBattler / 2) |= 0x4;
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*(gBattleStruct->AI_itemFlags + gActiveBattler / 2) |= (1 << AI_X_SPEED);
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if (itemEffects[2] & ITEM2_X_SPATK)
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*(gBattleStruct->AI_itemFlags + gActiveBattler / 2) |= 0x8;
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*(gBattleStruct->AI_itemFlags + gActiveBattler / 2) |= (1 << AI_X_SPATK);
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if (itemEffects[2] & ITEM2_X_ACCURACY)
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*(gBattleStruct->AI_itemFlags + gActiveBattler / 2) |= 0x20;
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*(gBattleStruct->AI_itemFlags + gActiveBattler / 2) |= (1 << AI_X_ACCURACY);
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if (itemEffects[0] & ITEM0_DIRE_HIT)
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*(gBattleStruct->AI_itemFlags + gActiveBattler / 2) |= 0x80;
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*(gBattleStruct->AI_itemFlags + gActiveBattler / 2) |= (1 << AI_DIRE_HIT);
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shouldUse = TRUE;
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break;
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case AI_ITEM_GUARD_SPECS:
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