This document explains everything concerning "*-ai" files, the AI for the
Balanced difficulty.

-For every move in the character sheet (and thus, in the "*-s" file), there'll
be a line like this:

aimove[0]=0,0,4,2...

-For each "weapon state" in the Sheet files (the last number for the moves,
see "Readme Sheet" for details), there will be two numbers in the above line,
one for when the CPU has more than half the BP, and one for when it has less
or equal than half

-Those numbers represent the probability that the specified move is selected,
and go as follows:

0: no chances [when it can't ever be used or when you want to forbid the CPU to
               use it, such as Retrieve Weapon when the CPU has all the weapons]
1: odds of 1/15
2: odds of 2/15
3: odds of 3/15
4: odds of 4/15
5: odds of 5/15
6: must be used [forces the CPU to use 1 move, not used yet]

-For an example, a flying character might have this line:

aimove[10]=0,0,2,2,0,0,2,1

Since this would be line number 11, it'd refer to their attack number 11, and
let's assume that the attack can be used only when having a weapon, no matter
if the character is flying or not. Since those kind of characters have 4 "weapon
states" (see "Readme Sheet" for details), let's take a closer look at the line:

-> State 0 (not flying unarmed): 0,0
The move can't be used without a weapon, so just to make sure it's not used,
it gets a 0 when the CPU is high on BP, and when it's low on BP too

-> State 1 (not flying armed): 2,2
The move can be used in this state, but let's say it's a low-hitting move with
no special properties, so we assign a low probability to it

-> State 2 (flying unarmed): 0,0
Again, the move can't be used without a weapon, so it gets 0 chances

-> State 3 (flying armed): 2,1
The move can be used in this state. Assuming the character has more damaging
moves available in this state, this move only gets an odd of 2/6 when the
CPU has plenty of BP, and since the move can't probably be used defensively
nor has special properties (like healing, or binding the enemy), it gets even
lower odds when the CPU is short on BP



-That's how every line is written. Unlike the other character Files, the
 numbers in this AI File aren't a "translation" from the book, but they're
 added according to the user's criteria, considering the damage, special
 properties, defensive capabilities and in some cases, priority (like quick
 attacks getting better odds than strong attacks, or kicks and wild swings
 getting low odds)

*The moves are meant to have odds even if they can't be used at some moments
 (like shield attacks when the shield is broken), since it's the Restrictions
 file the one responsible for enabling or disabling them ultimately