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heal powder test
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@ -99,6 +99,26 @@ SINGLE_BATTLE_TEST("Cure Status: Full Heal heals a battler from any primary stat
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}
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}
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}
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}
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SINGLE_BATTLE_TEST("Cure Status: Heal Powder heals a battler from any primary status")
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{
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u16 status;
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PARAMETRIZE{ status = STATUS1_BURN; }
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PARAMETRIZE{ status = STATUS1_FREEZE; }
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PARAMETRIZE{ status = STATUS1_PARALYSIS; }
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PARAMETRIZE{ status = STATUS1_POISON; }
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PARAMETRIZE{ status = STATUS1_TOXIC_POISON; }
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PARAMETRIZE{ status = STATUS1_SLEEP; }
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GIVEN {
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ASSUME(gItems[ITEM_HEAL_POWDER].battleUsage == EFFECT_ITEM_CURE_STATUS);
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PLAYER(SPECIES_WOBBUFFET) { Status1(status); }
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OPPONENT(SPECIES_WYNAUT);
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} WHEN {
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TURN { USE_ITEM(player, ITEM_HEAL_POWDER, partyIndex: 0); }
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} SCENE {
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MESSAGE("Wobbuffet had its status healed!");
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}
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}
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SINGLE_BATTLE_TEST("Cure Status: Pewter Crunchies heals a battler from any primary status")
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SINGLE_BATTLE_TEST("Cure Status: Pewter Crunchies heals a battler from any primary status")
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{
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{
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u16 status;
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u16 status;
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@ -263,6 +283,7 @@ SINGLE_BATTLE_TEST("Cure Status: Full Heal and local specialties heal a battler
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{
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{
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u16 item;
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u16 item;
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PARAMETRIZE { item = ITEM_FULL_HEAL; }
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PARAMETRIZE { item = ITEM_FULL_HEAL; }
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PARAMETRIZE { item = ITEM_HEAL_POWDER; }
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PARAMETRIZE { item = ITEM_PEWTER_CRUNCHIES; }
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PARAMETRIZE { item = ITEM_PEWTER_CRUNCHIES; }
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PARAMETRIZE { item = ITEM_LAVA_COOKIE; }
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PARAMETRIZE { item = ITEM_LAVA_COOKIE; }
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PARAMETRIZE { item = ITEM_RAGE_CANDY_BAR; }
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PARAMETRIZE { item = ITEM_RAGE_CANDY_BAR; }
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@ -26,8 +26,6 @@ SINGLE_BATTLE_TEST("Full Restore restores a battler's HP and cures any primary s
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SINGLE_BATTLE_TEST("Full Restore restores a battler's HP and cures confusion")
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SINGLE_BATTLE_TEST("Full Restore restores a battler's HP and cures confusion")
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{
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{
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// known failing bc even though it passes there is an underlying bug still that is only obvious in the replay. see #2938
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// this also means that this test is likely not very good so I advice this to be redone
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GIVEN {
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GIVEN {
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ASSUME(gItems[ITEM_FULL_RESTORE].battleUsage == EFFECT_ITEM_HEAL_AND_CURE_STATUS);
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ASSUME(gItems[ITEM_FULL_RESTORE].battleUsage == EFFECT_ITEM_HEAL_AND_CURE_STATUS);
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PLAYER(SPECIES_WOBBUFFET) { HP(1); MaxHP(300);};
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PLAYER(SPECIES_WOBBUFFET) { HP(1); MaxHP(300);};
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