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Add tests for Contrary
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@ -8606,8 +8606,8 @@ BattleScript_IntimidateEffect:
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setgraphicalstatchangevalues
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setgraphicalstatchangevalues
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jumpifability BS_TARGET, ABILITY_CONTRARY, BattleScript_IntimidateContrary
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jumpifability BS_TARGET, ABILITY_CONTRARY, BattleScript_IntimidateContrary
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printstring STRINGID_PKMNCUTSATTACKWITH
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printstring STRINGID_PKMNCUTSATTACKWITH
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BattleScript_IntimidateEffect_WaitString:
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waitmessage B_WAIT_TIME_LONG
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waitmessage B_WAIT_TIME_LONG
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BattleScript_IntimidateEffect_AfterString:
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copybyte sBATTLER, gBattlerTarget
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copybyte sBATTLER, gBattlerTarget
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call BattleScript_TryAdrenalineOrb
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call BattleScript_TryAdrenalineOrb
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BattleScript_IntimidateLoopIncrement:
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BattleScript_IntimidateLoopIncrement:
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@ -8620,10 +8620,13 @@ BattleScript_IntimidateEnd:
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BattleScript_IntimidateContrary:
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BattleScript_IntimidateContrary:
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call BattleScript_AbilityPopUpTarget
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call BattleScript_AbilityPopUpTarget
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jumpifbyte CMP_EQUAL, cMULTISTRING_CHOOSER, B_MSG_STAT_WONT_INCREASE, BattleScript_IntimidateContrary_WontIncrease
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playanimation BS_TARGET, B_ANIM_STATS_CHANGE, sB_ANIM_ARG1
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playanimation BS_TARGET, B_ANIM_STATS_CHANGE, sB_ANIM_ARG1
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printfromtable gStatUpStringIds
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printfromtable gStatUpStringIds
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waitmessage B_WAIT_TIME_LONG
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goto BattleScript_IntimidateEffect_WaitString
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goto BattleScript_IntimidateEffect_AfterString
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BattleScript_IntimidateContrary_WontIncrease:
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printstring STRINGID_TARGETSTATWONTGOHIGHER
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goto BattleScript_IntimidateEffect_WaitString
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BattleScript_IntimidatePrevented:
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BattleScript_IntimidatePrevented:
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call BattleScript_AbilityPopUp
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call BattleScript_AbilityPopUp
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143
test/ability_contrary.c
Normal file
143
test/ability_contrary.c
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@ -0,0 +1,143 @@
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#include "global.h"
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#include "test_battle.h"
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ASSUMPTIONS
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{
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ASSUME(gBattleMoves[MOVE_TACKLE].split == SPLIT_PHYSICAL);
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}
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SINGLE_BATTLE_TEST("Contrary raises Attack when Intimidated", s16 damage)
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{
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u32 ability;
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PARAMETRIZE { ability = ABILITY_CONTRARY; }
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PARAMETRIZE { ability = ABILITY_TANGLED_FEET; }
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GIVEN {
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PLAYER(SPECIES_MIGHTYENA) { Ability(ABILITY_INTIMIDATE); }
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OPPONENT(SPECIES_SPINDA) { Ability(ability); }
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} WHEN {
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TURN { MOVE(opponent, MOVE_TACKLE); }
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} SCENE {
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ABILITY_POPUP(player, ABILITY_INTIMIDATE);
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if (ability == ABILITY_CONTRARY) {
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ABILITY_POPUP(opponent, ABILITY_CONTRARY);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
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MESSAGE("Foe Spinda's attack rose!");
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}
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HP_BAR(player, captureDamage: &results[i].damage);
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}
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FINALLY {
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EXPECT_MUL_EQ(results[1].damage, Q_4_12(2.125), results[0].damage);
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}
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}
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SINGLE_BATTLE_TEST("Contrary raises stats after using a move which would normally lower them: Overheat", s16 damageBefore, s16 damageAfter)
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{
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u32 ability;
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PARAMETRIZE { ability = ABILITY_CONTRARY; }
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PARAMETRIZE { ability = ABILITY_TANGLED_FEET; }
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GIVEN {
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ASSUME(gBattleMoves[MOVE_OVERHEAT].effect == EFFECT_OVERHEAT);
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ASSUME(gBattleMoves[MOVE_OVERHEAT].split == SPLIT_SPECIAL);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_SPINDA) { Ability(ability); }
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} WHEN {
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TURN { MOVE(opponent, MOVE_OVERHEAT); }
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TURN { MOVE(opponent, MOVE_OVERHEAT); }
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} SCENE {
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MESSAGE("Foe Spinda used Overheat!");
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HP_BAR(player, captureDamage: &results[i].damageBefore);
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if (ability == ABILITY_CONTRARY) {
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// ABILITY_POPUP(opponent, ABILITY_CONTRARY);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
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MESSAGE("Foe Spinda's sp. attack sharply rose!");
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}
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else {
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
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MESSAGE("Foe Spinda's sp. attack harshly fell!");
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}
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// MESSAGE("Foe Spinda used Overheat!");
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HP_BAR(player, captureDamage: &results[i].damageAfter);
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if (ability == ABILITY_CONTRARY) {
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// ABILITY_POPUP(opponent, ABILITY_CONTRARY);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
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MESSAGE("Foe Spinda's sp. attack sharply rose!");
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}
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else {
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
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MESSAGE("Foe Spinda's sp. attack harshly fell!");
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}
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}
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FINALLY {
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EXPECT_MUL_EQ(results[0].damageBefore, Q_4_12(2.0), results[0].damageAfter);
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EXPECT_MUL_EQ(results[1].damageBefore, Q_4_12(0.5), results[1].damageAfter);
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}
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}
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SINGLE_BATTLE_TEST("Contrary lowers a stat after using a move which would normally raise it: Swords Dance", s16 damageBefore, s16 damageAfter)
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{
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u32 ability;
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PARAMETRIZE { ability = ABILITY_CONTRARY; }
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PARAMETRIZE { ability = ABILITY_TANGLED_FEET; }
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GIVEN {
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ASSUME(gBattleMoves[MOVE_SWORDS_DANCE].effect == EFFECT_ATTACK_UP_2);
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PLAYER(SPECIES_WOBBUFFET) {Defense(102); }
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OPPONENT(SPECIES_SPINDA) { Ability(ability); Attack(100); }
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} WHEN {
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TURN { MOVE(opponent, MOVE_TACKLE); }
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TURN { MOVE(opponent, MOVE_SWORDS_DANCE); }
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TURN { MOVE(opponent, MOVE_TACKLE); }
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} SCENE {
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MESSAGE("Foe Spinda used Tackle!");
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HP_BAR(player, captureDamage: &results[i].damageBefore);
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//MESSAGE("Foe Spinda used Swords Dance!");
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if (ability == ABILITY_CONTRARY) {
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// ABILITY_POPUP(opponent, ABILITY_CONTRARY);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
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MESSAGE("Foe Spinda's attack harshly fell!");
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}
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else {
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
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MESSAGE("Foe Spinda's attack sharply rose!");
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}
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// MESSAGE("Foe Spinda used Tackle!");
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HP_BAR(player, captureDamage: &results[i].damageAfter);
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}
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FINALLY {
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EXPECT_MUL_EQ(results[0].damageBefore, Q_4_12(0.5), results[0].damageAfter);
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EXPECT_MUL_EQ(results[1].damageBefore, Q_4_12(2.0), results[1].damageAfter);
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}
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}
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SINGLE_BATTLE_TEST("Contrary raises a stat after using a move which would normally lower it: Growl", s16 damage)
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{
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u32 ability;
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PARAMETRIZE { ability = ABILITY_CONTRARY; }
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PARAMETRIZE { ability = ABILITY_TANGLED_FEET; }
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GIVEN {
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ASSUME(gBattleMoves[MOVE_GROWL].effect == EFFECT_ATTACK_DOWN);
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PLAYER(SPECIES_WOBBUFFET) {Speed(3); }
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OPPONENT(SPECIES_SPINDA) { Ability(ability); Speed(2); }
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} WHEN {
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TURN { MOVE(player, MOVE_GROWL); MOVE(opponent, MOVE_TACKLE); }
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} SCENE {
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MESSAGE("Wobbuffet used Growl!");
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if (ability == ABILITY_CONTRARY) {
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// ABILITY_POPUP(opponent, ABILITY_CONTRARY);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
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MESSAGE("Foe Spinda's attack rose!");
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}
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else {
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
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MESSAGE("Foe Spinda's attack fell!");
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}
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MESSAGE("Foe Spinda used Tackle!");
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HP_BAR(player, captureDamage: &results[i].damage);
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}
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FINALLY {
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EXPECT_MUL_EQ(results[1].damage, Q_4_12(2.125), results[0].damage);
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}
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}
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