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flinch tests + protect/flinch fix (#3345)
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@ -10776,8 +10776,9 @@ static void Cmd_setprotectlike(void)
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bool32 fail = TRUE;
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bool32 fail = TRUE;
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bool32 notLastTurn = TRUE;
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bool32 notLastTurn = TRUE;
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u32 lastMove = gLastResultingMoves[gBattlerAttacker];
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if (!gBattleMoves[gLastResultingMoves[gBattlerAttacker]].protectionMove)
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if (lastMove == MOVE_UNAVAILABLE || !(gBattleMoves[lastMove].protectionMove))
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gDisableStructs[gBattlerAttacker].protectUses = 0;
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gDisableStructs[gBattlerAttacker].protectUses = 0;
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if (gCurrentTurnActionNumber == (gBattlersCount - 1))
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if (gCurrentTurnActionNumber == (gBattlersCount - 1))
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71
test/battle/move_effect/flinch_hit.c
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71
test/battle/move_effect/flinch_hit.c
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@ -0,0 +1,71 @@
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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_HEADBUTT].effect == EFFECT_FLINCH_HIT);
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}
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SINGLE_BATTLE_TEST("Headbutt flinches the target if attacker is faster")
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{
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bool8 isFaster;
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u16 spdPlayer, spdOpponent;
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PARAMETRIZE { isFaster = TRUE; spdPlayer = 10; spdOpponent = 5; }
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PARAMETRIZE { isFaster = FALSE; spdPlayer = 5; spdOpponent = 10; }
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { Speed(spdPlayer); }
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OPPONENT(SPECIES_WOBBUFFET) { Speed(spdOpponent); }
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} WHEN {
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TURN { MOVE(player, MOVE_HEADBUTT); }
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TURN { MOVE(player, MOVE_HEADBUTT); }
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} SCENE {
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// 1st turn
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ANIMATION(ANIM_TYPE_MOVE, MOVE_HEADBUTT, player);
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HP_BAR(opponent);
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if (isFaster) {
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MESSAGE("Foe Wobbuffet flinched!");
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NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponent);
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} else {
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NOT MESSAGE("Foe Wobbuffet flinched!");
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}
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// 2nd turn
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ANIMATION(ANIM_TYPE_MOVE, MOVE_HEADBUTT, player);
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HP_BAR(opponent);
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if (isFaster) {
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MESSAGE("Foe Wobbuffet flinched!");
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NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponent);
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} else {
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NOT MESSAGE("Foe Wobbuffet flinched!");
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}
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}
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}
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SINGLE_BATTLE_TEST("Protect always works when used after flinching")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { Speed(5); }
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OPPONENT(SPECIES_WOBBUFFET) { Speed(100); }
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} WHEN {
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TURN { MOVE(player, MOVE_PROTECT); MOVE(opponent, MOVE_HEADBUTT); }
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TURN { MOVE(player, MOVE_TACKLE); MOVE(opponent, MOVE_HEADBUTT); }
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TURN { MOVE(player, MOVE_PROTECT); MOVE(opponent, MOVE_HEADBUTT); }
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} SCENE {
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// 1st turn
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ANIMATION(ANIM_TYPE_MOVE, MOVE_PROTECT, player);
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MESSAGE("Wobbuffet protected itself!");
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// 2nd turn
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ANIMATION(ANIM_TYPE_MOVE, MOVE_HEADBUTT, opponent);
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HP_BAR(player);
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MESSAGE("Wobbuffet flinched!");
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NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, player);
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// 3rd turn
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ANIMATION(ANIM_TYPE_MOVE, MOVE_PROTECT, player);
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MESSAGE("Wobbuffet protected itself!");
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NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_HEADBUTT, opponent);
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}
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}
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