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Test Dragon Tail
Remove the "But it failed!" message if the foe cannot be switched.
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@ -2128,9 +2128,9 @@ BattleScript_EffectHitSwitchTarget:
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moveendall
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jumpifability BS_TARGET, ABILITY_SUCTION_CUPS, BattleScript_AbilityPreventsPhasingOut
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jumpifstatus3 BS_TARGET, STATUS3_ROOTED, BattleScript_PrintMonIsRooted
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tryhitswitchtarget BattleScript_EffectHitSwitchTargetMoveEnd
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BattleScript_EffectHitSwitchTargetMoveEnd:
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end
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tryhitswitchtarget BattleScript_MoveEnd
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forcerandomswitch BattleScript_MoveEnd
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goto BattleScript_MoveEnd
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BattleScript_EffectClearSmog:
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setmoveeffect MOVE_EFFECT_CLEAR_SMOG
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@ -3708,7 +3708,6 @@ BattleScript_EffectRoar::
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accuracycheck BattleScript_ButItFailed, NO_ACC_CALC_CHECK_LOCK_ON
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accuracycheck BattleScript_MoveMissedPause, ACC_CURR_MOVE
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jumpifbattletype BATTLE_TYPE_ARENA, BattleScript_ButItFailed
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BattleScript_ForceRandomSwitch::
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forcerandomswitch BattleScript_ButItFailed
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BattleScript_EffectMultiHit::
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@ -293,7 +293,6 @@ extern const u8 BattleScript_WishMegaEvolution[];
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extern const u8 BattleScript_MoveEffectRecoilWithStatus[];
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extern const u8 BattleScript_EffectWithChance[];
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extern const u8 BattleScript_MoveEffectClearSmog[];
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extern const u8 BattleScript_ForceRandomSwitch[];
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extern const u8 BattleScript_SideStatusWoreOffReturn[];
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extern const u8 BattleScript_MoveEffectSmackDown[];
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extern const u8 BattleScript_MoveEffectFlameBurst[];
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@ -9792,7 +9792,7 @@ static void Cmd_various(void)
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&& GetBattlerAbility(gBattlerTarget) != ABILITY_GUARD_DOG)
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{
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gBattleScripting.switchCase = B_SWITCH_HIT;
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gBattlescriptCurrInstr = BattleScript_ForceRandomSwitch;
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gBattlescriptCurrInstr = cmd->nextInstr;
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}
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else
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{
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72
test/move_effect_hit_switch_target.c
Normal file
72
test/move_effect_hit_switch_target.c
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@ -0,0 +1,72 @@
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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_DRAGON_TAIL].effect == EFFECT_HIT_SWITCH_TARGET);
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ASSUME(gBattleMoves[MOVE_LOCK_ON].effect == EFFECT_LOCK_ON);
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}
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SINGLE_BATTLE_TEST("Dragon Tail switches the target with a random non-fainted replacement")
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{
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KNOWN_FAILING; // Only 18/50. Waiting for an improved PASSES_RANDOMLY.
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PASSES_RANDOMLY(90 * 1, 100 * 2);
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_BULBASAUR);
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OPPONENT(SPECIES_CHARMANDER);
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OPPONENT(SPECIES_SQUIRTLE) { HP(0); }
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} WHEN {
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TURN { MOVE(player, MOVE_DRAGON_TAIL); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_DRAGON_TAIL, player);
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MESSAGE("Foe Bulbasaur was dragged out!");
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}
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}
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DOUBLE_BATTLE_TEST("Dragon Tail switches the target with a random non-battler, non-fainted replacement")
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{
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PASSES_RANDOMLY(90 * 1, 100 * 2);
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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PLAYER(SPECIES_WYNAUT);
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OPPONENT(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WYNAUT);
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OPPONENT(SPECIES_BULBASAUR);
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OPPONENT(SPECIES_CHARMANDER);
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OPPONENT(SPECIES_SQUIRTLE) { HP(0); }
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} WHEN {
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TURN { MOVE(playerLeft, MOVE_DRAGON_TAIL, target: opponentRight); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_DRAGON_TAIL, playerLeft);
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MESSAGE("Foe Bulbasaur was dragged out!");
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}
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}
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SINGLE_BATTLE_TEST("Dragon Tail does not fail if no replacements")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_DRAGON_TAIL); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_DRAGON_TAIL, player);
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NOT MESSAGE("But it failed!");
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}
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}
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SINGLE_BATTLE_TEST("Dragon Tail does not fail if replacements fainted")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WYNAUT) { HP(0); }
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} WHEN {
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TURN { MOVE(player, MOVE_DRAGON_TAIL); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_DRAGON_TAIL, player);
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NOT MESSAGE("But it failed!");
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}
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}
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