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Fix Battle/Shell Armor + crit chance Tests (#3377)
* Fix Battle/Shell Armor + crit chance Tests * fix typos * minor record ability change
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@ -1913,15 +1913,14 @@ s32 CalcCritChanceStageArgs(u32 battlerAtk, u32 battlerDef, u32 move, bool32 rec
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{
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s32 critChance = 0;
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if (gSideStatuses[battlerDef] & SIDE_STATUS_LUCKY_CHANT
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|| gStatuses3[battlerAtk] & STATUS3_CANT_SCORE_A_CRIT)
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if (gSideStatuses[battlerDef] & SIDE_STATUS_LUCKY_CHANT || gStatuses3[battlerAtk] & STATUS3_CANT_SCORE_A_CRIT
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|| abilityDef == ABILITY_BATTLE_ARMOR || abilityDef == ABILITY_SHELL_ARMOR)
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{
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critChance = -1;
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}
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else if (gStatuses3[battlerAtk] & STATUS3_LASER_FOCUS
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|| gBattleMoves[move].effect == EFFECT_ALWAYS_CRIT
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|| (abilityAtk == ABILITY_MERCILESS && gBattleMons[battlerDef].status1 & STATUS1_PSN_ANY)
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|| move == MOVE_SURGING_STRIKES)
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|| (abilityAtk == ABILITY_MERCILESS && gBattleMons[battlerDef].status1 & STATUS1_PSN_ANY))
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{
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critChance = -2;
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}
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@ -1937,12 +1936,9 @@ s32 CalcCritChanceStageArgs(u32 battlerAtk, u32 battlerDef, u32 move, bool32 rec
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#endif
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+ (abilityAtk == ABILITY_SUPER_LUCK);
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if (abilityDef == ABILITY_BATTLE_ARMOR || abilityDef == ABILITY_SHELL_ARMOR)
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{
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if (recordAbility && critChance >= 2) // Record ability only if move had at least +1 chance to get a crit.
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RecordAbilityBattle(battlerDef, abilityDef);
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critChance = -1;
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}
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// Record ability only if move had at least +3 chance to get a crit
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if (critChance >= 3 && recordAbility && (abilityDef == ABILITY_BATTLE_ARMOR || abilityDef == ABILITY_SHELL_ARMOR))
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RecordAbilityBattle(battlerDef, abilityDef);
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if (critChance >= ARRAY_COUNT(sCriticalHitChance))
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critChance = ARRAY_COUNT(sCriticalHitChance) - 1;
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252
test/battle/crit_chance.c
Normal file
252
test/battle/crit_chance.c
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@ -0,0 +1,252 @@
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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(B_CRIT_CHANCE >= GEN_7);
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}
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SINGLE_BATTLE_TEST("Side effected by Lucky Chant blocks critical hits")
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{
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GIVEN {
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ASSUME(gBattleMoves[MOVE_LUCKY_CHANT].effect == EFFECT_LUCKY_CHANT);
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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(opponent, MOVE_LUCKY_CHANT); MOVE(player, MOVE_TACKLE, criticalHit: TRUE); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, player);
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NOT MESSAGE("A critical hit!");
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}
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}
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SINGLE_BATTLE_TEST("Battle Armor and Shell Armor block critical hits")
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{
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u32 species;
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u32 ability;
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PARAMETRIZE { species = SPECIES_KINGLER; ability = ABILITY_SHELL_ARMOR; }
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PARAMETRIZE { species = SPECIES_ARMALDO; ability = ABILITY_BATTLE_ARMOR; }
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(species) { Ability(ability); }
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} WHEN {
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TURN { MOVE(player, MOVE_TACKLE, criticalHit: TRUE); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, player);
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NOT MESSAGE("A critical hit!");
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}
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}
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SINGLE_BATTLE_TEST("Flag ignoresTargetAbility ignores Battle Armor and Shell Armor")
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{
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u32 species;
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u32 ability;
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PARAMETRIZE { species = SPECIES_KINGLER; ability = ABILITY_SHELL_ARMOR; }
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PARAMETRIZE { species = SPECIES_ARMALDO; ability = ABILITY_BATTLE_ARMOR; }
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GIVEN {
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ASSUME(gBattleMoves[MOVE_SUNSTEEL_STRIKE].ignoresTargetAbility == TRUE);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(species) { Ability(ability); }
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} WHEN {
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TURN { MOVE(player, MOVE_SUNSTEEL_STRIKE, criticalHit: TRUE); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_SUNSTEEL_STRIKE, player);
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MESSAGE("A critical hit!");
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}
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}
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SINGLE_BATTLE_TEST("Mold Breaker, Teravolt and Turboblaze ignore Battle Armor and Shell Armor")
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{
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u32 j;
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static const u32 pokemonPlayer[][2] =
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{
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{SPECIES_PINSIR, ABILITY_MOLD_BREAKER},
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{SPECIES_ZEKROM, ABILITY_TERAVOLT},
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{SPECIES_KYUREM_WHITE, ABILITY_TURBOBLAZE},
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};
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u32 speciesPlayer;
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u32 abilityPlayer;
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u32 speciesOpponent;
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u32 abilityOpponent;
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for (j = 0; j < ARRAY_COUNT(pokemonPlayer); j++)
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{
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PARAMETRIZE {
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speciesPlayer = pokemonPlayer[j][0];
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abilityPlayer = pokemonPlayer[j][1];
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speciesOpponent = SPECIES_KINGLER;
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abilityOpponent = ABILITY_SHELL_ARMOR;
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}
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PARAMETRIZE {
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speciesPlayer = pokemonPlayer[j][0];
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abilityPlayer = pokemonPlayer[j][1];
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speciesOpponent = SPECIES_ARMALDO;
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abilityOpponent = ABILITY_BATTLE_ARMOR;
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}
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}
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GIVEN {
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PLAYER(speciesPlayer) { Ability(abilityPlayer); }
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OPPONENT(speciesOpponent) { Ability(abilityOpponent); }
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} WHEN {
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TURN { MOVE(player, MOVE_TACKLE, criticalHit: TRUE); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, player);
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MESSAGE("A critical hit!");
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}
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}
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SINGLE_BATTLE_TEST("User effected by Laser Focus causes moves to result in a critical hit")
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{
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GIVEN {
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ASSUME(gBattleMoves[MOVE_LASER_FOCUS].effect == EFFECT_LASER_FOCUS);
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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_LASER_FOCUS); }
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TURN { MOVE(player, MOVE_TACKLE); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_LASER_FOCUS, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, player);
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MESSAGE("A critical hit!");
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}
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}
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SINGLE_BATTLE_TEST("If the target is poisoned the ability Merciless causes a move to result in a critical hit")
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{
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GIVEN {
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PLAYER(SPECIES_MAREANIE) { Ability(ABILITY_MERCILESS); }
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OPPONENT(SPECIES_WOBBUFFET) { Status1(STATUS1_POISON); }
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} WHEN {
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TURN { MOVE(player, MOVE_TACKLE); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, player);
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MESSAGE("A critical hit!");
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}
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}
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SINGLE_BATTLE_TEST("Focus Energy increases the user's critical hit ratio by two stage")
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{
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PASSES_RANDOMLY(1, 2, RNG_CRITICAL_HIT);
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GIVEN {
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ASSUME(gBattleMoves[MOVE_FOCUS_ENERGY].effect == EFFECT_FOCUS_ENERGY);
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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_FOCUS_ENERGY); }
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TURN { MOVE(player, MOVE_TACKLE); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_FOCUS_ENERGY, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, player);
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MESSAGE("A critical hit!");
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}
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}
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SINGLE_BATTLE_TEST("Flag highCritRatio increases the critical hit ratio by one stage")
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{
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PASSES_RANDOMLY(1, 8, RNG_CRITICAL_HIT);
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GIVEN {
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ASSUME(gBattleMoves[MOVE_SLASH].highCritRatio == TRUE);
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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_SLASH); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_SLASH, player);
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MESSAGE("A critical hit!");
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}
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}
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SINGLE_BATTLE_TEST("Super Luck increases the critical hit ratio by one stage")
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{
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PASSES_RANDOMLY(1, 8, RNG_CRITICAL_HIT);
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GIVEN {
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PLAYER(SPECIES_TOGEPI) { Ability(ABILITY_SUPER_LUCK); };
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_TACKLE); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, player);
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MESSAGE("A critical hit!");
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}
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}
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SINGLE_BATTLE_TEST("Scope Lens increases the critical hit ratio by one stage")
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{
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PASSES_RANDOMLY(1, 8, RNG_CRITICAL_HIT);
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GIVEN {
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ASSUME(gItems[ITEM_SCOPE_LENS].holdEffect == HOLD_EFFECT_SCOPE_LENS);
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PLAYER(SPECIES_WOBBUFFET) { Item(ITEM_SCOPE_LENS); };
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_TACKLE); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, player);
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MESSAGE("A critical hit!");
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}
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}
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SINGLE_BATTLE_TEST("Flag highCritRatio, Super Luck and Scope Lens cause the move to result in a critical hit")
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{
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GIVEN {
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ASSUME(gBattleMoves[MOVE_SLASH].highCritRatio == TRUE);
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ASSUME(gItems[ITEM_SCOPE_LENS].holdEffect == HOLD_EFFECT_SCOPE_LENS);
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PLAYER(SPECIES_WOBBUFFET) { Ability(ABILITY_SUPER_LUCK); Item(ITEM_SCOPE_LENS); };
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_SLASH); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_SLASH, player);
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MESSAGE("A critical hit!");
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}
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}
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SINGLE_BATTLE_TEST("Signature items Leek and Lucky Punch increase the critical hit ratio by 2 stages")
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{
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u32 species;
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u32 item;
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ASSUME(B_CRIT_CHANCE >= GEN_7);
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PASSES_RANDOMLY(1, 2, RNG_CRITICAL_HIT);
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PARAMETRIZE { species = SPECIES_FARFETCHD; item = ITEM_LEEK; }
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PARAMETRIZE { species = SPECIES_FARFETCHD_GALARIAN; item = ITEM_LEEK; }
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PARAMETRIZE { species = SPECIES_SIRFETCHD; item = ITEM_LEEK; }
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PARAMETRIZE { species = SPECIES_CHANSEY; item = ITEM_LUCKY_PUNCH; }
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GIVEN {
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ASSUME(gItems[ITEM_LEEK].holdEffect == HOLD_EFFECT_LEEK);
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ASSUME(gItems[ITEM_LUCKY_PUNCH].holdEffect == HOLD_EFFECT_LUCKY_PUNCH);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(species) { Item(item); }
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} WHEN {
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TURN { MOVE(opponent, MOVE_TACKLE); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent);
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MESSAGE("A critical hit!");
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}
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}
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SINGLE_BATTLE_TEST("Dire Hit increases a battler's critical hit chance by 2 stages")
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{
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PASSES_RANDOMLY(1, 2, RNG_CRITICAL_HIT);
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GIVEN {
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ASSUME(gItems[ITEM_DIRE_HIT].battleUsage == EFFECT_ITEM_SET_FOCUS_ENERGY);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { USE_ITEM(player, ITEM_DIRE_HIT, partyIndex: 0); }
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TURN { MOVE(player, MOVE_SCRATCH); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_FOCUS_ENERGY, player);
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MESSAGE("Wobbuffet used Dire Hit to get pumped!");
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MESSAGE("Wobbuffet used Scratch!");
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MESSAGE("A critical hit!");
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}
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}
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@ -1,21 +0,0 @@
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#include "global.h"
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#include "test/battle.h"
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SINGLE_BATTLE_TEST("Dire Hit increases a battler's critical hit chance by 2 stages")
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{
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ASSUME(B_CRIT_CHANCE >= GEN_7);
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PASSES_RANDOMLY(1, 2, RNG_CRITICAL_HIT);
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GIVEN {
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ASSUME(gItems[ITEM_DIRE_HIT].battleUsage == EFFECT_ITEM_SET_FOCUS_ENERGY);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { USE_ITEM(player, ITEM_DIRE_HIT, partyIndex: 0); }
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TURN { MOVE(player, MOVE_SCRATCH); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_FOCUS_ENERGY, player);
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MESSAGE("Wobbuffet used Dire Hit to get pumped!");
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MESSAGE("Wobbuffet used Scratch!");
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MESSAGE("A critical hit!");
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}
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}
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@ -435,7 +435,7 @@ u32 RandomWeightedArray(enum RandomTag tag, u32 sum, u32 n, const u8 *weights)
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if (turn && turn->criticalHit)
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return turn->criticalHit - 1;
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else
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return FALSE;
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return weights[FALSE] > 0 ? FALSE : TRUE;
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case RNG_SECONDARY_EFFECT:
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ASSUME(n == 2);
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