Fixes effect paralyze not being absorbed by absorbing abilities (#6338)
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@ -3651,7 +3651,6 @@ BattleScript_EffectParalyze::
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typecalc
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jumpifmovehadnoeffect BattleScript_ButItFailed
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jumpifstatus BS_TARGET, STATUS1_PARALYSIS, BattleScript_AlreadyParalyzed
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jumpifelectricabilityaffected BS_TARGET, ABILITY_VOLT_ABSORB, BattleScript_VoltAbsorbHeal
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tryparalyzetype BS_ATTACKER, BS_TARGET, BattleScript_NotAffected
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jumpifstatus BS_TARGET, STATUS1_ANY, BattleScript_ButItFailed
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jumpifterrainaffected BS_TARGET, STATUS_FIELD_MISTY_TERRAIN, BattleScript_MistyTerrainPrevents
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@ -1244,6 +1244,9 @@ static void Cmd_attackcanceler(void)
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return;
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if (AbilityBattleEffects(ABILITYEFFECT_MOVES_BLOCK, gBattlerTarget, 0, 0, 0))
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return;
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if (gMovesInfo[gCurrentMove].effect == EFFECT_PARALYZE && AbilityBattleEffects(ABILITYEFFECT_ABSORBING, gBattlerTarget, 0, 0, gCurrentMove))
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return;
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if (!gBattleMons[gBattlerAttacker].pp[gCurrMovePos] && gCurrentMove != MOVE_STRUGGLE
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&& !(gHitMarker & (HITMARKER_ALLOW_NO_PP | HITMARKER_NO_ATTACKSTRING | HITMARKER_NO_PPDEDUCT))
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&& !(gBattleMons[gBattlerAttacker].status2 & STATUS2_MULTIPLETURNS))
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14
test/battle/ability/motor_drive.c
Normal file
14
test/battle/ability/motor_drive.c
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@ -0,0 +1,14 @@
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#include "global.h"
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#include "test/battle.h"
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SINGLE_BATTLE_TEST("Motor Drive absorbs status moves")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_EMOLGA) { Ability(ABILITY_MOTOR_DRIVE); }
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} WHEN {
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TURN { MOVE(player, MOVE_THUNDER_WAVE); }
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} SCENE {
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ABILITY_POPUP(opponent, ABILITY_MOTOR_DRIVE);
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}
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}
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