Fix Shed Shell allowing fleeing/teleporting and Smoke Ball failing to guarantee escape (#8286)
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2f5dfa99f4
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@ -4329,7 +4329,7 @@ static void HandleTurnActionSelectionState(void)
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case B_ACTION_SWITCH:
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gBattleStruct->battlerPartyIndexes[battler] = gBattlerPartyIndexes[battler];
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if (gBattleTypeFlags & BATTLE_TYPE_ARENA
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|| !CanBattlerEscape(battler))
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|| (!CanBattlerEscape(battler) && GetBattlerHoldEffect(battler, TRUE) != HOLD_EFFECT_SHED_SHELL))
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{
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BtlController_EmitChoosePokemon(battler, B_COMM_TO_CONTROLLER, PARTY_ACTION_CANT_SWITCH, PARTY_SIZE, ABILITY_NONE, 0, gBattleStruct->battlerPartyOrders[battler]);
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}
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@ -7433,7 +7433,7 @@ static void Cmd_jumpifcantswitch(void)
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CMD_ARGS(u8 battler:7, u8 ignoreEscapePrevention:1, const u8 *jumpInstr);
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u32 battler = GetBattlerForBattleScript(cmd->battler);
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if (!cmd->ignoreEscapePrevention && !CanBattlerEscape(battler))
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if (!cmd->ignoreEscapePrevention && !CanBattlerEscape(battler) && GetBattlerHoldEffect(battler, TRUE) != HOLD_EFFECT_SHED_SHELL)
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{
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gBattlescriptCurrInstr = cmd->jumpInstr;
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}
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@ -733,7 +733,9 @@ void HandleAction_Run(void)
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}
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else
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{
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if (!CanBattlerEscape(gBattlerAttacker))
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if (GetBattlerHoldEffect(gBattlerAttacker, TRUE) != HOLD_EFFECT_CAN_ALWAYS_RUN
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&& GetBattlerAbility(gBattlerAttacker) != ABILITY_RUN_AWAY
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&& !CanBattlerEscape(gBattlerAttacker))
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{
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gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_ATTACKER_CANT_ESCAPE;
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gBattlescriptCurrInstr = BattleScript_PrintFailedToRunString;
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@ -5448,8 +5450,6 @@ bool32 CanBattlerEscape(u32 battler) // no ability check
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{
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if (gBattleStruct->battlerState[battler].commanderSpecies != SPECIES_NONE)
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return FALSE;
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else if (GetBattlerHoldEffect(battler, TRUE) == HOLD_EFFECT_SHED_SHELL)
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return TRUE;
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else if (B_GHOSTS_ESCAPE >= GEN_6 && IS_BATTLER_OF_TYPE(battler, TYPE_GHOST))
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return TRUE;
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else if (gBattleMons[battler].volatiles.escapePrevention)
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67
test/battle/hold_effect/shed_shell.c
Normal file
67
test/battle/hold_effect/shed_shell.c
Normal file
@ -0,0 +1,67 @@
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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(gItemsInfo[ITEM_SHED_SHELL].holdEffect == HOLD_EFFECT_SHED_SHELL);
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};
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SINGLE_BATTLE_TEST("Shed Shell allows switching out even when trapped by Mean Look")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { Item(ITEM_SHED_SHELL); }
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PLAYER(SPECIES_WYNAUT);
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OPPONENT(SPECIES_GASTLY);
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} WHEN {
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TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_MEAN_LOOK); }
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TURN { SWITCH(player, 1); MOVE(opponent, MOVE_CELEBRATE); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_MEAN_LOOK, opponent);
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SWITCH_OUT_MESSAGE("Wobbuffet");
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SEND_IN_MESSAGE("Wynaut");
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}
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}
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SINGLE_BATTLE_TEST("Shed Shell allows switching out even when trapped by Shadow Tag")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { Item(ITEM_SHED_SHELL); }
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PLAYER(SPECIES_WYNAUT);
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OPPONENT(SPECIES_WOBBUFFET) { Ability(ABILITY_SHADOW_TAG); }
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} WHEN {
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TURN { SWITCH(player, 1); MOVE(opponent, MOVE_CELEBRATE); }
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} SCENE {
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SWITCH_OUT_MESSAGE("Wobbuffet");
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SEND_IN_MESSAGE("Wynaut");
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}
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}
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SINGLE_BATTLE_TEST("Shed Shell allows switching out even when trapped by Arena Trap")
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{
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GIVEN {
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PLAYER(SPECIES_DIGLETT) { Item(ITEM_SHED_SHELL); } // Grounded
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PLAYER(SPECIES_WYNAUT);
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OPPONENT(SPECIES_DIGLETT) { Ability(ABILITY_ARENA_TRAP); }
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} WHEN {
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TURN { SWITCH(player, 1); MOVE(opponent, MOVE_CELEBRATE); }
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} SCENE {
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SWITCH_OUT_MESSAGE("Diglett");
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SEND_IN_MESSAGE("Wynaut");
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}
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}
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SINGLE_BATTLE_TEST("Shed Shell does not allow Teleport when trapped")
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{
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GIVEN {
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ASSUME(GetMoveEffect(MOVE_TELEPORT) == EFFECT_TELEPORT);
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PLAYER(SPECIES_WOBBUFFET) { Item(ITEM_SHED_SHELL); Moves(MOVE_TELEPORT, MOVE_SPLASH, MOVE_CELEBRATE); }
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OPPONENT(SPECIES_GASTLY);
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} WHEN {
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TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_MEAN_LOOK); }
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TURN { MOVE(player, MOVE_TELEPORT); MOVE(opponent, MOVE_CELEBRATE); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_MEAN_LOOK, opponent);
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MESSAGE("Wobbuffet used Teleport!");
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MESSAGE("But it failed!");
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}
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}
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