Fix Salt Cure in double battles (#7797)
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@ -402,7 +402,9 @@ BattleScript_MoveEffectSaltCure::
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BattleScript_SaltCureExtraDamage::
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playanimation BS_ATTACKER, B_ANIM_SALT_CURE_DAMAGE, NULL
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waitanimation
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call BattleScript_HurtTarget_NoString
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orword gHitMarker, HITMARKER_IGNORE_SUBSTITUTE | HITMARKER_PASSIVE_HP_UPDATE
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healthbarupdate BS_ATTACKER
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datahpupdate BS_ATTACKER
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printstring STRINGID_TARGETISHURTBYSALTCURE
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waitmessage B_WAIT_TIME_LONG
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tryfaintmon BS_ATTACKER
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@ -827,7 +827,7 @@ const u8 *const gBattleStringsTable[STRINGID_COUNT] =
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[STRINGID_TEAMGAINEDEXP] = COMPOUND_STRING("The rest of your team gained Exp. Points thanks to the Exp. Share!\p"),
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[STRINGID_CURRENTMOVECANTSELECT] = COMPOUND_STRING("{B_BUFF1} cannot be used!\p"),
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[STRINGID_TARGETISBEINGSALTCURED] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX} is being salt cured!"),
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[STRINGID_TARGETISHURTBYSALTCURE] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX} is hurt by {B_BUFF1}!"),
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[STRINGID_TARGETISHURTBYSALTCURE] = COMPOUND_STRING("{B_ATK_NAME_WITH_PREFIX} is hurt by {B_BUFF1}!"),
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[STRINGID_TARGETCOVEREDINSTICKYCANDYSYRUP] = COMPOUND_STRING("{B_DEF_NAME_WITH_PREFIX} got covered in sticky candy syrup!"),
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[STRINGID_SHARPSTEELFLOATS] = COMPOUND_STRING("Sharp-pointed pieces of steel started floating around {B_DEF_TEAM2} Pokémon!"),
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[STRINGID_SHARPSTEELDMG] = COMPOUND_STRING("The sharp steel bit into {B_DEF_NAME_WITH_PREFIX2}!"),
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@ -132,3 +132,19 @@ SINGLE_BATTLE_TEST("If Salt Cure faints the target, messages will be applied in
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MESSAGE("The opposing Wobbuffet fainted!");
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}
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}
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DOUBLE_BATTLE_TEST("Salt Cure works in double battles")
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{
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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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} WHEN {
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TURN { MOVE(playerLeft, MOVE_SALT_CURE, target: opponentLeft); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_SALT_CURE, playerLeft);
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HP_BAR(opponentLeft);
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HP_BAR(opponentLeft);
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}
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}
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