Add missing breakable flags (#8454)
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@ -1251,6 +1251,7 @@ const struct AbilityInfo gAbilitiesInfo[ABILITIES_COUNT] =
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.name = _("Flower Veil"),
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.description = COMPOUND_STRING("Protects Grass-types."),
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.aiRating = 0,
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.breakable = TRUE,
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},
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[ABILITY_CHEEK_POUCH] =
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@ -1414,6 +1415,7 @@ const struct AbilityInfo gAbilitiesInfo[ABILITIES_COUNT] =
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.name = _("Aura Break"),
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.description = COMPOUND_STRING("Reverse aura abilities."),
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.aiRating = 3,
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.breakable = TRUE,
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},
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[ABILITY_PRIMORDIAL_SEA] =
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@ -1496,6 +1498,7 @@ const struct AbilityInfo gAbilitiesInfo[ABILITIES_COUNT] =
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.name = _("Water Bubble"),
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.description = COMPOUND_STRING("Guards from fire and burns."),
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.aiRating = 8,
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.breakable = TRUE,
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},
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[ABILITY_STEELWORKER] =
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@ -62,54 +62,3 @@ DOUBLE_BATTLE_TEST("Aura Break inverts Dark Aura's effect")
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EXPECT_MUL_EQ(damage[0], UQ_4_12(0.75), damage[2]);
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}
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}
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DOUBLE_BATTLE_TEST("Aura Break ignores Mold Breaker abilities")
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{
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s16 damage[6];
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u32 species = SPECIES_WOBBUFFET, ability = ABILITY_NONE;
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PARAMETRIZE { species = SPECIES_WOBBUFFET, ability = ABILITY_SHADOW_TAG; }
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PARAMETRIZE { species = SPECIES_CRANIDOS, ability = ABILITY_MOLD_BREAKER; }
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PARAMETRIZE { species = SPECIES_ZEKROM, ability = ABILITY_TERAVOLT; }
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PARAMETRIZE { species = SPECIES_RESHIRAM, ability = ABILITY_TURBOBLAZE; }
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GIVEN {
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PLAYER(species) { Ability(ability); Level(50); }
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PLAYER(SPECIES_WOBBUFFET);
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PLAYER(SPECIES_YVELTAL) { Ability(ABILITY_DARK_AURA); }
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PLAYER(SPECIES_XERNEAS) { Ability(ABILITY_FAIRY_AURA); }
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OPPONENT(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_ZYGARDE_50) { Ability(ABILITY_AURA_BREAK); }
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} WHEN {
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TURN { MOVE(playerLeft, MOVE_BITE, target: opponentLeft); }
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TURN { MOVE(playerLeft, MOVE_PLAY_ROUGH, target: opponentLeft); }
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TURN { MOVE(playerLeft, MOVE_BITE, target: opponentLeft); SWITCH(playerRight, 2); }
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TURN { MOVE(playerLeft, MOVE_PLAY_ROUGH, target: opponentLeft); SWITCH(playerRight, 3); }
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TURN { MOVE(playerLeft, MOVE_BITE, target: opponentLeft); SWITCH(playerRight, 2); SWITCH(opponentRight, 2); }
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TURN { MOVE(playerLeft, MOVE_PLAY_ROUGH, target: opponentLeft); SWITCH(playerRight, 3); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_BITE, playerLeft);
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HP_BAR(opponentLeft, captureDamage: &damage[0]);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_PLAY_ROUGH, playerLeft);
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HP_BAR(opponentLeft, captureDamage: &damage[1]);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_BITE, playerLeft);
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HP_BAR(opponentLeft, captureDamage: &damage[2]);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_PLAY_ROUGH, playerLeft);
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HP_BAR(opponentLeft, captureDamage: &damage[3]);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_BITE, playerLeft);
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HP_BAR(opponentLeft, captureDamage: &damage[4]);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_PLAY_ROUGH, playerLeft);
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HP_BAR(opponentLeft, captureDamage: &damage[5]);
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} THEN {
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EXPECT_MUL_EQ(damage[0], UQ_4_12(1.33), damage[2]);
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EXPECT_MUL_EQ(damage[0], UQ_4_12(0.75), damage[4]);
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EXPECT_MUL_EQ(damage[1], UQ_4_12(1.33), damage[3]);
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EXPECT_MUL_EQ(damage[1], UQ_4_12(0.75), damage[5]);
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}
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}
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