Make B_VAR_STARTING_STATUS tests run in CI (#7419)
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@ -1132,6 +1132,10 @@
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// Vars
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#undef B_VAR_DIFFICULTY
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#define B_VAR_DIFFICULTY TESTING_VAR_DIFFICULTY
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#undef B_VAR_STARTING_STATUS
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#define B_VAR_STARTING_STATUS TESTING_VAR_STARTING_STATUS
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#undef B_VAR_STARTING_STATUS_TIMER
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#define B_VAR_STARTING_STATUS_TIMER TESTING_VAR_STARTING_STATUS_TIMER
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// Flags
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#undef B_FLAG_SLEEP_CLAUSE
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@ -325,15 +325,15 @@
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#define VAR_TEMP_TRANSFERRED_SPECIES VAR_TEMP_1
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#if TESTING
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#define TESTING_VARS_START 0x9000
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#define TESTING_VAR_DIFFICULTY (TESTING_VARS_START + 0x0)
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#define TESTING_VAR_UNUSED_1 (TESTING_VARS_START + 0x1)
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#define TESTING_VAR_UNUSED_2 (TESTING_VARS_START + 0x2)
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#define TESTING_VAR_UNUSED_3 (TESTING_VARS_START + 0x3)
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#define TESTING_VAR_UNUSED_4 (TESTING_VARS_START + 0x4)
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#define TESTING_VAR_UNUSED_5 (TESTING_VARS_START + 0x5)
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#define TESTING_VAR_UNUSED_6 (TESTING_VARS_START + 0x6)
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#define TESTING_VAR_UNUSED_7 (TESTING_VARS_START + 0x7)
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#define TESTING_VARS_START 0x9000
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#define TESTING_VAR_DIFFICULTY (TESTING_VARS_START + 0x0)
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#define TESTING_VAR_STARTING_STATUS (TESTING_VARS_START + 0x1)
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#define TESTING_VAR_STARTING_STATUS_TIMER (TESTING_VARS_START + 0x2)
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#define TESTING_VAR_UNUSED_3 (TESTING_VARS_START + 0x3)
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#define TESTING_VAR_UNUSED_4 (TESTING_VARS_START + 0x4)
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#define TESTING_VAR_UNUSED_5 (TESTING_VARS_START + 0x5)
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#define TESTING_VAR_UNUSED_6 (TESTING_VARS_START + 0x6)
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#define TESTING_VAR_UNUSED_7 (TESTING_VARS_START + 0x7)
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#endif // TESTING
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#endif // GUARD_CONSTANTS_VARS_H
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@ -29,19 +29,20 @@ SINGLE_BATTLE_TEST("B_VAR_STARTING_STATUS starts a chosen terrain at the beginni
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TURN { ; }
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TURN { ; }
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} SCENE {
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switch (terrain) {
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case STARTING_STATUS_GRASSY_TERRAIN:
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MESSAGE("Grass grew to cover the battlefield!");
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break;
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case STARTING_STATUS_PSYCHIC_TERRAIN:
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MESSAGE("The battlefield got weird!");
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break;
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case STARTING_STATUS_MISTY_TERRAIN:
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MESSAGE("Mist swirled around the battlefield!");
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break;
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case STARTING_STATUS_ELECTRIC_TERRAIN:
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MESSAGE("An electric current is running across the battlefield!");
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break;
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switch (terrain)
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{
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case STARTING_STATUS_GRASSY_TERRAIN:
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MESSAGE("The battlefield is covered with grass!");
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break;
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case STARTING_STATUS_PSYCHIC_TERRAIN:
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MESSAGE("The battlefield seems weird!");
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break;
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case STARTING_STATUS_MISTY_TERRAIN:
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MESSAGE("Mist swirls around the battlefield!");
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break;
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case STARTING_STATUS_ELECTRIC_TERRAIN:
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MESSAGE("An electric current is running across the battlefield!");
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break;
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}
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_RESTORE_BG);
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NONE_OF {
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