Fixed fainting form change tests
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@ -935,6 +935,7 @@ struct TestAIScoreStruct
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bool8 explicitTarget;
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};
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// Party data at the beginning of the test. Shouldn't be confused with the party data changed during the test.
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#define PLAYER_PARTY (gBattleTestRunnerState->data.recordedBattle.playerParty)
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#define OPPONENT_PARTY (gBattleTestRunnerState->data.recordedBattle.opponentParty)
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@ -1,9 +1,24 @@
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#include "global.h"
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#include "test/battle.h"
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SINGLE_BATTLE_TEST("Aegislash reverts to Shield Form upon fainting")
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SINGLE_BATTLE_TEST("Aegislash reverts to Shield Form upon fainting (start as Shield)")
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{
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GIVEN {
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PLAYER(SPECIES_AEGISLASH_SHIELD) { HP(1); }
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_SCRATCH); MOVE(opponent, MOVE_GUST); SEND_OUT(player, 1); }
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} SCENE {
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MESSAGE("The opposing Wobbuffet used Gust!");
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MESSAGE("Aegislash fainted!");
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} THEN {
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EXPECT_EQ(GetMonData(&gPlayerParty[0], MON_DATA_SPECIES), SPECIES_AEGISLASH_SHIELD);
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}
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}
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SINGLE_BATTLE_TEST("Aegislash reverts to Shield Form upon fainting (start as Blade)")
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{
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KNOWN_FAILING;
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GIVEN {
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PLAYER(SPECIES_AEGISLASH_BLADE) { HP(1); }
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PLAYER(SPECIES_WOBBUFFET);
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@ -14,7 +29,7 @@ SINGLE_BATTLE_TEST("Aegislash reverts to Shield Form upon fainting")
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MESSAGE("The opposing Wobbuffet used Gust!");
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MESSAGE("Aegislash fainted!");
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} THEN {
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EXPECT_EQ(GetMonData(&PLAYER_PARTY[0], MON_DATA_SPECIES), SPECIES_AEGISLASH_SHIELD);
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EXPECT_EQ(GetMonData(&gPlayerParty[0], MON_DATA_SPECIES), SPECIES_AEGISLASH_SHIELD);
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}
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}
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