Fixes small ai bulldoze effect bug (#3872)
Co-authored-by: DizzyEggg <jajkodizzy@wp.pl> Co-authored-by: Bassoonian <iasperbassoonian@gmail.com>
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@ -926,6 +926,7 @@ static bool32 AI_IsMoveEffectInPlus(u32 battlerAtk, u32 battlerDef, u32 move, s3
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if (ShouldLowerStat(battlerDef, abilityDef, STAT_DEF) && noOfHitsToKo != 1)
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return TRUE;
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break;
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case EFFECT_BULLDOZE:
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case EFFECT_SPEED_DOWN_HIT:
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if (ShouldLowerStat(battlerDef, abilityDef, STAT_SPEED) && noOfHitsToKo != 1)
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return TRUE;
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@ -466,6 +466,21 @@ AI_DOUBLE_BATTLE_TEST("AI without any flags chooses moves at random - doubles")
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}
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}
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AI_SINGLE_BATTLE_TEST("AI will choose either Rock Tomb or Bulldoze if Stat drop effect will activate and they kill with the same number of hits")
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{
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GIVEN {
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AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
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PLAYER(SPECIES_WOBBUFFET) { HP(46); Speed(20); }
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PLAYER(SPECIES_WYNAUT) { Speed(20); }
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OPPONENT(SPECIES_WOBBUFFET) { Speed(10); Moves(MOVE_BULLDOZE, MOVE_ROCK_TOMB); }
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} WHEN {
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TURN { EXPECT_MOVES(opponent, MOVE_BULLDOZE, MOVE_ROCK_TOMB); }
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TURN { EXPECT_MOVES(opponent, MOVE_BULLDOZE, MOVE_ROCK_TOMB); SEND_OUT(player, 1); }
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} SCENE {
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MESSAGE("Wobbuffet fainted!");
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}
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}
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AI_SINGLE_BATTLE_TEST("AI_FLAG_SMART_MON_CHOICES: AI will not switch in a Pokemon which is slower and gets 1HKOed after fainting")
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{
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bool32 alakazamFirst;
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