Use argument.type for EFFECT_SOAK (#7141)
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@ -2661,10 +2661,11 @@ static s32 AI_CheckBadMove(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
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case EFFECT_SOAK:
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{
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u32 types[3];
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u32 typeArg = GetMoveArgType(move);
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GetBattlerTypes(battlerDef, FALSE, types);
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// TODO: Use the type of the move like 'VARIOUS_TRY_SOAK'?
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if (PartnerMoveIsSameAsAttacker(BATTLE_PARTNER(battlerAtk), battlerDef, move, aiData->partnerMove)
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|| (types[0] == TYPE_WATER && types[1] == TYPE_WATER && types[2] == TYPE_MYSTERY))
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|| (types[0] == typeArg && types[1] == typeArg && types[2] == TYPE_MYSTERY))
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ADJUST_SCORE(-10); // target is already water-only
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break;
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}
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@ -10592,16 +10592,16 @@ static void Cmd_various(void)
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VARIOUS_ARGS(const u8 *failInstr);
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u32 types[3];
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GetBattlerTypes(gBattlerTarget, FALSE, types);
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u32 moveType = GetMoveType(gCurrentMove);
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if ((types[0] == moveType && types[1] == moveType)
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u32 typeToSet = GetMoveArgType(gCurrentMove);
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if ((types[0] == typeToSet && types[1] == typeToSet)
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|| GetActiveGimmick(gBattlerTarget) == GIMMICK_TERA)
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{
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gBattlescriptCurrInstr = cmd->failInstr;
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}
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else
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{
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SET_BATTLER_TYPE(gBattlerTarget, moveType);
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PREPARE_TYPE_BUFFER(gBattleTextBuff1, moveType);
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SET_BATTLER_TYPE(gBattlerTarget, typeToSet);
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PREPARE_TYPE_BUFFER(gBattleTextBuff1, typeToSet);
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gBattlescriptCurrInstr = cmd->nextInstr;
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}
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return;
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@ -12571,6 +12571,7 @@ const struct MoveInfo gMovesInfo[MOVES_COUNT_ALL] =
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.target = MOVE_TARGET_SELECTED,
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.priority = 0,
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.category = DAMAGE_CATEGORY_STATUS,
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.argument = { .type = TYPE_WATER },
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.zMove = { .effect = Z_EFFECT_SPATK_UP_1 },
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.magicCoatAffected = TRUE,
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.contestEffect = CONTEST_EFFECT_WORSEN_CONDITION_OF_PREV_MONS,
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@ -1,4 +1,45 @@
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#include "global.h"
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#include "test/battle.h"
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TO_DO_BATTLE_TEST("TODO: Write Soak (Move Effect) test titles")
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ASSUMPTIONS
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{
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ASSUME(GetMoveEffect(MOVE_SOAK) == EFFECT_SOAK);
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ASSUME(GetMoveEffect(MOVE_MAGIC_POWDER) == EFFECT_SOAK);
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}
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TO_DO_BATTLE_TEST("Soak/Magic Powder changes the target's type to pure Water/Psychic");
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SINGLE_BATTLE_TEST("Soak/Magic Powder's type change is overwitten if the target changes form")
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{
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u32 move;
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PARAMETRIZE { move = MOVE_SOAK; }
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PARAMETRIZE { move = MOVE_MAGIC_POWDER; }
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GIVEN {
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ASSUME(GetMoveType(MOVE_SCRATCH) == TYPE_NORMAL);
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PLAYER(SPECIES_MIMIKYU_DISGUISED) { Ability(ABILITY_DISGUISE); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, move); }
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TURN { MOVE(opponent, MOVE_SCRATCH); }
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TURN { MOVE(opponent, MOVE_SCRATCH); }
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} SCENE {
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// Turn 1
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ANIMATION(ANIM_TYPE_MOVE, move, opponent);
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switch (move) {
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case MOVE_SOAK: MESSAGE("Mimikyu transformed into the Water type!"); break;
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case MOVE_MAGIC_POWDER: MESSAGE("Mimikyu transformed into the Psychic type!"); break;
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}
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// Turn 2
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ANIMATION(ANIM_TYPE_MOVE, MOVE_SCRATCH, opponent);
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NOT MESSAGE("It doesn't affect Mimikyu…");
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ABILITY_POPUP(player, ABILITY_DISGUISE);
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// Turn 3
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MESSAGE("It doesn't affect Mimikyu…");
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}
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}
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TO_DO_BATTLE_TEST("Soak/Magic Powder's type change overritten if the target transforms");
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TO_DO_BATTLE_TEST("(TERA) Soak/Magic Powder's type change overritten if the target Terastalizes");
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TO_DO_BATTLE_TEST("Soak/Magic Powder fails if the target is behind a Substitute");
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TO_DO_BATTLE_TEST("Soak/Magic Powder fails if the target is already Water/Psychic");
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TO_DO_BATTLE_TEST("Soak/Magic Powder fails if the target has Multitype or RKS System");
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