Fixes recoil moves causing recoil when absorbed (#6341)

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Alex 2025-02-26 10:43:23 +01:00 committed by GitHub
parent cf43787d72
commit cf481b1343
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2 changed files with 20 additions and 0 deletions

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@ -5821,6 +5821,7 @@ static void Cmd_moveend(void)
else if (gMovesInfo[gCurrentMove].recoil > 0
&& !(gMoveResultFlags & MOVE_RESULT_NO_EFFECT)
&& IsBattlerAlive(gBattlerAttacker)
&& TARGET_TURN_DAMAGED
&& gBattleScripting.savedDmg != 0) // Some checks may be redundant alongside this one
{
gBattleMoveDamage = max(1, gBattleScripting.savedDmg * max(1, gMovesInfo[gCurrentMove].recoil) / 100);

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@ -83,3 +83,22 @@ SINGLE_BATTLE_TEST("Flare Blitz deals 33% of recoil damage to the user and can b
EXPECT_MUL_EQ(directDamage, UQ_4_12(0.33), recoilDamage);
}
}
SINGLE_BATTLE_TEST("Flare Blitz is absorbed by Flash Fire and no recoil damage is dealt")
{
GIVEN {
ASSUME(gMovesInfo[MOVE_FLARE_BLITZ].recoil > 0);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_VULPIX) { Ability(ABILITY_FLASH_FIRE); };
} WHEN {
TURN { MOVE(opponent, MOVE_TACKLE); MOVE(player, MOVE_FLARE_BLITZ); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent);
HP_BAR(player);
NONE_OF {
ANIMATION(ANIM_TYPE_MOVE, MOVE_FLARE_BLITZ, player);
HP_BAR(opponent);
HP_BAR(player);
}
}
}