diff --git a/src/battle_util.c b/src/battle_util.c index b133b7c629..c2e05cbd4e 100644 --- a/src/battle_util.c +++ b/src/battle_util.c @@ -8560,16 +8560,20 @@ bool32 IsBattlerProtected(u32 battlerAtk, u32 battlerDef, u32 move) // Protective Pads doesn't stop Unseen Fist from bypassing Protect effects, so IsMoveMakingContact() isn't used here. // This means extra logic is needed to handle Shell Side Arm. if (GetBattlerAbility(gBattlerAttacker) == ABILITY_UNSEEN_FIST - && (gMovesInfo[move].makesContact - || (gMovesInfo[move].effect == EFFECT_SHELL_SIDE_ARM && gBattleStruct->shellSideArmCategory[battlerAtk][battlerDef] == DAMAGE_CATEGORY_PHYSICAL)) - && !gProtectStructs[battlerDef].maxGuarded) // Max Guard cannot be bypassed by Unseen Fist + && (gMovesInfo[move].makesContact + || (gMovesInfo[move].effect == EFFECT_SHELL_SIDE_ARM + && gBattleStruct->shellSideArmCategory[battlerAtk][battlerDef] == DAMAGE_CATEGORY_PHYSICAL)) + && !gProtectStructs[battlerDef].maxGuarded) // Max Guard cannot be bypassed by Unseen Fist return FALSE; + else if (gSideStatuses[GetBattlerSide(battlerDef)] & SIDE_STATUS_CRAFTY_SHIELD + && IS_MOVE_STATUS(move)) + return TRUE; else if (gMovesInfo[move].ignoresProtect) return FALSE; else if (gProtectStructs[battlerDef].protected) return TRUE; else if (gSideStatuses[GetBattlerSide(battlerDef)] & SIDE_STATUS_WIDE_GUARD - && GetBattlerMoveTargetType(gBattlerAttacker, move) & (MOVE_TARGET_BOTH | MOVE_TARGET_FOES_AND_ALLY)) + && GetBattlerMoveTargetType(gBattlerAttacker, move) & (MOVE_TARGET_BOTH | MOVE_TARGET_FOES_AND_ALLY)) return TRUE; else if (gProtectStructs[battlerDef].banefulBunkered) return TRUE; @@ -8586,11 +8590,8 @@ bool32 IsBattlerProtected(u32 battlerAtk, u32 battlerDef, u32 move) else if (gSideStatuses[GetBattlerSide(battlerDef)] & SIDE_STATUS_QUICK_GUARD && GetChosenMovePriority(gBattlerAttacker) > 0) return TRUE; - else if (gSideStatuses[GetBattlerSide(battlerDef)] & SIDE_STATUS_CRAFTY_SHIELD - && IS_MOVE_STATUS(move)) - return TRUE; else if (gSideStatuses[GetBattlerSide(battlerDef)] & SIDE_STATUS_MAT_BLOCK - && !IS_MOVE_STATUS(move)) + && !IS_MOVE_STATUS(move)) return TRUE; else return FALSE; diff --git a/test/battle/move_effect/protect.c b/test/battle/move_effect/protect.c index 973033bc33..aca5ef859d 100644 --- a/test/battle/move_effect/protect.c +++ b/test/battle/move_effect/protect.c @@ -482,3 +482,68 @@ DOUBLE_BATTLE_TEST("Crafty Shield protects self and ally from status moves") } } } + +SINGLE_BATTLE_TEST("Protect does not block Confide") +{ + GIVEN { + ASSUME(gMovesInfo[MOVE_CONFIDE].effect == EFFECT_SPECIAL_ATTACK_DOWN); + PLAYER(SPECIES_WOBBUFFET); + OPPONENT(SPECIES_WOBBUFFET); + } WHEN { + TURN { MOVE(opponent, MOVE_PROTECT); MOVE(player, MOVE_CONFIDE); } + } SCENE { + MESSAGE("Wobbuffet used Confide!"); + ANIMATION(ANIM_TYPE_MOVE, MOVE_CONFIDE, player); + ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent); + NOT MESSAGE("Foe Wobbuffet protected itself!"); + } +} + +DOUBLE_BATTLE_TEST("Crafty Shield protects self and ally from Confide") +{ + GIVEN { + ASSUME(gMovesInfo[MOVE_CONFIDE].effect == EFFECT_SPECIAL_ATTACK_DOWN); + PLAYER(SPECIES_WOBBUFFET); + PLAYER(SPECIES_WYNAUT); + OPPONENT(SPECIES_WOBBUFFET); + OPPONENT(SPECIES_WYNAUT); + } WHEN { + TURN { MOVE(opponentLeft, MOVE_CRAFTY_SHIELD); MOVE(playerLeft, MOVE_CONFIDE, target: opponentLeft); MOVE(playerRight, MOVE_CONFIDE, target: opponentRight); } + } SCENE { + MESSAGE("Wobbuffet used Confide!"); + MESSAGE("Foe Wobbuffet protected itself!"); + MESSAGE("Wynaut used Confide!"); + MESSAGE("Foe Wynaut protected itself!"); + } +} + +DOUBLE_BATTLE_TEST("Crafty Shield does not protect against moves that target all battlers") +{ + GIVEN { + ASSUME(gMovesInfo[MOVE_FLOWER_SHIELD].target == MOVE_TARGET_ALL_BATTLERS); + ASSUME(gSpeciesInfo[SPECIES_TANGELA].types[0] == TYPE_GRASS); + ASSUME(gSpeciesInfo[SPECIES_TANGROWTH].types[0] == TYPE_GRASS); + ASSUME(gSpeciesInfo[SPECIES_SUNKERN].types[0] == TYPE_GRASS); + ASSUME(gSpeciesInfo[SPECIES_SUNFLORA].types[0] == TYPE_GRASS); + PLAYER(SPECIES_TANGELA); + PLAYER(SPECIES_TANGROWTH); + OPPONENT(SPECIES_SUNKERN); + OPPONENT(SPECIES_SUNFLORA); + } WHEN { + TURN { MOVE(opponentLeft, MOVE_CRAFTY_SHIELD); MOVE(opponentRight, MOVE_CELEBRATE); MOVE(playerLeft, MOVE_FLOWER_SHIELD); MOVE(playerRight, MOVE_CELEBRATE); } + } SCENE { + MESSAGE("Tangela used Flower Shield!"); + ANIMATION(ANIM_TYPE_MOVE, MOVE_FLOWER_SHIELD, playerLeft); + ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, playerLeft); + MESSAGE("Tangela's Defense rose!"); + ANIMATION(ANIM_TYPE_MOVE, MOVE_FLOWER_SHIELD, playerLeft); + ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponentLeft); + MESSAGE("Foe Sunkern's Defense rose!"); + ANIMATION(ANIM_TYPE_MOVE, MOVE_FLOWER_SHIELD, playerLeft); + ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, playerRight); + MESSAGE("Tangrowth's Defense rose!"); + ANIMATION(ANIM_TYPE_MOVE, MOVE_FLOWER_SHIELD, playerLeft); + ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponentRight); + MESSAGE("Foe Sunflora's Defense rose!"); + } +}