Fix incorrect Adaptability interaction with non Tera type moves after Terastalization (#9272)
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@ -163,15 +163,19 @@ uq4_12_t GetTeraMultiplier(struct DamageContext *ctx)
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else
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return UQ_4_12(2.0);
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}
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// Base or Tera type only.
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else if ((ctx->moveType == teraType && !IS_BATTLER_OF_BASE_TYPE(ctx->battlerAtk, ctx->moveType))
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|| (ctx->moveType != teraType && IS_BATTLER_OF_BASE_TYPE(ctx->battlerAtk, ctx->moveType)))
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// Tera type only (Adaptability applies).
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else if (ctx->moveType == teraType && !IS_BATTLER_OF_BASE_TYPE(ctx->battlerAtk, ctx->moveType))
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{
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if (ctx->abilityAtk == ABILITY_ADAPTABILITY)
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return UQ_4_12(2.0);
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else
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return UQ_4_12(1.5);
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}
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// Base type only (Adaptability does not apply while Terastallized).
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else if (ctx->moveType != teraType && IS_BATTLER_OF_BASE_TYPE(ctx->battlerAtk, ctx->moveType))
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{
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return UQ_4_12(1.5);
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}
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// Neither base or Tera type.
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else
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{
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@ -61,4 +61,39 @@ SINGLE_BATTLE_TEST("(TERA) Terastallizing into the same type with Adaptability g
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}
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}
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TO_DO_BATTLE_TEST("Adaptability does not affect Stellar-type moves");
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SINGLE_BATTLE_TEST("(TERA) Adaptability does not increase non-Tera base STAB beyond 1.5x", s16 damage)
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{
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u32 move;
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PARAMETRIZE { move = MOVE_GUST; }
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PARAMETRIZE { move = MOVE_WATER_GUN; }
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GIVEN {
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PLAYER(SPECIES_CRAWDAUNT) { Ability(ABILITY_ADAPTABILITY); TeraType(TYPE_NORMAL); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, move, gimmick: GIMMICK_TERA); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, move, player);
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HP_BAR(opponent, captureDamage: &results[i].damage);
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} FINALLY {
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// With Adaptability, non-Tera base type should still be 1.5x STAB (not 2.0x).
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EXPECT_MUL_EQ(results[0].damage, Q_4_12(1.5), results[1].damage);
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}
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}
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SINGLE_BATTLE_TEST("(TERA) Adaptability does not affect Stellar-type moves", s16 damage)
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{
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u32 ability;
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PARAMETRIZE { ability = ABILITY_HYPER_CUTTER; }
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PARAMETRIZE { ability = ABILITY_ADAPTABILITY; }
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GIVEN {
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PLAYER(SPECIES_CRAWDAUNT) { Ability(ability); TeraType(TYPE_STELLAR); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_TERA_BLAST, gimmick: GIMMICK_TERA); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TERA_BLAST, player);
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HP_BAR(opponent, captureDamage: &results[i].damage);
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} FINALLY {
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EXPECT_EQ(results[0].damage, results[1].damage);
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}
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}
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