Fixes negative priority being blocked by dazzling abilities (#6433)
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@ -4241,7 +4241,7 @@ static void ChooseStatBoostAnimation(u32 battler)
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bool32 CanAbilityBlockMove(u32 battlerAtk, u32 battlerDef, u32 move, u32 abilityDef, enum AbilityEffectOptions option)
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{
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const u8 *battleScriptBlocksMove = NULL;
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u32 atkPriority = AI_DATA->aiCalcInProgress ? GetBattleMovePriority(battlerAtk, move) : GetChosenMovePriority(battlerAtk);
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s32 atkPriority = AI_DATA->aiCalcInProgress ? GetBattleMovePriority(battlerAtk, move) : GetChosenMovePriority(battlerAtk);
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u32 moveTarget = GetBattlerMoveTargetType(battlerAtk, move);
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u32 battlerAbility = battlerDef;
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@ -50,3 +50,25 @@ DOUBLE_BATTLE_TEST("Dazzling, Queenly Majesty and Armor Tail protect users partn
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MESSAGE("Wobbuffet cannot use Quick Attack!");
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}
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}
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DOUBLE_BATTLE_TEST("Dazzling, Queenly Majesty and Armor Tail don't protect the user from negative priority")
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{
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u32 species, ability;
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PARAMETRIZE { species = SPECIES_BRUXISH; ability = ABILITY_DAZZLING; }
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PARAMETRIZE { species = SPECIES_FARIGIRAF; ability = ABILITY_ARMOR_TAIL; }
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PARAMETRIZE { species = SPECIES_TSAREENA; ability = ABILITY_QUEENLY_MAJESTY; }
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(species) { Ability(ability); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(playerLeft, MOVE_AVALANCHE, target: opponentLeft); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_AVALANCHE, playerLeft);
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NOT ABILITY_POPUP(opponentLeft, ability);
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}
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}
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