Fix Beak Blast burning fire types (#7740)
Co-authored-by: Hedara <hedara90@gmail.com>
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@ -6015,7 +6015,7 @@ static void Cmd_moveend(void)
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// Not strictly a protect effect, but works the same way
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if (gProtectStructs[gBattlerTarget].beakBlastCharge
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&& CanBeBurned(gBattlerAttacker, gBattlerTarget, GetBattlerAbility(gBattlerAttacker))
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&& CanBeBurned(gBattlerAttacker, gBattlerAttacker, GetBattlerAbility(gBattlerAttacker))
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&& !(gBattleStruct->moveResultFlags[gBattlerTarget] & MOVE_RESULT_NO_EFFECT))
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{
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gProtectStructs[gBattlerAttacker].touchedProtectLike = FALSE;
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@ -112,6 +112,21 @@ SINGLE_BATTLE_TEST("Beak Blast burns only when contact moves are used")
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}
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}
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SINGLE_BATTLE_TEST("Beak Blast doesn't burn fire types")
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{
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GIVEN {
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ASSUME(gSpeciesInfo[SPECIES_ARCANINE].types[0] == TYPE_FIRE || gSpeciesInfo[SPECIES_ARCANINE].types[1]);
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PLAYER(SPECIES_ARCANINE);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_BEAK_BLAST); MOVE(player, MOVE_SCRATCH); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_SCRATCH, player);
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NOT STATUS_ICON(player, burn: TRUE);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_BEAK_BLAST, opponent);
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}
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}
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TO_DO_BATTLE_TEST("Beak Blast's charging message is shown regardless if it would've missed");
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TO_DO_BATTLE_TEST("Beak Blast fails if it's forced by Encore after choosing a different move");
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TO_DO_BATTLE_TEST("Bulletproof is immune to Beak Blast but not to the burn it causes");
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