fix healing after magic room ends
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f8b45028db
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@ -5909,7 +5909,11 @@ BattleScript_WonderRoomEnds::
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BattleScript_MagicRoomEnds::
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BattleScript_MagicRoomEnds::
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printstring STRINGID_MAGICROOMENDS
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printstring STRINGID_MAGICROOMENDS
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waitmessage B_WAIT_TIME_LONG
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waitmessage B_WAIT_TIME_LONG
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setbyte gBattlerAttacker, 0
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BattleScript_MagicRoomHealingItemsLoop:
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tryhealingitem
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tryhealingitem
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addbyte gBattlerAttacker, 1 @ TODO: Pretty sure it should be based on speed
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jumpifbytenotequal gBattlerAttacker, gBattlersCount, BattleScript_MagicRoomHealingItemsLoop
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end2
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end2
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BattleScript_TerrainEnds_Ret::
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BattleScript_TerrainEnds_Ret::
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37
test/battle/move_effect/magic_room.c
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37
test/battle/move_effect/magic_room.c
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@ -0,0 +1,37 @@
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#include "global.h"
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#include "test/battle.h"
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ASSUMPTIONS
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{
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ASSUME(GetMoveEffect(MOVE_MAGIC_ROOM) == EFFECT_MAGIC_ROOM);
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}
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DOUBLE_BATTLE_TEST("Magic Room prevents item hold effects")
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{
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GIVEN {
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ASSUME(gItemsInfo[ITEM_BERRY_JUICE].holdEffect == HOLD_EFFECT_RESTORE_HP);
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ASSUME(GetMoveEffect(MOVE_DRAGON_RAGE) == EFFECT_FIXED_DAMAGE_ARG);
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ASSUME(GetMoveFixedDamage(MOVE_DRAGON_RAGE) == 40);
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PLAYER(SPECIES_WOBBUFFET) { MaxHP(100); HP(60); Item(ITEM_BERRY_JUICE); }
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PLAYER(SPECIES_WOBBUFFET) { MaxHP(100); HP(60); Item(ITEM_BERRY_JUICE); }
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OPPONENT(SPECIES_WOBBUFFET) { MaxHP(100); HP(60); Item(ITEM_BERRY_JUICE); }
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OPPONENT(SPECIES_WOBBUFFET) { MaxHP(100); HP(60); Item(ITEM_BERRY_JUICE); }
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} WHEN {
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TURN { MOVE(playerLeft, MOVE_MAGIC_ROOM); }
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TURN {
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MOVE(playerLeft, MOVE_DRAGON_RAGE, target: opponentLeft);
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MOVE(opponentLeft, MOVE_DRAGON_RAGE, target: playerLeft);
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MOVE(playerRight, MOVE_DRAGON_RAGE, target: opponentRight);
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MOVE(opponentRight, MOVE_DRAGON_RAGE, target: playerRight);
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}
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TURN { MOVE(playerLeft, MOVE_MAGIC_ROOM); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_MAGIC_ROOM, playerLeft);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_MAGIC_ROOM, playerLeft);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_HELD_ITEM_EFFECT, playerLeft);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_HELD_ITEM_EFFECT, opponentLeft);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_HELD_ITEM_EFFECT, playerRight);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_HELD_ITEM_EFFECT, opponentRight);
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}
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}
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