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2 changed files with 3 additions and 6 deletions
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@ -45,8 +45,7 @@ SINGLE_BATTLE_TEST("Clear Body prevents stat stage reduction from moves")
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ASSUME(gMovesInfo[MOVE_CONFIDE].effect == EFFECT_SPECIAL_ATTACK_DOWN);
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ASSUME(gMovesInfo[MOVE_FAKE_TEARS].effect == EFFECT_SPECIAL_DEFENSE_DOWN_2);
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ASSUME(gMovesInfo[MOVE_SCARY_FACE].effect == EFFECT_SPEED_DOWN_2);
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ASSUME(B_UPDATED_MOVE_DATA >= GEN_6); // For Sweet Scent
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ASSUME(gMovesInfo[MOVE_SWEET_SCENT].effect == EFFECT_EVASION_DOWN_2);
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ASSUME(gMovesInfo[MOVE_SWEET_SCENT].effect == (B_UPDATED_MOVE_DATA >= GEN_6 ? EFFECT_EVASION_DOWN_2 : EFFECT_EVASION_DOWN));
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ASSUME(gMovesInfo[MOVE_SAND_ATTACK].effect == EFFECT_ACCURACY_DOWN);
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PLAYER(SPECIES_WOBBUFFET)
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OPPONENT(SPECIES_BELDUM) { Ability(ABILITY_CLEAR_BODY); }
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@ -130,8 +129,7 @@ SINGLE_BATTLE_TEST("Mold Breaker, Teravolt, and Turboblaze ignore Clear Body")
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ASSUME(gMovesInfo[MOVE_CONFIDE].effect == EFFECT_SPECIAL_ATTACK_DOWN);
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ASSUME(gMovesInfo[MOVE_FAKE_TEARS].effect == EFFECT_SPECIAL_DEFENSE_DOWN_2);
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ASSUME(gMovesInfo[MOVE_SCARY_FACE].effect == EFFECT_SPEED_DOWN_2);
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ASSUME(B_UPDATED_MOVE_DATA >= GEN_6); // For Sweet Scent
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ASSUME(gMovesInfo[MOVE_SWEET_SCENT].effect == EFFECT_EVASION_DOWN_2);
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ASSUME(gMovesInfo[MOVE_SWEET_SCENT].effect == (B_UPDATED_MOVE_DATA >= GEN_6 ? EFFECT_EVASION_DOWN_2 : EFFECT_EVASION_DOWN));
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ASSUME(gMovesInfo[MOVE_SAND_ATTACK].effect == EFFECT_ACCURACY_DOWN);
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PLAYER(SPECIES_WOBBUFFET) { Ability(ability); }
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OPPONENT(SPECIES_BELDUM) { Ability(ABILITY_CLEAR_BODY); }
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@ -47,8 +47,7 @@ SINGLE_BATTLE_TEST("Clear Amulet prevents stat reducing effects")
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ASSUME(gMovesInfo[MOVE_CONFIDE].effect == EFFECT_SPECIAL_ATTACK_DOWN);
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ASSUME(gMovesInfo[MOVE_FAKE_TEARS].effect == EFFECT_SPECIAL_DEFENSE_DOWN_2);
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ASSUME(gMovesInfo[MOVE_SCARY_FACE].effect == EFFECT_SPEED_DOWN_2);
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ASSUME(B_UPDATED_MOVE_DATA >= GEN_6);
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ASSUME(gMovesInfo[MOVE_SWEET_SCENT].effect == EFFECT_EVASION_DOWN_2);
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ASSUME(gMovesInfo[MOVE_SWEET_SCENT].effect == (B_UPDATED_MOVE_DATA >= GEN_6 ? EFFECT_EVASION_DOWN_2 : EFFECT_EVASION_DOWN));
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ASSUME(gMovesInfo[MOVE_SAND_ATTACK].effect == EFFECT_ACCURACY_DOWN);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET) { Item(ITEM_CLEAR_AMULET); };
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