Fixes Ice Face regression (#5678)
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5388ed0cad
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2 changed files with 30 additions and 1 deletions
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@ -7372,7 +7372,6 @@ static bool32 DoSwitchInEffectsForBattler(u32 battler)
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break;
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case ABILITY_FORECAST:
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case ABILITY_FLOWER_GIFT:
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case ABILITY_ICE_FACE:
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case ABILITY_PROTOSYNTHESIS:
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if (AbilityBattleEffects(ABILITYEFFECT_ON_WEATHER, i, 0, 0, 0))
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return TRUE;
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@ -135,3 +135,33 @@ SINGLE_BATTLE_TEST("Ice Face doesn't transform Eiscue if Cloud Nine/Air Lock is
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MESSAGE("Eiscue fainted!");
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}
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}
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SINGLE_BATTLE_TEST("Ice Face is not restored if hail or snow and Eiscue are already out")
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{
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u32 move;
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PARAMETRIZE { move = MOVE_SNOWSCAPE; }
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PARAMETRIZE { move = MOVE_HAIL; }
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GIVEN {
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ASSUME(gMovesInfo[MOVE_TACKLE].category == DAMAGE_CATEGORY_PHYSICAL);
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ASSUME(gMovesInfo[MOVE_SNOWSCAPE].effect == EFFECT_SNOWSCAPE);
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ASSUME(gMovesInfo[MOVE_HAIL].effect == EFFECT_HAIL);
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PLAYER(SPECIES_EISCUE);
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OPPONENT(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WYNAUT);
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} WHEN {
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TURN { MOVE(opponent, MOVE_TACKLE); MOVE(player, move); }
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TURN { MOVE(opponent, MOVE_TACKLE); }
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TURN { SWITCH(opponent, 1); }
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} SCENE {
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ABILITY_POPUP(player, ABILITY_ICE_FACE);
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MESSAGE("Eiscue transformed!");
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ABILITY_POPUP(player, ABILITY_ICE_FACE);
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MESSAGE("Eiscue transformed!");
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ABILITY_POPUP(player, ABILITY_ICE_FACE);
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MESSAGE("Eiscue transformed!");
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NONE_OF {
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ABILITY_POPUP(player, ABILITY_ICE_FACE);
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MESSAGE("Eiscue transformed!");
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}
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}
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}
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