Shed Skin chance fix (#5558)
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2 changed files with 6 additions and 4 deletions
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@ -5019,7 +5019,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
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break;
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case ABILITY_SHED_SKIN:
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if ((gBattleMons[battler].status1 & STATUS1_ANY)
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&& (B_ABILITY_TRIGGER_CHANCE >= GEN_4 ? RandomPercentage(RNG_SHED_SKIN, 30) : RandomChance(RNG_SHED_SKIN, 1, 3)))
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&& (B_ABILITY_TRIGGER_CHANCE == GEN_4 ? RandomPercentage(RNG_SHED_SKIN, 30) : RandomChance(RNG_SHED_SKIN, 1, 3)))
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{
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ABILITY_HEAL_MON_STATUS:
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if (gBattleMons[battler].status1 & (STATUS1_POISON | STATUS1_TOXIC_POISON))
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@ -1,11 +1,13 @@
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#include "global.h"
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#include "test/battle.h"
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SINGLE_BATTLE_TEST("Shed Skin triggers 30% of the time")
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SINGLE_BATTLE_TEST("Shed Skin triggers 33% of the time")
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{
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PASSES_RANDOMLY(3, 10, RNG_SHED_SKIN);
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if (B_ABILITY_TRIGGER_CHANCE == GEN_4)
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PASSES_RANDOMLY(30, 100, RNG_SHED_SKIN);
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else
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PASSES_RANDOMLY(33, 100, RNG_SHED_SKIN);
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GIVEN {
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ASSUME(B_ABILITY_TRIGGER_CHANCE >= GEN_4);
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ASSUME(gMovesInfo[MOVE_TACKLE].makesContact);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_ARBOK) { Status1(STATUS1_POISON); Ability(ABILITY_SHED_SKIN); }
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