diff --git a/src/battle_ai_switch_items.c b/src/battle_ai_switch_items.c index b087cf3939..2fb8417ad9 100644 --- a/src/battle_ai_switch_items.c +++ b/src/battle_ai_switch_items.c @@ -1609,7 +1609,7 @@ static u32 GetSwitchinHitsToKO(s32 damageTaken, u32 battler) u16 maxHP = AI_DATA->switchinCandidate.battleMon.maxHP, item = AI_DATA->switchinCandidate.battleMon.item, heldItemEffect = ItemId_GetHoldEffect(item); u8 weatherDuration = gWishFutureKnock.weatherDuration, holdEffectParam = ItemId_GetHoldEffectParam(item); u32 opposingBattler = GetBattlerAtPosition(BATTLE_OPPOSITE(GetBattlerPosition(battler))); - u32 opposingAbility = gBattleMons[opposingBattler].ability; + u32 opposingAbility = gBattleMons[opposingBattler].ability, ability = AI_DATA->switchinCandidate.battleMon.ability; bool32 usedSingleUseHealingItem = FALSE; s32 currentHP = startingHP; @@ -1631,6 +1631,10 @@ static u32 GetSwitchinHitsToKO(s32 damageTaken, u32 battler) // Take attack damage for the turn currentHP = currentHP - damageTaken; + // One shot prevention effects + if (damageTaken >= maxHP && currentHP == maxHP && (heldItemEffect == HOLD_EFFECT_FOCUS_SASH || (B_STURDY >= GEN_5 && ability == ABILITY_STURDY))) + currentHP = 1; + // If mon is still alive, apply weather impact first, as it might KO the mon before it can heal with its item (order is weather -> item -> status) if (currentHP != 0) currentHP = currentHP - weatherImpact;