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Fix duplicate Trick Room end message when used again (#9546)
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e0e155feb7
commit
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@ -9966,6 +9966,7 @@ static void HandleRoomMove(u32 statusFlag, u16 *timer, u8 stringId)
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if (gFieldStatuses & statusFlag)
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{
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gFieldStatuses &= ~statusFlag;
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*timer = 0;
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gBattleCommunication[MULTISTRING_CHOOSER] = stringId + 1;
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}
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else
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@ -1,4 +1,76 @@
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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_TRICK_ROOM) == EFFECT_TRICK_ROOM);
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}
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SINGLE_BATTLE_TEST("Trick Room doesn't print its ending message twice when used again")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { Speed(10); }
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OPPONENT(SPECIES_WOBBUFFET) { Speed(1); }
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} WHEN {
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TURN { MOVE(player, MOVE_TRICK_ROOM); }
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TURN { MOVE(player, MOVE_CELEBRATE); }
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TURN { MOVE(player, MOVE_CELEBRATE); }
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TURN { MOVE(player, MOVE_CELEBRATE); }
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TURN { MOVE(player, MOVE_TRICK_ROOM); }
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TURN { MOVE(player, MOVE_CELEBRATE); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TRICK_ROOM, player);
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MESSAGE("Wobbuffet twisted the dimensions!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TRICK_ROOM, player);
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MESSAGE("The twisted dimensions returned to normal!");
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NOT MESSAGE("The twisted dimensions returned to normal!");
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}
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}
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SINGLE_BATTLE_TEST("Trick Room reverses move order for 5 turns including the turn it is used")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { Speed(1); }
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OPPONENT(SPECIES_WOBBUFFET) { Speed(10); }
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} WHEN {
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TURN { MOVE(player, MOVE_TRICK_ROOM); MOVE(opponent, MOVE_CELEBRATE); }
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TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
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TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
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TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
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TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
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TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponent);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TRICK_ROOM, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponent);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponent);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponent);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponent);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponent);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, player);
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}
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}
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SINGLE_BATTLE_TEST("Trick Room does not affect move priority")
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{
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GIVEN {
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ASSUME(GetMovePriority(MOVE_CELEBRATE) == 0);
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ASSUME(GetMovePriority(MOVE_QUICK_ATTACK) == 1);
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PLAYER(SPECIES_WOBBUFFET) { Speed(1); }
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OPPONENT(SPECIES_WOBBUFFET) { Speed(10); }
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} WHEN {
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TURN { MOVE(player, MOVE_TRICK_ROOM); MOVE(opponent, MOVE_CELEBRATE); }
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TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_QUICK_ATTACK); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponent);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TRICK_ROOM, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_QUICK_ATTACK, opponent);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, player);
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}
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}
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TO_DO_BATTLE_TEST("TODO: Write Trick Room (Move Effect) test titles")
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