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[battle_engine] fix multi hit/stormdrain-like interactions #1958

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8 changes: 5 additions & 3 deletions data/battle_scripts_1.s
Original file line number Diff line number Diff line change
Expand Up @@ -8072,7 +8072,8 @@ BattleScript_MoveStatDrain::
printstring STRINGID_TARGETABILITYSTATRAISE
waitmessage B_WAIT_TIME_LONG
clearsemiinvulnerablebit
tryfaintmon BS_ATTACKER, FALSE, NULL
tryfaintmon BS_ATTACKER, FALSE, NULL @ this should be removed, unless I'm missing something
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This is here just for Explosion/Self Destruct, which can be changed to electric type and absorbed. I think running tryfaintmon only for those move effects would be fine, but it does need to be there or they'll glitch out.

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Interesting!
Why is it not there for volt absorb then?

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For whatever reason it was working properly with Volt Absorb IIRC, but not Lightningrod/Motor Drive.

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Added the fix for waterabsorb-like abilities, also left a comment to not wonder what's up in the future

orhalfword gMoveResultFlags, MOVE_RESULT_DOESNT_AFFECT_FOE
goto BattleScript_MoveEnd

BattleScript_MonMadeMoveUseless_PPLoss::
Expand All @@ -8083,7 +8084,7 @@ BattleScript_MonMadeMoveUseless::
call BattleScript_AbilityPopUp
printstring STRINGID_PKMNSXMADEYUSELESS
waitmessage B_WAIT_TIME_LONG
tryfaintmon BS_ATTACKER, FALSE, NULL
tryfaintmon BS_ATTACKER, FALSE, NULL @ this should be removed, unless I'm missing something
orhalfword gMoveResultFlags, MOVE_RESULT_DOESNT_AFFECT_FOE
goto BattleScript_MoveEnd

Expand All @@ -8095,7 +8096,8 @@ BattleScript_FlashFireBoost::
call BattleScript_AbilityPopUp
printfromtable gFlashFireStringIds
waitmessage B_WAIT_TIME_LONG
tryfaintmon BS_ATTACKER, FALSE, NULL
tryfaintmon BS_ATTACKER, FALSE, NULL @ this should be removed, unless I'm missing something
orhalfword gMoveResultFlags, MOVE_RESULT_DOESNT_AFFECT_FOE
goto BattleScript_MoveEnd

BattleScript_AbilityPreventsPhasingOut::
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