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added a bugfix for the interaction between Curse and Pressure #1946

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11 changes: 11 additions & 0 deletions src/battle_script_commands.c
Original file line number Diff line number Diff line change
Expand Up @@ -1221,7 +1221,18 @@ static void Cmd_ppreduce(void)
ppToDeduct += AbilityBattleEffects(ABILITYEFFECT_COUNT_OTHER_SIDE, gBattlerAttacker, ABILITY_PRESSURE, 0, 0);
break;
default:
#ifdef BUGFIX
//There is an issue with asymmetrical interaction between non-ghost curse and pressure,
//since the player controller changes the target of non-ghost curse to the user,
//but the opponent controller doesn't, so the player's non-ghost curse loses 1 PP
//against and opponent with pressure, but an opponent's non-ghost curse loses 2 PP
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an opponent

//against a player with pressure.
//This bugfix ensures that non-ghost curse always only deducts 1 PP against pressure,
//regardless of used by the player or opponent.
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regardless of used, did you mean something like regardless of whether it's used?

if (gBattlerAttacker != gBattlerTarget && gBattleMons[gBattlerTarget].ability == ABILITY_PRESSURE && !(gBattleMoves[gCurrentMove].effect == EFFECT_CURSE && gBattleMons[gBattlerAttacker].type1 != TYPE_GHOST && gBattleMons[gBattlerAttacker].type2 != TYPE_GHOST))
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gBattleMons[gBattlerAttacker].type1 != TYPE_GHOST && gBattleMons[gBattlerAttacker].type2 != TYPE_GHOST

can be simplified to

!IS_BATTLER_OF_TYPE(gBattlerAttacker, TYPE_GHOST)

#else
if (gBattlerAttacker != gBattlerTarget && gBattleMons[gBattlerTarget].ability == ABILITY_PRESSURE)
#endif
ppToDeduct++;
break;
}
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