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Battle Bond doesn't transform when fainting ally #2431

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AsparagusEduardo opened this issue Nov 4, 2022 · 4 comments · Fixed by #3279
Closed

Battle Bond doesn't transform when fainting ally #2431

AsparagusEduardo opened this issue Nov 4, 2022 · 4 comments · Fixed by #3279
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bug Bug category: battle-mechanic Pertains to battle mechanics

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@AsparagusEduardo
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Found by akimoto#5337 on RHH's discord

player

@AsparagusEduardo AsparagusEduardo added bug Bug category: battle-mechanic Pertains to battle mechanics labels Nov 4, 2022
@LOuroboros
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LOuroboros commented Nov 4, 2022

Can't confirm. It's working just fine in a clean copy of the upcoming branch.
mGBA_20221104_095207163

EDIT: Fwiw though, this brought to my attention that maybe we should adjust the check at VARIOUS_TRY_ACTIVATE_BATTLE_BOND, because currently, it always checks for CalculateEnemyPartyCount() > 1. It probably isn't checking the Player's or an AI ally's own party if you decide to attack your ally.

@AsparagusEduardo AsparagusEduardo added status: unconfirmed This bug has not been reproduced yet and removed status: unconfirmed This bug has not been reproduced yet labels Nov 4, 2022
@DizzyEggg
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Cannot reproduce the check on upcoming. Could anyone else try this?

Also, I don't think it's necessary to change CalculateEnemyPartyCount, it does what it needs to do imo

@AlexOn1ine
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Tried to reproduce but everything seemed fine.

@LOuroboros
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LOuroboros commented Feb 15, 2023

Also, I don't think it's necessary to change CalculateEnemyPartyCount, it does what it needs to do imo

Does it?

I mean, I provided a logical example with the AI ally, but what if it's the enemy's BB Greninja that performs the fainting? Wouldn't the ability's code still use CalculateEnemyPartyCount which reads gEnemyParty, when it should be using CalculatePlayerPartyCount instead?

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Labels
bug Bug category: battle-mechanic Pertains to battle mechanics
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4 participants