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Fixes Regenerator healing past maxHP #5861

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Dec 22, 2024
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6 changes: 3 additions & 3 deletions src/battle_script_commands.c
Original file line number Diff line number Diff line change
Expand Up @@ -15121,10 +15121,10 @@ static void Cmd_switchoutabilities(void)
break;
case ABILITY_REGENERATOR:
{
u32 regenerate = GetNonDynamaxMaxHP(gBattlerAttacker) / 3;
u32 regenerate = GetNonDynamaxMaxHP(battler) / 3;
regenerate += gBattleMons[battler].hp;
if (gBattleStruct->moveDamage[gBattlerAttacker] > gBattleMons[battler].maxHP)
gBattleStruct->moveDamage[gBattlerAttacker] = gBattleMons[battler].maxHP;
if (regenerate > gBattleMons[battler].maxHP)
regenerate = gBattleMons[battler].maxHP;
BtlController_EmitSetMonData(battler, BUFFER_A, REQUEST_HP_BATTLE,
1u << *(gBattleStruct->battlerPartyIndexes + battler),
sizeof(regenerate),
Expand Down
50 changes: 50 additions & 0 deletions test/battle/ability/regenerator.c
Original file line number Diff line number Diff line change
@@ -0,0 +1,50 @@
#include "global.h"
#include "test/battle.h"

SINGLE_BATTLE_TEST("Regenerator heals 1/3 of max HP upon switching out")
{
u32 currHP;
PARAMETRIZE { currHP = 1; }
PARAMETRIZE { currHP = 2; }
PARAMETRIZE { currHP = 3; }
GIVEN {
PLAYER(SPECIES_SLOWBRO) { Ability(ABILITY_REGENERATOR); HP(currHP); }
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { SWITCH(player, 1); }
TURN { SWITCH(player, 0); }
} SCENE {
SWITCH_OUT_MESSAGE("Slowbro");
SEND_IN_MESSAGE("Wobbuffet");
SWITCH_OUT_MESSAGE("Wobbuffet");
SEND_IN_MESSAGE("Slowbro");
} THEN {
EXPECT_EQ(player->hp, player->maxHP / 3 + currHP);
}
}

SINGLE_BATTLE_TEST("Regenerator heals 1/3 of max HP upon switching out but doesn't surpass max HP")
{
u32 currHP;
PARAMETRIZE { currHP = 5; }
PARAMETRIZE { currHP = 4; }
PARAMETRIZE { currHP = 3; }
PARAMETRIZE { currHP = 2; }
PARAMETRIZE { currHP = 1; }
GIVEN {
PLAYER(SPECIES_SLOWBRO) { Ability(ABILITY_REGENERATOR); HP(currHP); MaxHP(5); }
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { SWITCH(player, 1); }
TURN { SWITCH(player, 0); }
} SCENE {
SWITCH_OUT_MESSAGE("Slowbro");
SEND_IN_MESSAGE("Wobbuffet");
SWITCH_OUT_MESSAGE("Wobbuffet");
SEND_IN_MESSAGE("Slowbro");
} THEN {
EXPECT_LE(player->hp, player->maxHP);
}
}
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