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

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Description

It was recently discovered by LRXC that Pokémon Emerald has a bug where if the player has a Pokémon with Pressure and the opposing non-ghost Pokémon uses Curse, two PP are deducted instead of just one. Since a non-ghost Curse only affects the user, I believe that it should not interact with Pressure. This is the case when the player's non-ghost Pokémon uses Curse against the opponent's Pressure Pokémon - there, only one PP is deducted. This asymmetric interaction indicates that this is a bug. I believe that the reason is that when the player uses Curse, there is a check in battle_controller_player.c (line 486) that makes the user the target of the move when it not a ghost type, but there is no corresponding check in player_controller_opponent.c, so presumably when the AI uses Curse the target always remains (one of) the player's Pokémon, since in battle_moves.h, the target is defined as "MOVE_TARGET_SELECTED".
To make sure that non-ghost Curse never interacts with Pressure as was most likely intended, I added a bugfix in battle_script_commands.c, Cmd_ppreduce(), starting line 1224, where ppToDeduct doesn't increase if the move is Curse and the user is not a ghost type.
I have tested this myself in Emerald where my Torkoal's Curse against a wild Absol with Pressure on Route 120 only deducted 1 PP, but without the bugfix, the wild Regice's Curse against my Absol with Pressure deducted 2 PP (I caught it with a Master Ball right after it used the move to check.) After my bugfix, Regice's Curse now only deducted 1 PP.

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rogerwrightshoe

@Jaizu
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Jaizu commented Nov 4, 2023

Spaces instead of tabs 🗡️

//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 and opponent with pressure, but an opponent's non-ghost curse loses 2 PP
//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?

//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.
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)

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3 participants