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CLOSES #415, CLOSES #484, CLOSES #488, CLOSES #492, CLOSES #497, CLOSES #541, CLOSES #559, CLOSES #562, CLOSES #563, CLOSES #564, CLOSES #565, CLOSES #566, CLOSES #567, CLOSES #568, CLOSES #569, CLOSES #570, CLOSES #571, CLOSES #572
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@@ -42,6 +42,9 @@ do
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newWild = function(_, species, level)
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local b = { species = species, level = level, ghost = false }
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b.makeGhost = function(self) self.ghost = true end
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-- the scope's branch (#492): disguised on entry, but IsGhostBattle
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-- false, which is exactly the state the dodge below has to survive
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b.makeUnveiledGhost = function(self) self.scopeReveal = true end
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made[#made + 1] = b
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return b
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end,
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@@ -70,7 +73,8 @@ do
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check(noScope.noCatch, "and noCatch is set")
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local withScope = trigger({ SILPH_SCOPE = 1 })
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check(not withScope.ghost, "with the scope the disguise is gone")
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check(not withScope.ghost, "with the scope IsGhostBattle is false")
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check(withScope.scopeReveal, "and the unveil plays instead (#492)")
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check(withScope.noCatch,
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"but noCatch survives it -- balls are dodged either way")
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