More unit tests, fixes
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@@ -9,7 +9,7 @@ public class BanefulBunkerEffect : ProtectionEffectScript
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public override void BlockIncomingHit(IExecutingMove executingMove, IPokemon target, byte hitIndex, ref bool block)
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{
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base.BlockIncomingHit(executingMove, target, hitIndex, ref block);
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if (executingMove.UseMove.Category != MoveCategory.Status &&
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if (block && executingMove.UseMove.Category != MoveCategory.Status &&
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executingMove.GetHitData(target, hitIndex).IsContact)
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{
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executingMove.User.SetStatus(ScriptUtils.ResolveName<Status.Poisoned>(), executingMove.User);
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@@ -30,7 +30,7 @@ public class ChargeBounceEffect : Script, IScriptForceTurnSelection, IScriptChan
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/// <inheritdoc />
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public void ChangeIncomingMoveDamage(IExecutingMove move, IPokemon target, byte hit, ref uint damage)
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{
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if (!move.UseMove.HasFlag(MoveFlags.EffectiveAgainstFly))
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if (move.UseMove.HasFlag(MoveFlags.EffectiveAgainstFly))
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damage *= 2;
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}
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