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https://github.com/Ninjdai1/pokeemerald.git
synced 2024-11-16 11:37:40 +01:00
reworked weather form reversion + added more tests
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a5f28afe42
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@ -1346,7 +1346,7 @@
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callnative BS_ItemRestorePP
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.endm
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.macro trytorevertweatherform
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.macro tryrevertweatherform
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callnative BS_TryRevertWeatherForm
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.endm
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@ -1580,7 +1580,7 @@ BattleScript_MoveEffectCoreEnforcer::
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printstring STRINGID_PKMNSABILITYSUPPRESSED
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waitmessage B_WAIT_TIME_LONG
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trytoclearprimalweather
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trytorevertweatherform
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tryrevertweatherform
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printstring STRINGID_EMPTYSTRING3
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waitmessage 1
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BattleScript_CoreEnforcerRet:
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@ -2729,7 +2729,7 @@ BattleScript_EffectSimpleBeam:
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printstring STRINGID_PKMNACQUIREDSIMPLE
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waitmessage B_WAIT_TIME_LONG
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trytoclearprimalweather
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trytorevertweatherform
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tryrevertweatherform
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printstring STRINGID_EMPTYSTRING3
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waitmessage 1
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tryendneutralizinggas BS_TARGET
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@ -2829,7 +2829,7 @@ BattleScript_EffectWorrySeed:
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printstring STRINGID_PKMNACQUIREDABILITY
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waitmessage B_WAIT_TIME_LONG
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trytoclearprimalweather
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trytorevertweatherform
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tryrevertweatherform
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printstring STRINGID_EMPTYSTRING3
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waitmessage 1
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goto BattleScript_MoveEnd
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@ -2961,7 +2961,7 @@ BattleScript_EffectGastroAcid:
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printstring STRINGID_PKMNSABILITYSUPPRESSED
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waitmessage B_WAIT_TIME_LONG
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trytoclearprimalweather
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trytorevertweatherform
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tryrevertweatherform
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printstring STRINGID_EMPTYSTRING3
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waitmessage 1
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tryendneutralizinggas BS_TARGET
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@ -8003,9 +8003,7 @@ BattleScript_CudChewActivates::
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setbyte sBERRY_OVERRIDE, 0
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end3
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BattleScript_TargetFormChange::
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pause 5
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call BattleScript_AbilityPopUpTarget
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BattleScript_TargetFormChangeNoPopup:
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printstring STRINGID_EMPTYSTRING3
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waitmessage 1
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handleformchange BS_TARGET, 0
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@ -8015,32 +8013,25 @@ BattleScript_TargetFormChange::
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handleformchange BS_TARGET, 2
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return
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BattleScript_TargetFormChange::
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pause 5
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call BattleScript_AbilityPopUpTarget
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call BattleScript_TargetFormChangeNoPopup
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return
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BattleScript_TargetFormChangeWithString::
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pause 5
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call BattleScript_AbilityPopUpTarget
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printstring STRINGID_EMPTYSTRING3
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waitmessage 1
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handleformchange BS_TARGET, 0
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handleformchange BS_TARGET, 1
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playanimation BS_TARGET, B_ANIM_FORM_CHANGE, NULL
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waitanimation
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handleformchange BS_TARGET, 2
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call BattleScript_TargetFormChangeNoPopup
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printstring STRINGID_PKMNTRANSFORMED
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waitmessage B_WAIT_TIME_LONG
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return
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BattleScript_TargetFormChangeWithStringNoPopupEnd3::
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pause 5
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printstring STRINGID_EMPTYSTRING3
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waitmessage 1
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handleformchange BS_TARGET, 0
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handleformchange BS_TARGET, 1
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playanimation BS_TARGET, B_ANIM_FORM_CHANGE, NULL
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waitanimation
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handleformchange BS_TARGET, 2
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BattleScript_TargetFormChangeWithStringNoPopup::
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call BattleScript_TargetFormChangeNoPopup
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printstring STRINGID_PKMNTRANSFORMED
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waitmessage B_WAIT_TIME_LONG
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end3
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return
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BattleScript_BattlerFormChangeWithStringEnd3::
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pause 5
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@ -465,7 +465,7 @@ extern const u8 BattleScript_MoveEffectStockpileWoreOff[];
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extern const u8 BattleScript_StealthRockActivates[];
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extern const u8 BattleScript_SpikesActivates[];
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extern const u8 BattleScript_BerserkGeneRet[];
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extern const u8 BattleScript_TargetFormChangeWithStringNoPopupEnd3[];
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extern const u8 BattleScript_TargetFormChangeWithStringNoPopup[];
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// zmoves
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extern const u8 BattleScript_ZMoveActivateDamaging[];
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@ -89,6 +89,7 @@
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// Form change that activates when a specific weather is set during battle.
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// param1: weather to check
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// param2: (optional) revert if specified ability is lost
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#define FORM_CHANGE_BATTLE_WEATHER 14
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// Form change that activates automatically when the turn ends.
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@ -16567,13 +16567,12 @@ void BS_ItemRestorePP(void)
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void BS_TryRevertWeatherForm(void)
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{
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NATIVE_ARGS();
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u16 ability = gBattleMons[gBattlerTarget].ability;
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if (B_WEATHER_FORM_SUPPRESS >= GEN_5
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&& (ability == ABILITY_FORECAST || ability == ABILITY_FLOWER_GIFT)
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&& TryBattleFormChange(gBattlerTarget, FORM_CHANGE_BATTLE_SWITCH)) // revert form
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&& TryBattleFormChange(gBattlerTarget, FORM_CHANGE_BATTLE_WEATHER))
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{
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gBattleScripting.battler = gBattlerTarget;
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BattleScriptPushCursorAndCallback(BattleScript_TargetFormChangeWithStringNoPopupEnd3);
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BattleScriptPush(cmd->nextInstr);
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gBattlescriptCurrInstr = BattleScript_TargetFormChangeWithStringNoPopup;
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return;
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}
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gBattlescriptCurrInstr = cmd->nextInstr;
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@ -6013,7 +6013,9 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 move
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#else
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TRY_WEATHER_FORM:
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#endif
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if ((IsBattlerWeatherAffected(battler, gBattleWeather) || gBattleWeather == B_WEATHER_NONE)
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if ((IsBattlerWeatherAffected(battler, gBattleWeather)
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|| gBattleWeather == B_WEATHER_NONE
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|| !WEATHER_HAS_EFFECT) // Air Lock active
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&& TryBattleFormChange(battler, FORM_CHANGE_BATTLE_WEATHER))
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{
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BattleScriptPushCursorAndCallback(BattleScript_BattlerFormChangeWithStringEnd3);
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@ -10101,9 +10103,26 @@ u16 GetBattleFormChangeTargetSpecies(u8 battlerId, u16 method)
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}
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break;
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case FORM_CHANGE_BATTLE_WEATHER:
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if (gBattleWeather & formChanges[i].param1
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|| (gBattleWeather == B_WEATHER_NONE && formChanges[i].param1 == B_WEATHER_NONE))
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// Check if there is a required ability and if the battler's ability does not match it
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// or is suppressed. If so, revert to the no weather form.
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if (formChanges[i].param2
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&& (gBattleMons[battlerId].ability != formChanges[i].param2
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|| (gStatuses3[gBattlerTarget] & STATUS3_GASTRO_ACID))
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&& formChanges[i].param1 == B_WEATHER_NONE)
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{
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targetSpecies = formChanges[i].targetSpecies;
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}
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// We need to revert the weather form if the field is under Air Lock, too.
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if (!WEATHER_HAS_EFFECT && formChanges[i].param1 == B_WEATHER_NONE)
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{
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targetSpecies = formChanges[i].targetSpecies;
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}
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// Otherwise, just check for a match between the weather and the form change table.
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else if (gBattleWeather & formChanges[i].param1
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|| (gBattleWeather == B_WEATHER_NONE && formChanges[i].param1 == B_WEATHER_NONE))
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{
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targetSpecies = formChanges[i].targetSpecies;
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}
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break;
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case FORM_CHANGE_BATTLE_TURN_END:
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if (formChanges[i].param1 == GetBattlerAbility(battlerId))
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@ -156,11 +156,11 @@ static const struct FormChange sAbsolFormChangeTable[] = {
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};
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static const struct FormChange sCastformFormChangeTable[] = {
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{FORM_CHANGE_BATTLE_WEATHER, SPECIES_CASTFORM_SUNNY, B_WEATHER_SUN},
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{FORM_CHANGE_BATTLE_WEATHER, SPECIES_CASTFORM_RAINY, B_WEATHER_RAIN},
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{FORM_CHANGE_BATTLE_WEATHER, SPECIES_CASTFORM_SNOWY, B_WEATHER_HAIL},
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{FORM_CHANGE_BATTLE_WEATHER, SPECIES_CASTFORM, ~(B_WEATHER_SUN | B_WEATHER_RAIN | B_WEATHER_HAIL)},
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{FORM_CHANGE_BATTLE_WEATHER, SPECIES_CASTFORM, B_WEATHER_NONE},
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{FORM_CHANGE_BATTLE_WEATHER, SPECIES_CASTFORM_SUNNY, B_WEATHER_SUN, ABILITY_FORECAST},
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{FORM_CHANGE_BATTLE_WEATHER, SPECIES_CASTFORM_RAINY, B_WEATHER_RAIN, ABILITY_FORECAST},
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{FORM_CHANGE_BATTLE_WEATHER, SPECIES_CASTFORM_SNOWY, B_WEATHER_HAIL, ABILITY_FORECAST},
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{FORM_CHANGE_BATTLE_WEATHER, SPECIES_CASTFORM, ~(B_WEATHER_SUN | B_WEATHER_RAIN | B_WEATHER_HAIL), ABILITY_FORECAST},
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{FORM_CHANGE_BATTLE_WEATHER, SPECIES_CASTFORM, B_WEATHER_NONE, ABILITY_FORECAST},
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{FORM_CHANGE_BATTLE_SWITCH, SPECIES_CASTFORM},
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{FORM_CHANGE_FAINT, SPECIES_CASTFORM},
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{FORM_CHANGE_END_BATTLE, SPECIES_CASTFORM},
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@ -231,9 +231,9 @@ static const struct FormChange sBurmyFormChangeTable[] = {
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};
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static const struct FormChange sCherrimFormChangeTable[] = {
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{FORM_CHANGE_BATTLE_WEATHER, SPECIES_CHERRIM_SUNSHINE, B_WEATHER_SUN},
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{FORM_CHANGE_BATTLE_WEATHER, SPECIES_CHERRIM, ~B_WEATHER_SUN},
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{FORM_CHANGE_BATTLE_WEATHER, SPECIES_CHERRIM, B_WEATHER_NONE},
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{FORM_CHANGE_BATTLE_WEATHER, SPECIES_CHERRIM_SUNSHINE, B_WEATHER_SUN, ABILITY_FLOWER_GIFT},
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{FORM_CHANGE_BATTLE_WEATHER, SPECIES_CHERRIM, ~B_WEATHER_SUN, ABILITY_FLOWER_GIFT},
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{FORM_CHANGE_BATTLE_WEATHER, SPECIES_CHERRIM, B_WEATHER_NONE, ABILITY_FLOWER_GIFT},
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{FORM_CHANGE_BATTLE_SWITCH, SPECIES_CHERRIM},
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{FORM_CHANGE_FAINT, SPECIES_CHERRIM},
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{FORM_CHANGE_END_BATTLE, SPECIES_CHERRIM},
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@ -54,7 +54,7 @@ SINGLE_BATTLE_TEST("Flower Gift transforms Cherrim back to normal when its abili
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}
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}
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DOUBLE_BATTLE_TEST("Flower Gift increases the attack of Cherrim's ally by 1.5x", s16 damage)
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DOUBLE_BATTLE_TEST("Flower Gift increases the attack of Cherrim and its allies by 1.5x", s16 damageL, s16 damageR)
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{
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bool32 sunny;
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PARAMETRIZE { sunny = FALSE; }
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@ -67,19 +67,55 @@ DOUBLE_BATTLE_TEST("Flower Gift increases the attack of Cherrim's ally by 1.5x",
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} WHEN {
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if (sunny)
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TURN { MOVE(playerLeft, MOVE_SUNNY_DAY); }
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TURN { MOVE(playerRight, MOVE_TACKLE, target: opponentLeft); }
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TURN { MOVE(playerLeft, MOVE_TACKLE, target: opponentLeft);
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MOVE(playerRight, MOVE_TACKLE, target: opponentLeft); }
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} SCENE {
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// Sun activates
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// sun activates
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if (sunny) {
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ABILITY_POPUP(playerLeft, ABILITY_FLOWER_GIFT);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_FORM_CHANGE, playerLeft);
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MESSAGE("Cherrim transformed!");
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}
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// Partner uses Tackle
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// player uses Tackle
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, playerLeft);
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HP_BAR(opponentLeft, captureDamage: &results[i].damageL);
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// partner uses Tackle
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, playerRight);
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HP_BAR(opponentLeft, captureDamage: &results[i].damage);
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HP_BAR(opponentLeft, captureDamage: &results[i].damageR);
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} FINALLY {
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EXPECT_MUL_EQ(results[0].damage, UQ_4_12(1.5), results[1].damage);
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EXPECT_MUL_EQ(results[0].damageL, UQ_4_12(1.5), results[1].damageL);
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EXPECT_MUL_EQ(results[0].damageR, UQ_4_12(1.5), results[1].damageR);
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}
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}
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DOUBLE_BATTLE_TEST("Flower Gift increases the Sp. Def of Cherrim and its allies by 1.5x", s16 damageL, s16 damageR)
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{
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bool32 sunny;
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PARAMETRIZE { sunny = FALSE; }
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PARAMETRIZE { sunny = TRUE; }
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GIVEN {
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PLAYER(SPECIES_CHERRIM) { Ability(ABILITY_FLOWER_GIFT); };
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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if (sunny)
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TURN { MOVE(playerLeft, MOVE_SUNNY_DAY); }
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TURN { MOVE(opponentLeft, MOVE_HYPER_VOICE, target: playerLeft); }
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} SCENE {
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// sun activates
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if (sunny) {
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ABILITY_POPUP(playerLeft, ABILITY_FLOWER_GIFT);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_FORM_CHANGE, playerLeft);
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MESSAGE("Cherrim transformed!");
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}
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// opponentLeft uses Hyper Voice
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ANIMATION(ANIM_TYPE_MOVE, MOVE_HYPER_VOICE, opponentLeft);
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HP_BAR(playerLeft, captureDamage: &results[i].damageL);
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HP_BAR(playerRight, captureDamage: &results[i].damageR);
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} FINALLY {
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EXPECT_MUL_EQ(results[1].damageL, UQ_4_12(1.5), results[0].damageL);
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EXPECT_MUL_EQ(results[1].damageR, UQ_4_12(1.5), results[0].damageR);
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}
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}
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@ -7,6 +7,7 @@ SINGLE_BATTLE_TEST("Forecast transforms Castform in weather from an opponent's m
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PARAMETRIZE { move = MOVE_SUNNY_DAY; }
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PARAMETRIZE { move = MOVE_RAIN_DANCE; }
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PARAMETRIZE { move = MOVE_HAIL; }
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PARAMETRIZE { move = MOVE_SNOWSCAPE; }
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GIVEN {
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PLAYER(SPECIES_CASTFORM) { Ability(ABILITY_FORECAST); };
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OPPONENT(SPECIES_WOBBUFFET);
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@ -25,6 +26,7 @@ SINGLE_BATTLE_TEST("Forecast transforms Castform in weather from its own move")
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PARAMETRIZE { move = MOVE_SUNNY_DAY; }
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PARAMETRIZE { move = MOVE_RAIN_DANCE; }
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PARAMETRIZE { move = MOVE_HAIL; }
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PARAMETRIZE { move = MOVE_SNOWSCAPE; }
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GIVEN {
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PLAYER(SPECIES_CASTFORM) { Ability(ABILITY_FORECAST); };
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OPPONENT(SPECIES_WOBBUFFET);
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@ -43,6 +45,7 @@ DOUBLE_BATTLE_TEST("Forecast transforms Castform in weather from a partner's mov
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PARAMETRIZE { move = MOVE_SUNNY_DAY; }
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PARAMETRIZE { move = MOVE_RAIN_DANCE; }
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PARAMETRIZE { move = MOVE_HAIL; }
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PARAMETRIZE { move = MOVE_SNOWSCAPE; }
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GIVEN {
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PLAYER(SPECIES_CASTFORM) { Ability(ABILITY_FORECAST); };
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PLAYER(SPECIES_WOBBUFFET);
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@ -63,6 +66,7 @@ DOUBLE_BATTLE_TEST("Forecast transforms all Castforms present in weather")
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PARAMETRIZE { move = MOVE_SUNNY_DAY; }
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PARAMETRIZE { move = MOVE_RAIN_DANCE; }
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PARAMETRIZE { move = MOVE_HAIL; }
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PARAMETRIZE { move = MOVE_SNOWSCAPE; }
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GIVEN {
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PLAYER(SPECIES_CASTFORM) { Ability(ABILITY_FORECAST); };
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PLAYER(SPECIES_CASTFORM) { Ability(ABILITY_FORECAST); };
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@ -88,10 +92,14 @@ DOUBLE_BATTLE_TEST("Forecast transforms all Castforms present in weather")
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SINGLE_BATTLE_TEST("Forecast transforms Castform in weather from an ability")
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{
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u32 species, ability;
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PARAMETRIZE { species = SPECIES_KYOGRE; ability = ABILITY_DRIZZLE; }
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PARAMETRIZE { species = SPECIES_GROUDON; ability = ABILITY_DROUGHT; }
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PARAMETRIZE { species = SPECIES_ABOMASNOW; ability = ABILITY_SNOW_WARNING; }
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GIVEN {
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PLAYER(SPECIES_CASTFORM) { Ability(ABILITY_FORECAST); };
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OPPONENT(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_KYOGRE) { Ability(ABILITY_DRIZZLE); };
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OPPONENT(species) { Ability(ability); };
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} WHEN {
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TURN { SWITCH(opponent, 1); }
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} SCENE {
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@ -103,14 +111,17 @@ SINGLE_BATTLE_TEST("Forecast transforms Castform in weather from an ability")
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SINGLE_BATTLE_TEST("Forecast transforms Castform in primal weather")
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{
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u32 species, item, ability;
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PARAMETRIZE { species = SPECIES_KYOGRE; ability = ABILITY_PRIMORDIAL_SEA; item = ITEM_BLUE_ORB; }
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PARAMETRIZE { species = SPECIES_GROUDON; ability = ABILITY_DESOLATE_LAND; item = ITEM_RED_ORB; }
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GIVEN {
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PLAYER(SPECIES_CASTFORM) { Ability(ABILITY_FORECAST); };
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OPPONENT(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_KYOGRE) { Ability(ABILITY_DRIZZLE); Item(ITEM_BLUE_ORB); };
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OPPONENT(species) { Item(item); };
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} WHEN {
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TURN { SWITCH(opponent, 1); }
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} SCENE {
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ABILITY_POPUP(opponent, ABILITY_PRIMORDIAL_SEA);
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ABILITY_POPUP(opponent, ability);
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ABILITY_POPUP(player, ABILITY_FORECAST);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_FORM_CHANGE, player);
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MESSAGE("Castform transformed!");
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@ -161,6 +172,29 @@ SINGLE_BATTLE_TEST("Forecast transforms Castform back to normal when Sandstorm i
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}
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}
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SINGLE_BATTLE_TEST("Forecast transforms Castform back to normal under Air Lock")
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{
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GIVEN {
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PLAYER(SPECIES_CASTFORM) { Ability(ABILITY_FORECAST); };
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OPPONENT(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_RAYQUAZA);
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} WHEN {
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TURN { MOVE(player, MOVE_RAIN_DANCE); }
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TURN { SWITCH(opponent, 1); }
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TURN { MOVE(opponent, MOVE_CELEBRATE, megaEvolve: TRUE); }
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} SCENE {
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// transforms
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ABILITY_POPUP(player, ABILITY_FORECAST);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_FORM_CHANGE, player);
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MESSAGE("Castform transformed!");
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// back to normal
|
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ABILITY_POPUP(opponent, ABILITY_AIR_LOCK);
|
||||
ABILITY_POPUP(player, ABILITY_FORECAST);
|
||||
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_FORM_CHANGE, player);
|
||||
MESSAGE("Castform transformed!");
|
||||
}
|
||||
}
|
||||
|
||||
SINGLE_BATTLE_TEST("Forecast transforms Castform on switch-in")
|
||||
{
|
||||
GIVEN {
|
||||
@ -199,3 +233,22 @@ SINGLE_BATTLE_TEST("Forecast transforms Castform when weather changes")
|
||||
MESSAGE("Castform transformed!");
|
||||
}
|
||||
}
|
||||
|
||||
SINGLE_BATTLE_TEST("Forecast transforms Castform back to normal when its ability is suppressed")
|
||||
{
|
||||
GIVEN {
|
||||
PLAYER(SPECIES_CASTFORM) { Ability(ABILITY_FORECAST); };
|
||||
OPPONENT(SPECIES_WOBBUFFET);
|
||||
} WHEN {
|
||||
TURN { MOVE(opponent, MOVE_SUNNY_DAY); }
|
||||
TURN { MOVE(opponent, MOVE_GASTRO_ACID); }
|
||||
} SCENE {
|
||||
// transforms in sun
|
||||
ABILITY_POPUP(player, ABILITY_FORECAST);
|
||||
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_FORM_CHANGE, player);
|
||||
MESSAGE("Castform transformed!");
|
||||
// back to normal
|
||||
ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_FORM_CHANGE, player);
|
||||
MESSAGE("Castform transformed!");
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user