Fixed Ice Spinner, refactored battle terrain text string tables and ditched EFFECT_REMOVE_TERRAIN (#3247)

Co-authored-by: Alex <alexthenotes@gmail.com>
This commit is contained in:
LOuroboros 2023-09-24 00:01:18 -03:00 committed by GitHub
parent 7936910f90
commit 35e76e9868
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11 changed files with 469 additions and 369 deletions

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@ -1382,6 +1382,24 @@
.4byte \ptr
.endm
.macro jumpifargument argument:req, jumpInstr:req
callnative BS_JumpIfArgument
.byte \argument
.4byte \jumpInstr
.endm
.macro setremoveterrain failInstr:req
callnative BS_SetRemoveTerrain
.4byte \failInstr
.endm
.macro jumpifterrainaffected battler:req, terrainFlags:req, jumpInstr:req
callnative BS_JumpIfTerrainAffected
.byte \battler
.4byte \terrainFlags
.4byte \jumpInstr
.endm
@ various command changed to more readable macros
.macro cancelmultiturnmoves battler:req
various \battler, VARIOUS_CANCEL_MULTI_TURN_MOVES
@ -1597,11 +1615,6 @@
various \battler, VARIOUS_INVERT_STAT_STAGES
.endm
.macro setterrain failInstr:req
various BS_ATTACKER, VARIOUS_SET_TERRAIN
.4byte \failInstr
.endm
.macro trymefirst failInstr:req
various BS_ATTACKER, VARIOUS_TRY_ME_FIRST
.4byte \failInstr
@ -1894,12 +1907,6 @@
.4byte \failInstr
.endm
.macro jumpifterrainaffected battler:req, terrainFlags:req, jumpInstr:req
various \battler, VARIOUS_JUMP_IF_TERRAIN_AFFECTED
.4byte \terrainFlags
.4byte \jumpInstr
.endm
.macro jumpifpranksterblocked battler:req, jumpInstr:req
various \battler, VARIOUS_JUMP_IF_PRANKSTER_BLOCKED
.4byte \jumpInstr

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@ -377,7 +377,6 @@ gBattleScriptsForMoveEffects::
.4byte BattleScript_EffectCoaching @ EFFECT_COACHING
.4byte BattleScript_EffectHit @ EFFECT_LASH_OUT
.4byte BattleScript_EffectHit @ EFFECT_GRASSY_GLIDE
.4byte BattleScript_EffectRemoveTerrain @ EFFECT_REMOVE_TERRAIN
.4byte BattleScript_EffectHit @ EFFECT_DYNAMAX_DOUBLE_DMG
.4byte BattleScript_EffectDecorate @ EFFECT_DECORATE
.4byte BattleScript_EffectHit @ EFFECT_SNIPE_SHOT
@ -1245,33 +1244,6 @@ BattleScript_DecorateBoostSpAtk:
waitmessage B_WAIT_TIME_LONG
goto BattleScript_MoveEnd
BattleScript_EffectRemoveTerrain:
attackcanceler
attackstring
ppreduce
jumpifword CMP_NO_COMMON_BITS, gFieldStatuses, STATUS_FIELD_TERRAIN_ANY, BattleScript_ButItFailed
critcalc
damagecalc
adjustdamage
attackanimation
waitanimation
effectivenesssound
hitanimation BS_TARGET
waitstate
healthbarupdate BS_TARGET
datahpupdate BS_TARGET
critmessage
waitmessage B_WAIT_TIME_LONG
resultmessage
waitmessage B_WAIT_TIME_LONG
removeterrain
jumpifbyte CMP_EQUAL, cMULTISTRING_CHOOSER, B_MSG_TERRAINENDS_COUNT, BattleScript_MoveEnd
printfromtable gTerrainEndingStringIds
waitmessage B_WAIT_TIME_LONG
playanimation BS_ATTACKER, B_ANIM_RESTORE_BG
tryfaintmon BS_TARGET
goto BattleScript_MoveEnd
BattleScript_EffectCoaching:
attackcanceler
attackstring
@ -2582,7 +2554,7 @@ BattleScript_EffectPsychicTerrain:
attackcanceler
attackstring
ppreduce
setterrain BattleScript_ButItFailed
setremoveterrain BattleScript_ButItFailed
attackanimation
waitanimation
printfromtable gTerrainStringIds
@ -6874,7 +6846,7 @@ BattleScript_MagicRoomEnds::
end2
BattleScript_TerrainEnds_Ret::
printfromtable gTerrainEndingStringIds
printfromtable gTerrainStringIds
waitmessage B_WAIT_TIME_LONG
playanimation BS_ATTACKER, B_ANIM_RESTORE_BG
return
@ -10157,6 +10129,7 @@ BattleScript_EffectHitSetRemoveTerrain:
accuracycheck BattleScript_PrintMoveMissed, ACC_CURR_MOVE
attackstring
ppreduce
jumpifargument ARG_TRY_REMOVE_TERRAIN_FAIL, BattleScript_RemoveTerrain
critcalc
damagecalc
adjustdamage
@ -10171,13 +10144,39 @@ BattleScript_EffectHitSetRemoveTerrain:
waitmessage B_WAIT_TIME_LONG
resultmessage
waitmessage B_WAIT_TIME_LONG
setterrain BattleScript_TryFaint
setremoveterrain BattleScript_TryFaint
playanimation BS_ATTACKER, B_ANIM_RESTORE_BG
printfromtable gTerrainStringIds
waitmessage B_WAIT_TIME_LONG
BattleScript_TryFaint:
tryfaintmon BS_TARGET
goto BattleScript_MoveEnd
BattleScript_RemoveTerrain:
jumpifterrainaffected BS_TARGET, STATUS_FIELD_TERRAIN_ANY, BattleScript_RemoveTerrain_Cont
goto BattleScript_ButItFailed
BattleScript_RemoveTerrain_Cont:
critcalc
damagecalc
adjustdamage
attackanimation
waitanimation
effectivenesssound
hitanimation BS_TARGET
waitstate
healthbarupdate BS_TARGET
datahpupdate BS_TARGET
critmessage
waitmessage B_WAIT_TIME_LONG
resultmessage
waitmessage B_WAIT_TIME_LONG
removeterrain
playanimation BS_ATTACKER, B_ANIM_RESTORE_BG
printfromtable gTerrainStringIds
waitmessage B_WAIT_TIME_LONG
tryfaintmon BS_TARGET
goto BattleScript_MoveEnd
BattleScript_Pickpocket::
call BattleScript_AbilityPopUp
jumpifability BS_ATTACKER, ABILITY_STICKY_HOLD, BattleScript_PickpocketPrevented

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@ -355,58 +355,57 @@
#define EFFECT_COACHING 348
#define EFFECT_LASH_OUT 349
#define EFFECT_GRASSY_GLIDE 350
#define EFFECT_REMOVE_TERRAIN 351
#define EFFECT_DYNAMAX_DOUBLE_DMG 352
#define EFFECT_DECORATE 353
#define EFFECT_SNIPE_SHOT 354
#define EFFECT_RECOIL_HP_25 355
#define EFFECT_STUFF_CHEEKS 356
#define EFFECT_GRAV_APPLE 357
#define EFFECT_EVASION_UP_HIT 358
#define EFFECT_GLITZY_GLOW 359
#define EFFECT_BADDY_BAD 360
#define EFFECT_SAPPY_SEED 361
#define EFFECT_FREEZY_FROST 362
#define EFFECT_SPARKLY_SWIRL 363
#define EFFECT_PLASMA_FISTS 364
#define EFFECT_HYPERSPACE_FURY 365
#define EFFECT_AURA_WHEEL 366
#define EFFECT_PHOTON_GEYSER 367
#define EFFECT_SHELL_SIDE_ARM 368
#define EFFECT_TERRAIN_PULSE 369
#define EFFECT_JAW_LOCK 370
#define EFFECT_NO_RETREAT 371
#define EFFECT_TAR_SHOT 372
#define EFFECT_POLTERGEIST 373
#define EFFECT_OCTOLOCK 374
#define EFFECT_CLANGOROUS_SOUL 375
#define EFFECT_BOLT_BEAK 376
#define EFFECT_SKY_DROP 377
#define EFFECT_EXPANDING_FORCE 378
#define EFFECT_METEOR_BEAM 379
#define EFFECT_RISING_VOLTAGE 380
#define EFFECT_BEAK_BLAST 381
#define EFFECT_COURT_CHANGE 382
#define EFFECT_STEEL_BEAM 383
#define EFFECT_EXTREME_EVOBOOST 384
#define EFFECT_HIT_SET_REMOVE_TERRAIN 385 // genesis supernova
#define EFFECT_DARK_VOID 386
#define EFFECT_SLEEP_HIT 387
#define EFFECT_DOUBLE_SHOCK 388
#define EFFECT_SPECIAL_ATTACK_UP_HIT 389
#define EFFECT_VICTORY_DANCE 390
#define EFFECT_TEATIME 391
#define EFFECT_ATTACK_UP_USER_ALLY 392 // Howl 8th Gen
#define EFFECT_SHELL_TRAP 393
#define EFFECT_PSYBLADE 394
#define EFFECT_HYDRO_STEAM 395
#define EFFECT_HIT_SET_ENTRY_HAZARD 396
#define EFFECT_DIRE_CLAW 397
#define EFFECT_BARB_BARRAGE 398
#define EFFECT_REVIVAL_BLESSING 399
#define EFFECT_FROSTBITE_HIT 400
#define EFFECT_SNOWSCAPE 401
#define EFFECT_DYNAMAX_DOUBLE_DMG 351
#define EFFECT_DECORATE 352
#define EFFECT_SNIPE_SHOT 353
#define EFFECT_RECOIL_HP_25 354
#define EFFECT_STUFF_CHEEKS 355
#define EFFECT_GRAV_APPLE 356
#define EFFECT_EVASION_UP_HIT 357
#define EFFECT_GLITZY_GLOW 358
#define EFFECT_BADDY_BAD 359
#define EFFECT_SAPPY_SEED 360
#define EFFECT_FREEZY_FROST 361
#define EFFECT_SPARKLY_SWIRL 362
#define EFFECT_PLASMA_FISTS 363
#define EFFECT_HYPERSPACE_FURY 364
#define EFFECT_AURA_WHEEL 365
#define EFFECT_PHOTON_GEYSER 366
#define EFFECT_SHELL_SIDE_ARM 367
#define EFFECT_TERRAIN_PULSE 368
#define EFFECT_JAW_LOCK 369
#define EFFECT_NO_RETREAT 370
#define EFFECT_TAR_SHOT 371
#define EFFECT_POLTERGEIST 372
#define EFFECT_OCTOLOCK 373
#define EFFECT_CLANGOROUS_SOUL 374
#define EFFECT_BOLT_BEAK 375
#define EFFECT_SKY_DROP 376
#define EFFECT_EXPANDING_FORCE 377
#define EFFECT_METEOR_BEAM 378
#define EFFECT_RISING_VOLTAGE 379
#define EFFECT_BEAK_BLAST 380
#define EFFECT_COURT_CHANGE 381
#define EFFECT_STEEL_BEAM 382
#define EFFECT_EXTREME_EVOBOOST 383
#define EFFECT_HIT_SET_REMOVE_TERRAIN 384 // genesis supernova
#define EFFECT_DARK_VOID 385
#define EFFECT_SLEEP_HIT 386
#define EFFECT_DOUBLE_SHOCK 387
#define EFFECT_SPECIAL_ATTACK_UP_HIT 388
#define EFFECT_VICTORY_DANCE 389
#define EFFECT_TEATIME 390
#define EFFECT_ATTACK_UP_USER_ALLY 391 // Howl 8th Gen
#define EFFECT_SHELL_TRAP 392
#define EFFECT_PSYBLADE 393
#define EFFECT_HYDRO_STEAM 394
#define EFFECT_HIT_SET_ENTRY_HAZARD 395
#define EFFECT_DIRE_CLAW 396
#define EFFECT_BARB_BARRAGE 397
#define EFFECT_REVIVAL_BLESSING 398
#define EFFECT_FROSTBITE_HIT 399
#define EFFECT_SNOWSCAPE 400
#define NUM_BATTLE_MOVE_EFFECTS 402
#define NUM_BATTLE_MOVE_EFFECTS 401
#endif // GUARD_CONSTANTS_BATTLE_MOVE_EFFECTS_H

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@ -134,128 +134,126 @@
#define VARIOUS_TRY_HEAL_PULSE 42
#define VARIOUS_TRY_QUASH 43
#define VARIOUS_INVERT_STAT_STAGES 44
#define VARIOUS_SET_TERRAIN 45
#define VARIOUS_TRY_ME_FIRST 46
#define VARIOUS_JUMP_IF_BATTLE_END 47
#define VARIOUS_TRY_ELECTRIFY 48
#define VARIOUS_TRY_REFLECT_TYPE 49
#define VARIOUS_TRY_SOAK 50
#define VARIOUS_HANDLE_MEGA_EVO 51
#define VARIOUS_TRY_LAST_RESORT 52
#define VARIOUS_ARGUMENT_STATUS_EFFECT 53
#define VARIOUS_TRY_HIT_SWITCH_TARGET 54
#define VARIOUS_TRY_AUTOTOMIZE 55
#define VARIOUS_TRY_COPYCAT 56
#define VARIOUS_ABILITY_POPUP 57
#define VARIOUS_DEFOG 58
#define VARIOUS_JUMP_IF_TARGET_ALLY 59
#define VARIOUS_TRY_SYNCHRONOISE 60
#define VARIOUS_PSYCHO_SHIFT 61
#define VARIOUS_CURE_STATUS 62
#define VARIOUS_POWER_TRICK 63
#define VARIOUS_AFTER_YOU 64
#define VARIOUS_BESTOW 65
#define VARIOUS_ARGUMENT_TO_MOVE_EFFECT 66
#define VARIOUS_JUMP_IF_NOT_GROUNDED 67
#define VARIOUS_HANDLE_TRAINER_SLIDE_MSG 68
#define VARIOUS_TRY_TRAINER_SLIDE_MSG_FIRST_OFF 69
#define VARIOUS_TRY_TRAINER_SLIDE_MSG_LAST_ON 70
#define VARIOUS_SET_AURORA_VEIL 71
#define VARIOUS_TRY_THIRD_TYPE 72
#define VARIOUS_ACUPRESSURE 73
#define VARIOUS_SET_POWDER 74
#define VARIOUS_SPECTRAL_THIEF 75
#define VARIOUS_GRAVITY_ON_AIRBORNE_MONS 76
#define VARIOUS_CHECK_IF_GRASSY_TERRAIN_HEALS 77
#define VARIOUS_JUMP_IF_ROAR_FAILS 78
#define VARIOUS_TRY_INSTRUCT 79
#define VARIOUS_JUMP_IF_NOT_BERRY 80
#define VARIOUS_TRACE_ABILITY 81
#define VARIOUS_UPDATE_NICK 82
#define VARIOUS_TRY_ILLUSION_OFF 83
#define VARIOUS_SET_SPRITEIGNORE0HP 84
#define VARIOUS_HANDLE_FORM_CHANGE 85
#define VARIOUS_GET_STAT_VALUE 86
#define VARIOUS_JUMP_IF_FULL_HP 87
#define VARIOUS_LOSE_TYPE 88
#define VARIOUS_TRY_ACTIVATE_SOULHEART 89
#define VARIOUS_TRY_ACTIVATE_RECEIVER 90
#define VARIOUS_TRY_ACTIVATE_BEAST_BOOST 91
#define VARIOUS_TRY_FRISK 92
#define VARIOUS_JUMP_IF_SHIELDS_DOWN_PROTECTED 93
#define VARIOUS_TRY_FAIRY_LOCK 94
#define VARIOUS_JUMP_IF_NO_ALLY 95
#define VARIOUS_POISON_TYPE_IMMUNITY 96
#define VARIOUS_JUMP_IF_NO_HOLD_EFFECT 97
#define VARIOUS_INFATUATE_WITH_BATTLER 98
#define VARIOUS_SET_LAST_USED_ITEM 99
#define VARIOUS_PARALYZE_TYPE_IMMUNITY 100
#define VARIOUS_JUMP_IF_ABSENT 101
#define VARIOUS_DESTROY_ABILITY_POPUP 102
#define VARIOUS_TOTEM_BOOST 103
#define VARIOUS_TRY_ACTIVATE_GRIM_NEIGH 104
#define VARIOUS_MOVEEND_ITEM_EFFECTS 105
#define VARIOUS_TERRAIN_SEED 106
#define VARIOUS_MAKE_INVISIBLE 107
#define VARIOUS_ROOM_SERVICE 108
#define VARIOUS_JUMP_IF_TERRAIN_AFFECTED 109
#define VARIOUS_EERIE_SPELL_PP_REDUCE 110
#define VARIOUS_JUMP_IF_TEAM_HEALTHY 111
#define VARIOUS_TRY_HEAL_QUARTER_HP 112
#define VARIOUS_REMOVE_TERRAIN 113
#define VARIOUS_JUMP_IF_PRANKSTER_BLOCKED 114
#define VARIOUS_TRY_TO_CLEAR_PRIMAL_WEATHER 115
#define VARIOUS_GET_ROTOTILLER_TARGETS 116
#define VARIOUS_JUMP_IF_NOT_ROTOTILLER_AFFECTED 117
#define VARIOUS_TRY_ACTIVATE_BATTLE_BOND 118
#define VARIOUS_CONSUME_BERRY 119
#define VARIOUS_JUMP_IF_CANT_REVERT_TO_PRIMAL 120
#define VARIOUS_HANDLE_PRIMAL_REVERSION 121
#define VARIOUS_APPLY_PLASMA_FISTS 122
#define VARIOUS_JUMP_IF_SPECIES 123
#define VARIOUS_UPDATE_ABILITY_POPUP 124
#define VARIOUS_JUMP_IF_WEATHER_AFFECTED 125
#define VARIOUS_JUMP_IF_LEAF_GUARD_PROTECTED 126
#define VARIOUS_SET_ATTACKER_STICKY_WEB_USER 127
#define VARIOUS_PHOTON_GEYSER_CHECK 128
#define VARIOUS_SHELL_SIDE_ARM_CHECK 129
#define VARIOUS_TRY_NO_RETREAT 130
#define VARIOUS_TRY_TAR_SHOT 131
#define VARIOUS_CAN_TAR_SHOT_WORK 132
#define VARIOUS_CHECK_POLTERGEIST 133
#define VARIOUS_SET_OCTOLOCK 134
#define VARIOUS_CUT_1_3_HP_RAISE_STATS 135
#define VARIOUS_TRY_END_NEUTRALIZING_GAS 136
#define VARIOUS_JUMP_IF_UNDER_200 137
#define VARIOUS_SET_SKY_DROP 138
#define VARIOUS_CLEAR_SKY_DROP 139
#define VARIOUS_SKY_DROP_YAWN 140
#define VARIOUS_JUMP_IF_HOLD_EFFECT 142
#define VARIOUS_CURE_CERTAIN_STATUSES 143
#define VARIOUS_TRY_RESET_NEGATIVE_STAT_STAGES 144
#define VARIOUS_JUMP_IF_LAST_USED_ITEM_BERRY 145
#define VARIOUS_JUMP_IF_LAST_USED_ITEM_HOLD_EFFECT 146
#define VARIOUS_SAVE_BATTLER_ITEM 147
#define VARIOUS_RESTORE_BATTLER_ITEM 148
#define VARIOUS_BATTLER_ITEM_TO_LAST_USED_ITEM 149
#define VARIOUS_SET_BEAK_BLAST 150
#define VARIOUS_SWAP_SIDE_STATUSES 151
#define VARIOUS_SWAP_STATS 152
#define VARIOUS_JUMP_IF_ROD 153
#define VARIOUS_JUMP_IF_ABSORB 154
#define VARIOUS_JUMP_IF_MOTOR 155
#define VARIOUS_TEATIME_INVUL 156
#define VARIOUS_TEATIME_TARGETS 157
#define VARIOUS_TRY_WIND_RIDER_POWER 158
#define VARIOUS_ACTIVATE_WEATHER_CHANGE_ABILITIES 159
#define VARIOUS_ACTIVATE_TERRAIN_CHANGE_ABILITIES 160
#define VARIOUS_JUMP_IF_EMERGENCY_EXITED 161
#define VARIOUS_STORE_HEALING_WISH 162
#define VARIOUS_HIT_SWITCH_TARGET_FAILED 163
#define VARIOUS_JUMP_IF_SHELL_TRAP 164
#define VARIOUS_TRY_REVIVAL_BLESSING 165
#define VARIOUS_TRY_TRAINER_SLIDE_MSG_Z_MOVE 166
#define VARIOUS_TRY_TRAINER_SLIDE_MSG_MEGA_EVOLUTION 167
#define VARIOUS_TRY_ME_FIRST 45
#define VARIOUS_JUMP_IF_BATTLE_END 46
#define VARIOUS_TRY_ELECTRIFY 47
#define VARIOUS_TRY_REFLECT_TYPE 48
#define VARIOUS_TRY_SOAK 49
#define VARIOUS_HANDLE_MEGA_EVO 50
#define VARIOUS_TRY_LAST_RESORT 51
#define VARIOUS_ARGUMENT_STATUS_EFFECT 52
#define VARIOUS_TRY_HIT_SWITCH_TARGET 53
#define VARIOUS_TRY_AUTOTOMIZE 54
#define VARIOUS_TRY_COPYCAT 55
#define VARIOUS_ABILITY_POPUP 56
#define VARIOUS_DEFOG 57
#define VARIOUS_JUMP_IF_TARGET_ALLY 58
#define VARIOUS_TRY_SYNCHRONOISE 59
#define VARIOUS_PSYCHO_SHIFT 60
#define VARIOUS_CURE_STATUS 61
#define VARIOUS_POWER_TRICK 62
#define VARIOUS_AFTER_YOU 63
#define VARIOUS_BESTOW 64
#define VARIOUS_ARGUMENT_TO_MOVE_EFFECT 65
#define VARIOUS_JUMP_IF_NOT_GROUNDED 66
#define VARIOUS_HANDLE_TRAINER_SLIDE_MSG 67
#define VARIOUS_TRY_TRAINER_SLIDE_MSG_FIRST_OFF 68
#define VARIOUS_TRY_TRAINER_SLIDE_MSG_LAST_ON 69
#define VARIOUS_SET_AURORA_VEIL 70
#define VARIOUS_TRY_THIRD_TYPE 71
#define VARIOUS_ACUPRESSURE 72
#define VARIOUS_SET_POWDER 73
#define VARIOUS_SPECTRAL_THIEF 74
#define VARIOUS_GRAVITY_ON_AIRBORNE_MONS 75
#define VARIOUS_CHECK_IF_GRASSY_TERRAIN_HEALS 76
#define VARIOUS_JUMP_IF_ROAR_FAILS 77
#define VARIOUS_TRY_INSTRUCT 78
#define VARIOUS_JUMP_IF_NOT_BERRY 79
#define VARIOUS_TRACE_ABILITY 80
#define VARIOUS_UPDATE_NICK 81
#define VARIOUS_TRY_ILLUSION_OFF 82
#define VARIOUS_SET_SPRITEIGNORE0HP 83
#define VARIOUS_HANDLE_FORM_CHANGE 84
#define VARIOUS_GET_STAT_VALUE 85
#define VARIOUS_JUMP_IF_FULL_HP 86
#define VARIOUS_LOSE_TYPE 87
#define VARIOUS_TRY_ACTIVATE_SOULHEART 88
#define VARIOUS_TRY_ACTIVATE_RECEIVER 89
#define VARIOUS_TRY_ACTIVATE_BEAST_BOOST 90
#define VARIOUS_TRY_FRISK 91
#define VARIOUS_JUMP_IF_SHIELDS_DOWN_PROTECTED 92
#define VARIOUS_TRY_FAIRY_LOCK 93
#define VARIOUS_JUMP_IF_NO_ALLY 94
#define VARIOUS_POISON_TYPE_IMMUNITY 95
#define VARIOUS_JUMP_IF_NO_HOLD_EFFECT 96
#define VARIOUS_INFATUATE_WITH_BATTLER 97
#define VARIOUS_SET_LAST_USED_ITEM 98
#define VARIOUS_PARALYZE_TYPE_IMMUNITY 99
#define VARIOUS_JUMP_IF_ABSENT 100
#define VARIOUS_DESTROY_ABILITY_POPUP 101
#define VARIOUS_TOTEM_BOOST 102
#define VARIOUS_TRY_ACTIVATE_GRIM_NEIGH 103
#define VARIOUS_MOVEEND_ITEM_EFFECTS 104
#define VARIOUS_TERRAIN_SEED 105
#define VARIOUS_MAKE_INVISIBLE 106
#define VARIOUS_ROOM_SERVICE 107
#define VARIOUS_EERIE_SPELL_PP_REDUCE 108
#define VARIOUS_JUMP_IF_TEAM_HEALTHY 109
#define VARIOUS_TRY_HEAL_QUARTER_HP 110
#define VARIOUS_REMOVE_TERRAIN 111
#define VARIOUS_JUMP_IF_PRANKSTER_BLOCKED 112
#define VARIOUS_TRY_TO_CLEAR_PRIMAL_WEATHER 113
#define VARIOUS_GET_ROTOTILLER_TARGETS 114
#define VARIOUS_JUMP_IF_NOT_ROTOTILLER_AFFECTED 115
#define VARIOUS_TRY_ACTIVATE_BATTLE_BOND 116
#define VARIOUS_CONSUME_BERRY 117
#define VARIOUS_JUMP_IF_CANT_REVERT_TO_PRIMAL 118
#define VARIOUS_HANDLE_PRIMAL_REVERSION 119
#define VARIOUS_APPLY_PLASMA_FISTS 120
#define VARIOUS_JUMP_IF_SPECIES 121
#define VARIOUS_UPDATE_ABILITY_POPUP 122
#define VARIOUS_JUMP_IF_WEATHER_AFFECTED 123
#define VARIOUS_JUMP_IF_LEAF_GUARD_PROTECTED 124
#define VARIOUS_SET_ATTACKER_STICKY_WEB_USER 125
#define VARIOUS_PHOTON_GEYSER_CHECK 126
#define VARIOUS_SHELL_SIDE_ARM_CHECK 127
#define VARIOUS_TRY_NO_RETREAT 128
#define VARIOUS_TRY_TAR_SHOT 129
#define VARIOUS_CAN_TAR_SHOT_WORK 130
#define VARIOUS_CHECK_POLTERGEIST 131
#define VARIOUS_SET_OCTOLOCK 132
#define VARIOUS_CUT_1_3_HP_RAISE_STATS 133
#define VARIOUS_TRY_END_NEUTRALIZING_GAS 134
#define VARIOUS_JUMP_IF_UNDER_200 135
#define VARIOUS_SET_SKY_DROP 136
#define VARIOUS_CLEAR_SKY_DROP 137
#define VARIOUS_SKY_DROP_YAWN 138
#define VARIOUS_JUMP_IF_HOLD_EFFECT 139
#define VARIOUS_CURE_CERTAIN_STATUSES 140
#define VARIOUS_TRY_RESET_NEGATIVE_STAT_STAGES 141
#define VARIOUS_JUMP_IF_LAST_USED_ITEM_BERRY 142
#define VARIOUS_JUMP_IF_LAST_USED_ITEM_HOLD_EFFECT 143
#define VARIOUS_SAVE_BATTLER_ITEM 144
#define VARIOUS_RESTORE_BATTLER_ITEM 145
#define VARIOUS_BATTLER_ITEM_TO_LAST_USED_ITEM 146
#define VARIOUS_SET_BEAK_BLAST 147
#define VARIOUS_SWAP_SIDE_STATUSES 148
#define VARIOUS_SWAP_STATS 149
#define VARIOUS_JUMP_IF_ROD 150
#define VARIOUS_JUMP_IF_ABSORB 151
#define VARIOUS_JUMP_IF_MOTOR 152
#define VARIOUS_TEATIME_INVUL 153
#define VARIOUS_TEATIME_TARGETS 154
#define VARIOUS_TRY_WIND_RIDER_POWER 155
#define VARIOUS_ACTIVATE_WEATHER_CHANGE_ABILITIES 156
#define VARIOUS_ACTIVATE_TERRAIN_CHANGE_ABILITIES 157
#define VARIOUS_JUMP_IF_EMERGENCY_EXITED 158
#define VARIOUS_STORE_HEALING_WISH 159
#define VARIOUS_HIT_SWITCH_TARGET_FAILED 160
#define VARIOUS_JUMP_IF_SHELL_TRAP 161
#define VARIOUS_TRY_REVIVAL_BLESSING 162
#define VARIOUS_TRY_TRAINER_SLIDE_MSG_Z_MOVE 163
#define VARIOUS_TRY_TRAINER_SLIDE_MSG_MEGA_EVOLUTION 164
// Cmd_manipulatedamage
#define DMG_CHANGE_SIGN 0
@ -338,4 +336,9 @@
#define B_SWITCH_HIT 1 // dragon tail, circle throw
#define B_SWITCH_RED_CARD 2
// Argument labels for EFFECT_HIT_SET_REMOVE_TERRAIN
#define ARG_SET_PSYCHIC_TERRAIN 0
#define ARG_TRY_REMOVE_TERRAIN_HIT 1
#define ARG_TRY_REMOVE_TERRAIN_FAIL 2
#endif // GUARD_CONSTANTS_BATTLE_SCRIPT_COMMANDS_H

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@ -623,49 +623,48 @@
#define STRINGID_ZMOVERESTOREHP 621
#define STRINGID_ZMOVESTATUP 622
#define STRINGID_ZMOVEHPTRAP 623
#define STRINGID_TERRAINREMOVED 624
#define STRINGID_ATTACKEREXPELLEDTHEPOISON 625
#define STRINGID_ATTACKERSHOOKITSELFAWAKE 626
#define STRINGID_ATTACKERBROKETHROUGHPARALYSIS 627
#define STRINGID_ATTACKERHEALEDITSBURN 628
#define STRINGID_ATTACKERMELTEDTHEICE 629
#define STRINGID_TARGETTOUGHEDITOUT 630
#define STRINGID_ATTACKERLOSTELECTRICTYPE 631
#define STRINGID_ATTACKERSWITCHEDSTATWITHTARGET 632
#define STRINGID_BEINGHITCHARGEDPKMNWITHPOWER 633
#define STRINGID_SUNLIGHTACTIVATEDABILITY 634
#define STRINGID_STATWASHEIGHTENED 635
#define STRINGID_ELECTRICTERRAINACTIVATEDABILITY 636
#define STRINGID_ABILITYWEAKENEDFSURROUNDINGMONSSTAT 637
#define STRINGID_ATTACKERGAINEDSTRENGTHFROMTHEFALLEN 638
#define STRINGID_PKMNSABILITYPREVENTSABILITY 639
#define STRINGID_PREPARESHELLTRAP 640
#define STRINGID_SHELLTRAPDIDNTWORK 641
#define STRINGID_SPIKESDISAPPEAREDFROMTEAM 642
#define STRINGID_TOXICSPIKESDISAPPEAREDFROMTEAM 643
#define STRINGID_STICKYWEBDISAPPEAREDFROMTEAM 644
#define STRINGID_STEALTHROCKDISAPPEAREDFROMTEAM 645
#define STRINGID_COULDNTFULLYPROTECT 646
#define STRINGID_STOCKPILEDEFFECTWOREOFF 647
#define STRINGID_PKMNREVIVEDREADYTOFIGHT 648
#define STRINGID_ITEMRESTOREDSPECIESHEALTH 649
#define STRINGID_ITEMCUREDSPECIESSTATUS 650
#define STRINGID_ITEMRESTOREDSPECIESPP 651
#define STRINGID_THUNDERCAGETRAPPED 652
#define STRINGID_PKMNHURTBYFROSTBITE 653
#define STRINGID_PKMNGOTFROSTBITE 654
#define STRINGID_PKMNSITEMHEALEDFROSTBITE 655
#define STRINGID_ATTACKERHEALEDITSFROSTBITE 656
#define STRINGID_PKMNFROSTBITEHEALED 657
#define STRINGID_PKMNFROSTBITEHEALED2 658
#define STRINGID_PKMNFROSTBITEHEALEDBY 659
#define STRINGID_MIRRORHERBCOPIED 660
#define STRINGID_STARTEDSNOW 661
#define STRINGID_SNOWCONTINUES 662
#define STRINGID_SNOWSTOPPED 663
#define STRINGID_SNOWWARNINGSNOW 664
#define STRINGID_ATTACKEREXPELLEDTHEPOISON 624
#define STRINGID_ATTACKERSHOOKITSELFAWAKE 625
#define STRINGID_ATTACKERBROKETHROUGHPARALYSIS 626
#define STRINGID_ATTACKERHEALEDITSBURN 627
#define STRINGID_ATTACKERMELTEDTHEICE 628
#define STRINGID_TARGETTOUGHEDITOUT 629
#define STRINGID_ATTACKERLOSTELECTRICTYPE 630
#define STRINGID_ATTACKERSWITCHEDSTATWITHTARGET 631
#define STRINGID_BEINGHITCHARGEDPKMNWITHPOWER 632
#define STRINGID_SUNLIGHTACTIVATEDABILITY 633
#define STRINGID_STATWASHEIGHTENED 634
#define STRINGID_ELECTRICTERRAINACTIVATEDABILITY 635
#define STRINGID_ABILITYWEAKENEDFSURROUNDINGMONSSTAT 636
#define STRINGID_ATTACKERGAINEDSTRENGTHFROMTHEFALLEN 637
#define STRINGID_PKMNSABILITYPREVENTSABILITY 638
#define STRINGID_PREPARESHELLTRAP 639
#define STRINGID_SHELLTRAPDIDNTWORK 640
#define STRINGID_SPIKESDISAPPEAREDFROMTEAM 641
#define STRINGID_TOXICSPIKESDISAPPEAREDFROMTEAM 642
#define STRINGID_STICKYWEBDISAPPEAREDFROMTEAM 643
#define STRINGID_STEALTHROCKDISAPPEAREDFROMTEAM 644
#define STRINGID_COULDNTFULLYPROTECT 645
#define STRINGID_STOCKPILEDEFFECTWOREOFF 646
#define STRINGID_PKMNREVIVEDREADYTOFIGHT 647
#define STRINGID_ITEMRESTOREDSPECIESHEALTH 648
#define STRINGID_ITEMCUREDSPECIESSTATUS 649
#define STRINGID_ITEMRESTOREDSPECIESPP 650
#define STRINGID_THUNDERCAGETRAPPED 651
#define STRINGID_PKMNHURTBYFROSTBITE 652
#define STRINGID_PKMNGOTFROSTBITE 653
#define STRINGID_PKMNSITEMHEALEDFROSTBITE 654
#define STRINGID_ATTACKERHEALEDITSFROSTBITE 655
#define STRINGID_PKMNFROSTBITEHEALED 656
#define STRINGID_PKMNFROSTBITEHEALED2 657
#define STRINGID_PKMNFROSTBITEHEALEDBY 658
#define STRINGID_MIRRORHERBCOPIED 659
#define STRINGID_STARTEDSNOW 660
#define STRINGID_SNOWCONTINUES 661
#define STRINGID_SNOWSTOPPED 662
#define STRINGID_SNOWWARNINGSNOW 663
#define BATTLESTRINGS_COUNT 665
#define BATTLESTRINGS_COUNT 664
// This is the string id that gBattleStringsTable starts with.
// String ids before this (e.g. STRINGID_INTROMSG) are not in the table,
@ -932,12 +931,16 @@
#define B_MSG_TERRAINPREVENTS_ELECTRIC 1
#define B_MSG_TERRAINPREVENTS_PSYCHIC 2
// gTerrainEndingStringIds
#define B_MSG_TERRAINENDS_MISTY 0
#define B_MSG_TERRAINENDS_ELECTRIC 1
#define B_MSG_TERRAINENDS_PSYCHIC 2
#define B_MSG_TERRAINENDS_GRASS 3
#define B_MSG_TERRAINENDS_COUNT 4
// gTerrainStringIds
#define B_MSG_TERRAIN_SET_MISTY 0
#define B_MSG_TERRAIN_SET_ELECTRIC 1
#define B_MSG_TERRAIN_SET_PSYCHIC 2
#define B_MSG_TERRAIN_SET_GRASSY 3
#define B_MSG_TERRAIN_END_MISTY 4
#define B_MSG_TERRAIN_END_ELECTRIC 5
#define B_MSG_TERRAIN_END_PSYCHIC 6
#define B_MSG_TERRAIN_END_GRASSY 7
#define B_MSG_TERRAIN_COUNT 8
// gWrappedStringIds
#define B_MSG_WRAPPED_BIND 0

View File

@ -1483,17 +1483,16 @@ const u16 gMentalHerbCureStringIds[] =
[B_MSG_MENTALHERBCURE_DISABLE] = STRINGID_PKMNMOVEDISABLEDNOMORE,
};
const u16 gTerrainStringIds[] =
const u16 gTerrainStringIds[B_MSG_TERRAIN_COUNT] =
{
STRINGID_TERRAINBECOMESMISTY, STRINGID_TERRAINBECOMESGRASSY, STRINGID_TERRAINBECOMESELECTRIC, STRINGID_TERRAINBECOMESPSYCHIC, STRINGID_TERRAINREMOVED,
};
const u16 gTerrainEndingStringIds[B_MSG_TERRAINENDS_COUNT] =
{
[B_MSG_TERRAINENDS_MISTY] = STRINGID_MISTYTERRAINENDS,
[B_MSG_TERRAINENDS_ELECTRIC] = STRINGID_ELECTRICTERRAINENDS,
[B_MSG_TERRAINENDS_PSYCHIC] = STRINGID_PSYCHICTERRAINENDS,
[B_MSG_TERRAINENDS_GRASS] = STRINGID_GRASSYTERRAINENDS,
[B_MSG_TERRAIN_SET_MISTY] = STRINGID_TERRAINBECOMESMISTY,
[B_MSG_TERRAIN_SET_ELECTRIC] = STRINGID_TERRAINBECOMESELECTRIC,
[B_MSG_TERRAIN_SET_PSYCHIC] = STRINGID_TERRAINBECOMESPSYCHIC,
[B_MSG_TERRAIN_SET_GRASSY] = STRINGID_TERRAINBECOMESGRASSY,
[B_MSG_TERRAIN_END_MISTY] = STRINGID_MISTYTERRAINENDS,
[B_MSG_TERRAIN_END_ELECTRIC] = STRINGID_ELECTRICTERRAINENDS,
[B_MSG_TERRAIN_END_PSYCHIC] = STRINGID_PSYCHICTERRAINENDS,
[B_MSG_TERRAIN_END_GRASSY] = STRINGID_GRASSYTERRAINENDS,
};
const u16 gTerrainPreventsStringIds[] =

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@ -354,6 +354,7 @@ static void BestowItem(u32 battlerAtk, u32 battlerDef);
static bool8 IsFinalStrikeEffect(u16 move);
static void TryUpdateRoundTurnOrder(void);
static bool32 ChangeOrderTargetAfterAttacker(void);
static void RemoveAllTerrains(void);
static void Cmd_attackcanceler(void);
static void Cmd_accuracycheck(void);
@ -8460,71 +8461,6 @@ static bool32 HasAttackerFaintedTarget(void)
return FALSE;
}
static void HandleTerrainMove(u16 move)
{
u32 statusFlag = 0;
switch (gBattleMoves[move].effect)
{
case EFFECT_MISTY_TERRAIN:
statusFlag = STATUS_FIELD_MISTY_TERRAIN;
gBattleCommunication[MULTISTRING_CHOOSER] = 0;
break;
case EFFECT_GRASSY_TERRAIN:
statusFlag = STATUS_FIELD_GRASSY_TERRAIN;
gBattleCommunication[MULTISTRING_CHOOSER] = 1;
break;
case EFFECT_ELECTRIC_TERRAIN:
statusFlag = STATUS_FIELD_ELECTRIC_TERRAIN;
gBattleCommunication[MULTISTRING_CHOOSER] = 2;
break;
case EFFECT_PSYCHIC_TERRAIN:
statusFlag = STATUS_FIELD_PSYCHIC_TERRAIN;
gBattleCommunication[MULTISTRING_CHOOSER] = 3;
break;
case EFFECT_HIT_SET_REMOVE_TERRAIN:
switch (gBattleMoves[move].argument)
{
case 0: //genesis supernova
statusFlag = STATUS_FIELD_PSYCHIC_TERRAIN;
gBattleCommunication[MULTISTRING_CHOOSER] = 3;
break;
case 1: //splintered stormshards
if (!(gFieldStatuses & STATUS_FIELD_TERRAIN_ANY))
{
//no terrain to remove -> jump to battle script pointer
gBattlescriptCurrInstr = T1_READ_PTR(gBattlescriptCurrInstr + 3);
}
else
{
// remove all terrain
gFieldStatuses &= ~STATUS_FIELD_TERRAIN_ANY;
gBattleCommunication[MULTISTRING_CHOOSER] = 4;
gBattlescriptCurrInstr += 7;
}
return;
default:
break;
}
break;
}
if (gFieldStatuses & statusFlag || statusFlag == 0)
{
gBattlescriptCurrInstr = T1_READ_PTR(gBattlescriptCurrInstr + 3);
}
else
{
gFieldStatuses &= ~STATUS_FIELD_TERRAIN_ANY;
gFieldStatuses |= statusFlag;
if (GetBattlerHoldEffect(gBattlerAttacker, TRUE) == HOLD_EFFECT_TERRAIN_EXTENDER)
gFieldTimers.terrainTimer = 8;
else
gFieldTimers.terrainTimer = 5;
gBattlescriptCurrInstr += 7;
}
}
bool32 CanPoisonType(u8 battlerAttacker, u8 battlerTarget)
{
return ((GetBattlerAbility(battlerAttacker) == ABILITY_CORROSION && gBattleMoves[gCurrentMove].split == SPLIT_STATUS)
@ -8558,19 +8494,19 @@ static void RemoveAllTerrains(void)
switch (gFieldStatuses & STATUS_FIELD_TERRAIN_ANY)
{
case STATUS_FIELD_MISTY_TERRAIN:
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_TERRAINENDS_MISTY;
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_TERRAIN_END_MISTY;
break;
case STATUS_FIELD_GRASSY_TERRAIN:
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_TERRAINENDS_GRASS;
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_TERRAIN_END_GRASSY;
break;
case STATUS_FIELD_ELECTRIC_TERRAIN:
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_TERRAINENDS_ELECTRIC;
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_TERRAIN_END_ELECTRIC;
break;
case STATUS_FIELD_PSYCHIC_TERRAIN:
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_TERRAINENDS_PSYCHIC;
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_TERRAIN_END_PSYCHIC;
break;
default:
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_TERRAINENDS_COUNT; // failsafe
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_TERRAIN_COUNT; // failsafe
break;
}
gFieldStatuses &= ~STATUS_FIELD_TERRAIN_ANY; // remove the terrain
@ -9782,12 +9718,6 @@ static void Cmd_various(void)
}
break;
}
case VARIOUS_SET_TERRAIN:
{
VARIOUS_ARGS(const u8 *failInstr);
HandleTerrainMove(gCurrentMove);
return;
}
case VARIOUS_TRY_ME_FIRST:
{
VARIOUS_ARGS(const u8 *failInstr);
@ -10415,16 +10345,6 @@ static void Cmd_various(void)
MarkBattlerForControllerExec(gActiveBattler);
break;
}
case VARIOUS_JUMP_IF_TERRAIN_AFFECTED:
{
VARIOUS_ARGS(u32 flags, const u8 *jumpInstr);
u32 flags = cmd->flags;
if (IsBattlerTerrainAffected(gActiveBattler, flags))
gBattlescriptCurrInstr = cmd->jumpInstr;
else
gBattlescriptCurrInstr = cmd->nextInstr;
return;
}
case VARIOUS_EERIE_SPELL_PP_REDUCE:
{
VARIOUS_ARGS(const u8 *failInstr);
@ -16611,3 +16531,89 @@ void BS_SetSnow(void)
}
gBattlescriptCurrInstr = cmd->nextInstr;
}
void BS_JumpIfArgument(void)
{
NATIVE_ARGS(u8 argument, const u8 *jumpInstr);
if (gBattleMoves[gCurrentMove].argument == cmd->argument)
gBattlescriptCurrInstr = cmd->jumpInstr;
else
gBattlescriptCurrInstr = cmd->nextInstr;
}
void BS_SetRemoveTerrain(void)
{
NATIVE_ARGS(const u8 *jumpInstr);
u32 statusFlag = 0;
switch (gBattleMoves[gCurrentMove].effect)
{
case EFFECT_MISTY_TERRAIN:
statusFlag = STATUS_FIELD_MISTY_TERRAIN;
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_TERRAIN_SET_MISTY;
break;
case EFFECT_GRASSY_TERRAIN:
statusFlag = STATUS_FIELD_GRASSY_TERRAIN;
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_TERRAIN_SET_GRASSY;
break;
case EFFECT_ELECTRIC_TERRAIN:
statusFlag = STATUS_FIELD_ELECTRIC_TERRAIN;
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_TERRAIN_SET_ELECTRIC;
break;
case EFFECT_PSYCHIC_TERRAIN:
statusFlag = STATUS_FIELD_PSYCHIC_TERRAIN;
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_TERRAIN_SET_PSYCHIC;
break;
case EFFECT_HIT_SET_REMOVE_TERRAIN:
switch (gBattleMoves[gCurrentMove].argument)
{
case ARG_SET_PSYCHIC_TERRAIN: // Genesis Supernova
statusFlag = STATUS_FIELD_PSYCHIC_TERRAIN;
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_TERRAIN_SET_PSYCHIC;
break;
case ARG_TRY_REMOVE_TERRAIN_HIT: // Splintered Stormshards
case ARG_TRY_REMOVE_TERRAIN_FAIL: // Steel Roller
if (!(gFieldStatuses & STATUS_FIELD_TERRAIN_ANY))
{
// No terrain to remove, jump to battle script pointer.
gBattlescriptCurrInstr = cmd->jumpInstr;
}
else
{
// Remove all terrains.
RemoveAllTerrains();
gBattlescriptCurrInstr = cmd->nextInstr;
}
return;
default:
break;
}
break;
}
if (gFieldStatuses & statusFlag || statusFlag == 0)
{
gBattlescriptCurrInstr = cmd->jumpInstr;
}
else
{
u16 atkHoldEffect = GetBattlerHoldEffect(gBattlerAttacker, TRUE);
gFieldStatuses &= ~STATUS_FIELD_TERRAIN_ANY;
gFieldStatuses |= statusFlag;
gFieldTimers.terrainTimer = (atkHoldEffect == HOLD_EFFECT_TERRAIN_EXTENDER) ? 8 : 5;
gBattlescriptCurrInstr = cmd->nextInstr;
}
}
void BS_JumpIfTerrainAffected(void)
{
NATIVE_ARGS(u8 battler, u32 flags, const u8 *jumpInstr);
u32 battler = GetBattlerForBattleScript(cmd->battler);
if (IsBattlerTerrainAffected(battler, cmd->flags))
gBattlescriptCurrInstr = cmd->jumpInstr;
else
gBattlescriptCurrInstr = cmd->nextInstr;
}

View File

@ -441,7 +441,6 @@ static const u16 sPoints_MoveEffect[NUM_BATTLE_MOVE_EFFECTS] =
[EFFECT_COACHING] = 0, // TODO: Assign points
[EFFECT_LASH_OUT] = 0, // TODO: Assign points
[EFFECT_GRASSY_GLIDE] = 0, // TODO: Assign points
[EFFECT_REMOVE_TERRAIN] = 0, // TODO: Assign points
[EFFECT_DYNAMAX_DOUBLE_DMG] = 0, // TODO: Assign points
[EFFECT_DECORATE] = 0, // TODO: Assign points
[EFFECT_SNIPE_SHOT] = 0, // TODO: Assign points

View File

@ -2441,19 +2441,19 @@ u8 DoFieldEndTurnEffects(void)
gBattleStruct->turnCountersTracker++;
break;
case ENDTURN_ELECTRIC_TERRAIN:
effect = EndTurnTerrain(STATUS_FIELD_ELECTRIC_TERRAIN, B_MSG_TERRAINENDS_ELECTRIC);
effect = EndTurnTerrain(STATUS_FIELD_ELECTRIC_TERRAIN, B_MSG_TERRAIN_END_ELECTRIC);
gBattleStruct->turnCountersTracker++;
break;
case ENDTURN_MISTY_TERRAIN:
effect = EndTurnTerrain(STATUS_FIELD_MISTY_TERRAIN, B_MSG_TERRAINENDS_MISTY);
effect = EndTurnTerrain(STATUS_FIELD_MISTY_TERRAIN, B_MSG_TERRAIN_END_MISTY);
gBattleStruct->turnCountersTracker++;
break;
case ENDTURN_GRASSY_TERRAIN:
effect = EndTurnTerrain(STATUS_FIELD_GRASSY_TERRAIN, B_MSG_TERRAINENDS_GRASS);
effect = EndTurnTerrain(STATUS_FIELD_GRASSY_TERRAIN, B_MSG_TERRAIN_END_GRASSY);
gBattleStruct->turnCountersTracker++;
break;
case ENDTURN_PSYCHIC_TERRAIN:
effect = EndTurnTerrain(STATUS_FIELD_PSYCHIC_TERRAIN, B_MSG_TERRAINENDS_PSYCHIC);
effect = EndTurnTerrain(STATUS_FIELD_PSYCHIC_TERRAIN, B_MSG_TERRAIN_END_PSYCHIC);
gBattleStruct->turnCountersTracker++;
break;
case ENDTURN_WATER_SPORT:

View File

@ -12023,7 +12023,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_Z] =
[MOVE_STEEL_ROLLER] =
{
.effect = EFFECT_REMOVE_TERRAIN,
.effect = EFFECT_HIT_SET_REMOVE_TERRAIN,
.power = 130,
.type = TYPE_STEEL,
.accuracy = 100,
@ -12034,6 +12034,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_Z] =
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED,
.split = SPLIT_PHYSICAL,
.zMoveEffect = Z_EFFECT_NONE,
.argument = ARG_TRY_REMOVE_TERRAIN_FAIL, // Remove a field terrain if there is one and hit, otherwise fail.
},
[MOVE_SCALE_SHOT] =
@ -13056,7 +13057,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_Z] =
.flags = FLAG_MAKES_CONTACT | FLAG_PROTECT_AFFECTED | FLAG_MIRROR_MOVE_AFFECTED | FLAG_KINGS_ROCK_AFFECTED,
.split = SPLIT_PHYSICAL,
.zMoveEffect = Z_EFFECT_NONE,
.argument = 1, // Remove the active field terrain if there is one.
.argument = ARG_TRY_REMOVE_TERRAIN_HIT, // Remove the active field terrain if there is one.
},
[MOVE_GLAIVE_RUSH] =
@ -13992,7 +13993,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_Z] =
.priority = 0,
.flags = 0,
.split = SPLIT_SPECIAL,
.argument = 0, // Set Psychic Terrain. If there's a different field terrain active, overwrite it.
.argument = ARG_SET_PSYCHIC_TERRAIN, // Set Psychic Terrain. If there's a different field terrain active, overwrite it.
.zMoveEffect = 0
},
[MOVE_SINISTER_ARROW_RAID] =
@ -14049,7 +14050,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_Z] =
.priority = 0,
.flags = 0,
.split = SPLIT_PHYSICAL,
.argument = 1, // Remove the active field terrain if there is one.
.argument = ARG_TRY_REMOVE_TERRAIN_HIT, // Remove the active field terrain if there is one.
.zMoveEffect = 0
},
[MOVE_LETS_SNUGGLE_FOREVER] =

View File

@ -0,0 +1,84 @@
#include "global.h"
#include "test/battle.h"
ASSUMPTIONS
{
ASSUME(gBattleMoves[MOVE_ELECTRIC_TERRAIN].effect == MOVE_ELECTRIC_TERRAIN);
ASSUME(gBattleMoves[MOVE_PSYCHIC_TERRAIN].effect == EFFECT_PSYCHIC_TERRAIN);
ASSUME(gBattleMoves[MOVE_GRASSY_TERRAIN].effect == EFFECT_GRASSY_TERRAIN);
ASSUME(gBattleMoves[MOVE_MISTY_TERRAIN].effect == EFFECT_MISTY_TERRAIN);
ASSUME(gBattleMoves[MOVE_STEEL_ROLLER].effect == EFFECT_HIT_SET_REMOVE_TERRAIN);
ASSUME(gBattleMoves[MOVE_ICE_SPINNER].effect == EFFECT_HIT_SET_REMOVE_TERRAIN);
}
SINGLE_BATTLE_TEST("Steel Roller and Ice Spinner can remove a terrain from the field")
{
u32 j;
static const u16 terrainMoves[] =
{
MOVE_ELECTRIC_TERRAIN,
MOVE_PSYCHIC_TERRAIN,
MOVE_GRASSY_TERRAIN,
MOVE_MISTY_TERRAIN,
};
u16 terrainMove;
u16 removeTerrainMove;
for (j = 0; j < ARRAY_COUNT(terrainMoves); j++)
{
PARAMETRIZE { removeTerrainMove = MOVE_STEEL_ROLLER; terrainMove = terrainMoves[j]; }
PARAMETRIZE { removeTerrainMove = MOVE_ICE_SPINNER; terrainMove = terrainMoves[j]; }
}
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(opponent, terrainMove); MOVE(player, removeTerrainMove); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, terrainMove, opponent);
ANIMATION(ANIM_TYPE_MOVE, removeTerrainMove, player);
switch (terrainMove)
{
case MOVE_ELECTRIC_TERRAIN:
MESSAGE("The electricity disappeared from the battlefield.");
break;
case MOVE_PSYCHIC_TERRAIN:
MESSAGE("The weirdness disappeared from the battlefield.");
break;
case MOVE_GRASSY_TERRAIN:
MESSAGE("The grass disappeared from the battlefield.");
break;
case MOVE_MISTY_TERRAIN:
MESSAGE("The mist disappeared from the battlefield.");
break;
}
}
}
SINGLE_BATTLE_TEST("Steel Roller fails if there is no terrain on the field")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_STEEL_ROLLER); }
} SCENE {
NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_STEEL_ROLLER, player);
MESSAGE("But it failed!");
}
}
SINGLE_BATTLE_TEST("Ice Spinner doesn't fail if there is no terrain on the field")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_ICE_SPINNER); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_ICE_SPINNER, player);
NOT MESSAGE("But it failed!");
}
}