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Fix Anger Shell activation (#3508)
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@ -645,7 +645,7 @@ struct BattleStruct
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u8 lastMoveFailed; // as bits for each battler, for the sake of Stomping Tantrum
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u8 lastMoveFailed; // as bits for each battler, for the sake of Stomping Tantrum
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u8 lastMoveTarget[MAX_BATTLERS_COUNT]; // The last target on which each mon used a move, for the sake of Instruct
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u8 lastMoveTarget[MAX_BATTLERS_COUNT]; // The last target on which each mon used a move, for the sake of Instruct
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u16 tracedAbility[MAX_BATTLERS_COUNT];
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u16 tracedAbility[MAX_BATTLERS_COUNT];
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u16 hpBefore[MAX_BATTLERS_COUNT]; // Hp of battlers before using a move. For Berserk
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u16 hpBefore[MAX_BATTLERS_COUNT]; // Hp of battlers before using a move. For Berserk and Anger Shell.
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bool8 spriteIgnore0Hp;
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bool8 spriteIgnore0Hp;
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struct Illusion illusion[MAX_BATTLERS_COUNT];
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struct Illusion illusion[MAX_BATTLERS_COUNT];
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s32 aiFinalScore[MAX_BATTLERS_COUNT][MAX_BATTLERS_COUNT][MAX_MON_MOVES]; // AI, target, moves to make debugging easier
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s32 aiFinalScore[MAX_BATTLERS_COUNT][MAX_BATTLERS_COUNT][MAX_MON_MOVES]; // AI, target, moves to make debugging easier
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@ -4161,6 +4161,13 @@ static uq4_12_t GetSupremeOverlordModifier(u32 battler)
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return modifier;
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return modifier;
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}
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}
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static bool32 HadMoreThanHalfHpNowHasLess(u32 battler)
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{
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// Had more than half of hp before, now has less
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return (gBattleStruct->hpBefore[battler] >= gBattleMons[battler].maxHP / 2
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&& gBattleMons[battler].hp < gBattleMons[battler].maxHP / 2);
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}
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u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32 moveArg)
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u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32 moveArg)
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{
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{
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u32 effect = 0;
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u32 effect = 0;
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@ -5192,9 +5199,7 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
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if (!(gMoveResultFlags & MOVE_RESULT_NO_EFFECT)
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if (!(gMoveResultFlags & MOVE_RESULT_NO_EFFECT)
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&& TARGET_TURN_DAMAGED
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&& TARGET_TURN_DAMAGED
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&& IsBattlerAlive(battler)
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&& IsBattlerAlive(battler)
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// Had more than half of hp before, now has less
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&& HadMoreThanHalfHpNowHasLess(battler)
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&& gBattleStruct->hpBefore[battler] >= gBattleMons[battler].maxHP / 2
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&& gBattleMons[battler].hp < gBattleMons[battler].maxHP / 2
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&& (gMultiHitCounter == 0 || gMultiHitCounter == 1)
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&& (gMultiHitCounter == 0 || gMultiHitCounter == 1)
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&& !(TestSheerForceFlag(gBattlerAttacker, gCurrentMove))
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&& !(TestSheerForceFlag(gBattlerAttacker, gCurrentMove))
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&& CompareStat(battler, STAT_SPATK, MAX_STAT_STAGE, CMP_LESS_THAN))
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&& CompareStat(battler, STAT_SPATK, MAX_STAT_STAGE, CMP_LESS_THAN))
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@ -5673,8 +5678,9 @@ u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32
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if (!(gMoveResultFlags & MOVE_RESULT_NO_EFFECT)
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if (!(gMoveResultFlags & MOVE_RESULT_NO_EFFECT)
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&& !gProtectStructs[gBattlerAttacker].confusionSelfDmg
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&& !gProtectStructs[gBattlerAttacker].confusionSelfDmg
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&& TARGET_TURN_DAMAGED
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&& TARGET_TURN_DAMAGED
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&& (gMultiHitCounter == 0 || gMultiHitCounter == 1) // Activates after all hits from a multi-hit move.
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&& IsBattlerAlive(gBattlerTarget)
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&& IsBattlerAlive(gBattlerTarget)
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&& (gBattleMons[gBattlerTarget].hp <= gBattleMons[gBattlerTarget].maxHP / 2)
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&& HadMoreThanHalfHpNowHasLess(gBattlerTarget)
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&& !(TestSheerForceFlag(gBattlerAttacker, gCurrentMove)))
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&& !(TestSheerForceFlag(gBattlerAttacker, gCurrentMove)))
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{
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{
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gBattlerAttacker = gBattlerTarget;
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gBattlerAttacker = gBattlerTarget;
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95
test/battle/ability/anger_shell.c
Normal file
95
test/battle/ability/anger_shell.c
Normal file
@ -0,0 +1,95 @@
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#include "global.h"
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#include "test/battle.h"
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SINGLE_BATTLE_TEST("Anger Shell activates only if the target had more than 50% of its hp")
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{
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bool32 activates = FALSE;
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u16 maxHp = 500, hp = 0;
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PARAMETRIZE { hp = 249; activates = FALSE; }
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PARAMETRIZE { hp = 100; activates = FALSE; }
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PARAMETRIZE { hp = 50; activates = FALSE; }
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PARAMETRIZE { hp = 251; activates = TRUE; }
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PARAMETRIZE { hp = 255; activates = TRUE; }
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GIVEN {
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ASSUME(gBattleMoves[MOVE_TACKLE].power != 0);
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PLAYER(SPECIES_WOBBUFFET) { Ability(ABILITY_ANGER_SHELL); MaxHP(maxHp); HP(hp); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_TACKLE); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent);
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if (activates) {
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ABILITY_POPUP(player, ABILITY_ANGER_SHELL);
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} else {
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NOT ABILITY_POPUP(player, ABILITY_ANGER_SHELL);
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}
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} THEN {
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if (activates) {
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EXPECT_EQ(player->statStages[STAT_DEF], DEFAULT_STAT_STAGE - 1);
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EXPECT_EQ(player->statStages[STAT_SPDEF], DEFAULT_STAT_STAGE - 1);
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EXPECT_EQ(player->statStages[STAT_ATK], DEFAULT_STAT_STAGE + 1);
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EXPECT_EQ(player->statStages[STAT_SPATK], DEFAULT_STAT_STAGE + 1);
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EXPECT_EQ(player->statStages[STAT_SPEED], DEFAULT_STAT_STAGE + 1);
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}
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}
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}
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SINGLE_BATTLE_TEST("Anger Shell lowers Def/Sp.Def by 1 and raises Atk/Sp.Atk/Spd by 1")
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{
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u16 maxHp = 500;
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GIVEN {
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ASSUME(gBattleMoves[MOVE_TACKLE].power != 0);
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PLAYER(SPECIES_WOBBUFFET) { Ability(ABILITY_ANGER_SHELL); MaxHP(maxHp); HP(maxHp / 2 + 1); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_TACKLE); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, opponent);
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ABILITY_POPUP(player, ABILITY_ANGER_SHELL);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player);
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MESSAGE("Wobbuffet's Defense fell!");
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player);
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MESSAGE("Wobbuffet's Sp. Def fell!");
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player);
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MESSAGE("Wobbuffet's Attack rose!");
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player);
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MESSAGE("Wobbuffet's Sp. Atk rose!");
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player);
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MESSAGE("Wobbuffet's Speed rose!");
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} THEN {
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EXPECT_EQ(player->statStages[STAT_DEF], DEFAULT_STAT_STAGE - 1);
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EXPECT_EQ(player->statStages[STAT_SPDEF], DEFAULT_STAT_STAGE - 1);
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EXPECT_EQ(player->statStages[STAT_ATK], DEFAULT_STAT_STAGE + 1);
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EXPECT_EQ(player->statStages[STAT_SPATK], DEFAULT_STAT_STAGE + 1);
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EXPECT_EQ(player->statStages[STAT_SPEED], DEFAULT_STAT_STAGE + 1);
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}
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}
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SINGLE_BATTLE_TEST("Anger Shell activates after all hits from a multi-hit move")
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{
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u32 j;
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u16 maxHp = 500;
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GIVEN {
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ASSUME(gBattleMoves[MOVE_DOUBLE_SLAP].effect == EFFECT_MULTI_HIT);
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PLAYER(SPECIES_WOBBUFFET) { Ability(ABILITY_ANGER_SHELL); MaxHP(maxHp); HP(maxHp / 2 + 1); }
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OPPONENT(SPECIES_SHELLDER) { Ability(ABILITY_SKILL_LINK); } // Always hits 5 times.
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} WHEN {
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TURN { MOVE(opponent, MOVE_DOUBLE_SLAP); }
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} SCENE {
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for (j = 0; j < 4; j++)
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{
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ANIMATION(ANIM_TYPE_MOVE, MOVE_DOUBLE_SLAP, opponent);
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NOT ABILITY_POPUP(player, ABILITY_ANGER_SHELL);
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}
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ANIMATION(ANIM_TYPE_MOVE, MOVE_DOUBLE_SLAP, opponent);
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ABILITY_POPUP(player, ABILITY_ANGER_SHELL);
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} THEN {
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EXPECT_EQ(player->statStages[STAT_DEF], DEFAULT_STAT_STAGE - 1);
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EXPECT_EQ(player->statStages[STAT_SPDEF], DEFAULT_STAT_STAGE - 1);
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EXPECT_EQ(player->statStages[STAT_ATK], DEFAULT_STAT_STAGE + 1);
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EXPECT_EQ(player->statStages[STAT_SPATK], DEFAULT_STAT_STAGE + 1);
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EXPECT_EQ(player->statStages[STAT_SPEED], DEFAULT_STAT_STAGE + 1);
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}
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}
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