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Update Healing wish to gen5 / gen8 mechanics (#2708)
* Updated Healing Wish and added config * Fixed Lunar Dance message Co-authored-by: AgustinGDLV <agustingomezdelavega@gmail.com> Co-authored-by: AgustinGDLV <103095241+AgustinGDLV@users.noreply.github.com> Co-authored-by: Martin Griffin <martinrgriffin@gmail.com>
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@ -1322,6 +1322,11 @@
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.macro cancelmultiturnmoves battler:req
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various \battler, VARIOUS_CANCEL_MULTI_TURN_MOVES
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.endm
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@ Stores Healing Wish effect.
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.macro storehealingwish battler:req
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various \battler, VARIOUS_STORE_HEALING_WISH
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.endm
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.macro setmagiccoattarget battler:req
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various \battler, VARIOUS_SET_MAGIC_COAT_TARGET
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@ -2697,6 +2697,8 @@ BattleScript_EffectHealingWish:
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instanthpdrop BS_ATTACKER
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setatkhptozero
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tryfaintmon BS_ATTACKER
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storehealingwish BS_ATTACKER
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.if B_HEALING_WISH_SWITCH <= GEN_4
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openpartyscreen BS_ATTACKER, BattleScript_EffectHealingWishEnd
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switchoutabilities BS_ATTACKER
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waitstate
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@ -2711,11 +2713,19 @@ BattleScript_EffectHealingWish:
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printstring STRINGID_SWITCHINMON
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switchinanim BS_ATTACKER, TRUE
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waitstate
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switchineffects BS_ATTACKER
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.endif
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BattleScript_EffectHealingWishEnd:
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moveendall
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end
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BattleScript_HealingWishActivates::
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setbyte cMULTISTRING_CHOOSER, 0
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jumpifnotchosenmove MOVE_LUNAR_DANCE, BattleScript_EffectHealingWishNewMon
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goto BattleScript_EffectHealingWishRestore
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BattleScript_LunarDanceActivates::
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setbyte cMULTISTRING_CHOOSER, 1
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restorepp BS_ATTACKER
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BattleScript_EffectHealingWishNewMon:
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BattleScript_EffectHealingWishRestore:
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printfromtable gHealingWishStringIds
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waitmessage B_WAIT_TIME_LONG
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playanimation BS_ATTACKER, B_ANIM_WISH_HEAL
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@ -2730,10 +2740,7 @@ BattleScript_EffectHealingWishNewMon:
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waitstate
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printstring STRINGID_HEALINGWISHHEALED
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waitmessage B_WAIT_TIME_LONG
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switchineffects BS_ATTACKER
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BattleScript_EffectHealingWishEnd:
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moveendall
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end
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return
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BattleScript_EffectWorrySeed:
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attackcanceler
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@ -655,6 +655,8 @@ struct BattleStruct
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u16 overwrittenAbilities[MAX_BATTLERS_COUNT]; // abilities overwritten during battle (keep separate from battle history in case of switching)
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bool8 allowedToChangeFormInWeather[PARTY_SIZE][2]; // For each party member and side, used by Ice Face.
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u8 battleBondTransformed[NUM_BATTLE_SIDES]; // Bitfield for each party.
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u8 storedHealingWish:4; // Each battler as a bit.
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u8 storedLunarDance:4; // Each battler as a bit.
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};
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#define F_DYNAMIC_TYPE_1 (1 << 6)
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@ -452,6 +452,8 @@ extern const u8 BattleScript_MimicryActivates_End3[];
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extern const u8 BattleScript_IceFaceNullsDamage[];
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extern const u8 BattleScript_BattlerFormChangeWithStringEnd3[];
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extern const u8 BattleScript_DampPreventsAftermath[];
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extern const u8 BattleScript_HealingWishActivates[];
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extern const u8 BattleScript_LunarDanceActivates[];
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// zmoves
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extern const u8 BattleScript_ZMoveActivateDamaging[];
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@ -95,6 +95,8 @@
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#define B_BEAT_UP GEN_LATEST // In Gen5+, Beat Up uses a different formula to calculate its damage, and deals Dark-type damage. Prior to Gen 5, each hit also announces the party member's name.
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#define B_DARK_VOID_FAIL GEN_LATEST // In Gen7+, only Darkrai can use Dark Void.
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#define B_BURN_HIT_THAW GEN_LATEST // In Gen6+, damaging moves with a chance of burn will thaw the target, regardless if they're fire-type moves or not.
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#define B_HEALING_WISH_SWITCH GEN_LATEST // In Gen5+, the mon receiving Healing Wish is sent out at the end of the turn.
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// Additionally, in gen8+ the Healing Wish's effect will be stored until the user switches into a statused or hurt mon.
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// Ability settings
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#define B_EXPANDED_ABILITY_NAMES TRUE // If TRUE, ability names are increased from 12 characters to 16 characters.
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@ -257,6 +257,7 @@
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#define VARIOUS_ACTIVATE_TERRAIN_CHANGE_ABILITIES 165
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#define VARIOUS_JUMP_IF_NO_VALID_TARGETS 166
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#define VARIOUS_JUMP_IF_EMERGENCY_EXITED 167
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#define VARIOUS_STORE_HEALING_WISH 168
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// Cmd_manipulatedamage
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#define DMG_CHANGE_SIGN 0
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@ -6924,6 +6924,24 @@ static void Cmd_switchineffects(void)
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BattleScriptPushCursor();
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gBattlescriptCurrInstr = BattleScript_SwitchInAbilityMsgRet;
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}
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// Healing Wish activates before hazards.
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// Starting from Gen8 - it heals only pokemon which can be healed. In gens 5,6,7 the effect activates anyways.
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else if (((gBattleStruct->storedHealingWish & gBitTable[gActiveBattler]) || (gBattleStruct->storedLunarDance & gBitTable[gActiveBattler]))
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&& (gBattleMons[gActiveBattler].hp != gBattleMons[gActiveBattler].maxHP || gBattleMons[gActiveBattler].status1 != 0 || B_HEALING_WISH_SWITCH < GEN_8))
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{
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if (gBattleStruct->storedHealingWish & gBitTable[gActiveBattler])
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{
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BattleScriptPushCursor();
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gBattlescriptCurrInstr = BattleScript_HealingWishActivates;
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gBattleStruct->storedHealingWish &= ~(gBitTable[gActiveBattler]);
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}
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else // Lunar Dance
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{
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BattleScriptPushCursor();
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gBattlescriptCurrInstr = BattleScript_LunarDanceActivates;
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gBattleStruct->storedLunarDance &= ~(gBitTable[gActiveBattler]);
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}
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}
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else if (!(gSideStatuses[GetBattlerSide(gActiveBattler)] & SIDE_STATUS_SPIKES_DAMAGED)
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&& (gSideStatuses[GetBattlerSide(gActiveBattler)] & SIDE_STATUS_SPIKES)
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&& GetBattlerAbility(gActiveBattler) != ABILITY_MAGIC_GUARD
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@ -11040,6 +11058,15 @@ static void Cmd_various(void)
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gBattlescriptCurrInstr = cmd->nextInstr;
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return;
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}
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case VARIOUS_STORE_HEALING_WISH:
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{
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VARIOUS_ARGS();
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if (gCurrentMove == MOVE_LUNAR_DANCE)
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gBattleStruct->storedLunarDance |= gBitTable[gActiveBattler];
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else
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gBattleStruct->storedHealingWish |= gBitTable[gActiveBattler];
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break;
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}
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} // End of switch (cmd->id)
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gBattlescriptCurrInstr = cmd->nextInstr;
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80
test/move_effect_healing_wish.c
Normal file
80
test/move_effect_healing_wish.c
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@ -0,0 +1,80 @@
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#include "global.h"
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#include "test_battle.h"
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ASSUMPTIONS
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{
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ASSUME(gBattleMoves[MOVE_HEALING_WISH].effect == EFFECT_HEALING_WISH);
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ASSUME(gBattleMoves[MOVE_LUNAR_DANCE].effect == EFFECT_HEALING_WISH);
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}
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#define TEST_MAX_HP (100)
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SINGLE_BATTLE_TEST("Healing Wish causes the user to faint and fully heals the replacement")
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{
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GIVEN {
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ASSUME(B_HEALING_WISH_SWITCH >= GEN_5);
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PLAYER(SPECIES_GARDEVOIR);
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PLAYER(SPECIES_WYNAUT) { HP(1); MaxHP(TEST_MAX_HP); Status1(STATUS1_POISON); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_HEALING_WISH); SEND_OUT(player, 1); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_HEALING_WISH, player);
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HP_BAR(player, hp: 0);
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MESSAGE("Gardevoir fainted!");
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MESSAGE("The healing wish came true for Wynaut!");
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HP_BAR(player, hp: TEST_MAX_HP);
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STATUS_ICON(player, none: TRUE);
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MESSAGE("Wynaut regained health!");
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}
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}
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DOUBLE_BATTLE_TEST("Lunar Dance causes the user to faint and fully heals the replacement in a double battle")
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{
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GIVEN {
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ASSUME(B_HEALING_WISH_SWITCH >= GEN_5);
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PLAYER(SPECIES_GARDEVOIR) { Speed(300); }
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PLAYER(SPECIES_WOBBUFFET) { Speed(50); }
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PLAYER(SPECIES_WYNAUT) { HP(TEST_MAX_HP - 1); MaxHP(TEST_MAX_HP); Status1(STATUS1_BURN); Speed(50); }
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OPPONENT(SPECIES_WOBBUFFET) { Speed(50); }
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OPPONENT(SPECIES_WOBBUFFET) { Speed(50); }
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} WHEN {
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TURN { MOVE(playerLeft, MOVE_LUNAR_DANCE); SEND_OUT(playerLeft, 2); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_LUNAR_DANCE, playerLeft);
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HP_BAR(playerLeft, hp: 0);
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MESSAGE("Gardevoir fainted!");
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MESSAGE("Wynaut became cloaked in mystical moonlight!");
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HP_BAR(playerLeft, hp: TEST_MAX_HP);
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STATUS_ICON(playerLeft, none: TRUE);
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MESSAGE("Wynaut regained health!");
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}
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}
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SINGLE_BATTLE_TEST("Healing Wish effect activates only if the switched pokemon can be healed")
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{
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GIVEN {
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ASSUME(B_HEALING_WISH_SWITCH >= GEN_8);
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PLAYER(SPECIES_GARDEVOIR) { Speed(300); }
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PLAYER(SPECIES_NINJASK) { Speed(400); }
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PLAYER(SPECIES_WYNAUT) { HP(TEST_MAX_HP / 2); MaxHP(TEST_MAX_HP); Status1(STATUS1_PARALYSIS); Speed(50); }
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OPPONENT(SPECIES_WOBBUFFET) {Speed(50); }
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} WHEN {
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TURN { MOVE(player, MOVE_HEALING_WISH); SEND_OUT(player, 1); }
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TURN { MOVE(player, MOVE_U_TURN); SEND_OUT(player, 2); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_HEALING_WISH, player);
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HP_BAR(player, hp: 0);
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MESSAGE("Gardevoir fainted!");
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NONE_OF {
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MESSAGE("The healing wish came true for Wynaut!");
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MESSAGE("Wynaut regained health!");
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}
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ANIMATION(ANIM_TYPE_MOVE, MOVE_U_TURN, player);
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MESSAGE("Do it! Wynaut!");
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MESSAGE("The healing wish came true for Wynaut!");
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HP_BAR(player, hp: TEST_MAX_HP);
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STATUS_ICON(player, none: TRUE);
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MESSAGE("Wynaut regained health!");
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}
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}
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@ -42,8 +42,8 @@ SINGLE_BATTLE_TEST("Jump Kick has 50% recoil on protect")
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SINGLE_BATTLE_TEST("Jump Kick has no recoil if no target")
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{
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KNOWN_FAILING; // #2596.
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GIVEN {
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ASSUME(B_HEALING_WISH_SWITCH >= GEN_5);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WYNAUT);
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