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https://github.com/Ninjdai1/pokeemerald.git
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parent
625a7622e2
commit
56c9564e7a
@ -416,6 +416,44 @@ gBattleScriptsForMoveEffects::
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.4byte BattleScript_EffectSpecialAttackUpHit @ EFFECT_SPECIAL_ATTACK_UP_HIT
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.4byte BattleScript_EffectVictoryDance @ EFFECT_VICTORY_DANCE
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.4byte BattleScript_EffectTeatime @ EFFECT_TEATIME
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.4byte BattleScript_EffectAttackUpUserAlly @ EFFECT_ATTACK_UP_USER_ALLY
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BattleScript_EffectAttackUpUserAlly:
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jumpifnoally BS_ATTACKER, BattleScript_EffectAttackUp
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attackcanceler
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attackstring
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ppreduce
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jumpifstat BS_ATTACKER, CMP_NOT_EQUAL, STAT_ATK, MAX_STAT_STAGE, BattleScript_EffectAttackUpUserAlly_Works
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jumpifstat BS_ATTACKER_PARTNER, CMP_EQUAL, STAT_ATK, MAX_STAT_STAGE, BattleScript_ButItFailed
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BattleScript_EffectAttackUpUserAlly_Works:
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attackanimation
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waitanimation
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setstatchanger STAT_ATK, 1, FALSE
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statbuffchange MOVE_EFFECT_AFFECTS_USER | STAT_CHANGE_ALLOW_PTR, BattleScript_EffectAttackUpUserAlly_TryAlly
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jumpifbyte CMP_EQUAL, cMULTISTRING_CHOOSER, B_MSG_STAT_WONT_INCREASE, BattleScript_EffectAttackUpUserAllyUser_PrintString
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setgraphicalstatchangevalues
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playanimation BS_ATTACKER, B_ANIM_STATS_CHANGE, sB_ANIM_ARG1
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BattleScript_EffectAttackUpUserAllyUser_PrintString:
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printfromtable gStatUpStringIds
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waitmessage B_WAIT_TIME_LONG
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BattleScript_EffectAttackUpUserAlly_TryAlly:
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setallytonexttarget BattleScript_EffectAttackUpUserAlly_TryAlly_
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BattleScript_EffectAttackUpUserAlly_End:
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goto BattleScript_MoveEnd
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BattleScript_EffectAttackUpUserAlly_TryAlly_:
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setstatchanger STAT_ATK, 1, FALSE
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statbuffchange STAT_CHANGE_ALLOW_PTR, BattleScript_EffectAttackUpUserAlly_End
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jumpifbyte CMP_NOT_EQUAL, cMULTISTRING_CHOOSER, B_MSG_STAT_WONT_INCREASE, BattleScript_EffectAttackUpUserAlly_AllyAnim
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pause B_WAIT_TIME_SHORTEST
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printstring STRINGID_TARGETSTATWONTGOHIGHER
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waitmessage B_WAIT_TIME_LONG
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goto BattleScript_EffectAttackUpUserAlly_End
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BattleScript_EffectAttackUpUserAlly_AllyAnim:
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setgraphicalstatchangevalues
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playanimation BS_TARGET, B_ANIM_STATS_CHANGE, sB_ANIM_ARG1
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printfromtable gStatUpStringIds
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waitmessage B_WAIT_TIME_LONG
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goto BattleScript_EffectAttackUpUserAlly_End
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BattleScript_EffectTeatime::
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attackcanceler
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@ -397,7 +397,8 @@
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#define EFFECT_SPECIAL_ATTACK_UP_HIT 391
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#define EFFECT_VICTORY_DANCE 392
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#define EFFECT_TEATIME 393
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#define EFFECT_ATTACK_UP_USER_ALLY 394 // Howl 8th Gen
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#define NUM_BATTLE_MOVE_EFFECTS 394
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#define NUM_BATTLE_MOVE_EFFECTS 395
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#endif // GUARD_CONSTANTS_BATTLE_MOVE_EFFECTS_H
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@ -74,6 +74,7 @@
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#define BS_PLAYER2 13 // for Cmd_updatestatusicon
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#define BS_OPPONENT2 14
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#define BS_ABILITY_BATTLER 15
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#define BS_ATTACKER_PARTNER 16
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// Cmd_accuracycheck
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#define NO_ACC_CALC_CHECK_LOCK_ON 0xFFFF
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@ -1287,6 +1287,9 @@ u8 GetBattlerForBattleScript(u8 caseId)
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case BS_ATTACKER:
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ret = gBattlerAttacker;
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break;
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case BS_ATTACKER_PARTNER:
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ret = BATTLE_PARTNER(gBattlerAttacker);
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break;
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case BS_EFFECT_BATTLER:
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ret = gEffectBattler;
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break;
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@ -6073,10 +6073,11 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_Z] =
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{
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#if B_UPDATED_MOVE_DATA >= GEN_8
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.flags = FLAG_SNATCH_AFFECTED | FLAG_SOUND,
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.effect = EFFECT_ATTACK_UP_USER_ALLY,
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#else
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.flags = FLAG_SNATCH_AFFECTED,
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#endif
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.effect = EFFECT_ATTACK_UP,
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#endif
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.power = 0,
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.type = TYPE_NORMAL,
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.accuracy = 0,
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65
test/move_effect_attack_up_user_ally.c
Normal file
65
test/move_effect_attack_up_user_ally.c
Normal file
@ -0,0 +1,65 @@
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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_HOWL].effect == EFFECT_ATTACK_UP_USER_ALLY);
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}
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SINGLE_BATTLE_TEST("Howl raises user's Attack", s16 damage)
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{
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bool32 raiseAttack;
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PARAMETRIZE { raiseAttack = FALSE; }
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PARAMETRIZE { raiseAttack = TRUE; }
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GIVEN {
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ASSUME(gBattleMoves[MOVE_TACKLE].split == SPLIT_PHYSICAL);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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if (raiseAttack) TURN { MOVE(player, MOVE_HOWL); }
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TURN { MOVE(player, MOVE_TACKLE); }
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} SCENE {
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if (raiseAttack) {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_HOWL, player);
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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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}
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, player);
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HP_BAR(opponent, captureDamage: &results[i].damage);
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} FINALLY {
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EXPECT_MUL_EQ(results[0].damage, Q_4_12(1.5), results[1].damage);
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}
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}
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DOUBLE_BATTLE_TEST("Howl raises user's and partner's Attack", s16 damageLeft, s16 damageRight)
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{
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bool32 raiseAttack;
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PARAMETRIZE { raiseAttack = FALSE; }
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PARAMETRIZE { raiseAttack = TRUE; }
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GIVEN {
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ASSUME(gBattleMoves[MOVE_TACKLE].split == SPLIT_PHYSICAL);
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PLAYER(SPECIES_WOBBUFFET) { Speed(15); };
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PLAYER(SPECIES_WYNAUT) { Speed(10); };
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OPPONENT(SPECIES_WOBBUFFET) { Speed(13); };
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OPPONENT(SPECIES_WYNAUT) { Speed(12); };
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} WHEN {
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if (raiseAttack) TURN { MOVE(playerLeft, MOVE_HOWL); }
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TURN { MOVE(playerLeft, MOVE_TACKLE, target: opponentLeft); }
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TURN { MOVE(playerRight, MOVE_TACKLE, target: opponentRight); }
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} SCENE {
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if (raiseAttack) {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_HOWL, playerLeft);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, playerLeft);
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MESSAGE("Wobbuffet's attack rose!");
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, playerRight);
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MESSAGE("Wynaut's attack rose!");
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}
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, playerLeft);
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HP_BAR(opponentLeft, captureDamage: &results[i].damageLeft);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, playerRight);
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HP_BAR(opponentRight, captureDamage: &results[i].damageRight);
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} FINALLY {
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EXPECT_MUL_EQ(results[0].damageLeft, Q_4_12(1.5), results[1].damageLeft);
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EXPECT_MUL_EQ(results[0].damageRight, Q_4_12(1.5), results[1].damageRight);
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}
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}
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@ -112,17 +112,17 @@
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* NOT STATUS_ICON(opponent, paralysis: TRUE); to say that Oddish was
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* not paralyzed without specifying the exact outputs which led to that.
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*
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* As a final example, to test that Howl works you might:
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* 1. Put a Wobbuffet that knows Howl and Tackle in your party.
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* As a final example, to test that Meditate works you might:
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* 1. Put a Wobbuffet that knows Meditate and Tackle in your party.
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* 2. Battle a wild Wobbuffet.
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* 3. Use Tackle and note the amount the HP bar reduced.
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* 4. Battle a wild Wobbuffet.
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* 5. Use Howl and that that the stat change animation and message play.
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* 5. Use Meditate and that the stat change animation and message play.
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* 6. Use Tackle and check that the HP bar reduced by more than in 3.
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*
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* This can be translated to an automated test as follows:
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*
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* SINGLE_BATTLE_TEST("Howl raises Attack", s16 damage)
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* SINGLE_BATTLE_TEST("Meditate raises Attack", s16 damage)
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* {
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* bool32 raiseAttack;
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* PARAMETRIZE { raiseAttack = FALSE; }
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@ -132,11 +132,11 @@
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* PLAYER(SPECIES_WOBBUFFET);
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* OPPONENT(SPECIES_WOBBUFFET);
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* } WHEN {
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* if (raiseAttack) TURN { MOVE(player, MOVE_HOWL); } // 5.
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* if (raiseAttack) TURN { MOVE(player, MOVE_MEDITATE); } // 5.
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* TURN { MOVE(player, MOVE_TACKLE); } // 3 & 6.
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* } SCENE {
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* if (raiseAttack) {
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* ANIMATION(ANIM_TYPE_MOVE, MOVE_HOWL, player);
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* ANIMATION(ANIM_TYPE_MOVE, MOVE_MEDITATE, player);
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* ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player); // 5.
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* MESSAGE("Wobbuffet's attack rose!"); // 5.
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* }
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@ -159,7 +159,7 @@
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* of the first battle (with a small tolerance to account for rounding).
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*
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* You might notice that all the tests check the outputs the player
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* could see rather than the internal battle state. e.g. the Howl test
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* could see rather than the internal battle state. e.g. the Meditate test
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* could have used gBattleMons[B_POSITION_OPPONENT_LEFT].hp instead of
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* using HP_BAR to capture the damage. This is a deliberate choice, by
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* checking what the player can observe the tests are more robust to
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