mirror of
https://github.com/Ninjdai1/pokeemerald.git
synced 2024-12-26 11:44:17 +01:00
fix various issues with primal weather blocking water/fire type moves (#3138)
* fix various issues with primal weather blocking water/fire type moves * forgot to change return to effect=1 * fix bugs
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@ -8782,15 +8782,14 @@ BattleScript_DesolateLandActivates::
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call BattleScript_ActivateWeatherAbilities
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call BattleScript_ActivateWeatherAbilities
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end3
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end3
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BattleScript_DesolateLandEvaporatesWaterTypeMoves::
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BattleScript_PrimalWeatherBlocksMove::
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accuracycheck BattleScript_PrintMoveMissed, ACC_CURR_MOVE
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jumpifword CMP_COMMON_BITS, gHitMarker, HITMARKER_ATTACKSTRING_PRINTED, BattleScript_MoveEnd @in case of multi-target moves, if move fails once, no point in printing the message twice
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accuracycheck BattleScript_PrintMoveMissed, NO_ACC_CALC_CHECK_LOCK_ON
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attackstring
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attackstring
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pause B_WAIT_TIME_SHORT
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pause B_WAIT_TIME_SHORT
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ppreduce
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ppreduce
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jumpifword CMP_COMMON_BITS, gHitMarker, HITMARKER_STRING_PRINTED, BattleScript_MoveEnd
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printfromtable gPrimalWeatherBlocksStringIds
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printstring STRINGID_MOVEEVAPORATEDINTHEHARSHSUNLIGHT
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waitmessage B_WAIT_TIME_LONG
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waitmessage B_WAIT_TIME_LONG
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orword gHitMarker, HITMARKER_STRING_PRINTED
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goto BattleScript_MoveEnd
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goto BattleScript_MoveEnd
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BattleScript_PrimordialSeaActivates::
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BattleScript_PrimordialSeaActivates::
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@ -8802,17 +8801,6 @@ BattleScript_PrimordialSeaActivates::
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call BattleScript_ActivateWeatherAbilities
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call BattleScript_ActivateWeatherAbilities
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end3
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end3
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BattleScript_PrimordialSeaFizzlesOutFireTypeMoves::
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accuracycheck BattleScript_PrintMoveMissed, ACC_CURR_MOVE
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attackstring
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pause B_WAIT_TIME_SHORT
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ppreduce
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jumpifword CMP_COMMON_BITS, gHitMarker, HITMARKER_STRING_PRINTED, BattleScript_MoveEnd
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printstring STRINGID_MOVEFIZZLEDOUTINTHEHEAVYRAIN
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waitmessage B_WAIT_TIME_LONG
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orword gHitMarker, HITMARKER_STRING_PRINTED
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goto BattleScript_MoveEnd
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BattleScript_DeltaStreamActivates::
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BattleScript_DeltaStreamActivates::
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pause B_WAIT_TIME_SHORT
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pause B_WAIT_TIME_SHORT
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call BattleScript_AbilityPopUp
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call BattleScript_AbilityPopUp
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@ -409,9 +409,8 @@ extern const u8 BattleScript_GulpMissileGorging[];
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extern const u8 BattleScript_GulpMissileGulping[];
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extern const u8 BattleScript_GulpMissileGulping[];
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extern const u8 BattleScript_BattleBondActivatesOnMoveEndAttacker[];
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extern const u8 BattleScript_BattleBondActivatesOnMoveEndAttacker[];
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extern const u8 BattleScript_DesolateLandActivates[];
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extern const u8 BattleScript_DesolateLandActivates[];
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extern const u8 BattleScript_DesolateLandEvaporatesWaterTypeMoves[];
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extern const u8 BattleScript_PrimordialSeaActivates[];
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extern const u8 BattleScript_PrimordialSeaActivates[];
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extern const u8 BattleScript_PrimordialSeaFizzlesOutFireTypeMoves[];
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extern const u8 BattleScript_PrimalWeatherBlocksMove[];
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extern const u8 BattleScript_DeltaStreamActivates[];
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extern const u8 BattleScript_DeltaStreamActivates[];
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extern const u8 BattleScript_MysteriousAirCurrentBlowsOn[];
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extern const u8 BattleScript_MysteriousAirCurrentBlowsOn[];
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extern const u8 BattleScript_AttackWeakenedByStrongWinds[];
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extern const u8 BattleScript_AttackWeakenedByStrongWinds[];
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@ -136,8 +136,8 @@ u8 DoBattlerEndTurnEffects(void);
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bool8 HandleWishPerishSongOnTurnEnd(void);
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bool8 HandleWishPerishSongOnTurnEnd(void);
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bool8 HandleFaintedMonActions(void);
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bool8 HandleFaintedMonActions(void);
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void TryClearRageAndFuryCutter(void);
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void TryClearRageAndFuryCutter(void);
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u8 AtkCanceller_UnableToUseMove(u32 moveType);
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void SetAtkCancellerForCalledMove(void);
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void SetAtkCancellerForCalledMove(void);
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u8 AtkCanceller_UnableToUseMove(void);
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u8 AtkCanceller_UnableToUseMove2(void);
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u8 AtkCanceller_UnableToUseMove2(void);
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bool8 HasNoMonsToSwitch(u8 battlerId, u8 r1, u8 r2);
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bool8 HasNoMonsToSwitch(u8 battlerId, u8 r1, u8 r2);
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bool32 TryChangeBattleWeather(u8 battler, u32 weatherEnumId, bool32 viaAbility);
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bool32 TryChangeBattleWeather(u8 battler, u32 weatherEnumId, bool32 viaAbility);
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@ -827,6 +827,10 @@
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#define B_MSG_SOMEONES_BOX_FULL 2
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#define B_MSG_SOMEONES_BOX_FULL 2
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#define B_MSG_LANETTES_BOX_FULL 3
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#define B_MSG_LANETTES_BOX_FULL 3
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// gPrimalWeatherBlocksStringIds
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#define B_MSG_PRIMAL_WEATHER_FIZZLED_BY_RAIN 0
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#define B_MSG_PRIMAL_WEATHER_EVAPORATED_IN_SUN 1
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// gInobedientStringIds
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// gInobedientStringIds
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#define B_MSG_LOAFING 0
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#define B_MSG_LOAFING 0
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#define B_MSG_WONT_OBEY 1
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#define B_MSG_WONT_OBEY 1
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@ -1850,6 +1850,12 @@ const u16 gWeatherStartsStringIds[] =
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[WEATHER_ABNORMAL] = STRINGID_ITISRAINING
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[WEATHER_ABNORMAL] = STRINGID_ITISRAINING
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};
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};
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const u16 gPrimalWeatherBlocksStringIds[] =
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{
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[B_MSG_PRIMAL_WEATHER_FIZZLED_BY_RAIN] = STRINGID_MOVEFIZZLEDOUTINTHEHEAVYRAIN,
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[B_MSG_PRIMAL_WEATHER_EVAPORATED_IN_SUN] = STRINGID_MOVEEVAPORATEDINTHEHARSHSUNLIGHT,
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};
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const u16 gInobedientStringIds[] =
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const u16 gInobedientStringIds[] =
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{
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{
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[B_MSG_LOAFING] = STRINGID_PKMNLOAFING,
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[B_MSG_LOAFING] = STRINGID_PKMNLOAFING,
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@ -1503,25 +1503,8 @@ static void Cmd_attackcanceler(void)
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s32 i, moveType;
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s32 i, moveType;
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u16 attackerAbility = GetBattlerAbility(gBattlerAttacker);
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u16 attackerAbility = GetBattlerAbility(gBattlerAttacker);
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GET_MOVE_TYPE(gCurrentMove, moveType);
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GET_MOVE_TYPE(gCurrentMove, moveType);
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if (WEATHER_HAS_EFFECT && gBattleMoves[gCurrentMove].power)
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{
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if (moveType == TYPE_FIRE && (gBattleWeather & B_WEATHER_RAIN_PRIMAL))
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{
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BattleScriptPushCursor();
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gBattlescriptCurrInstr = BattleScript_PrimordialSeaFizzlesOutFireTypeMoves;
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return;
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}
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else if (moveType == TYPE_WATER && (gBattleWeather & B_WEATHER_SUN_PRIMAL))
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{
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BattleScriptPushCursor();
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gBattlescriptCurrInstr = BattleScript_DesolateLandEvaporatesWaterTypeMoves;
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return;
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}
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}
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if (gBattleOutcome != 0)
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if (gBattleOutcome != 0)
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{
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{
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gCurrentActionFuncId = B_ACTION_FINISHED;
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gCurrentActionFuncId = B_ACTION_FINISHED;
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@ -1537,9 +1520,27 @@ static void Cmd_attackcanceler(void)
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if (TryAegiFormChange())
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if (TryAegiFormChange())
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return;
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return;
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#endif
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#endif
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if (AtkCanceller_UnableToUseMove())
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if (AtkCanceller_UnableToUseMove(moveType))
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return;
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return;
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if (WEATHER_HAS_EFFECT && gBattleMoves[gCurrentMove].power)
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{
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if (moveType == TYPE_FIRE && (gBattleWeather & B_WEATHER_RAIN_PRIMAL))
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{
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gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_PRIMAL_WEATHER_FIZZLED_BY_RAIN;
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BattleScriptPushCursor();
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gBattlescriptCurrInstr = BattleScript_PrimalWeatherBlocksMove;
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return;
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}
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else if (moveType == TYPE_WATER && (gBattleWeather & B_WEATHER_SUN_PRIMAL))
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{
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gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_PRIMAL_WEATHER_EVAPORATED_IN_SUN;
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BattleScriptPushCursor();
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gBattlescriptCurrInstr = BattleScript_PrimalWeatherBlocksMove;
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return;
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}
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}
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if (gSpecialStatuses[gBattlerAttacker].parentalBondState == PARENTAL_BOND_OFF
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if (gSpecialStatuses[gBattlerAttacker].parentalBondState == PARENTAL_BOND_OFF
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&& GetBattlerAbility(gBattlerAttacker) == ABILITY_PARENTAL_BOND
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&& GetBattlerAbility(gBattlerAttacker) == ABILITY_PARENTAL_BOND
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&& IsMoveAffectedByParentalBond(gCurrentMove, gBattlerAttacker)
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&& IsMoveAffectedByParentalBond(gCurrentMove, gBattlerAttacker)
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@ -3389,10 +3389,9 @@ void SetAtkCancellerForCalledMove(void)
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gBattleStruct->isAtkCancelerForCalledMove = TRUE;
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gBattleStruct->isAtkCancelerForCalledMove = TRUE;
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}
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}
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u8 AtkCanceller_UnableToUseMove(void)
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u8 AtkCanceller_UnableToUseMove(u32 moveType)
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{
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{
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u8 effect = 0;
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u8 effect = 0;
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s32 *bideDmg = &gBattleScripting.bideDmg;
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do
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do
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{
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{
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switch (gBattleStruct->atkCancellerTracker)
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switch (gBattleStruct->atkCancellerTracker)
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@ -3653,7 +3652,7 @@ u8 AtkCanceller_UnableToUseMove(void)
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if (gTakenDmg[gBattlerAttacker])
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if (gTakenDmg[gBattlerAttacker])
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{
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{
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gCurrentMove = MOVE_BIDE;
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gCurrentMove = MOVE_BIDE;
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*bideDmg = gTakenDmg[gBattlerAttacker] * 2;
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gBattleScripting.bideDmg = gTakenDmg[gBattlerAttacker] * 2;
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gBattlerTarget = gTakenDmgByBattler[gBattlerAttacker];
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gBattlerTarget = gTakenDmgByBattler[gBattlerAttacker];
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if (gAbsentBattlerFlags & gBitTable[gBattlerTarget])
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if (gAbsentBattlerFlags & gBitTable[gBattlerTarget])
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gBattlerTarget = GetMoveTarget(MOVE_BIDE, MOVE_TARGET_SELECTED + 1);
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gBattlerTarget = GetMoveTarget(MOVE_BIDE, MOVE_TARGET_SELECTED + 1);
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@ -3723,8 +3722,6 @@ u8 AtkCanceller_UnableToUseMove(void)
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case CANCELLER_POWDER_STATUS:
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case CANCELLER_POWDER_STATUS:
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if (gBattleMons[gBattlerAttacker].status2 & STATUS2_POWDER)
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if (gBattleMons[gBattlerAttacker].status2 & STATUS2_POWDER)
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{
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{
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u32 moveType;
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GET_MOVE_TYPE(gCurrentMove, moveType);
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if (moveType == TYPE_FIRE)
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if (moveType == TYPE_FIRE)
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{
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{
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gProtectStructs[gBattlerAttacker].powderSelfDmg = TRUE;
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gProtectStructs[gBattlerAttacker].powderSelfDmg = TRUE;
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127
test/primal_weather.c
Normal file
127
test/primal_weather.c
Normal file
@ -0,0 +1,127 @@
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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_EMBER].power != 0);
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ASSUME(gBattleMoves[MOVE_EMBER].type == TYPE_FIRE);
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ASSUME(gBattleMoves[MOVE_WATER_GUN].power != 0);
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ASSUME(gBattleMoves[MOVE_WATER_GUN].type == TYPE_WATER);
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}
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SINGLE_BATTLE_TEST("Primordial Sea blocks damaging Fire-type moves")
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{
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GIVEN {
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PLAYER(SPECIES_KYOGRE) {Item(ITEM_BLUE_ORB);}
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_EMBER); }
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TURN { MOVE(opponent, MOVE_EMBER); }
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} SCENE {
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MESSAGE("Foe Wobbuffet used Ember!");
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NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_EMBER, opponent);
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MESSAGE("The Fire-type attack fizzled out\nin the heavy rain!");
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NOT HP_BAR(player);
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MESSAGE("Foe Wobbuffet used Ember!");
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NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_EMBER, opponent);
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MESSAGE("The Fire-type attack fizzled out\nin the heavy rain!");
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NOT HP_BAR(player);
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} THEN {
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EXPECT_EQ(player->hp, player->maxHP);
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}
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}
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DOUBLE_BATTLE_TEST("Primordial Sea blocks damaging Fire-type moves and prints the message only once with moves hitting multiple targets")
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{
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GIVEN {
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ASSUME(gBattleMoves[MOVE_ERUPTION].power != 0);
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ASSUME(gBattleMoves[MOVE_ERUPTION].type == TYPE_FIRE);
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ASSUME(gBattleMoves[MOVE_ERUPTION].target == MOVE_TARGET_BOTH);
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PLAYER(SPECIES_KYOGRE) {Item(ITEM_BLUE_ORB); {Speed(5);}}
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PLAYER(SPECIES_WOBBUFFET) {Speed(5);}
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OPPONENT(SPECIES_WOBBUFFET) {Speed(10);}
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OPPONENT(SPECIES_WOBBUFFET) {Speed(8);}
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} WHEN {
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TURN { MOVE(opponentLeft, MOVE_ERUPTION); }
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} SCENE {
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MESSAGE("Foe Wobbuffet used Eruption!");
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NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_ERUPTION, opponentLeft);
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MESSAGE("The Fire-type attack fizzled out\nin the heavy rain!");
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NOT MESSAGE("The Fire-type attack fizzled out\nin the heavy rain!");
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} THEN {
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EXPECT_EQ(playerLeft->hp, playerLeft->maxHP);
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EXPECT_EQ(playerRight->hp, playerRight->maxHP);
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}
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}
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SINGLE_BATTLE_TEST("Primordial Sea does not block a move if pokemon is asleep and uses a Fire-type move") // Sleep/confusion/paralysis all happen before the check for primal weather
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{
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GIVEN {
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PLAYER(SPECIES_KYOGRE) {Item(ITEM_BLUE_ORB);}
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OPPONENT(SPECIES_WOBBUFFET) {Status1(STATUS1_SLEEP);}
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} WHEN {
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TURN { MOVE(opponent, MOVE_EMBER); }
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} SCENE {
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NOT MESSAGE("The Fire-type attack fizzled out\nin the heavy rain!");
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MESSAGE("Foe Wobbuffet is fast asleep.");
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}
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}
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SINGLE_BATTLE_TEST("Desolate Land blocks damaging Water-type moves")
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{
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GIVEN {
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PLAYER(SPECIES_GROUDON) {Item(ITEM_RED_ORB);}
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_WATER_GUN); }
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TURN { MOVE(opponent, MOVE_WATER_GUN); }
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} SCENE {
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MESSAGE("Foe Wobbuffet used Water Gun!");
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NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_WATER_GUN, opponent);
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MESSAGE("The Water-type attack evaporated in the harsh sunlight!");
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NOT HP_BAR(player);
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MESSAGE("Foe Wobbuffet used Water Gun!");
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NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_WATER_GUN, opponent);
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MESSAGE("The Water-type attack evaporated in the harsh sunlight!");
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NOT HP_BAR(player);
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} THEN {
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EXPECT_EQ(player->hp, player->maxHP);
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}
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}
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DOUBLE_BATTLE_TEST("Desolate Land blocks damaging Water-type moves and prints the message only once with moves hitting multiple targets")
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{
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GIVEN {
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ASSUME(gBattleMoves[MOVE_SURF].power != 0);
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ASSUME(gBattleMoves[MOVE_SURF].type == TYPE_WATER);
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ASSUME(gBattleMoves[MOVE_SURF].target == MOVE_TARGET_FOES_AND_ALLY);
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PLAYER(SPECIES_GROUDON) {Item(ITEM_RED_ORB); {Speed(5);}}
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PLAYER(SPECIES_WOBBUFFET) {Speed(5);}
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OPPONENT(SPECIES_WOBBUFFET) {Speed(10);}
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OPPONENT(SPECIES_WOBBUFFET) {Speed(8);}
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} WHEN {
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TURN { MOVE(opponentLeft, MOVE_SURF); }
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} SCENE {
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MESSAGE("Foe Wobbuffet used Surf!");
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NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_SURF, opponentLeft);
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MESSAGE("The Water-type attack evaporated in the harsh sunlight!");
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NOT MESSAGE("The Water-type attack evaporated in the harsh sunlight!");
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} THEN {
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EXPECT_EQ(playerLeft->hp, playerLeft->maxHP);
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EXPECT_EQ(playerRight->hp, playerRight->maxHP);
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EXPECT_EQ(opponentRight->hp, opponentRight->maxHP);
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||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
SINGLE_BATTLE_TEST("Desolate Land does not block a move if pokemon is asleep and uses a Water-type move") // Sleep/confusion/paralysis all happen before the check for primal weather
|
||||||
|
{
|
||||||
|
GIVEN {
|
||||||
|
PLAYER(SPECIES_GROUDON) {Item(ITEM_RED_ORB);}
|
||||||
|
OPPONENT(SPECIES_WOBBUFFET) {Status1(STATUS1_SLEEP);}
|
||||||
|
} WHEN {
|
||||||
|
TURN { MOVE(opponent, MOVE_WATER_GUN); }
|
||||||
|
} SCENE {
|
||||||
|
NOT MESSAGE("The Water-type attack evaporated in the harsh sunlight!");
|
||||||
|
MESSAGE("Foe Wobbuffet is fast asleep.");
|
||||||
|
}
|
||||||
|
}
|
Loading…
Reference in New Issue
Block a user