Skill Link Tests, Loaded Dice stuff

This commit is contained in:
Alex 2023-07-28 13:20:06 +02:00
parent bca29d8586
commit 5fa7a6d4c6
6 changed files with 173 additions and 5 deletions

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@ -1722,7 +1722,8 @@ static void Cmd_accuracycheck(void)
gBattlescriptCurrInstr = cmd->nextInstr;
}
else if (gSpecialStatuses[gBattlerAttacker].parentalBondState == PARENTAL_BOND_2ND_HIT
|| (gSpecialStatuses[gBattlerAttacker].multiHitOn && (GetBattlerAbility(gBattlerAttacker) == ABILITY_SKILL_LINK
|| (gSpecialStatuses[gBattlerAttacker].multiHitOn
&& (GetBattlerAbility(gBattlerAttacker) == ABILITY_SKILL_LINK || GetBattlerHoldEffect(gBattlerAttacker, TRUE)
|| !(gBattleMoves[move].effect == EFFECT_TRIPLE_KICK || gBattleMoves[move].effect == EFFECT_POPULATION_BOMB))))
{
// No acc checks for second hit of Parental Bond or multi hit moves, except Triple Kick/Triple Axel/Population Bomb

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@ -3745,8 +3745,15 @@ u8 AtkCanceller_UnableToUseMove(void)
}
else if (gBattleMoves[gCurrentMove].strikeCount > 1)
{
gMultiHitCounter = gBattleMoves[gCurrentMove].strikeCount;
PREPARE_BYTE_NUMBER_BUFFER(gBattleScripting.multihitString, 3, 0)
if (gBattleMoves[gCurrentMove].effect == EFFECT_POPULATION_BOMB && GetBattlerHoldEffect(gBattlerAttacker, TRUE) == HOLD_EFFECT_LOADED_DICE)
{
gMultiHitCounter = RandomUniform(RNG_LOADED_DICE, 4, 10);
}
else
{
gMultiHitCounter = gBattleMoves[gCurrentMove].strikeCount;
PREPARE_BYTE_NUMBER_BUFFER(gBattleScripting.multihitString, 3, 0)
}
}
#if B_BEAT_UP >= GEN_5
else if (gBattleMoves[gCurrentMove].effect == EFFECT_BEAT_UP)

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@ -0,0 +1,135 @@
#include "global.h"
#include "test_battle.h"
ASSUMPTIONS
{
ASSUME(gBattleMoves[MOVE_BULLET_SEED].effect == EFFECT_MULTI_HIT);
}
SINGLE_BATTLE_TEST("Multi hit Moves hit the maximum amount with Skill Link")
{
PASSES_RANDOMLY(100, 100, RNG_HITS);
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { Ability(ABILITY_SKILL_LINK); };
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_BULLET_SEED); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
MESSAGE("Hit 5 time(s)!");
}
}
SINGLE_BATTLE_TEST("Multi hit Moves hit twice 35 Percent of the time")
{
PASSES_RANDOMLY(35, 100, RNG_HITS);
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_BULLET_SEED); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
MESSAGE("Hit 2 time(s)!");
}
}
SINGLE_BATTLE_TEST("Multi hit Moves hit thrice 35 Percent of the time")
{
PASSES_RANDOMLY(35, 100, RNG_HITS);
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_BULLET_SEED); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
MESSAGE("Hit 3 time(s)!");
}
}
SINGLE_BATTLE_TEST("Multi hit Moves hit four times 35 Percent of the time")
{
PASSES_RANDOMLY(15, 100, RNG_HITS);
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_BULLET_SEED); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
MESSAGE("Hit 4 time(s)!");
}
}
SINGLE_BATTLE_TEST("Multi hit Moves hit four times 35 Percent of the time")
{
PASSES_RANDOMLY(15, 100, RNG_HITS);
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_BULLET_SEED); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
MESSAGE("Hit 5 time(s)!");
}
}
SINGLE_BATTLE_TEST("Multi hit Moves hit at least four times with Loaded Dice")
{
PASSES_RANDOMLY(50, 100, RNG_LOADED_DICE);
GIVEN {
ASSUME(gItems[ITEM_LOADED_DICE].holdEffect == HOLD_EFFECT_LOADED_DICE);
PLAYER(SPECIES_WOBBUFFET) { Item(ITEM_LOADED_DICE); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_BULLET_SEED); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
MESSAGE("Hit 4 time(s)!");
}
}
SINGLE_BATTLE_TEST("Multi hit Moves hit five times 50 Percent of the time with Loaded Dice")
{
PASSES_RANDOMLY(50, 100, RNG_LOADED_DICE);
GIVEN {
ASSUME(gItems[ITEM_LOADED_DICE].holdEffect == HOLD_EFFECT_LOADED_DICE);
PLAYER(SPECIES_WOBBUFFET) { Item(ITEM_LOADED_DICE); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_BULLET_SEED); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
MESSAGE("Hit 5 time(s)!");
}
}

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@ -0,0 +1,6 @@
#include "global.h"
#include "test_battle.h"
TO_DO_BATTLE_TEST("Accuracy for Population Bomb is checked independently for each hit")
TO_DO_BATTLE_TEST("Accuracy for Population Bomb is only checked for the first hit with Skill Link")
TO_DO_BATTLE_TEST("Accuracy for Population Bomb is only checked for the first hit with Loaded Dice")

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@ -3,7 +3,7 @@
ASSUMPTIONS
{
ASSUME(gBattleMoves[MOVE_TRIPLE_KICK].effect & EFFECT_TRIPLE_KICK);
ASSUME(gBattleMoves[MOVE_TRIPLE_KICK].effect == EFFECT_TRIPLE_KICK);
}
SINGLE_BATTLE_TEST("Triple Kick damage is increased by its base damage for each hit")
@ -29,3 +29,7 @@ SINGLE_BATTLE_TEST("Triple Kick damage is increased by its base damage for each
EXPECT_MUL_EQ(firstHit, Q_4_12(3.0), thirdHit);
}
}
TO_DO_BATTLE_TEST("Accuracy for Triple Kick is checked independently for each hit")
TO_DO_BATTLE_TEST("Accuracy for Triple Kick is only checked for the first hit with Skill Link")
TO_DO_BATTLE_TEST("Accuracy for Triple Kick is only checked for the first hit with Loaded Dice")

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@ -1,7 +1,22 @@
#include "global.h"
#include "test_battle.h"
SINGLE_BATTLE_TEST("Three-strike flag turns a move into a 3-hit move")
SINGLE_BATTLE_TEST("Two strike count turns a move into a 2-hit move")
{
GIVEN {
ASSUME(gBattleMoves[MOVE_DOUBLE_KICK].strikeCount == 2);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_DOUBLE_KICK); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_DOUBLE_KICK, player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_DOUBLE_KICK, player);
MESSAGE("Hit 2 time(s)!");
}
}
SINGLE_BATTLE_TEST("Three strike count turns a move into a 3-hit move")
{
s16 firstHit;
s16 secondHit;