Parting Shot

Effect plus animation (looks like Snarl)
This commit is contained in:
Papa Cancer 2019-02-05 21:47:50 +00:00
parent c436cdf384
commit 62fd90caa0
4 changed files with 58 additions and 1 deletions

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@ -2378,6 +2378,21 @@ Move_DISARMING_VOICE:
end
Move_PARTING_SHOT:
loadspritegfx ANIM_TAG_NOISE_LINE
fadetobg BG_DARK
waitbgfadein
delay 0
createvisualtask sub_8158E9C, 2, 0, 255
call RoarEffect
delay 10
createvisualtask AnimTask_ShakeMon2, 2, ANIM_TARGET, 1, 0, 9, 1
createvisualtask AnimTask_ShakeMon2, 2, ANIM_DEF_PARTNER, 1, 0, 9, 1
waitforvisualfinish
createvisualtask sub_8159078, 5
waitforvisualfinish
delay 1
restorebg
waitbgfadein
end
Move_TOPSY_TURVY:

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@ -342,6 +342,47 @@ gBattleScriptsForMoveEffects:: @ 82D86A8
.4byte BattleScript_EffectPowder
.4byte BattleScript_EffectSpAtkUpHit
.4byte BattleScript_EffectBelch
.4byte BattleScript_EffectPartingShot
BattleScript_EffectPartingShot::
attackcanceler
attackstring
ppreduce
jumpifstat BS_TARGET, CMP_GREATER_THAN, STAT_ATK, 0x0, BattleScript_EffectPartingShotTryAtk
jumpifstat BS_TARGET, CMP_EQUAL, STAT_SPATK, 0x0, BattleScript_CantLowerMultipleStats
BattleScript_EffectPartingShotTryAtk:
accuracycheck BattleScript_PrintMoveMissed, ACC_CURR_MOVE
attackanimation
waitanimation
setbyte sSTAT_ANIM_PLAYED, FALSE
playstatchangeanimation BS_TARGET, BIT_ATK | BIT_SPATK, ATK48_STAT_NEGATIVE | ATK48_ONLY_MULTIPLE
playstatchangeanimation BS_TARGET, BIT_ATK, ATK48_STAT_NEGATIVE
setstatchanger STAT_ATK, 1, TRUE
statbuffchange 0x1, BattleScript_EffectPartingShotTrySpAtk
printfromtable gStatDownStringIds
waitmessage 0x40
BattleScript_EffectPartingShotTrySpAtk:
playstatchangeanimation BS_TARGET, BIT_SPATK, ATK48_STAT_NEGATIVE
setstatchanger STAT_SPATK, 1, TRUE
statbuffchange 0x1, BattleScript_MoveEnd
printfromtable gStatDownStringIds
waitmessage 0x40
jumpifcantswitch ATK4F_DONT_CHECK_STATUSES | BS_ATTACKER, BattleScript_MoveEnd
openpartyscreen BS_ATTACKER, BattleScript_ButItFailed
printstring STRINGID_PKMNWENTBACK
switchoutabilities BS_ATTACKER
waitstate
switchhandleorder BS_ATTACKER, 0x2
returnatktoball
waitstate
getswitchedmondata BS_ATTACKER
switchindataupdate BS_ATTACKER
hpthresholds BS_ATTACKER
printstring STRINGID_SWITCHINMON
switchinanim BS_ATTACKER, TRUE
waitstate
switchineffects BS_ATTACKER
goto BattleScript_MoveEnd
BattleScript_EffectSpAtkUpHit:
setmoveeffect MOVE_EFFECT_SP_ATK_PLUS_1 | MOVE_EFFECT_AFFECTS_USER

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@ -330,5 +330,6 @@
#define EFFECT_POWDER 324
#define EFFECT_SP_ATTACK_UP_HIT 325
#define EFFECT_BELCH 326
#define EFFECT_PARTING_SHOT 327
#endif // GUARD_CONSTANTS_BATTLE_MOVE_EFFECTS_H

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@ -8069,7 +8069,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT] =
[MOVE_PARTING_SHOT] =
{
.effect = EFFECT_PLACEHOLDER, // Needs a custom move effect
.effect = EFFECT_PARTING_SHOT,
.power = 0,
.type = TYPE_DARK,
.accuracy = 100,