Victory Dance effect

This commit is contained in:
Bassoonian 2022-11-18 22:23:34 +01:00
parent 29ae22183b
commit 739680e425
5 changed files with 51 additions and 2 deletions

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@ -415,6 +415,7 @@ gBattleScriptsForMoveEffects::
.4byte BattleScript_EffectSleepHit @ EFFECT_SLEEP_HIT
.4byte BattleScript_EffectDoubleShock @ EFFECT_DOUBLE_SHOCK
.4byte BattleScript_EffectSpecialAttackUpHit @ EFFECT_SPECIAL_ATTACK_UP_HIT
.4byte BattleScript_EffectVictoryDance @ EFFECT_VICTORY_DANCE
BattleScript_AffectionBasedEndurance::
playanimation BS_TARGET, B_ANIM_AFFECTION_HANGED_ON
@ -2346,6 +2347,38 @@ BattleScript_QuiverDanceTrySpeed::
BattleScript_QuiverDanceEnd::
goto BattleScript_MoveEnd
BattleScript_EffectVictoryDance:
attackcanceler
attackstring
ppreduce
jumpifstat BS_ATTACKER, CMP_LESS_THAN, STAT_ATK, MAX_STAT_STAGE, BattleScript_VictoryDanceDoMoveAnim
jumpifstat BS_ATTACKER, CMP_LESS_THAN, STAT_DEF, MAX_STAT_STAGE, BattleScript_VictoryDanceDoMoveAnim
jumpifstat BS_ATTACKER, CMP_EQUAL, STAT_SPEED, MAX_STAT_STAGE, BattleScript_CantRaiseMultipleStats
BattleScript_VictoryDanceDoMoveAnim::
attackanimation
waitanimation
setbyte sSTAT_ANIM_PLAYED, FALSE
playstatchangeanimation BS_ATTACKER, BIT_ATK | BIT_DEF | BIT_SPEED, 0
setstatchanger STAT_ATK, 1, FALSE
statbuffchange MOVE_EFFECT_AFFECTS_USER | STAT_CHANGE_ALLOW_PTR, BattleScript_VictoryDanceTryDef
jumpifbyte CMP_EQUAL, cMULTISTRING_CHOOSER, B_MSG_STAT_WONT_INCREASE, BattleScript_VictoryDanceTryDef
printfromtable gStatUpStringIds
waitmessage B_WAIT_TIME_LONG
BattleScript_VictoryDanceTryDef::
setstatchanger STAT_DEF, 1, FALSE
statbuffchange MOVE_EFFECT_AFFECTS_USER | STAT_CHANGE_ALLOW_PTR, BattleScript_VictoryDanceTrySpeed
jumpifbyte CMP_EQUAL, cMULTISTRING_CHOOSER, B_MSG_STAT_WONT_INCREASE, BattleScript_VictoryDanceTrySpeed
printfromtable gStatUpStringIds
waitmessage B_WAIT_TIME_LONG
BattleScript_VictoryDanceTrySpeed::
setstatchanger STAT_SPEED, 1, FALSE
statbuffchange MOVE_EFFECT_AFFECTS_USER | STAT_CHANGE_ALLOW_PTR, BattleScript_VictoryDanceEnd
jumpifbyte CMP_EQUAL, cMULTISTRING_CHOOSER, B_MSG_STAT_WONT_INCREASE, BattleScript_VictoryDanceEnd
printfromtable gStatUpStringIds
waitmessage B_WAIT_TIME_LONG
BattleScript_VictoryDanceEnd::
goto BattleScript_MoveEnd
BattleScript_EffectSpeedUpHit:
setmoveeffect MOVE_EFFECT_SPD_PLUS_1 | MOVE_EFFECT_AFFECTS_USER
goto BattleScript_EffectHit

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@ -396,7 +396,8 @@
#define EFFECT_SLEEP_HIT 390
#define EFFECT_DOUBLE_SHOCK 391
#define EFFECT_SPECIAL_ATTACK_UP_HIT 392
#define EFFECT_VICTORY_DANCE 393
#define NUM_BATTLE_MOVE_EFFECTS 393
#define NUM_BATTLE_MOVE_EFFECTS 394
#endif // GUARD_CONSTANTS_BATTLE_MOVE_EFFECTS_H

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@ -1082,6 +1082,14 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
else if (!BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_SPDEF))
score -= 6;
break;
case EFFECT_VICTORY_DANCE:
if (gBattleMons[battlerAtk].statStages[STAT_ATK] >= MAX_STAT_STAGE || !HasMoveWithSplit(battlerAtk, SPLIT_PHYSICAL))
score -= 10;
else if (!BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_SPEED))
score -= 8;
else if (!BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_DEF))
score -= 6;
break;
case EFFECT_SHIFT_GEAR:
if (!BattlerStatCanRise(battlerAtk, AI_DATA->abilities[battlerAtk], STAT_ATK) || !HasMoveWithSplit(battlerAtk, SPLIT_PHYSICAL))
score -= 10;
@ -4401,6 +4409,11 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
IncreaseStatUpScore(battlerAtk, battlerDef, STAT_SPATK, &score);
IncreaseStatUpScore(battlerAtk, battlerDef, STAT_SPDEF, &score);
break;
case EFFECT_VICTORY_DANCE:
IncreaseStatUpScore(battlerAtk, battlerDef, STAT_SPEED, &score);
IncreaseStatUpScore(battlerAtk, battlerDef, STAT_ATK, &score);
IncreaseStatUpScore(battlerAtk, battlerDef, STAT_DEF, &score);
break;
case EFFECT_SHELL_SMASH:
if (AI_DATA->holdEffects[battlerAtk] == HOLD_EFFECT_RESTORE_STATS)
score += 1;
@ -4886,6 +4899,7 @@ static s16 AI_SetupFirstTurn(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
case EFFECT_SANDSTORM:
case EFFECT_HAIL:
case EFFECT_GEOMANCY:
case EFFECT_VICTORY_DANCE:
score += 2;
break;
default:

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@ -2091,6 +2091,7 @@ bool32 IsStatRaisingEffect(u16 effect)
case EFFECT_BULK_UP:
case EFFECT_GEOMANCY:
case EFFECT_STOCKPILE:
case EFFECT_VICTORY_DANCE:
return TRUE;
default:
return FALSE;

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@ -13454,7 +13454,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_Z] =
[MOVE_VICTORY_DANCE] =
{
.effect = EFFECT_PLACEHOLDER, // EFFECT_VICTORY_DANCE,
.effect = EFFECT_VICTORY_DANCE,
.power = 0,
.type = TYPE_FIGHTING,
.accuracy = 0,