Implement Double Shock functionality with temporary string

This commit is contained in:
Bassoonian 2022-11-18 22:12:26 +01:00
parent a250341e6c
commit 9512b3a57a
9 changed files with 38 additions and 5 deletions

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@ -413,6 +413,7 @@ gBattleScriptsForMoveEffects::
.4byte BattleScript_EffectTerrainHit @ EFFECT_DAMAGE_SET_TERRAIN
.4byte BattleScript_EffectDarkVoid @ EFFECT_DARK_VOID
.4byte BattleScript_EffectSleepHit @ EFFECT_SLEEP_HIT
.4byte BattleScript_EffectDoubleShock @ EFFECT_DOUBLE_SHOCK
BattleScript_AffectionBasedEndurance::
playanimation BS_TARGET, B_ANIM_AFFECTION_HANGED_ON
@ -1282,6 +1283,23 @@ BattleScript_BurnUpRemoveType::
waitmessage B_WAIT_TIME_LONG
return
BattleScript_EffectDoubleShock:
attackcanceler
attackstring
ppreduce
jumpiftype BS_ATTACKER, TYPE_ELECTRIC, BattleScript_DoubleShockWorks
goto BattleScript_ButItFailed
BattleScript_DoubleShockWorks:
setmoveeffect MOVE_EFFECT_DOUBLE_SHOCK | MOVE_EFFECT_CERTAIN
goto BattleScript_EffectHit
BattleScript_DoubleShockRemoveType::
losetype BS_ATTACKER, TYPE_ELECTRIC
printstring STRINGID_ATTACKERLOSTELECTRICTYPE
waitmessage B_WAIT_TIME_LONG
return
BattleScript_EffectPurify:
attackcanceler
attackstring

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@ -433,6 +433,7 @@ extern const u8 BattleScript_SymbiosisActivates[];
extern const u8 BattleScript_MultiHitPrintStrings[];
extern const u8 BattleScript_BurnUpRemoveType[];
extern const u8 BattleScript_TargetAbilityStatRaiseRet[];
extern const u8 BattleScript_DoubleShockRemoveType[];
// zmoves
extern const u8 BattleScript_ZMoveActivateDamaging[];

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@ -369,8 +369,9 @@
#define MOVE_EFFECT_RECOIL_HP_25 0x44
#define MOVE_EFFECT_RELIC_SONG 0x45
#define MOVE_EFFECT_TRAP_BOTH 0x46
#define MOVE_EFFECT_DOUBLE_SHOCK 0x47
#define NUM_MOVE_EFFECTS 0x47
#define NUM_MOVE_EFFECTS 0x48
#define MOVE_EFFECT_AFFECTS_USER 0x4000
#define MOVE_EFFECT_CERTAIN 0x8000

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@ -394,7 +394,8 @@
#define EFFECT_DAMAGE_SET_TERRAIN 388 // genesis supernova
#define EFFECT_DARK_VOID 389
#define EFFECT_SLEEP_HIT 390
#define EFFECT_DOUBLE_SHOCK 391
#define NUM_BATTLE_MOVE_EFFECTS 391
#define NUM_BATTLE_MOVE_EFFECTS 392
#endif // GUARD_CONSTANTS_BATTLE_MOVE_EFFECTS_H

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@ -630,8 +630,9 @@
#define STRINGID_ATTACKERHEALEDITSBURN 628
#define STRINGID_ATTACKERMELTEDTHEICE 629
#define STRINGID_TARGETTOUGHEDITOUT 630
#define STRINGID_ATTACKERLOSTELECTRICTYPE 631
#define BATTLESTRINGS_COUNT 631
#define BATTLESTRINGS_COUNT 632
// This is the string id that gBattleStringsTable starts with.
// String ids before this (e.g. STRINGID_INTROMSG) are not in the table,

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@ -2007,6 +2007,10 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
if (!IS_BATTLER_OF_TYPE(battlerAtk, TYPE_FIRE))
score -= 10;
break;
case EFFECT_DOUBLE_SHOCK:
if (!IS_BATTLER_OF_TYPE(battlerAtk, TYPE_ELECTRIC))
score -= 10;
break;
case EFFECT_DEFOG:
if (gSideStatuses[GetBattlerSide(battlerDef)]
& (SIDE_STATUS_REFLECT | SIDE_STATUS_LIGHTSCREEN | SIDE_STATUS_AURORA_VEIL | SIDE_STATUS_SAFEGUARD | SIDE_STATUS_MIST)

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@ -759,7 +759,7 @@ static const u8 sText_AttackerBrokeThroughParalysis[] = _("{B_ATK_NAME_WITH_PREF
static const u8 sText_AttackerHealedItsBurn[] = _("{B_ATK_NAME_WITH_PREFIX} healed its burn with\nits sheer determination!");
static const u8 sText_AttackerMeltedTheIce[] = _("{B_ATK_NAME_WITH_PREFIX} melted the ice with\nits fiery determination!");
static const u8 sText_TargetToughedItOut[] = _("{B_DEF_NAME_WITH_PREFIX} toughed it out\nto show you its best side!");
static const u8 sText_AttackerLostElectricType[] = _("{B_ATK_NAME_WITH_PREFIX} discharged itself out!"); // Unofficial text until the string from the main games is known
const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
{
@ -1381,6 +1381,7 @@ const u8 *const gBattleStringsTable[BATTLESTRINGS_COUNT] =
[STRINGID_CANTESCAPEBECAUSEOFCURRENTMOVE - BATTLESTRINGS_TABLE_START] = sText_CantEscapeBecauseOfCurrentMove,
[STRINGID_PKMNTOOKTARGETHIGH - BATTLESTRINGS_TABLE_START] = sText_PkmnTookTargetHigh,
[STRINGID_TARGETTOOHEAVY - BATTLESTRINGS_TABLE_START] = sText_TargetTooHeavy,
[STRINGID_ATTACKERLOSTELECTRICTYPE - BATTLESTRINGS_TABLE_START] = sText_AttackerLostElectricType,
};
const u16 gZEffectStringIds[] =

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@ -1131,6 +1131,7 @@ static const u16 sFinalStrikeOnlyEffects[] =
EFFECT_BUG_BITE,
EFFECT_THIEF,
EFFECT_BURN_UP,
EFFECT_DOUBLE_SHOCK,
EFFECT_SECRET_POWER,
EFFECT_SMACK_DOWN,
EFFECT_SPARKLING_ARIA,
@ -3647,6 +3648,11 @@ void SetMoveEffect(bool32 primary, u32 certain)
BattleScriptPush(gBattlescriptCurrInstr + 1);
gBattlescriptCurrInstr = BattleScript_BurnUpRemoveType;
break;
case MOVE_EFFECT_DOUBLE_SHOCK:
// This seems unnecessary but is done to make it work properly with Parental Bond
BattleScriptPush(gBattlescriptCurrInstr + 1);
gBattlescriptCurrInstr = BattleScript_DoubleShockRemoveType;
break;
}
}
}

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@ -14355,7 +14355,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_Z] =
[MOVE_DOUBLE_SHOCK] =
{
.effect = EFFECT_PLACEHOLDER, // EFFECT_DOUBLE_SHOCK
.effect = EFFECT_DOUBLE_SHOCK,
.power = 120,
.type = TYPE_ELECTRIC,
.accuracy = 100,