diff --git a/data/battle_scripts_1.s b/data/battle_scripts_1.s index 76b873aaf..5aa5a72bb 100644 --- a/data/battle_scripts_1.s +++ b/data/battle_scripts_1.s @@ -8774,6 +8774,17 @@ BattleScript_ActivateSwitchInAbilities_Increment: copybyte gBattlerAttacker, sBATTLER return +BattleScript_ActivateTerrainAbilities: + savetarget + setbyte gBattlerTarget, 0 +BattleScript_ActivateTerrainAbilities_Loop: + activateterrainchangeabilities BS_ATTACKER +BattleScript_ActivateTerrainAbilities_Increment: + addbyte gBattlerTarget, 1 + jumpifbytenotequal gBattlerTarget, gBattlersCount, BattleScript_ActivateTerrainAbilities_Loop + restoretarget + return + BattleScript_ElectricSurgeActivates:: pause B_WAIT_TIME_SHORT call BattleScript_AbilityPopUp diff --git a/src/battle_util.c b/src/battle_util.c index e32c78bb1..e7cc3be6c 100644 --- a/src/battle_util.c +++ b/src/battle_util.c @@ -4088,7 +4088,7 @@ static bool32 TryChangeBattleTerrain(u32 battler, u32 statusFlag, u8 *timer) else *timer = 5; - gBattlerAttacker = gBattleScripting.battler = battler; + gBattleScripting.battler = battler; return TRUE; } @@ -6066,7 +6066,6 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 move } break; case ABILITYEFFECT_ON_TERRAIN: // For ability effects that activate when the field terrain changes. - battler = gBattlerAbility = gBattleScripting.battler; gLastUsedAbility = GetBattlerAbility(battler); switch (gLastUsedAbility) { @@ -6075,6 +6074,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 move { gSpecialStatuses[battler].terrainAbilityDone = TRUE; ChangeTypeBasedOnTerrain(battler); + gBattlerAbility = gBattleScripting.battler = battler; BattleScriptPushCursorAndCallback(BattleScript_MimicryActivates_End3); effect++; } @@ -6083,6 +6083,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 move if (!gSpecialStatuses[battler].terrainAbilityDone && IsBattlerTerrainAffected(battler, STATUS_FIELD_ELECTRIC_TERRAIN)) { gSpecialStatuses[battler].terrainAbilityDone = TRUE; + gBattlerAbility = gBattleScripting.battler = battler; PREPARE_STAT_BUFFER(gBattleTextBuff1, GetHighestStatId(battler)); BattleScriptPushCursorAndCallback(BattleScript_QuarkDriveActivates); effect++; diff --git a/test/battle/ability/seed_sower.c b/test/battle/ability/seed_sower.c new file mode 100644 index 000000000..706e43ede --- /dev/null +++ b/test/battle/ability/seed_sower.c @@ -0,0 +1,126 @@ +#include "global.h" +#include "test/battle.h" + +SINGLE_BATTLE_TEST("Seed Sower sets up Grassy Terrain when hit by an attack") +{ + GIVEN { + PLAYER(SPECIES_WOBBUFFET) { Ability(ABILITY_SEED_SOWER); } + OPPONENT(SPECIES_WOBBUFFET); + } WHEN { + TURN { MOVE(opponent, MOVE_TACKLE); } + } SCENE { + MESSAGE("Foe Wobbuffet used Tackle!"); + HP_BAR(player); + ABILITY_POPUP(player); + MESSAGE("Grass grew to cover the battlefield!"); + } +} + +#define ABILITY_PARAM(n)(abilities[n] = (k == n) ? ABILITY_SEED_SOWER : ABILITY_SHADOW_TAG) +#define MOVE_HIT(target, position) \ +{ \ + HP_BAR(target); \ + if (abilities[position] == ABILITY_SEED_SOWER) { \ + ABILITY_POPUP(target); \ + MESSAGE("Grass grew to cover the battlefield!");\ + } \ +} + +DOUBLE_BATTLE_TEST("Multi-target moves hit correct battlers after Seed Sower is triggered") // #2796 +{ + u32 j, k, l; + u16 usedMove; + static const u16 moves[] = {MOVE_HYPER_VOICE, MOVE_SURF}; + u16 abilities[MAX_BATTLERS_COUNT]; + u8 attacker; + + for (j = 0; j < ARRAY_COUNT(moves); j++) + { + for (k = 0; k < MAX_BATTLERS_COUNT; k++) + { + for (l = 0; l < MAX_BATTLERS_COUNT; l++) + { + if (k == l) + continue; // No tests needed when attacker has Seed Sower + if ((k & BIT_SIDE) == (l & BIT_SIDE) && moves[j] == MOVE_HYPER_VOICE) + continue; // No tests needed when partners has Seed Sower and Hyper Voice is used. + PARAMETRIZE { attacker = l; usedMove = moves[j]; ABILITY_PARAM(0); ABILITY_PARAM(1); ABILITY_PARAM(2); ABILITY_PARAM(3); } + } + } + } + + GIVEN { + ASSUME(gBattleMoves[MOVE_HYPER_VOICE].target == MOVE_TARGET_BOTH); + ASSUME(gBattleMoves[MOVE_SURF].target == MOVE_TARGET_FOES_AND_ALLY); + PLAYER(SPECIES_WYNAUT) { Ability(abilities[B_POSITION_PLAYER_LEFT]); } + PLAYER(SPECIES_WOBBUFFET) { Ability(abilities[B_POSITION_PLAYER_RIGHT]); } + OPPONENT(SPECIES_WYNAUT) { Ability(abilities[B_POSITION_OPPONENT_LEFT]); } + OPPONENT(SPECIES_WOBBUFFET) { Ability(abilities[B_POSITION_OPPONENT_RIGHT]); } + } WHEN { + TURN { + MOVE(opponentLeft, (attacker == B_POSITION_OPPONENT_LEFT) ? usedMove : MOVE_CELEBRATE); + MOVE(opponentRight, (attacker == B_POSITION_OPPONENT_RIGHT) ? usedMove : MOVE_CELEBRATE); + MOVE(playerLeft, (attacker == B_POSITION_PLAYER_LEFT) ? usedMove : MOVE_CELEBRATE); + MOVE(playerRight, (attacker == B_POSITION_PLAYER_RIGHT) ? usedMove : MOVE_CELEBRATE); + } + } SCENE { + // ANIMATION(ANIM_TYPE_MOVE, usedMove); + if (usedMove == MOVE_HYPER_VOICE) { + if ((attacker & BIT_SIDE) == B_SIDE_OPPONENT) { + if (attacker == B_POSITION_OPPONENT_LEFT) { + MOVE_HIT(playerLeft, B_POSITION_PLAYER_LEFT); + MOVE_HIT(playerRight, B_POSITION_PLAYER_RIGHT); + } else { + MOVE_HIT(playerRight, B_POSITION_PLAYER_RIGHT); + MOVE_HIT(playerLeft, B_POSITION_PLAYER_LEFT); + } + NONE_OF { + HP_BAR(opponentLeft); + HP_BAR(opponentRight); + } + } else { + if (attacker == B_POSITION_PLAYER_LEFT) { + MOVE_HIT(opponentLeft, B_POSITION_OPPONENT_LEFT); + MOVE_HIT(opponentRight, B_POSITION_OPPONENT_RIGHT); + } else { + MOVE_HIT(opponentRight, B_POSITION_OPPONENT_RIGHT); + MOVE_HIT(opponentLeft, B_POSITION_OPPONENT_LEFT); + } + NONE_OF { + HP_BAR(playerLeft); + HP_BAR(playerRight); + } + } + } else { // SURF + switch (attacker) { + case B_POSITION_PLAYER_LEFT: + MOVE_HIT(opponentLeft, B_POSITION_OPPONENT_LEFT); + MOVE_HIT(playerRight, B_POSITION_PLAYER_RIGHT); + MOVE_HIT(opponentRight, B_POSITION_OPPONENT_RIGHT); + NOT HP_BAR(playerLeft); + break; + case B_POSITION_OPPONENT_LEFT: + MOVE_HIT(playerLeft, B_POSITION_PLAYER_LEFT); + MOVE_HIT(playerRight, B_POSITION_PLAYER_RIGHT); + MOVE_HIT(opponentRight, B_POSITION_OPPONENT_RIGHT); + NOT HP_BAR(opponentLeft); + break; + case B_POSITION_PLAYER_RIGHT: + MOVE_HIT(playerLeft, B_POSITION_PLAYER_LEFT); + MOVE_HIT(opponentLeft, B_POSITION_OPPONENT_LEFT); + MOVE_HIT(opponentRight, B_POSITION_OPPONENT_RIGHT); + NOT HP_BAR(playerRight); + break; + case B_POSITION_OPPONENT_RIGHT: + MOVE_HIT(playerLeft, B_POSITION_PLAYER_LEFT); + MOVE_HIT(opponentLeft, B_POSITION_OPPONENT_LEFT); + MOVE_HIT(playerRight, B_POSITION_PLAYER_RIGHT); + NOT HP_BAR(opponentRight); + break; + } + } + } +} + +#undef ABILITY_PARAM +#undef MOVE_HIT