ad suggested changes

This commit is contained in:
CallmeEchoo 2023-05-02 21:17:14 +02:00
parent 095422c0c0
commit c5a73f59a4
11 changed files with 36 additions and 35 deletions

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@ -947,7 +947,7 @@ gBattleAnims_General::
.4byte General_ShellTrapSetUp @ B_ANIM_SHELL_TRAP_SETUP
.4byte General_ZMoveActivate @ B_ANIM_ZMOVE_ACTIVATE
.4byte General_AffectionHangedOn @ B_ANIM_AFFECTION_HANGED_ON
.4byte General_Snow @ B_ANIM_SNOW_CONTINUES
.4byte General_Snow @ B_ANIM_SNOW_CONTINUES
.align 2
gBattleAnims_Special::
@ -14386,6 +14386,18 @@ Move_SILK_TRAP::
clearmonbg ANIM_ATK_PARTNER
end
@ Also used by Snow weather. Currently identical with Move_HAIL
Move_SNOWSCAPE::
loadspritegfx ANIM_TAG_HAIL
loadspritegfx ANIM_TAG_ICE_CRYSTALS
createvisualtask AnimTask_BlendBattleAnimPal, 10, F_PAL_BG, 3, 0, 6, RGB_BLACK
waitforvisualfinish
createvisualtask AnimTask_Hail, 5
loopsewithpan SE_M_HAIL, 0, 8, 10
waitforvisualfinish
createvisualtask AnimTask_BlendBattleAnimPal, 10, F_PAL_BG, 3, 6, 0, RGB_BLACK
end
Move_WICKED_BLOW::
Move_SURGING_STRIKES::
Move_THUNDER_CAGE::
@ -14449,19 +14461,6 @@ Move_ELECTRO_DRIFT::
Move_SHED_TAIL::
Move_CHILLY_RECEPTION::
Move_TIDY_UP::
@ Also used by Snow weather. Currently identical with Move_HAIL
Move_SNOWSCAPE:
loadspritegfx ANIM_TAG_HAIL
loadspritegfx ANIM_TAG_ICE_CRYSTALS
createvisualtask AnimTask_BlendBattleAnimPal, 10, F_PAL_BG, 3, 0, 6, RGB_BLACK
waitforvisualfinish
createvisualtask AnimTask_Hail, 5
loopsewithpan SE_M_HAIL, 0, 8, 10
waitforvisualfinish
createvisualtask AnimTask_BlendBattleAnimPal, 10, F_PAL_BG, 3, 6, 0, RGB_BLACK
end
Move_POUNCE::
Move_TRAILBLAZE::
Move_CHILLING_WATER::

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@ -429,7 +429,7 @@ gBattleScriptsForMoveEffects::
.4byte BattleScript_EffectBarbBarrage @ EFFECT_BARB_BARRAGE
.4byte BattleScript_EffectRevivalBlessing @ EFFECT_REVIVAL_BLESSING
.4byte BattleScript_EffectFrostbiteHit @ EFFECT_FROSTBITE_HIT
.4byte BattleScript_EffectSnow @ EFFECT_SNOW
.4byte BattleScript_EffectSnow @ EFFECT_SNOWSCAPE
BattleScript_EffectRevivalBlessing::
attackcanceler

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@ -406,7 +406,7 @@
#define EFFECT_BARB_BARRAGE 400
#define EFFECT_REVIVAL_BLESSING 401
#define EFFECT_FROSTBITE_HIT 402
#define EFFECT_SNOW 403
#define EFFECT_SNOWSCAPE 403
#define NUM_BATTLE_MOVE_EFFECTS 404

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@ -1582,7 +1582,7 @@ static s16 AI_CheckBadMove(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
|| PartnerMoveEffectIsWeather(BATTLE_PARTNER(battlerAtk), AI_DATA->partnerMove))
score -= 8;
break;
case EFFECT_SNOW:
case EFFECT_SNOWSCAPE:
if (gBattleWeather & (B_WEATHER_SNOW | B_WEATHER_PRIMAL_ANY) // should snow be discouraged if hail is up?
|| PartnerMoveEffectIsWeather(BATTLE_PARTNER(battlerAtk), AI_DATA->partnerMove))
score -= 8;
@ -2808,7 +2808,7 @@ static s16 AI_DoubleBattle(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
RETURN_SCORE_PLUS(2); // our partner benefits from hail
}
break;
case EFFECT_SNOW:
case EFFECT_SNOWSCAPE:
if (IsBattlerAlive(battlerAtkPartner)
&& ShouldSetSnow(battlerAtkPartner, atkPartnerAbility, atkPartnerHoldEffect))
{
@ -3977,7 +3977,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
score += 2;
}
break;
case EFFECT_SNOW: // any other reasons?
case EFFECT_SNOWSCAPE: // any other reasons?
if (ShouldSetSnow(battlerAtk, AI_DATA->abilities[battlerAtk], AI_DATA->holdEffects[battlerAtk]))
{
if ((HasMoveEffect(battlerAtk, EFFECT_AURORA_VEIL) || HasMoveEffect(BATTLE_PARTNER(battlerAtk), EFFECT_AURORA_VEIL))
@ -4976,7 +4976,7 @@ static s16 AI_SetupFirstTurn(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
case EFFECT_SUNNY_DAY:
case EFFECT_SANDSTORM:
case EFFECT_HAIL:
case EFFECT_SNOW:
case EFFECT_SNOWSCAPE:
case EFFECT_GEOMANCY:
case EFFECT_VICTORY_DANCE:
case EFFECT_HIT_SET_ENTRY_HAZARD:
@ -5203,7 +5203,7 @@ static s16 AI_HPAware(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
case EFFECT_SUNNY_DAY:
case EFFECT_SANDSTORM:
case EFFECT_HAIL:
case EFFECT_SNOW:
case EFFECT_SNOWSCAPE:
case EFFECT_RAIN_DANCE:
score -= 2;
break;

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@ -331,7 +331,7 @@ static const u16 sEncouragedEncoreEffects[] =
EFFECT_SPIT_UP,
EFFECT_SWALLOW,
EFFECT_HAIL,
EFFECT_SNOW,
EFFECT_SNOWSCAPE,
EFFECT_TORMENT,
EFFECT_WILL_O_WISP,
EFFECT_FOLLOW_ME,
@ -3264,7 +3264,7 @@ bool32 PartnerMoveEffectIsWeather(u8 battlerAtkPartner, u16 partnerMove)
|| gBattleMoves[partnerMove].effect == EFFECT_RAIN_DANCE
|| gBattleMoves[partnerMove].effect == EFFECT_SANDSTORM
|| gBattleMoves[partnerMove].effect == EFFECT_HAIL
|| gBattleMoves[partnerMove].effect == EFFECT_SNOW))
|| gBattleMoves[partnerMove].effect == EFFECT_SNOWSCAPE))
return TRUE;
return FALSE;

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@ -363,10 +363,10 @@ static const u8 sText_SunlightGotBright[] = _("The sunlight got bright!");
static const u8 sText_SunlightStrong[] = _("The sunlight is strong.");
static const u8 sText_SunlightFaded[] = _("The sunlight faded.");
static const u8 sText_StartedHail[] = _("It started to hail!");
static const u8 sText_StartedSnow[] = _("It started to snow!");
static const u8 sText_HailContinues[] = _("Hail continues to fall.");
static const u8 sText_SnowContinues[] = _("Snow continues to fall.");
static const u8 sText_HailStopped[] = _("The hail stopped.");
static const u8 sText_StartedSnow[] = _("It started to snow!");
static const u8 sText_SnowContinues[] = _("Snow continues to fall.");
static const u8 sText_SnowStopped[] = _("The snow stopped.");
static const u8 sText_FailedToSpitUp[] = _("But it failed to spit up\na thing!");
static const u8 sText_FailedToSwallow[] = _("But it failed to swallow\na thing!");

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@ -16577,4 +16577,4 @@ void BS_SetSnow(void)
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_STARTED_SNOW;
}
gBattlescriptCurrInstr = cmd->nextInstr;
}
}

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@ -251,7 +251,7 @@ static const u16 sPoints_MoveEffect[NUM_BATTLE_MOVE_EFFECTS] =
[EFFECT_SWALLOW] = 3,
// [EFFECT_UNUSED_A3] = 1,
[EFFECT_HAIL] = 4,
[EFFECT_SNOW] = 4,
[EFFECT_SNOWSCAPE] = 4,
[EFFECT_TORMENT] = 7,
[EFFECT_FLATTER] = 7,
[EFFECT_WILL_O_WISP] = 5,

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@ -13356,7 +13356,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_Z] =
[MOVE_SNOWSCAPE] =
{
.effect = EFFECT_SNOW,
.effect = EFFECT_SNOWSCAPE,
.power = 0,
.type = TYPE_ICE,
.accuracy = 0,

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@ -1,7 +1,11 @@
#include "global.h"
#include "test_battle.h"
SINGLE_BATTLE_TEST("Snow Warning summons hail(snow)")
#if B_SNOW_WARNING < GEN_9
SINGLE_BATTLE_TEST("Snow Warning summons hail")
#elif B_SNOW_WARNING >= GEN_9
SINGLE_BATTLE_TEST("Snow Warning summons snow")
#endif
{
GIVEN {
PLAYER(SPECIES_ABOMASNOW) { Ability(ABILITY_SNOW_WARNING); };

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@ -6,11 +6,9 @@
ASSUMPTIONS
{
ASSUME(gBattleMoves[MOVE_SNOWSCAPE].effect == EFFECT_SNOW);
ASSUME(gSpeciesInfo[SPECIES_WOBBUFFET].types[0] == TYPE_PSYCHIC);
ASSUME(gSpeciesInfo[SPECIES_WOBBUFFET].types[1] == TYPE_PSYCHIC);
ASSUME(gSpeciesInfo[SPECIES_GLALIE].types[0] == TYPE_ICE);
ASSUME(gSpeciesInfo[SPECIES_GLALIE].types[1] == TYPE_ICE);
ASSUME(gBattleMoves[MOVE_SNOWSCAPE].effect == EFFECT_SNOWSCAPE);
ASSUME(gSpeciesInfo[SPECIES_WOBBUFFET].types[0] != TYPE_ICE && gSpeciesInfo[SPECIES_WOBBUFFET].types[1] != TYPE_ICE);
ASSUME(gSpeciesInfo[SPECIES_GLALIE].types[0] == TYPE_ICE || gSpeciesInfo[SPECIES_GLALIE].types[1] == TYPE_ICE);
}
SINGLE_BATTLE_TEST("Snow increases the defense of Ice types by 50 %", s16 damage)
@ -156,4 +154,4 @@ SINGLE_BATTLE_TEST("Snow causes Morning Sun to recover 1/4 of the user's max HP"
}
#undef MAX_HP
#undef TEST_HP
#undef TEST_HP