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ad suggested changes
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@ -947,7 +947,7 @@ gBattleAnims_General::
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.4byte General_ShellTrapSetUp @ B_ANIM_SHELL_TRAP_SETUP
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.4byte General_ZMoveActivate @ B_ANIM_ZMOVE_ACTIVATE
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.4byte General_AffectionHangedOn @ B_ANIM_AFFECTION_HANGED_ON
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.4byte General_Snow @ B_ANIM_SNOW_CONTINUES
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.4byte General_Snow @ B_ANIM_SNOW_CONTINUES
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.align 2
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gBattleAnims_Special::
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@ -14386,6 +14386,18 @@ Move_SILK_TRAP::
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clearmonbg ANIM_ATK_PARTNER
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end
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@ Also used by Snow weather. Currently identical with Move_HAIL
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Move_SNOWSCAPE::
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loadspritegfx ANIM_TAG_HAIL
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loadspritegfx ANIM_TAG_ICE_CRYSTALS
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createvisualtask AnimTask_BlendBattleAnimPal, 10, F_PAL_BG, 3, 0, 6, RGB_BLACK
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waitforvisualfinish
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createvisualtask AnimTask_Hail, 5
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loopsewithpan SE_M_HAIL, 0, 8, 10
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waitforvisualfinish
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createvisualtask AnimTask_BlendBattleAnimPal, 10, F_PAL_BG, 3, 6, 0, RGB_BLACK
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end
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Move_WICKED_BLOW::
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Move_SURGING_STRIKES::
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Move_THUNDER_CAGE::
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@ -14449,19 +14461,6 @@ Move_ELECTRO_DRIFT::
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Move_SHED_TAIL::
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Move_CHILLY_RECEPTION::
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Move_TIDY_UP::
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@ Also used by Snow weather. Currently identical with Move_HAIL
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Move_SNOWSCAPE:
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loadspritegfx ANIM_TAG_HAIL
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loadspritegfx ANIM_TAG_ICE_CRYSTALS
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createvisualtask AnimTask_BlendBattleAnimPal, 10, F_PAL_BG, 3, 0, 6, RGB_BLACK
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waitforvisualfinish
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createvisualtask AnimTask_Hail, 5
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loopsewithpan SE_M_HAIL, 0, 8, 10
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waitforvisualfinish
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createvisualtask AnimTask_BlendBattleAnimPal, 10, F_PAL_BG, 3, 6, 0, RGB_BLACK
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end
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Move_POUNCE::
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Move_TRAILBLAZE::
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Move_CHILLING_WATER::
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@ -429,7 +429,7 @@ gBattleScriptsForMoveEffects::
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.4byte BattleScript_EffectBarbBarrage @ EFFECT_BARB_BARRAGE
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.4byte BattleScript_EffectRevivalBlessing @ EFFECT_REVIVAL_BLESSING
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.4byte BattleScript_EffectFrostbiteHit @ EFFECT_FROSTBITE_HIT
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.4byte BattleScript_EffectSnow @ EFFECT_SNOW
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.4byte BattleScript_EffectSnow @ EFFECT_SNOWSCAPE
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BattleScript_EffectRevivalBlessing::
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attackcanceler
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@ -406,7 +406,7 @@
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#define EFFECT_BARB_BARRAGE 400
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#define EFFECT_REVIVAL_BLESSING 401
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#define EFFECT_FROSTBITE_HIT 402
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#define EFFECT_SNOW 403
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#define EFFECT_SNOWSCAPE 403
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#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)
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|| PartnerMoveEffectIsWeather(BATTLE_PARTNER(battlerAtk), AI_DATA->partnerMove))
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score -= 8;
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break;
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case EFFECT_SNOW:
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case EFFECT_SNOWSCAPE:
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if (gBattleWeather & (B_WEATHER_SNOW | B_WEATHER_PRIMAL_ANY) // should snow be discouraged if hail is up?
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|| PartnerMoveEffectIsWeather(BATTLE_PARTNER(battlerAtk), AI_DATA->partnerMove))
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score -= 8;
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@ -2808,7 +2808,7 @@ static s16 AI_DoubleBattle(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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RETURN_SCORE_PLUS(2); // our partner benefits from hail
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}
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break;
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case EFFECT_SNOW:
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case EFFECT_SNOWSCAPE:
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if (IsBattlerAlive(battlerAtkPartner)
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&& ShouldSetSnow(battlerAtkPartner, atkPartnerAbility, atkPartnerHoldEffect))
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{
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@ -3977,7 +3977,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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score += 2;
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}
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break;
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case EFFECT_SNOW: // any other reasons?
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case EFFECT_SNOWSCAPE: // any other reasons?
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if (ShouldSetSnow(battlerAtk, AI_DATA->abilities[battlerAtk], AI_DATA->holdEffects[battlerAtk]))
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{
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if ((HasMoveEffect(battlerAtk, EFFECT_AURORA_VEIL) || HasMoveEffect(BATTLE_PARTNER(battlerAtk), EFFECT_AURORA_VEIL))
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@ -4976,7 +4976,7 @@ static s16 AI_SetupFirstTurn(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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case EFFECT_SUNNY_DAY:
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case EFFECT_SANDSTORM:
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case EFFECT_HAIL:
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case EFFECT_SNOW:
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case EFFECT_SNOWSCAPE:
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case EFFECT_GEOMANCY:
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case EFFECT_VICTORY_DANCE:
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case EFFECT_HIT_SET_ENTRY_HAZARD:
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@ -5203,7 +5203,7 @@ static s16 AI_HPAware(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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case EFFECT_SUNNY_DAY:
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case EFFECT_SANDSTORM:
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case EFFECT_HAIL:
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case EFFECT_SNOW:
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case EFFECT_SNOWSCAPE:
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case EFFECT_RAIN_DANCE:
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score -= 2;
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break;
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@ -331,7 +331,7 @@ static const u16 sEncouragedEncoreEffects[] =
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EFFECT_SPIT_UP,
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EFFECT_SWALLOW,
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EFFECT_HAIL,
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EFFECT_SNOW,
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EFFECT_SNOWSCAPE,
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EFFECT_TORMENT,
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EFFECT_WILL_O_WISP,
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EFFECT_FOLLOW_ME,
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@ -3264,7 +3264,7 @@ bool32 PartnerMoveEffectIsWeather(u8 battlerAtkPartner, u16 partnerMove)
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|| gBattleMoves[partnerMove].effect == EFFECT_RAIN_DANCE
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|| gBattleMoves[partnerMove].effect == EFFECT_SANDSTORM
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|| gBattleMoves[partnerMove].effect == EFFECT_HAIL
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|| gBattleMoves[partnerMove].effect == EFFECT_SNOW))
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|| gBattleMoves[partnerMove].effect == EFFECT_SNOWSCAPE))
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return TRUE;
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return FALSE;
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@ -363,10 +363,10 @@ static const u8 sText_SunlightGotBright[] = _("The sunlight got bright!");
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static const u8 sText_SunlightStrong[] = _("The sunlight is strong.");
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static const u8 sText_SunlightFaded[] = _("The sunlight faded.");
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static const u8 sText_StartedHail[] = _("It started to hail!");
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static const u8 sText_StartedSnow[] = _("It started to snow!");
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static const u8 sText_HailContinues[] = _("Hail continues to fall.");
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static const u8 sText_SnowContinues[] = _("Snow continues to fall.");
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static const u8 sText_HailStopped[] = _("The hail stopped.");
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static const u8 sText_StartedSnow[] = _("It started to snow!");
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static const u8 sText_SnowContinues[] = _("Snow continues to fall.");
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static const u8 sText_SnowStopped[] = _("The snow stopped.");
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static const u8 sText_FailedToSpitUp[] = _("But it failed to spit up\na thing!");
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static const u8 sText_FailedToSwallow[] = _("But it failed to swallow\na thing!");
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@ -16577,4 +16577,4 @@ void BS_SetSnow(void)
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gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_STARTED_SNOW;
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}
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gBattlescriptCurrInstr = cmd->nextInstr;
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}
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}
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@ -251,7 +251,7 @@ static const u16 sPoints_MoveEffect[NUM_BATTLE_MOVE_EFFECTS] =
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[EFFECT_SWALLOW] = 3,
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// [EFFECT_UNUSED_A3] = 1,
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[EFFECT_HAIL] = 4,
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[EFFECT_SNOW] = 4,
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[EFFECT_SNOWSCAPE] = 4,
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[EFFECT_TORMENT] = 7,
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[EFFECT_FLATTER] = 7,
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[EFFECT_WILL_O_WISP] = 5,
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@ -13356,7 +13356,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_Z] =
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[MOVE_SNOWSCAPE] =
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{
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.effect = EFFECT_SNOW,
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.effect = EFFECT_SNOWSCAPE,
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.power = 0,
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.type = TYPE_ICE,
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.accuracy = 0,
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@ -1,7 +1,11 @@
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#include "global.h"
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#include "test_battle.h"
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SINGLE_BATTLE_TEST("Snow Warning summons hail(snow)")
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#if B_SNOW_WARNING < GEN_9
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SINGLE_BATTLE_TEST("Snow Warning summons hail")
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#elif B_SNOW_WARNING >= GEN_9
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SINGLE_BATTLE_TEST("Snow Warning summons snow")
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#endif
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{
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GIVEN {
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PLAYER(SPECIES_ABOMASNOW) { Ability(ABILITY_SNOW_WARNING); };
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@ -6,11 +6,9 @@
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ASSUMPTIONS
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{
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ASSUME(gBattleMoves[MOVE_SNOWSCAPE].effect == EFFECT_SNOW);
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ASSUME(gSpeciesInfo[SPECIES_WOBBUFFET].types[0] == TYPE_PSYCHIC);
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ASSUME(gSpeciesInfo[SPECIES_WOBBUFFET].types[1] == TYPE_PSYCHIC);
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ASSUME(gSpeciesInfo[SPECIES_GLALIE].types[0] == TYPE_ICE);
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ASSUME(gSpeciesInfo[SPECIES_GLALIE].types[1] == TYPE_ICE);
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ASSUME(gBattleMoves[MOVE_SNOWSCAPE].effect == EFFECT_SNOWSCAPE);
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ASSUME(gSpeciesInfo[SPECIES_WOBBUFFET].types[0] != TYPE_ICE && gSpeciesInfo[SPECIES_WOBBUFFET].types[1] != TYPE_ICE);
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ASSUME(gSpeciesInfo[SPECIES_GLALIE].types[0] == TYPE_ICE || gSpeciesInfo[SPECIES_GLALIE].types[1] == TYPE_ICE);
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}
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SINGLE_BATTLE_TEST("Snow increases the defense of Ice types by 50 %", s16 damage)
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@ -156,4 +154,4 @@ SINGLE_BATTLE_TEST("Snow causes Morning Sun to recover 1/4 of the user's max HP"
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}
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#undef MAX_HP
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#undef TEST_HP
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#undef TEST_HP
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