mirror of
https://github.com/Ninjdai1/pokeemerald.git
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Fix Explosion + Galvanize + Volt Absorb and Mind Blown (#2688)
* Fix Explosion and Mind Blown * Use battler ability in jumpifabilitypresent
This commit is contained in:
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@ -1317,6 +1317,12 @@
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.2byte \holdEffect
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.4byte \jumpInstr
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.endm
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.macro jumpifmorethanhalfHP battler:req, jumpInstr:req
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callnative BS_JumpIfMoreThanHalfHP
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.byte \battler
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.4byte \jumpInstr
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.endm
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@ various command changed to more readable macros
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.macro cancelmultiturnmoves battler:req
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@ -3417,27 +3417,20 @@ BattleScript_EffectFreezeHit::
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BattleScript_EffectParalyzeHit::
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setmoveeffect MOVE_EFFECT_PARALYSIS
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goto BattleScript_EffectHit
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BattleScript_EffectExplosion::
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attackcanceler
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attackstring
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ppreduce
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@ Below jumps to BattleScript_DampStopsExplosion if it fails (only way it can)
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tryexplosion
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setatkhptozero
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waitstate
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jumpifbyte CMP_NO_COMMON_BITS, gMoveResultFlags, MOVE_RESULT_MISSED, BattleScript_ExplosionDoAnimStartLoop
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BattleScript_EffectExplosion_AnimDmgRet:
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jumpifbyte CMP_NO_COMMON_BITS, gMoveResultFlags, MOVE_RESULT_MISSED, BattleScript_ExplosionAnimRet
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call BattleScript_PreserveMissedBitDoMoveAnim
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goto BattleScript_ExplosionLoop
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BattleScript_ExplosionDoAnimStartLoop:
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goto BattleScript_ExplosionDmgRet
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BattleScript_ExplosionAnimRet:
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attackanimation
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waitanimation
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BattleScript_ExplosionLoop:
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BattleScript_ExplosionDmgRet:
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movevaluescleanup
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critcalc
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damagecalc
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adjustdamage
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accuracycheck BattleScript_ExplosionMissed, ACC_CURR_MOVE
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accuracycheck BattleScript_ExplosionMissedRet, ACC_CURR_MOVE
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effectivenesssound
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hitanimation BS_TARGET
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waitstate
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@ -3448,17 +3441,25 @@ BattleScript_ExplosionLoop:
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resultmessage
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waitmessage B_WAIT_TIME_LONG
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tryfaintmon BS_TARGET
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moveendto MOVEEND_NEXT_TARGET
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jumpifnexttargetvalid BattleScript_ExplosionLoop
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tryfaintmon BS_ATTACKER
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moveendcase MOVEEND_CLEAR_BITS
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end
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BattleScript_ExplosionMissed:
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BattleScript_ExplosionAnimEndRet_Return:
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return
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BattleScript_ExplosionMissedRet:
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effectivenesssound
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resultmessage
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waitmessage B_WAIT_TIME_LONG
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moveendto MOVEEND_NEXT_TARGET
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jumpifnexttargetvalid BattleScript_ExplosionLoop
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goto BattleScript_ExplosionAnimEndRet_Return
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BattleScript_EffectExplosion::
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attackcanceler
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attackstring
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ppreduce
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@ Below jumps to BattleScript_DampStopsExplosion if it fails (only way it can)
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tryexplosion
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waitstate
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BattleScript_EffectExplosion_AnimDmgFaintAttacker:
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call BattleScript_EffectExplosion_AnimDmgRet
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moveendall
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setatkhptozero
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tryfaintmon BS_ATTACKER
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end
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@ -3466,14 +3467,28 @@ BattleScript_EffectMindBlown::
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attackcanceler
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attackstring
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ppreduce
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tryexplosion
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jumpifbyte CMP_GREATER_THAN, sB_ANIM_TARGETS_HIT, 0, BattleScript_EffectMindBlown_NoHpLoss
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jumpifabilitypresent ABILITY_DAMP, BattleScript_MindBlownDamp
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jumpifmorethanhalfHP BS_ATTACKER, BattleScript_EffectMindBlown_HpDown
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setbyte sMULTIHIT_EFFECT, 0 @ Note to faint the attacker
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instanthpdrop BS_ATTACKER
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waitstate
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goto BattleScript_EffectExplosion_AnimDmgFaintAttacker
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BattleScript_EffectMindBlown_NoHpLoss:
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jumpifbyte CMP_EQUAL, sMULTIHIT_EFFECT, 0, BattleScript_EffectExplosion_AnimDmgFaintAttacker
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goto BattleScript_EffectMindBlown_AnimDmgNoFaint
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BattleScript_MindBlownDamp:
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copybyte gBattlerTarget, gBattlerAbility
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goto BattleScript_DampStopsExplosion
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BattleScript_EffectMindBlown_HpDown:
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setbyte sMULTIHIT_EFFECT, 1 @ Note to not faint the attacker
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dmg_1_2_attackerhp
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healthbarupdate BS_ATTACKER
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datahpupdate BS_ATTACKER
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waitstate
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jumpifbyte CMP_NO_COMMON_BITS, gMoveResultFlags, MOVE_RESULT_MISSED, BattleScript_ExplosionDoAnimStartLoop
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call BattleScript_PreserveMissedBitDoMoveAnim
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goto BattleScript_ExplosionLoop
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BattleScript_EffectMindBlown_AnimDmgNoFaint:
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call BattleScript_EffectExplosion_AnimDmgRet
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goto BattleScript_MoveEnd
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BattleScript_PreserveMissedBitDoMoveAnim:
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bichalfword gMoveResultFlags, MOVE_RESULT_MISSED
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@ -8360,9 +8375,9 @@ BattleScript_AbilityRaisesDefenderStat::
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BattleScript_AbilityPopUp:
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.if B_ABILITY_POP_UP == TRUE
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showabilitypopup BS_ABILITY_BATTLER
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recordability BS_ABILITY_BATTLER
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pause 40
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.endif
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recordability BS_ABILITY_BATTLER
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sethword sABILITY_OVERWRITE, 0
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return
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@ -5017,10 +5017,17 @@ static void Cmd_jumpifabilitypresent(void)
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{
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CMD_ARGS(u16 ability, const u8 *jumpInstr);
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if (IsAbilityOnField(cmd->ability))
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u16 ability = cmd->ability;
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u32 abilityBattler = IsAbilityOnField(ability);
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if (abilityBattler)
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{
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gBattlerAbility = abilityBattler - 1;
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gBattlescriptCurrInstr = cmd->jumpInstr;
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}
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else
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{
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gBattlescriptCurrInstr = cmd->nextInstr;
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}
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}
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static void Cmd_endselectionscript(void)
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@ -11183,14 +11190,15 @@ static void Cmd_tryexplosion(void)
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{
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CMD_ARGS();
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u32 dampBattler;
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if (gBattleControllerExecFlags)
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return;
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if ((gBattlerTarget = IsAbilityOnField(ABILITY_DAMP)))
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if ((dampBattler = IsAbilityOnField(ABILITY_DAMP)))
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{
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// Failed, a battler has Damp
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gLastUsedAbility = ABILITY_DAMP;
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RecordAbilityBattle(--gBattlerTarget, ABILITY_DAMP);
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gBattlerTarget = --dampBattler;
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gBattlescriptCurrInstr = BattleScript_DampStopsExplosion;
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return;
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}
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@ -11200,14 +11208,6 @@ static void Cmd_tryexplosion(void)
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BtlController_EmitHealthBarUpdate(BUFFER_A, INSTANT_HP_BAR_DROP);
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MarkBattlerForControllerExec(gActiveBattler);
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gBattlescriptCurrInstr = cmd->nextInstr;
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for (gBattlerTarget = 0; gBattlerTarget < gBattlersCount; gBattlerTarget++)
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{
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if (gBattlerTarget == gBattlerAttacker)
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continue;
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if (IsBattlerAlive(gBattlerTarget))
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break;
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}
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}
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static void Cmd_setatkhptozero(void)
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@ -16033,6 +16033,17 @@ void BS_CalcMetalBurstDmg(void)
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}
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}
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void BS_JumpIfMoreThanHalfHP(void)
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{
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NATIVE_ARGS(u8 battler, const u8 *jumpInstr);
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u8 battler = GetBattlerForBattleScript(cmd->battler);
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if (gBattleMons[battler].hp > (gBattleMons[battler].maxHP + 1) / 2)
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gBattlescriptCurrInstr = cmd->jumpInstr;
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else
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gBattlescriptCurrInstr = cmd->nextInstr;
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}
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void BS_JumpIfHoldEffect(void)
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{
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u8 battler = gBattlescriptCurrInstr[5];
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@ -19,6 +19,26 @@ SINGLE_BATTLE_TEST("Damp prevents explosion-like moves from enemies")
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}
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}
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DOUBLE_BATTLE_TEST("Damp prevents explosion-like moves from enemies in a double battle")
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{
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u32 move;
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PARAMETRIZE { move = MOVE_EXPLOSION; }
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PARAMETRIZE { move = MOVE_SELF_DESTRUCT; }
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PARAMETRIZE { move = MOVE_MIND_BLOWN; }
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PARAMETRIZE { move = MOVE_MISTY_EXPLOSION; }
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GIVEN {
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PLAYER(SPECIES_PARAS) { Ability(ABILITY_DAMP); }
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponentLeft, move); }
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} SCENE {
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ABILITY_POPUP(playerLeft, ABILITY_DAMP);
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NONE_OF { HP_BAR(playerLeft); HP_BAR(opponentLeft); HP_BAR(playerRight); HP_BAR(opponentRight); }
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}
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}
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SINGLE_BATTLE_TEST("Damp prevents explosion-like moves from self")
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{
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u32 move;
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@ -63,6 +63,30 @@ SINGLE_BATTLE_TEST("Volt Absorb is only triggered once on multi strike moves")
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}
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}
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DOUBLE_BATTLE_TEST("Volt Absorb does not stop Electric Typed Explosion from damaging other pokemon", s16 damage1, s16 damage2) // Fixed issue #1961
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{
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GIVEN {
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ASSUME(gBattleMoves[MOVE_EXPLOSION].effect == EFFECT_EXPLOSION);
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ASSUME(gBattleMoves[MOVE_EXPLOSION].type == TYPE_NORMAL);
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PLAYER(SPECIES_JOLTEON) { Ability(ABILITY_VOLT_ABSORB); HP(1); MaxHP(TEST_MAX_HP); }
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PLAYER(SPECIES_ABRA);
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OPPONENT(SPECIES_GRAVELER_ALOLAN) { Ability(ABILITY_GALVANIZE); }
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OPPONENT(SPECIES_WYNAUT);
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} WHEN {
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TURN { MOVE(opponentLeft, MOVE_EXPLOSION); }
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} SCENE {
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ABILITY_POPUP(playerLeft, ABILITY_VOLT_ABSORB);
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HP_BAR(playerLeft, hp: TEST_MAX_HP / 4 + 1);
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MESSAGE("Jolteon restored HP using its Volt Absorb!");
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HP_BAR(playerRight, captureDamage: &results->damage1);
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HP_BAR(opponentRight, captureDamage: &results->damage2);
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}
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FINALLY {
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EXPECT_NE(results[0].damage1, 0);
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EXPECT_NE(results[0].damage2, 0);
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}
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}
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SINGLE_BATTLE_TEST("Volt Absorb prevents Cell Battery from activating")
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{
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GIVEN {
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@ -75,11 +99,11 @@ SINGLE_BATTLE_TEST("Volt Absorb prevents Cell Battery from activating")
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ABILITY_POPUP(player, ABILITY_VOLT_ABSORB);
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HP_BAR(player, hp: TEST_MAX_HP / 4 + 1);
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MESSAGE("Jolteon restored HP using its Volt Absorb!");
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NONE_OF {
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NONE_OF {
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_HELD_ITEM_EFFECT, player);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player);
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MESSAGE("Using Cell Battery, the attack of Jolteon rose!");
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}
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}
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}
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@ -8,7 +8,6 @@ ASSUMPTIONS
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SINGLE_BATTLE_TEST("Explosion causes the user to faint")
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{
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u16 remainingHP;
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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@ -17,12 +16,29 @@ SINGLE_BATTLE_TEST("Explosion causes the user to faint")
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} SCENE {
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HP_BAR(player, hp: 0);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_EXPLOSION, player);
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MESSAGE("Wobbuffet fainted!");
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}
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}
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SINGLE_BATTLE_TEST("Explosion causes the user & the target to faint")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET) { HP(1); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_EXPLOSION); }
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} SCENE {
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HP_BAR(player, hp: 0);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_EXPLOSION, player);
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HP_BAR(opponent, hp: 0);
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MESSAGE("Foe Wobbuffet fainted!");
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MESSAGE("Wobbuffet fainted!");
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}
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}
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SINGLE_BATTLE_TEST("Explosion causes the user to faint even if it misses")
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{
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u16 remainingHP;
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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@ -31,12 +47,12 @@ SINGLE_BATTLE_TEST("Explosion causes the user to faint even if it misses")
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} SCENE {
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HP_BAR(player, hp: 0);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_EXPLOSION, player);
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MESSAGE("Wobbuffet fainted!");
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}
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}
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SINGLE_BATTLE_TEST("Explosion causes the user to faint even if it has no effect")
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{
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u16 remainingHP;
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GIVEN {
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ASSUME(gBattleMoves[MOVE_EXPLOSION].type == TYPE_NORMAL);
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ASSUME(gSpeciesInfo[SPECIES_GASTLY].types[0] == TYPE_GHOST);
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@ -49,5 +65,29 @@ SINGLE_BATTLE_TEST("Explosion causes the user to faint even if it has no effect"
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ANIMATION(ANIM_TYPE_MOVE, MOVE_EXPLOSION, player);
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MESSAGE("It doesn't affect Foe Gastly…");
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NOT HP_BAR(opponent);
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MESSAGE("Wobbuffet fainted!");
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}
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}
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DOUBLE_BATTLE_TEST("Explosion causes everyone to faint in a double battle")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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PLAYER(SPECIES_WYNAUT) { HP(1); }
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OPPONENT(SPECIES_ABRA) { HP(1); }
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OPPONENT(SPECIES_KADABRA) { HP(1); }
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OPPONENT(SPECIES_KADABRA);
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} WHEN {
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TURN { MOVE(playerLeft, MOVE_EXPLOSION); }
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} SCENE {
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HP_BAR(playerLeft, hp: 0);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_EXPLOSION, playerLeft);
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HP_BAR(opponentLeft, hp: 0);
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MESSAGE("Foe Abra fainted!");
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HP_BAR(playerRight, hp: 0);
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MESSAGE("Wynaut fainted!");
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HP_BAR(opponentRight, hp: 0);
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MESSAGE("Foe Kadabra fainted!");
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MESSAGE("Wobbuffet fainted!");
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}
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}
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109
test/move_effect_mind_blown.c
Normal file
109
test/move_effect_mind_blown.c
Normal file
@ -0,0 +1,109 @@
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#include "global.h"
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#include "test_battle.h"
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ASSUMPTIONS
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{
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ASSUME(gBattleMoves[MOVE_MIND_BLOWN].effect == EFFECT_MIND_BLOWN);
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}
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#define HP_TEST (400)
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SINGLE_BATTLE_TEST("Mind Blown makes the user lose 1/2 of its HP")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { HP(HP_TEST); MaxHP(HP_TEST); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_MIND_BLOWN); }
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} SCENE {
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HP_BAR(player, hp: HP_TEST / 2);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_MIND_BLOWN, player);
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NOT MESSAGE("Wobbuffet fainted!"); // Wobb had more than 1/2 of its HP, so it can't faint.
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}
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}
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DOUBLE_BATTLE_TEST("Mind Blown makes the user lose 1/2 of its HP in a double battle")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { HP(HP_TEST); MaxHP(HP_TEST); }
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(playerLeft, MOVE_MIND_BLOWN); }
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} SCENE {
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HP_BAR(playerLeft, hp: HP_TEST / 2);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_MIND_BLOWN, playerLeft);
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NOT MESSAGE("Wobbuffet fainted!"); // Wobb had more than 1/2 of its HP, so it can't faint.
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}
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}
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SINGLE_BATTLE_TEST("Mind Blown causes the user to faint when below 1/2 of its HP")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { HP(HP_TEST / 2); MaxHP(HP_TEST); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_MIND_BLOWN); }
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} SCENE {
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HP_BAR(player, hp: 0);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_MIND_BLOWN, player);
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MESSAGE("Wobbuffet fainted!");
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}
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}
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DOUBLE_BATTLE_TEST("Mind Blown causes the user to faint when below 1/2 of its HP in a double battle")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { HP(HP_TEST / 2); MaxHP(HP_TEST); }
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(playerLeft, MOVE_MIND_BLOWN);}
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} SCENE {
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HP_BAR(playerLeft, hp: 0);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_MIND_BLOWN, playerLeft);
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MESSAGE("Wobbuffet fainted!");
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}
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}
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||||
|
||||
SINGLE_BATTLE_TEST("Mind Blown causes the user & the target to faint when below 1/2 of its HP")
|
||||
{
|
||||
GIVEN {
|
||||
PLAYER(SPECIES_WOBBUFFET) { HP(HP_TEST / 2) ; MaxHP(HP_TEST); }
|
||||
OPPONENT(SPECIES_WOBBUFFET) { HP(1); }
|
||||
OPPONENT(SPECIES_WOBBUFFET);
|
||||
} WHEN {
|
||||
TURN { MOVE(player, MOVE_MIND_BLOWN);}
|
||||
} SCENE {
|
||||
HP_BAR(player, hp: 0);
|
||||
ANIMATION(ANIM_TYPE_MOVE, MOVE_MIND_BLOWN, player);
|
||||
HP_BAR(opponent, hp: 0);
|
||||
MESSAGE("Foe Wobbuffet fainted!");
|
||||
MESSAGE("Wobbuffet fainted!");
|
||||
}
|
||||
}
|
||||
|
||||
DOUBLE_BATTLE_TEST("Mind Blown causes everyone to faint in a double battle")
|
||||
{
|
||||
GIVEN {
|
||||
PLAYER(SPECIES_WOBBUFFET) { HP(HP_TEST / 2); MaxHP(HP_TEST); }
|
||||
PLAYER(SPECIES_WYNAUT) { HP(1); }
|
||||
OPPONENT(SPECIES_ABRA) { HP(1); }
|
||||
OPPONENT(SPECIES_KADABRA) { HP(1); }
|
||||
OPPONENT(SPECIES_KADABRA);
|
||||
} WHEN {
|
||||
TURN { MOVE(playerLeft, MOVE_MIND_BLOWN, criticalHit: FALSE); }
|
||||
} SCENE {
|
||||
HP_BAR(playerLeft, hp: 0);
|
||||
ANIMATION(ANIM_TYPE_MOVE, MOVE_MIND_BLOWN, playerLeft);
|
||||
HP_BAR(opponentLeft, hp: 0);
|
||||
MESSAGE("Foe Abra fainted!");
|
||||
HP_BAR(playerRight, hp: 0);
|
||||
MESSAGE("Wynaut fainted!");
|
||||
HP_BAR(opponentRight, hp: 0);
|
||||
MESSAGE("Foe Kadabra fainted!");
|
||||
MESSAGE("Wobbuffet fainted!");
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user