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https://github.com/Ninjdai1/pokeemerald.git
synced 2024-12-25 19:24:16 +01:00
Adds Mortal Spin and Population Bomb (#3178)
This commit is contained in:
commit
fc66a8c476
@ -14883,7 +14883,6 @@ Move_CORROSIVE_GAS::
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clearmonbg ANIM_ATTACKER
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end
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@Credits to Skeli
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Move_COACHING::
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playsewithpan SE_M_TAIL_WHIP, SOUND_PAN_ATTACKER
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@ -436,7 +436,18 @@ gBattleScriptsForMoveEffects::
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.4byte BattleScript_EffectSpinOut @ EFFECT_SPIN_OUT
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.4byte BattleScript_EffectMakeItRain @ EFFECT_MAKE_IT_RAIN
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.4byte BattleScript_EffectCorrosiveGas @ EFFECT_CORROSIVE_GAS
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.4byte BattleScript_EffectHit @ EFFECT_POPULATION_BOMB
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.4byte BattleScript_EffectMortalSpin @ EFFECT_MORTAL_SPIN
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BattleScript_EffectMortalSpin:
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call BattleScript_EffectHit_Ret
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rapidspinfree
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setmoveeffect MOVE_EFFECT_POISON
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seteffectwithchance
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tryfaintmon BS_TARGET
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moveendall
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end
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BattleScript_EffectCorrosiveGas:
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attackcanceler
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accuracycheck BattleScript_PrintMoveMissed, ACC_CURR_MOVE
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@ -452,7 +463,7 @@ BattleScript_EffectCorrosiveGas:
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printstring STRINGID_PKMNITEMMELTED
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waitmessage B_WAIT_TIME_LONG
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goto BattleScript_MoveEnd
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BattleScript_CorrosiveGasFail:
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pause B_WAIT_TIME_SHORT
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orhalfword gMoveResultFlags, MOVE_RESULT_FAILED
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@ -7787,7 +7798,7 @@ BattleScript_WishMegaEvolution::
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BattleScript_PrimalReversion::
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call BattleScript_PrimalReversionRet
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end2
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BattleScript_PrimalReversionRestoreAttacker::
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call BattleScript_PrimalReversionRet
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copybyte gBattlerAttacker, sSAVED_BATTLER
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@ -413,7 +413,9 @@
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#define EFFECT_SPIN_OUT 407
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#define EFFECT_MAKE_IT_RAIN 408
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#define EFFECT_CORROSIVE_GAS 409
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#define EFFECT_POPULATION_BOMB 410
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#define EFFECT_MORTAL_SPIN 411
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#define NUM_BATTLE_MOVE_EFFECTS 410
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#define NUM_BATTLE_MOVE_EFFECTS 412
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#endif // GUARD_CONSTANTS_BATTLE_MOVE_EFFECTS_H
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@ -3571,6 +3571,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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case EFFECT_TOXIC:
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case EFFECT_POISON:
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case EFFECT_BARB_BARRAGE:
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case EFFECT_MORTAL_SPIN:
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IncreasePoisonScore(battlerAtk, battlerDef, move, &score);
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break;
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case EFFECT_LIGHT_SCREEN:
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@ -4246,6 +4247,7 @@ static s16 AI_CheckViability(u8 battlerAtk, u8 battlerDef, u16 move, s16 score)
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}
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break;
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case MOVE_RAPID_SPIN:
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case MOVE_MORTAL_SPIN:
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if (gStatuses3[battlerAtk] & STATUS3_LEECHSEED || gBattleMons[battlerAtk].status2 & STATUS2_WRAPPED)
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score += 3;
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break;
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@ -865,7 +865,7 @@ s32 AI_CalcDamage(u16 move, u8 battlerAtk, u8 battlerDef, u8 *typeEffectiveness,
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}
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// Handle other multi-strike moves
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if (gBattleMoves[move].strikeCount > 1)
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if (gBattleMoves[move].strikeCount > 1 && gBattleMoves[move].effect != EFFECT_TRIPLE_KICK)
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dmg *= gBattleMoves[move].strikeCount;
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else if (move == MOVE_WATER_SHURIKEN && gBattleMons[battlerAtk].species == SPECIES_GRENINJA_ASH)
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dmg *= 3;
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@ -1747,6 +1747,8 @@ static void Cmd_accuracycheck(void)
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u16 type, move = cmd->move;
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u16 moveTarget = GetBattlerMoveTargetType(gBattlerAttacker, move);
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u16 gBattlerAttackerAbility = GetBattlerAbility(gBattlerAttacker);
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u8 gBattlerAttackerHoldEffect = GetBattlerHoldEffect(gBattlerAttacker, TRUE);
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if (move == ACC_CURR_MOVE)
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move = gCurrentMove;
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@ -1761,10 +1763,11 @@ static void Cmd_accuracycheck(void)
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gBattlescriptCurrInstr = cmd->nextInstr;
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}
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else if (gSpecialStatuses[gBattlerAttacker].parentalBondState == PARENTAL_BOND_2ND_HIT
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|| (gSpecialStatuses[gBattlerAttacker].multiHitOn && (gBattleMoves[move].effect != EFFECT_TRIPLE_KICK
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|| GetBattlerAbility(gBattlerAttacker) == ABILITY_SKILL_LINK)))
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|| (gSpecialStatuses[gBattlerAttacker].multiHitOn
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&& (gBattlerAttackerAbility == ABILITY_SKILL_LINK || gBattlerAttackerHoldEffect == HOLD_EFFECT_LOADED_DICE
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|| !(gBattleMoves[move].effect == EFFECT_TRIPLE_KICK || gBattleMoves[move].effect == EFFECT_POPULATION_BOMB))))
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{
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// No acc checks for second hit of Parental Bond or multi hit moves, except Triple Kick/Triple Axel
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// No acc checks for second hit of Parental Bond or multi hit moves, except Triple Kick/Triple Axel/Population Bomb
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gBattlescriptCurrInstr = cmd->nextInstr;
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}
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else
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@ -1781,16 +1784,16 @@ static void Cmd_accuracycheck(void)
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gBattlerAttacker,
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gBattlerTarget,
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move,
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GetBattlerAbility(gBattlerAttacker),
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gBattlerAttackerAbility,
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GetBattlerAbility(gBattlerTarget),
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GetBattlerHoldEffect(gBattlerAttacker, TRUE),
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gBattlerAttackerHoldEffect,
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GetBattlerHoldEffect(gBattlerTarget, TRUE)
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);
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if (!RandomPercentage(RNG_ACCURACY, accuracy))
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{
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gMoveResultFlags |= MOVE_RESULT_MISSED;
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if (GetBattlerHoldEffect(gBattlerAttacker, TRUE) == HOLD_EFFECT_BLUNDER_POLICY)
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if (gBattlerAttackerHoldEffect == HOLD_EFFECT_BLUNDER_POLICY)
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gBattleStruct->blunderPolicy = TRUE; // Only activates from missing through acc/evasion checks
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if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE &&
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@ -3742,13 +3742,15 @@ u8 AtkCanceller_UnableToUseMove(u32 moveType)
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}
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else if (gBattleMoves[gCurrentMove].strikeCount > 1)
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{
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gMultiHitCounter = gBattleMoves[gCurrentMove].strikeCount;
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PREPARE_BYTE_NUMBER_BUFFER(gBattleScripting.multihitString, 3, 0)
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}
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else if (gBattleMoves[gCurrentMove].effect == EFFECT_TRIPLE_KICK)
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{
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gMultiHitCounter = 3;
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PREPARE_BYTE_NUMBER_BUFFER(gBattleScripting.multihitString, 1, 0)
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if (gBattleMoves[gCurrentMove].effect == EFFECT_POPULATION_BOMB && GetBattlerHoldEffect(gBattlerAttacker, TRUE) == HOLD_EFFECT_LOADED_DICE)
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{
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gMultiHitCounter = RandomUniform(RNG_LOADED_DICE, 4, 10);
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}
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else
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{
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gMultiHitCounter = gBattleMoves[gCurrentMove].strikeCount;
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PREPARE_BYTE_NUMBER_BUFFER(gBattleScripting.multihitString, 3, 0)
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}
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}
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#if B_BEAT_UP >= GEN_5
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else if (gBattleMoves[gCurrentMove].effect == EFFECT_BEAT_UP)
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@ -2886,6 +2886,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_Z] =
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.split = SPLIT_PHYSICAL,
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.zMoveEffect = Z_EFFECT_NONE,
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.makesContact = TRUE,
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.strikeCount = 3,
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},
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[MOVE_THIEF] =
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@ -12357,6 +12358,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_Z] =
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.split = SPLIT_PHYSICAL,
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.zMoveEffect = Z_EFFECT_NONE,
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.makesContact = TRUE,
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.strikeCount = 3,
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},
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[MOVE_DUAL_WINGBEAT] =
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@ -13152,7 +13154,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_Z] =
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[MOVE_POPULATION_BOMB] =
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{
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.effect = EFFECT_PLACEHOLDER, // EFFECT_MULTI_HIT maybe?
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.effect = EFFECT_POPULATION_BOMB,
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.power = 20,
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.type = TYPE_NORMAL,
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.accuracy = 90,
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@ -13165,6 +13167,7 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_Z] =
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.makesContact = TRUE,
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.slicingMove = TRUE,
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.metronomeBanned = TRUE,
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.strikeCount = 10,
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},
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[MOVE_ICE_SPINNER] =
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@ -13246,12 +13249,12 @@ const struct BattleMove gBattleMoves[MOVES_COUNT_Z] =
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[MOVE_MORTAL_SPIN] =
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{
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.effect = EFFECT_PLACEHOLDER, // EFFECT_MORTAL_SPIN
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.effect = EFFECT_MORTAL_SPIN,
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.power = 30,
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.type = TYPE_POISON,
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.accuracy = 100,
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.pp = 15,
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.secondaryEffectChance = 0,
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.secondaryEffectChance = 100,
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.target = MOVE_TARGET_BOTH,
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.priority = 0,
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.split = SPLIT_PHYSICAL,
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24
test/move_effect_mortal_spin.c
Normal file
24
test/move_effect_mortal_spin.c
Normal file
@ -0,0 +1,24 @@
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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_MORTAL_SPIN].effect == EFFECT_MORTAL_SPIN);
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}
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SINGLE_BATTLE_TEST("Mortal Spin blows away hazards and poisons foe")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_STEALTH_ROCK); MOVE(player, MOVE_MORTAL_SPIN); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_STEALTH_ROCK, opponent);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_MORTAL_SPIN, player);
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MESSAGE("Wobbuffet blew away Stealth Rock!");
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MESSAGE("Foe Wobbuffet was poisoned!");
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STATUS_ICON(opponent, poison: TRUE);
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}
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}
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135
test/move_effect_multi_hit.c
Normal file
135
test/move_effect_multi_hit.c
Normal file
@ -0,0 +1,135 @@
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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_BULLET_SEED].effect == EFFECT_MULTI_HIT);
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}
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SINGLE_BATTLE_TEST("Multi hit Moves hit the maximum amount with Skill Link")
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{
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PASSES_RANDOMLY(100, 100, RNG_HITS);
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { Ability(ABILITY_SKILL_LINK); };
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_BULLET_SEED); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
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MESSAGE("Hit 5 time(s)!");
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}
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}
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SINGLE_BATTLE_TEST("Multi hit Moves hit twice 35 Percent of the time")
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{
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PASSES_RANDOMLY(35, 100, RNG_HITS);
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_BULLET_SEED); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
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MESSAGE("Hit 2 time(s)!");
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}
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}
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SINGLE_BATTLE_TEST("Multi hit Moves hit thrice 35 Percent of the time")
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{
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PASSES_RANDOMLY(35, 100, RNG_HITS);
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_BULLET_SEED); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
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MESSAGE("Hit 3 time(s)!");
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}
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}
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SINGLE_BATTLE_TEST("Multi hit Moves hit four times 35 Percent of the time")
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{
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PASSES_RANDOMLY(15, 100, RNG_HITS);
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_BULLET_SEED); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
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MESSAGE("Hit 4 time(s)!");
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}
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}
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SINGLE_BATTLE_TEST("Multi hit Moves hit four times 35 Percent of the time")
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{
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PASSES_RANDOMLY(15, 100, RNG_HITS);
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_BULLET_SEED); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
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MESSAGE("Hit 5 time(s)!");
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}
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}
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SINGLE_BATTLE_TEST("Multi hit Moves hit at least four times with Loaded Dice")
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{
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PASSES_RANDOMLY(50, 100, RNG_LOADED_DICE);
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GIVEN {
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ASSUME(gItems[ITEM_LOADED_DICE].holdEffect == HOLD_EFFECT_LOADED_DICE);
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PLAYER(SPECIES_WOBBUFFET) { Item(ITEM_LOADED_DICE); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_BULLET_SEED); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
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MESSAGE("Hit 4 time(s)!");
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}
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}
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SINGLE_BATTLE_TEST("Multi hit Moves hit five times 50 Percent of the time with Loaded Dice")
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{
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PASSES_RANDOMLY(50, 100, RNG_LOADED_DICE);
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GIVEN {
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ASSUME(gItems[ITEM_LOADED_DICE].holdEffect == HOLD_EFFECT_LOADED_DICE);
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PLAYER(SPECIES_WOBBUFFET) { Item(ITEM_LOADED_DICE); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_BULLET_SEED); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_BULLET_SEED, player);
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MESSAGE("Hit 5 time(s)!");
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}
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}
|
29
test/move_effect_population_bomb.c
Normal file
29
test/move_effect_population_bomb.c
Normal file
@ -0,0 +1,29 @@
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#include "global.h"
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#include "test_battle.h"
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SINGLE_BATTLE_TEST("Population Bomb can hit ten times")
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{
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GIVEN {
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ASSUME(gBattleMoves[MOVE_POPULATION_BOMB].strikeCount == 10);
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_POPULATION_BOMB); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_POPULATION_BOMB, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_POPULATION_BOMB, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_POPULATION_BOMB, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_POPULATION_BOMB, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_POPULATION_BOMB, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_POPULATION_BOMB, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_POPULATION_BOMB, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_POPULATION_BOMB, player);
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ANIMATION(ANIM_TYPE_MOVE, MOVE_POPULATION_BOMB, player);
|
||||
ANIMATION(ANIM_TYPE_MOVE, MOVE_POPULATION_BOMB, player);
|
||||
MESSAGE("Hit 10 time(s)!");
|
||||
}
|
||||
}
|
||||
|
||||
TO_DO_BATTLE_TEST("Accuracy for Population Bomb is checked independently for each hit")
|
||||
TO_DO_BATTLE_TEST("Accuracy for Population Bomb is only checked for the first hit with Skill Link")
|
||||
TO_DO_BATTLE_TEST("Accuracy for Population Bomb is only checked for the first hit with Loaded Dice")
|
@ -3,7 +3,7 @@
|
||||
|
||||
ASSUMPTIONS
|
||||
{
|
||||
ASSUME(gBattleMoves[MOVE_TRIPLE_KICK].effect & EFFECT_TRIPLE_KICK);
|
||||
ASSUME(gBattleMoves[MOVE_TRIPLE_KICK].effect == EFFECT_TRIPLE_KICK);
|
||||
}
|
||||
|
||||
SINGLE_BATTLE_TEST("Triple Kick damage is increased by its base damage for each hit")
|
||||
@ -29,3 +29,7 @@ SINGLE_BATTLE_TEST("Triple Kick damage is increased by its base damage for each
|
||||
EXPECT_MUL_EQ(firstHit, Q_4_12(3.0), thirdHit);
|
||||
}
|
||||
}
|
||||
|
||||
TO_DO_BATTLE_TEST("Accuracy for Triple Kick is checked independently for each hit")
|
||||
TO_DO_BATTLE_TEST("Accuracy for Triple Kick is only checked for the first hit with Skill Link")
|
||||
TO_DO_BATTLE_TEST("Accuracy for Triple Kick is only checked for the first hit with Loaded Dice")
|
||||
|
@ -1,7 +1,22 @@
|
||||
#include "global.h"
|
||||
#include "test_battle.h"
|
||||
|
||||
SINGLE_BATTLE_TEST("Three-strike flag turns a move into a 3-hit move")
|
||||
SINGLE_BATTLE_TEST("Two strike count turns a move into a 2-hit move")
|
||||
{
|
||||
GIVEN {
|
||||
ASSUME(gBattleMoves[MOVE_DOUBLE_KICK].strikeCount == 2);
|
||||
PLAYER(SPECIES_WOBBUFFET);
|
||||
OPPONENT(SPECIES_WOBBUFFET);
|
||||
} WHEN {
|
||||
TURN { MOVE(player, MOVE_DOUBLE_KICK); }
|
||||
} SCENE {
|
||||
ANIMATION(ANIM_TYPE_MOVE, MOVE_DOUBLE_KICK, player);
|
||||
ANIMATION(ANIM_TYPE_MOVE, MOVE_DOUBLE_KICK, player);
|
||||
MESSAGE("Hit 2 time(s)!");
|
||||
}
|
||||
}
|
||||
|
||||
SINGLE_BATTLE_TEST("Three strike count turns a move into a 3-hit move")
|
||||
{
|
||||
s16 firstHit;
|
||||
s16 secondHit;
|
Loading…
Reference in New Issue
Block a user