Merge branch '_RHH/master' into _RHH/upcoming

# Conflicts:
#	asm/macros/battle_anim_script.inc
#	data/battle_anim_scripts.s
#	include/constants/battle_anim.h
#	src/battle_anim.c
#	src/data/battle_anim.h
This commit is contained in:
Eduardo Quezada 2024-07-27 16:26:37 -04:00
commit 18aff2db3b
32 changed files with 230 additions and 73 deletions

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@ -33,27 +33,23 @@ WSL1 is the preferred terminal to build **pokeemerald Expansion**. The following
- Otherwise, **open WSL** and go to [Choosing where to store pokeemerald Expansion (WSL1)](#Choosing-where-to-store-pokeemerald-expansion-WSL1).
### Installing WSL1
1. Open [Windows Powershell **as Administrator**](https://i.imgur.com/QKmVbP9.png), and run the following command (Right Click or Shift+Insert is paste in the Powershell).
1. Open [Windows Powershell **as Administrator**](https://i.imgur.com/QKmVbP9.png), and run the following commands (Right Click or Shift+Insert is paste in the Powershell).
```powershell
dism.exe /online /enable-feature /featurename:Microsoft-Windows-Subsystem-Linux /all /norestart
wsl --install -d Ubuntu --enable-wsl1
```
2. Once the process finishes, restart your machine.
3. The next step is to choose and install a Linux distribution from the Microsoft Store. The following instructions will assume Ubuntu as the Linux distribution of choice.
3. Open Windows Powershell **as Administrator** again (after restarting), and run the following command to configure Ubuntu to use WSL1.
```powershell
wsl --set-version Ubuntu 1
```
<details>
<summary><i>Note for advanced users...</i></summary>
<summary><i>Note...</i></summary>
> You can pick a preferred Linux distribution, but setup instructions may differ. Debian should work with the given instructions, but has not been tested.
</details>
4. Open the [Microsoft Store Linux Selection](https://aka.ms/wslstore), click Ubuntu, then click Get, which will install the Ubuntu distribution.
<details>
<summary><i>Notes...</i></summary>
> Note 1: If a dialog pops up asking for you to sign into a Microsoft Account, then just close the dialog.
> Note 2: If the link does not work, then open the Microsoft Store manually, and search for the Ubuntu app (choose the one with no version number).
> WSL may open automatically after restarting, but you can ignore it for now.
</details>
### Setting up WSL1

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@ -315,8 +315,14 @@
.Lsprite_\@_2:
.endm
.macro createdragondartsprite anim_battler:req, subpriority_offset:req, argv:vararg
.macro jumpifmovetypeequal type:req, jumpInstr:req
.byte 0x33
.byte \type
.4byte \jumpInstr
.endm
.macro createdragondartsprite anim_battler:req, subpriority_offset:req, argv:vararg
.byte 0x34
.if \anim_battler == ANIM_TARGET
.byte ANIMSPRITE_IS_TARGET | (\subpriority_offset & 0x7F)
.else

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@ -16900,6 +16900,59 @@ ElectroShotUnleash:
blendoff
end
Move_IVY_CUDGEL::
loadspritegfx ANIM_TAG_IVY_CUDGEL_GRASS
loadspritegfx ANIM_TAG_WOOD_HAMMER
loadspritegfx ANIM_TAG_WOOD_HAMMER_HAMMER
loadspritegfx ANIM_TAG_IMPACT
playsewithpan SE_M_SWAGGER, SOUND_PAN_ATTACKER
createvisualtask AnimTask_TranslateMonEllipticalRespectSide, 2, ANIM_ATTACKER, 12, 4, 2, 4
jumpifmovetypeequal TYPE_FIRE, IvyCudgelFire
jumpifmovetypeequal TYPE_ROCK, IvyCudgelRock
jumpifmovetypeequal TYPE_WATER, IvyCudgelWater
createsprite gIvyCudgelSpriteTemplate, ANIM_TARGET, 2
delay 60
createvisualtask AnimTask_ShakeMonInPlace, 2, ANIM_ATTACKER, 3, 0, 12, 4
delay 18
createvisualtask AnimTask_SquishTarget, 0x2
delay 6
call WoodHammerImpact
waitforvisualfinish
end
IvyCudgelFire:
loadspritegfx ANIM_TAG_IVY_CUDGEL_FIRE
createsprite gIvyCudgelFireSpriteTemplate, ANIM_TARGET, 2
delay 60
createvisualtask AnimTask_ShakeMonInPlace, 2, ANIM_ATTACKER, 3, 0, 12, 4
delay 18
createvisualtask AnimTask_SquishTarget, 0x2
delay 6
call WoodHammerImpact
waitforvisualfinish
end
IvyCudgelRock:
loadspritegfx ANIM_TAG_IVY_CUDGEL_ROCK
createsprite gIvyCudgelRockSpriteTemplate, ANIM_TARGET, 2
delay 60
createvisualtask AnimTask_ShakeMonInPlace, 2, ANIM_ATTACKER, 3, 0, 12, 4
delay 18
createvisualtask AnimTask_SquishTarget, 0x2
delay 6
call WoodHammerImpact
waitforvisualfinish
end
IvyCudgelWater:
loadspritegfx ANIM_TAG_IVY_CUDGEL_WATER
createsprite gIvyCudgelWaterSpriteTemplate, ANIM_TARGET, 2
delay 60
createvisualtask AnimTask_ShakeMonInPlace, 2, ANIM_ATTACKER, 3, 0, 12, 4
delay 18
createvisualtask AnimTask_SquishTarget, 0x2
delay 6
call WoodHammerImpact
waitforvisualfinish
end
Move_SPICY_EXTRACT::
loadspritegfx ANIM_TAG_SMALL_EMBER
loadspritegfx ANIM_TAG_POISON_BUBBLE
@ -16975,7 +17028,6 @@ Move_MAGICAL_TORQUE::
Move_PSYBLADE::
Move_BLOOD_MOON::
Move_MATCHA_GOTCHA::
Move_IVY_CUDGEL::
Move_TERA_STARSTORM::
Move_FICKLE_BEAM::
Move_THUNDERCLAP::

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@ -155,7 +155,7 @@ bool32 TryChangeBattleWeather(u32 battler, u32 weatherEnumId, bool32 viaAbility)
u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32 moveArg);
bool32 TryPrimalReversion(u32 battler);
bool32 IsNeutralizingGasOnField(void);
bool32 IsMoldBreakerTypeAbility(u32 ability);
bool32 IsMoldBreakerTypeAbility(u32 battler, u32 ability);
u32 GetBattlerAbility(u32 battler);
u32 IsAbilityOnSide(u32 battler, u32 ability);
u32 IsAbilityOnOpposingSide(u32 battler, u32 ability);

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@ -405,9 +405,13 @@
#define ANIM_TAG_SYRUP_SHELL_YELLOW (ANIM_SPRITES_START + 391)
#define ANIM_TAG_SYRUP_SPLAT_RED (ANIM_SPRITES_START + 392)
#define ANIM_TAG_SYRUP_SPLAT_YELLOW (ANIM_SPRITES_START + 393)
#define ANIM_TAG_TERA_CRYSTAL (ANIM_SPRITES_START + 394)
#define ANIM_TAG_TERA_SHATTER (ANIM_SPRITES_START + 395)
#define ANIM_TAG_DREEPY_SHINY (ANIM_SPRITES_START + 396)
#define ANIM_TAG_IVY_CUDGEL_GRASS (ANIM_SPRITES_START + 394)
#define ANIM_TAG_IVY_CUDGEL_FIRE (ANIM_SPRITES_START + 395)
#define ANIM_TAG_IVY_CUDGEL_ROCK (ANIM_SPRITES_START + 396)
#define ANIM_TAG_IVY_CUDGEL_WATER (ANIM_SPRITES_START + 397)
#define ANIM_TAG_TERA_CRYSTAL (ANIM_SPRITES_START + 398)
#define ANIM_TAG_TERA_SHATTER (ANIM_SPRITES_START + 399)
#define ANIM_TAG_DREEPY_SHINY (ANIM_SPRITES_START + 400)
// battlers
#define ANIM_ATTACKER 0

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@ -8,6 +8,7 @@
#define NUM_FOG_DIAGONAL_SPRITES 20
#define NUM_SANDSTORM_SPRITES 20
#define NUM_SWIRL_SANDSTORM_SPRITES 5
#define NUM_SNOWFLAKE_SPRITES 16
// Controls how the weather should be changing the screen palettes.
#define WEATHER_PAL_STATE_CHANGING_WEATHER 0

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@ -2873,6 +2873,11 @@ extern const u32 gBattleAnimSpriteGfx_SyrupShell[];
extern const u32 gBattleAnimSpriteGfx_SyrupSplat[];
extern const u32 gBattleAnimSpritePal_SyrupRed[];
extern const u32 gBattleAnimSpritePal_SyrupYellow[];
extern const u32 gBattleAnimSpriteGfx_IvyCudgel[];
extern const u32 gBattleAnimSpritePal_IvyCudgelGrass[];
extern const u32 gBattleAnimSpritePal_IvyCudgelFire[];
extern const u32 gBattleAnimSpritePal_IvyCudgelRock[];
extern const u32 gBattleAnimSpritePal_IvyCudgelWater[];
extern const u32 gBattleAnimBgImage_Dark[];
extern const u32 gBattleAnimBgImage_Ghost[];

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@ -1353,7 +1353,7 @@ bool32 DoesBattlerIgnoreAbilityChecks(u32 atkAbility, u32 move)
if (AI_THINKING_STRUCT->aiFlags[sBattler_AI] & AI_FLAG_NEGATE_UNAWARE)
return FALSE; // AI handicap flag: doesn't understand ability suppression concept
if (IsMoldBreakerTypeAbility(atkAbility) || gMovesInfo[move].ignoresTargetAbility)
if (IsMoldBreakerTypeAbility(sBattler_AI, atkAbility) || gMovesInfo[move].ignoresTargetAbility)
return TRUE;
return FALSE;
@ -2947,7 +2947,7 @@ bool32 AI_CanBeInfatuated(u32 battlerAtk, u32 battlerDef, u32 defAbility)
u32 ShouldTryToFlinch(u32 battlerAtk, u32 battlerDef, u32 atkAbility, u32 defAbility, u32 move)
{
if (((!IsMoldBreakerTypeAbility(AI_DATA->abilities[battlerAtk]) && (defAbility == ABILITY_SHIELD_DUST || defAbility == ABILITY_INNER_FOCUS))
if (((!IsMoldBreakerTypeAbility(battlerAtk, AI_DATA->abilities[battlerAtk]) && (defAbility == ABILITY_SHIELD_DUST || defAbility == ABILITY_INNER_FOCUS))
|| AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_COVERT_CLOAK
|| DoesSubstituteBlockMove(battlerAtk, battlerDef, move)
|| AI_IsSlower(battlerAtk, battlerDef, move))) // Opponent goes first
@ -2990,7 +2990,7 @@ bool32 ShouldFakeOut(u32 battlerAtk, u32 battlerDef, u32 move)
|| AI_DATA->holdEffects[battlerAtk] == HOLD_EFFECT_CHOICE_BAND
|| AI_DATA->holdEffects[battlerDef] == HOLD_EFFECT_COVERT_CLOAK
|| DoesSubstituteBlockMove(battlerAtk, battlerDef, move)
|| (!IsMoldBreakerTypeAbility(AI_DATA->abilities[battlerAtk])
|| (!IsMoldBreakerTypeAbility(battlerAtk, AI_DATA->abilities[battlerAtk])
&& (AI_DATA->abilities[battlerDef] == ABILITY_SHIELD_DUST || AI_DATA->abilities[battlerDef] == ABILITY_INNER_FOCUS)))
return FALSE;

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@ -85,6 +85,7 @@ static void Cmd_stopsound(void);
static void Cmd_createvisualtaskontargets(void);
static void Cmd_createspriteontargets(void);
static void Cmd_createspriteontargets_onpos(void);
static void Cmd_jumpifmovetypeequal(void);
static void Cmd_createdragondartsprite(void);
static void RunAnimScriptCommand(void);
static void Task_UpdateMonBg(u8 taskId);
@ -177,7 +178,8 @@ static void (* const sScriptCmdTable[])(void) =
Cmd_createvisualtaskontargets, // 0x30
Cmd_createspriteontargets, // 0x31
Cmd_createspriteontargets_onpos, // 0x32
Cmd_createdragondartsprite, // 0x33
Cmd_jumpifmovetypeequal, // 0x33
Cmd_createdragondartsprite, // 0x34
};
void ClearBattleAnimationVars(void)
@ -2141,6 +2143,19 @@ static void Cmd_stopsound(void)
sBattleAnimScriptPtr++;
}
static void Cmd_jumpifmovetypeequal(void)
{
u8 moveType;
const u8 *type = sBattleAnimScriptPtr + 1;
sBattleAnimScriptPtr += 2;
GET_MOVE_TYPE(gCurrentMove, moveType);
if (*type != moveType)
sBattleAnimScriptPtr += 4;
else
sBattleAnimScriptPtr = T2_READ_PTR(sBattleAnimScriptPtr);
}
static void Cmd_createdragondartsprite(void)
{
s32 i;

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@ -2958,6 +2958,50 @@ const struct SpriteTemplate gWoodHammerHammerSpriteTemplate =
.callback = AnimWoodHammerHammer,
};
const struct SpriteTemplate gIvyCudgelSpriteTemplate =
{
.tileTag = ANIM_TAG_IVY_CUDGEL_GRASS,
.paletteTag = ANIM_TAG_IVY_CUDGEL_GRASS,
.oam = &gOamData_AffineDouble_ObjNormal_64x64,
.anims = gDummySpriteAnimTable,
.images = NULL,
.affineAnims = gWoodHammerHammerAffineAnims,
.callback = AnimWoodHammerHammer,
};
const struct SpriteTemplate gIvyCudgelFireSpriteTemplate =
{
.tileTag = ANIM_TAG_IVY_CUDGEL_GRASS,
.paletteTag = ANIM_TAG_IVY_CUDGEL_FIRE,
.oam = &gOamData_AffineDouble_ObjNormal_64x64,
.anims = gDummySpriteAnimTable,
.images = NULL,
.affineAnims = gWoodHammerHammerAffineAnims,
.callback = AnimWoodHammerHammer,
};
const struct SpriteTemplate gIvyCudgelRockSpriteTemplate =
{
.tileTag = ANIM_TAG_IVY_CUDGEL_GRASS,
.paletteTag = ANIM_TAG_IVY_CUDGEL_ROCK,
.oam = &gOamData_AffineDouble_ObjNormal_64x64,
.anims = gDummySpriteAnimTable,
.images = NULL,
.affineAnims = gWoodHammerHammerAffineAnims,
.callback = AnimWoodHammerHammer,
};
const struct SpriteTemplate gIvyCudgelWaterSpriteTemplate =
{
.tileTag = ANIM_TAG_IVY_CUDGEL_GRASS,
.paletteTag = ANIM_TAG_IVY_CUDGEL_WATER,
.oam = &gOamData_AffineDouble_ObjNormal_64x64,
.anims = gDummySpriteAnimTable,
.images = NULL,
.affineAnims = gWoodHammerHammerAffineAnims,
.callback = AnimWoodHammerHammer,
};
const struct SpriteTemplate gJudgmentGrayOutwardSpikesTemplate =
{
.tileTag = ANIM_TAG_GREEN_SPIKE,

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@ -6358,23 +6358,41 @@ bool32 IsNeutralizingGasOnField(void)
return FALSE;
}
bool32 IsMoldBreakerTypeAbility(u32 ability)
bool32 IsMoldBreakerTypeAbility(u32 battler, u32 ability)
{
if (gStatuses3[battler] & STATUS3_GASTRO_ACID)
return FALSE;
return (ability == ABILITY_MOLD_BREAKER || ability == ABILITY_TERAVOLT || ability == ABILITY_TURBOBLAZE
|| (ability == ABILITY_MYCELIUM_MIGHT && IS_MOVE_STATUS(gCurrentMove)));
}
static inline bool32 CanBreakThroughAbility(u32 battlerAtk, u32 battlerDef, u32 ability)
{
return ((IsMoldBreakerTypeAbility(battlerAtk, ability) || gMovesInfo[gCurrentMove].ignoresTargetAbility)
&& battlerDef != battlerAtk
&& gAbilitiesInfo[gBattleMons[battlerDef].ability].breakable
&& gBattlerByTurnOrder[gCurrentTurnActionNumber] == battlerAtk
&& gActionsByTurnOrder[gCurrentTurnActionNumber] == B_ACTION_USE_MOVE
&& gCurrentTurnActionNumber < gBattlersCount);
}
u32 GetBattlerAbility(u32 battler)
{
bool32 noAbilityShield = GetBattlerHoldEffectIgnoreAbility(battler, TRUE) != HOLD_EFFECT_ABILITY_SHIELD;
bool32 abilityCantBeSuppressed = gAbilitiesInfo[gBattleMons[battler].ability].cantBeSuppressed;
if (gAbilitiesInfo[gBattleMons[battler].ability].cantBeSuppressed)
if (abilityCantBeSuppressed)
{
// Edge case: pokemon under the effect of gastro acid transforms into a pokemon with Comatose (Todo: verify how other unsuppressable abilities behave)
if (gBattleMons[battler].status2 & STATUS2_TRANSFORMED
&& gStatuses3[battler] & STATUS3_GASTRO_ACID
&& gBattleMons[battler].ability == ABILITY_COMATOSE)
return ABILITY_NONE;
if (noAbilityShield && CanBreakThroughAbility(gBattlerAttacker, battler, gBattleMons[gBattlerAttacker].ability))
return ABILITY_NONE;
return gBattleMons[battler].ability;
}
@ -6386,15 +6404,7 @@ u32 GetBattlerAbility(u32 battler)
&& noAbilityShield)
return ABILITY_NONE;
if (((IsMoldBreakerTypeAbility(gBattleMons[gBattlerAttacker].ability)
&& !(gStatuses3[gBattlerAttacker] & STATUS3_GASTRO_ACID))
|| gMovesInfo[gCurrentMove].ignoresTargetAbility)
&& battler != gBattlerAttacker
&& gAbilitiesInfo[gBattleMons[battler].ability].breakable
&& noAbilityShield
&& gBattlerByTurnOrder[gCurrentTurnActionNumber] == gBattlerAttacker
&& gActionsByTurnOrder[gCurrentTurnActionNumber] == B_ACTION_USE_MOVE
&& gCurrentTurnActionNumber < gBattlersCount)
if (noAbilityShield && CanBreakThroughAbility(gBattlerAttacker, battler, gBattleMons[gBattlerAttacker].ability))
return ABILITY_NONE;
return gBattleMons[battler].ability;

View file

@ -1454,6 +1454,7 @@ const struct CompressedSpriteSheet gBattleAnimPicTable[] =
{gBattleAnimSpriteGfx_SyrupShell, 0x2000, ANIM_TAG_SYRUP_SHELL_YELLOW},
{gBattleAnimSpriteGfx_SyrupSplat, 0x400, ANIM_TAG_SYRUP_SPLAT_RED},
{gBattleAnimSpriteGfx_SyrupSplat, 0x400, ANIM_TAG_SYRUP_SPLAT_YELLOW},
{gBattleAnimSpriteGfx_IvyCudgel, 0x800, ANIM_TAG_IVY_CUDGEL_GRASS},
{gBattleAnimSpriteGfx_TeraCrystal, 0x800, ANIM_TAG_TERA_CRYSTAL},
{gBattleAnimSpriteGfx_TeraShatter, 0x0180, ANIM_TAG_TERA_SHATTER},
{gBattleAnimSpriteGfx_DreepyMissile, 0x200, ANIM_TAG_DREEPY_SHINY},
@ -1912,6 +1913,10 @@ const struct CompressedSpritePalette gBattleAnimPaletteTable[] =
{gBattleAnimSpritePal_SyrupYellow, ANIM_TAG_SYRUP_SHELL_YELLOW},
{gBattleAnimSpritePal_SyrupRed, ANIM_TAG_SYRUP_SPLAT_RED},
{gBattleAnimSpritePal_SyrupYellow, ANIM_TAG_SYRUP_SPLAT_YELLOW},
{gBattleAnimSpritePal_IvyCudgelGrass, ANIM_TAG_IVY_CUDGEL_GRASS},
{gBattleAnimSpritePal_IvyCudgelFire, ANIM_TAG_IVY_CUDGEL_FIRE},
{gBattleAnimSpritePal_IvyCudgelRock, ANIM_TAG_IVY_CUDGEL_ROCK},
{gBattleAnimSpritePal_IvyCudgelWater, ANIM_TAG_IVY_CUDGEL_WATER},
{gBattleAnimSpritePal_TeraCrystal, ANIM_TAG_TERA_CRYSTAL},
{gBattleAnimSpritePal_TeraShatter, ANIM_TAG_TERA_SHATTER},
{gBattleAnimSpritePal_DreepyMissileShiny, ANIM_TAG_DREEPY_SHINY},

View file

@ -771,7 +771,7 @@ void Snow_InitVars(void)
gWeatherPtr->weatherGfxLoaded = FALSE;
gWeatherPtr->targetColorMapIndex = 0;
gWeatherPtr->colorMapStepDelay = 20;
gWeatherPtr->targetSnowflakeSpriteCount = 16;
gWeatherPtr->targetSnowflakeSpriteCount = NUM_SNOWFLAKE_SPRITES;
gWeatherPtr->snowflakeVisibleCounter = 0;
}

View file

@ -465,6 +465,12 @@ const u32 gBattleAnimSpriteGfx_SyrupSplat[] = INCBIN_U32("graphics/battle_anims/
const u32 gBattleAnimSpritePal_SyrupRed[] = INCBIN_U32("graphics/battle_anims/sprites/syrup_red.gbapal.lz");
const u32 gBattleAnimSpritePal_SyrupYellow[] = INCBIN_U32("graphics/battle_anims/sprites/syrup_yellow.gbapal.lz");
const u32 gBattleAnimSpriteGfx_IvyCudgel[] = INCBIN_U32("graphics/battle_anims/sprites/cudgel.4bpp.lz");
const u32 gBattleAnimSpritePal_IvyCudgelGrass[] = INCBIN_U32("graphics/pokemon/ogerpon/normal.gbapal.lz");
const u32 gBattleAnimSpritePal_IvyCudgelFire[] = INCBIN_U32("graphics/pokemon/ogerpon/hearthflame/normal.gbapal.lz");
const u32 gBattleAnimSpritePal_IvyCudgelRock[] = INCBIN_U32("graphics/pokemon/ogerpon/cornerstone/normal.gbapal.lz");
const u32 gBattleAnimSpritePal_IvyCudgelWater[] = INCBIN_U32("graphics/pokemon/ogerpon/wellspring/normal.gbapal.lz");
// old battle interface data, unused
const u32 gOldBattleInterfaceGfx[] = INCBIN_U32("graphics/unused/obi1.4bpp.lz");

View file

@ -121,3 +121,16 @@ SINGLE_BATTLE_TEST("Disguised Mimikyu takes damage from Rough Skin without break
EXPECT_EQ(player->species, SPECIES_MIMIKYU_DISGUISED);
}
}
SINGLE_BATTLE_TEST("Disguised Mimikyu is ignored by Mold Breaker")
{
GIVEN {
PLAYER(SPECIES_MIMIKYU_DISGUISED) { Ability(ABILITY_DISGUISE); }
OPPONENT(SPECIES_PINSIR) { Ability(ABILITY_MOLD_BREAKER); }
} WHEN {
TURN { MOVE(opponent, MOVE_AERIAL_ACE); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_AERIAL_ACE, opponent);
NOT ABILITY_POPUP(player, ABILITY_DISGUISE);
}
}