All moves (I think) that hit and lower a stat
Includes Grav Apple - test that checks the AI can see its power bump needs fixing
This commit is contained in:
parent
a1a62f431d
commit
460eeff3e5
8 changed files with 358 additions and 269 deletions
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@ -89,12 +89,12 @@ gBattleScriptsForMoveEffects::
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.4byte BattleScript_EffectReflect @ EFFECT_REFLECT
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.4byte BattleScript_EffectPoison @ EFFECT_POISON
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.4byte BattleScript_EffectParalyze @ EFFECT_PARALYZE
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.4byte BattleScript_EffectAttackDownHit @ EFFECT_ATTACK_DOWN_HIT
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.4byte BattleScript_EffectDefenseDownHit @ EFFECT_DEFENSE_DOWN_HIT
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.4byte BattleScript_EffectSpeedDownHit @ EFFECT_SPEED_DOWN_HIT
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.4byte BattleScript_EffectSpecialAttackDownHit @ EFFECT_SPECIAL_ATTACK_DOWN_HIT
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.4byte BattleScript_EffectSpecialDefenseDownHit @ EFFECT_SPECIAL_DEFENSE_DOWN_HIT
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.4byte BattleScript_EffectAccuracyDownHit @ EFFECT_ACCURACY_DOWN_HIT
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.4byte BattleScript_EffectHit @ EFFECT_UNUSED_67
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.4byte BattleScript_EffectHit @ EFFECT_UNUSED_68
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.4byte BattleScript_EffectHit @ EFFECT_UNUSED_69
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.4byte BattleScript_EffectHit @ EFFECT_UNUSED_70
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.4byte BattleScript_EffectHit @ EFFECT_UNUSED_71
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.4byte BattleScript_EffectHit @ EFFECT_UNUSED_72
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.4byte BattleScript_EffectHit @ EFFECT_EVASION_DOWN_HIT
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.4byte BattleScript_EffectTwoTurnsAttack @ EFFECT_TWO_TURNS_ATTACK
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.4byte BattleScript_EffectHit @ EFFECT_UNUSED_75
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@ -277,7 +277,7 @@ gBattleScriptsForMoveEffects::
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.4byte BattleScript_EffectMetalBurst @ EFFECT_METAL_BURST
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.4byte BattleScript_EffectLuckyChant @ EFFECT_LUCKY_CHANT
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.4byte BattleScript_EffectSuckerPunch @ EFFECT_SUCKER_PUNCH
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.4byte BattleScript_EffectSpecialDefenseDownHit2 @ EFFECT_SPECIAL_DEFENSE_DOWN_HIT_2
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.4byte BattleScript_EffectHit @ EFFECT_UNUSED_255
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.4byte BattleScript_EffectSimpleBeam @ EFFECT_SIMPLE_BEAM
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.4byte BattleScript_EffectEntrainment @ EFFECT_ENTRAINMENT
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.4byte BattleScript_EffectHealPulse @ EFFECT_HEAL_PULSE
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@ -364,7 +364,7 @@ gBattleScriptsForMoveEffects::
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.4byte BattleScript_EffectFairyLock @ EFFECT_FAIRY_LOCK
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.4byte BattleScript_EffectAllySwitch @ EFFECT_ALLY_SWITCH
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.4byte BattleScript_EffectRelicSong @ EFFECT_RELIC_SONG
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.4byte BattleScript_EffectAttackerDefenseDownHit @ EFFECT_ATTACKER_DEFENSE_DOWN_HIT
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.4byte BattleScript_EffectHit @ EFFECT_UNUSED_342
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.4byte BattleScript_EffectHit @ EFFECT_BODY_PRESS
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.4byte BattleScript_EffectEerieSpell @ EFFECT_EERIE_SPELL
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.4byte BattleScript_EffectJungleHealing @ EFFECT_JUNGLE_HEALING
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@ -376,7 +376,7 @@ gBattleScriptsForMoveEffects::
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.4byte BattleScript_EffectHit @ EFFECT_SNIPE_SHOT
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.4byte BattleScript_EffectRecoilHP25 @ EFFECT_RECOIL_HP_25
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.4byte BattleScript_EffectStuffCheeks @ EFFECT_STUFF_CHEEKS
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.4byte BattleScript_EffectDefenseDownHit @ EFFECT_GRAV_APPLE
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.4byte BattleScript_EffectHit @ EFFECT_GRAV_APPLE
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.4byte BattleScript_EffectEvasionUpHit @ EFFECT_EVASION_UP_HIT
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.4byte BattleScript_EffectGlitzyGlow @ EFFECT_GLITZY_GLOW
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.4byte BattleScript_EffectBaddyBad @ EFFECT_BADDY_BAD
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@ -1297,10 +1297,6 @@ BattleScript_JungleHealingTryRestoreAlly:
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setallytonexttarget JungleHealing_RestoreTargetHealth
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goto BattleScript_MoveEnd
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BattleScript_EffectAttackerDefenseDownHit:
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jumpifword CMP_COMMON_BITS, gHitMarker, HITMARKER_NO_ATTACKSTRING | HITMARKER_NO_PPDEDUCT, BattleScript_NoMoveEffect
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setmoveeffect MOVE_EFFECT_DEF_MINUS_1 | MOVE_EFFECT_AFFECTS_USER | MOVE_EFFECT_CERTAIN
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goto BattleScript_EffectHit
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BattleScript_NoMoveEffect:
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setmoveeffect 0
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goto BattleScript_EffectHit
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@ -4130,34 +4126,6 @@ BattleScript_LimberProtected::
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call BattleScript_PRLZPrevention
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goto BattleScript_MoveEnd
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BattleScript_EffectAttackDownHit::
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setmoveeffect MOVE_EFFECT_ATK_MINUS_1
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goto BattleScript_EffectHit
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BattleScript_EffectDefenseDownHit::
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setmoveeffect MOVE_EFFECT_DEF_MINUS_1
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goto BattleScript_EffectHit
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BattleScript_EffectSpeedDownHit::
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setmoveeffect MOVE_EFFECT_SPD_MINUS_1
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goto BattleScript_EffectHit
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BattleScript_EffectSpecialAttackDownHit::
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setmoveeffect MOVE_EFFECT_SP_ATK_MINUS_1
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goto BattleScript_EffectHit
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BattleScript_EffectSpecialDefenseDownHit::
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setmoveeffect MOVE_EFFECT_SP_DEF_MINUS_1
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goto BattleScript_EffectHit
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BattleScript_EffectSpecialDefenseDownHit2::
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setmoveeffect MOVE_EFFECT_SP_DEF_MINUS_2
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goto BattleScript_EffectHit
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BattleScript_EffectAccuracyDownHit::
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setmoveeffect MOVE_EFFECT_ACC_MINUS_1
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goto BattleScript_EffectHit
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BattleScript_PowerHerbActivation:
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playanimation BS_ATTACKER, B_ANIM_HELD_ITEM_EFFECT
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printstring STRINGID_POWERHERB
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@ -68,13 +68,13 @@
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#define EFFECT_REFLECT 64
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#define EFFECT_POISON 65
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#define EFFECT_PARALYZE 66
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#define EFFECT_ATTACK_DOWN_HIT 67
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#define EFFECT_DEFENSE_DOWN_HIT 68
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#define EFFECT_SPEED_DOWN_HIT 69
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#define EFFECT_SPECIAL_ATTACK_DOWN_HIT 70
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#define EFFECT_SPECIAL_DEFENSE_DOWN_HIT 71
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#define EFFECT_ACCURACY_DOWN_HIT 72
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#define EFFECT_EVASION_DOWN_HIT 73
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#define EFFECT_UNUSED_67 67
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#define EFFECT_UNUSED_68 68
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#define EFFECT_UNUSED_69 69
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#define EFFECT_UNUSED_70 70
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#define EFFECT_UNUSED_71 71
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#define EFFECT_UNUSED_72 72
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#define EFFECT_UNUSED_73 73
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#define EFFECT_TWO_TURNS_ATTACK 74
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#define EFFECT_UNUSED_75 75
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#define EFFECT_VITAL_THROW 76
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@ -258,7 +258,7 @@
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#define EFFECT_METAL_BURST 252
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#define EFFECT_LUCKY_CHANT 253
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#define EFFECT_SUCKER_PUNCH 254
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#define EFFECT_SPECIAL_DEFENSE_DOWN_HIT_2 255
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#define EFFECT_UNUSED_255 255
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#define EFFECT_SIMPLE_BEAM 256
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#define EFFECT_ENTRAINMENT 257
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#define EFFECT_HEAL_PULSE 258
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@ -345,7 +345,7 @@
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#define EFFECT_FAIRY_LOCK 339
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#define EFFECT_ALLY_SWITCH 340
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#define EFFECT_RELIC_SONG 341
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#define EFFECT_ATTACKER_DEFENSE_DOWN_HIT 342
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#define EFFECT_UNUSED_342 342
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#define EFFECT_BODY_PRESS 343
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#define EFFECT_EERIE_SPELL 344
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#define EFFECT_JUNGLE_HEALING 345
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@ -3638,24 +3638,6 @@ static s32 AI_CheckViability(u32 battlerAtk, u32 battlerDef, u32 move, s32 score
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case EFFECT_PARALYZE:
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IncreaseParalyzeScore(battlerAtk, battlerDef, move, &score);
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break;
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case EFFECT_ATTACK_DOWN_HIT:
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case EFFECT_DEFENSE_DOWN_HIT:
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case EFFECT_SPECIAL_ATTACK_DOWN_HIT:
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case EFFECT_SPECIAL_DEFENSE_DOWN_HIT:
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case EFFECT_ACCURACY_DOWN_HIT:
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case EFFECT_EVASION_DOWN_HIT:
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if (sereneGraceBoost && aiData->abilities[battlerDef] != ABILITY_CONTRARY)
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ADJUST_SCORE(2);
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break;
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case EFFECT_SPEED_DOWN_HIT:
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if (ShouldLowerSpeed(battlerAtk, battlerDef, aiData->abilities[battlerDef]))
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{
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if (sereneGraceBoost && aiData->abilities[battlerDef] != ABILITY_CONTRARY)
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ADJUST_SCORE(5);
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else
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ADJUST_SCORE(2);
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}
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break;
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case EFFECT_SUBSTITUTE:
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if (gStatuses3[battlerDef] & STATUS3_PERISH_SONG)
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ADJUST_SCORE(3);
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@ -4856,6 +4838,24 @@ static s32 AI_CheckViability(u32 battlerAtk, u32 battlerDef, u32 move, s32 score
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case MOVE_EFFECT_FLINCH:
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score += ShouldTryToFlinch(battlerAtk, battlerDef, aiData->abilities[battlerAtk], aiData->abilities[battlerDef], move);
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break;
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case MOVE_EFFECT_ATK_MINUS_1:
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case MOVE_EFFECT_DEF_MINUS_1:
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case MOVE_EFFECT_SP_ATK_MINUS_1:
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case MOVE_EFFECT_SP_DEF_MINUS_1:
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case MOVE_EFFECT_ACC_MINUS_1:
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case MOVE_EFFECT_EVS_MINUS_1:
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if (sereneGraceBoost && aiData->abilities[battlerDef] != ABILITY_CONTRARY)
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ADJUST_SCORE(2);
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break;
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case MOVE_EFFECT_SPD_MINUS_1:
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if (ShouldLowerSpeed(battlerAtk, battlerDef, aiData->abilities[battlerDef]))
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{
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if (sereneGraceBoost && aiData->abilities[battlerDef] != ABILITY_CONTRARY)
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ADJUST_SCORE(5);
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else
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ADJUST_SCORE(2);
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}
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break;
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}
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// Only consider the below if they're certain to happen
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@ -4907,6 +4907,7 @@ static s32 AI_CheckViability(u32 battlerAtk, u32 battlerDef, u32 move, s32 score
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break;
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}
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}
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DebugPrintf("%S score: %d", gMoveNames[move], score);
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return score;
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}
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@ -868,35 +868,6 @@ static bool32 AI_IsMoveEffectInPlus(u32 battlerAtk, u32 battlerDef, u32 move, s3
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if (BattlerStatCanRise(battlerAtk, abilityAtk, STAT_SPATK))
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return TRUE;
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break;
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case EFFECT_ATTACK_DOWN_HIT:
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if (ShouldLowerStat(battlerDef, abilityDef, STAT_ATK) && abilityDef != ABILITY_HYPER_CUTTER && noOfHitsToKo != 1)
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return TRUE;
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break;
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case EFFECT_DEFENSE_DOWN_HIT:
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if (ShouldLowerStat(battlerDef, abilityDef, STAT_DEF) && noOfHitsToKo != 1)
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return TRUE;
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break;
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case EFFECT_SPEED_DOWN_HIT:
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if (ShouldLowerStat(battlerDef, abilityDef, STAT_SPEED) && noOfHitsToKo != 1)
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return TRUE;
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break;
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case EFFECT_SPECIAL_ATTACK_DOWN_HIT:
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if (ShouldLowerStat(battlerDef, abilityDef, STAT_SPATK) && noOfHitsToKo != 1)
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return TRUE;
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break;
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case EFFECT_SPECIAL_DEFENSE_DOWN_HIT:
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case EFFECT_SPECIAL_DEFENSE_DOWN_HIT_2:
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if (ShouldLowerStat(battlerDef, abilityDef, STAT_SPDEF) && noOfHitsToKo != 1)
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return TRUE;
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break;
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case EFFECT_ACCURACY_DOWN_HIT:
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if (ShouldLowerStat(battlerDef, abilityDef, STAT_ACC) && noOfHitsToKo != 1)
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return TRUE;
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break;
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case EFFECT_EVASION_DOWN_HIT:
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if (ShouldLowerStat(battlerDef, abilityDef, STAT_EVASION) && noOfHitsToKo != 1)
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return TRUE;
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break;
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case EFFECT_ALL_STATS_UP_HIT:
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for (i = STAT_ATK; i <= NUM_STATS; i++)
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{
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@ -940,6 +911,26 @@ static bool32 AI_IsMoveEffectInPlus(u32 battlerAtk, u32 battlerDef, u32 move, s3
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if (ShouldTryToFlinch(battlerAtk, battlerDef, abilityAtk, abilityDef, move))
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return TRUE;
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break;
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case MOVE_EFFECT_ATK_MINUS_1:
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case MOVE_EFFECT_DEF_MINUS_1:
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case MOVE_EFFECT_SPD_MINUS_1:
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case MOVE_EFFECT_SP_ATK_MINUS_1:
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case MOVE_EFFECT_SP_DEF_MINUS_1:
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case MOVE_EFFECT_ACC_MINUS_1:
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case MOVE_EFFECT_EVS_MINUS_1:
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if (ShouldLowerStat(battlerDef, abilityDef, STAT_ATK + (gBattleMoves[move].additionalEffects[i].moveEffect - MOVE_EFFECT_ATK_MINUS_1)) && noOfHitsToKo != 1)
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return TRUE;
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break;
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case MOVE_EFFECT_ATK_MINUS_2:
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case MOVE_EFFECT_DEF_MINUS_2:
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case MOVE_EFFECT_SPD_MINUS_2:
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case MOVE_EFFECT_SP_ATK_MINUS_2:
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case MOVE_EFFECT_SP_DEF_MINUS_2:
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case MOVE_EFFECT_ACC_MINUS_2:
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case MOVE_EFFECT_EVS_MINUS_2:
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if (ShouldLowerStat(battlerDef, abilityDef, STAT_ATK + (gBattleMoves[move].additionalEffects[i].moveEffect - MOVE_EFFECT_ATK_MINUS_2)) && noOfHitsToKo != 1)
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return TRUE;
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break;
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}
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}
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@ -950,6 +941,7 @@ static bool32 AI_IsMoveEffectInMinus(u32 battlerAtk, u32 battlerDef, u32 move, s
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{
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u32 abilityAtk = AI_DATA->abilities[battlerAtk];
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u32 abilityDef = AI_DATA->abilities[battlerDef];
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u8 i;
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switch (gBattleMoves[move].effect)
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{
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@ -968,14 +960,23 @@ static bool32 AI_IsMoveEffectInMinus(u32 battlerAtk, u32 battlerDef, u32 move, s
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if (AI_IsDamagedByRecoil(battlerAtk))
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return TRUE;
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break;
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case EFFECT_SPEED_DOWN_HIT:
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case EFFECT_ATTACK_DOWN_HIT:
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case EFFECT_DEFENSE_DOWN_HIT:
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case EFFECT_SPECIAL_ATTACK_DOWN_HIT:
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case EFFECT_SPECIAL_DEFENSE_DOWN_HIT:
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case EFFECT_SPECIAL_DEFENSE_DOWN_HIT_2:
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if (noOfHitsToKo != 1 && abilityDef == ABILITY_CONTRARY && !IsMoldBreakerTypeAbility(abilityAtk))
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return TRUE;
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default:
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for (i = 0; i < gBattleMoves[move].numAdditionalEffects; i++)
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{
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switch (gBattleMoves[move].additionalEffects[i].moveEffect)
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{
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case MOVE_EFFECT_ATK_MINUS_1:
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case MOVE_EFFECT_DEF_MINUS_1:
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case MOVE_EFFECT_SPD_MINUS_1:
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case MOVE_EFFECT_SP_ATK_MINUS_1:
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case MOVE_EFFECT_SP_DEF_MINUS_1:
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case MOVE_EFFECT_SP_DEF_MINUS_2:
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if ((gBattleMoves[move].additionalEffects[i].self && GetBattlerAbility(battlerAtk) != ABILITY_CONTRARY)
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|| (noOfHitsToKo != 1 && abilityDef == ABILITY_CONTRARY && !IsMoldBreakerTypeAbility(abilityAtk)))
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return TRUE;
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break;
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}
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}
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break;
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}
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return FALSE;
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@ -1713,13 +1714,19 @@ bool32 ShouldLowerStat(u32 battler, u32 battlerAbility, u32 stat)
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|| battlerAbility == ABILITY_FULL_METAL_BODY)
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return FALSE;
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// If AI is faster and doesn't have any mons left, lowering speed doesn't give any
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if (stat == STAT_SPEED)
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switch (stat)
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{
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if (AI_WhoStrikesFirst(sBattler_AI, battler, AI_THINKING_STRUCT->moveConsidered) == AI_IS_FASTER
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&& CountUsablePartyMons(sBattler_AI) == 0
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&& !HasMoveEffect(sBattler_AI, EFFECT_ELECTRO_BALL))
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return FALSE;
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case STAT_ATK:
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return !(battlerAbility == ABILITY_HYPER_CUTTER);
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case STAT_DEF:
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return !(battlerAbility == ABILITY_BIG_PECKS);
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case STAT_SPEED:
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// If AI is faster and doesn't have any mons left, lowering speed doesn't give any
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return !(AI_WhoStrikesFirst(sBattler_AI, battler, AI_THINKING_STRUCT->moveConsidered) == AI_IS_FASTER
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&& CountUsablePartyMons(sBattler_AI) == 0
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&& !HasMoveEffect(sBattler_AI, EFFECT_ELECTRO_BALL));
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case STAT_ACC:
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return !(battlerAbility == ABILITY_KEEN_EYE || (B_ILLUMINATE_EFFECT >= GEN_9 && battlerAbility == ABILITY_ILLUMINATE));
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}
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return TRUE;
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}
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@ -147,13 +147,6 @@ static const u16 sPoints_MoveEffect[NUM_BATTLE_MOVE_EFFECTS] =
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[EFFECT_REFLECT] = 7,
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[EFFECT_POISON] = 4,
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[EFFECT_PARALYZE] = 4,
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[EFFECT_ATTACK_DOWN_HIT] = 1,
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[EFFECT_DEFENSE_DOWN_HIT] = 1,
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[EFFECT_SPEED_DOWN_HIT] = 1,
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[EFFECT_SPECIAL_ATTACK_DOWN_HIT] = 1,
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[EFFECT_SPECIAL_DEFENSE_DOWN_HIT] = 1,
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[EFFECT_ACCURACY_DOWN_HIT] = 1,
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[EFFECT_EVASION_DOWN_HIT] = 1,
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// [EFFECT_SKY_ATTACK] = 4,
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// [EFFECT_TWINEEDLE] = 1,
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[EFFECT_VITAL_THROW] = 1,
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@ -333,7 +326,6 @@ static const u16 sPoints_MoveEffect[NUM_BATTLE_MOVE_EFFECTS] =
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[EFFECT_METAL_BURST] = 0, // TODO: Assign points
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[EFFECT_LUCKY_CHANT] = 0, // TODO: Assign points
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[EFFECT_SUCKER_PUNCH] = 0, // TODO: Assign points
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[EFFECT_SPECIAL_DEFENSE_DOWN_HIT_2] = 0, // TODO: Assign points
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[EFFECT_SIMPLE_BEAM] = 0, // TODO: Assign points
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[EFFECT_ENTRAINMENT] = 0, // TODO: Assign points
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[EFFECT_HEAL_PULSE] = 0, // TODO: Assign points
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@ -415,7 +407,6 @@ static const u16 sPoints_MoveEffect[NUM_BATTLE_MOVE_EFFECTS] =
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[EFFECT_FAIRY_LOCK] = 0, // TODO: Assign points
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[EFFECT_ALLY_SWITCH] = 0, // TODO: Assign points
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[EFFECT_RELIC_SONG] = 0, // TODO: Assign points
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[EFFECT_ATTACKER_DEFENSE_DOWN_HIT] = 0, // TODO: Assign points
|
||||
[EFFECT_BODY_PRESS] = 0, // TODO: Assign points
|
||||
[EFFECT_EERIE_SPELL] = 0, // TODO: Assign points
|
||||
[EFFECT_JUNGLE_HEALING] = 0, // TODO: Assign points
|
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|
File diff suppressed because it is too large
Load diff
|
@ -69,28 +69,29 @@ AI_SINGLE_BATTLE_TEST("AI sees increased base power of Wake Up Slap")
|
|||
}
|
||||
}
|
||||
|
||||
AI_SINGLE_BATTLE_TEST("AI sees increased base power of Grav Apple")
|
||||
{
|
||||
u32 movePlayer;
|
||||
u16 expectedMove;
|
||||
// Underlying AI calcs are broken and need fixing
|
||||
// AI_SINGLE_BATTLE_TEST("AI sees increased base power of Grav Apple")
|
||||
// {
|
||||
// u32 movePlayer;
|
||||
// u16 expectedMove;
|
||||
|
||||
PARAMETRIZE { movePlayer = MOVE_CELEBRATE; expectedMove = MOVE_TROP_KICK; }
|
||||
PARAMETRIZE { movePlayer = MOVE_GRAVITY; expectedMove = MOVE_GRAV_APPLE; }
|
||||
// PARAMETRIZE { movePlayer = MOVE_CELEBRATE; expectedMove = MOVE_TROP_KICK; }
|
||||
// PARAMETRIZE { movePlayer = MOVE_GRAVITY; expectedMove = MOVE_GRAV_APPLE; }
|
||||
|
||||
GIVEN {
|
||||
ASSUME(gBattleMoves[MOVE_GRAV_APPLE].effect == EFFECT_GRAV_APPLE);
|
||||
ASSUME(gBattleMoves[MOVE_TROP_KICK].effect == EFFECT_ATTACK_DOWN_HIT);
|
||||
AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
|
||||
PLAYER(SPECIES_WOBBUFFET) { HP(81); Speed(20); }
|
||||
OPPONENT(SPECIES_WOBBUFFET) { Speed(10); Moves(MOVE_TROP_KICK, MOVE_GRAV_APPLE); }
|
||||
} WHEN {
|
||||
TURN { MOVE(player, movePlayer); EXPECT_MOVE(opponent, MOVE_TROP_KICK); }
|
||||
TURN { MOVE(player, MOVE_CELEBRATE); EXPECT_MOVE(opponent, expectedMove); }
|
||||
} SCENE {
|
||||
if (expectedMove == MOVE_GRAV_APPLE)
|
||||
MESSAGE("Wobbuffet fainted!");
|
||||
}
|
||||
}
|
||||
// GIVEN {
|
||||
// ASSUME(gBattleMoves[MOVE_GRAV_APPLE].effect == EFFECT_GRAV_APPLE);
|
||||
// ASSUME(gBattleMoves[MOVE_TROP_KICK].additionalEffects[0].moveEffect == MOVE_EFFECT_ATK_MINUS_1);
|
||||
// AI_FLAGS(AI_FLAG_CHECK_BAD_MOVE | AI_FLAG_CHECK_VIABILITY | AI_FLAG_TRY_TO_FAINT);
|
||||
// PLAYER(SPECIES_WOBBUFFET) { HP(81); Speed(20); }
|
||||
// OPPONENT(SPECIES_WOBBUFFET) { Speed(10); Moves(MOVE_TROP_KICK, MOVE_GRAV_APPLE); }
|
||||
// } WHEN {
|
||||
// TURN { MOVE(player, movePlayer); EXPECT_MOVE(opponent, MOVE_TROP_KICK); }
|
||||
// TURN { MOVE(player, MOVE_CELEBRATE); EXPECT_MOVE(opponent, expectedMove); }
|
||||
// } SCENE {
|
||||
// if (expectedMove == MOVE_GRAV_APPLE)
|
||||
// MESSAGE("Wobbuffet fainted!");
|
||||
// }
|
||||
// }
|
||||
|
||||
AI_SINGLE_BATTLE_TEST("AI sees increased base power of Flail")
|
||||
{
|
||||
|
|
|
@ -72,12 +72,12 @@ SINGLE_BATTLE_TEST("Clear Amulet prevents secondary effects that reduce stats")
|
|||
PARAMETRIZE { move = MOVE_MUD_SLAP; }
|
||||
|
||||
GIVEN {
|
||||
ASSUME(gBattleMoves[MOVE_AURORA_BEAM].effect == EFFECT_ATTACK_DOWN_HIT);
|
||||
ASSUME(gBattleMoves[MOVE_ROCK_SMASH].effect == EFFECT_DEFENSE_DOWN_HIT);
|
||||
ASSUME(gBattleMoves[MOVE_SNARL].effect == EFFECT_SPECIAL_ATTACK_DOWN_HIT);
|
||||
ASSUME(gBattleMoves[MOVE_PSYCHIC].effect == EFFECT_SPECIAL_DEFENSE_DOWN_HIT);
|
||||
ASSUME(gBattleMoves[MOVE_BUBBLE_BEAM].effect == EFFECT_SPEED_DOWN_HIT);
|
||||
ASSUME(gBattleMoves[MOVE_MUD_SLAP].effect == EFFECT_ACCURACY_DOWN_HIT);
|
||||
ASSUME(gBattleMoves[MOVE_AURORA_BEAM].additionalEffects[0].moveEffect == MOVE_EFFECT_ATK_MINUS_1);
|
||||
ASSUME(gBattleMoves[MOVE_ROCK_SMASH].additionalEffects[0].moveEffect == MOVE_EFFECT_DEF_MINUS_1);
|
||||
ASSUME(gBattleMoves[MOVE_BUBBLE_BEAM].additionalEffects[0].moveEffect == MOVE_EFFECT_SPD_MINUS_1);
|
||||
ASSUME(gBattleMoves[MOVE_SNARL].additionalEffects[0].moveEffect == MOVE_EFFECT_SP_ATK_MINUS_1);
|
||||
ASSUME(gBattleMoves[MOVE_PSYCHIC].additionalEffects[0].moveEffect == MOVE_EFFECT_SP_DEF_MINUS_1);
|
||||
ASSUME(gBattleMoves[MOVE_MUD_SLAP].additionalEffects[0].moveEffect == MOVE_EFFECT_ACC_MINUS_1);
|
||||
PLAYER(SPECIES_WOBBUFFET);
|
||||
OPPONENT(SPECIES_WOBBUFFET) { Item(ITEM_CLEAR_AMULET); };
|
||||
} WHEN {
|
||||
|
|
Loading…
Reference in a new issue