Baneful Bunker + King's Shield
Both apply a move effect from atk49. King's Shield swaps attacker and defender for the sake of Defiant etc. and then swaps them back!
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6 changed files with 57 additions and 14 deletions
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@ -6416,6 +6416,7 @@ BattleScript_RoughSkinActivates::
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BattleScript_SpikyShieldEffect::
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orword gHitMarker, HITMARKER_IGNORE_SUBSTITUTE | HITMARKER_x100000
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bichalfword gMoveResultFlags, MOVE_RESULT_NO_EFFECT
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healthbarupdate BS_ATTACKER
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datahpupdate BS_ATTACKER
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printstring STRINGID_PKMNHURTSWITH
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@ -6423,6 +6424,23 @@ BattleScript_SpikyShieldEffect::
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tryfaintmon BS_ATTACKER, FALSE, NULL
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return
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BattleScript_KingsShieldEffect::
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orword gHitMarker, HITMARKER_IGNORE_SUBSTITUTE | HITMARKER_x100000
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bichalfword gMoveResultFlags, MOVE_RESULT_NO_EFFECT
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seteffectsecondary
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setmoveeffect 0
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copybyte sBATTLER, gBattlerTarget
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copybyte gBattlerTarget, gBattlerAttacker
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copybyte gBattlerAttacker, sBATTLER
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return
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BattleScript_BanefulBunkerEffect::
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orword gHitMarker, HITMARKER_IGNORE_SUBSTITUTE | HITMARKER_IGNORE_SAFEGUARD | HITMARKER_x100000
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bichalfword gMoveResultFlags, MOVE_RESULT_NO_EFFECT
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seteffectsecondary
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setmoveeffect 0
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return
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BattleScript_CuteCharmActivates::
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call BattleScript_AbilityPopUp
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status2animation BS_ATTACKER, STATUS2_INFATUATION
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@ -300,6 +300,8 @@ extern const u8 BattleScript_PowderMoveNoEffect[];
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extern const u8 BattleScript_GrassyTerrainLoop[];
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extern const u8 BattleScript_VCreateStatLoss[];
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extern const u8 BattleScript_SpikyShieldEffect[];
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extern const u8 BattleScript_KingsShieldEffect[];
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extern const u8 BattleScript_BanefulBunkerEffect[];
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extern const u8 BattleScript_FlowerVeilProtectsRet[];
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extern const u8 BattleScript_SweetVeilProtectsRet[];
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@ -162,7 +162,7 @@
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#define ATK48_DONT_CHECK_LOWER 0x8
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// atk49, moveend cases
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#define ATK49_SPIKY_SHIELD 0
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#define ATK49_PROTECT_LIKE_EFFECT 0
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#define ATK49_RAGE 1
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#define ATK49_DEFROST 2
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#define ATK49_SYNCHRONIZE_TARGET 3
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@ -87,7 +87,7 @@ static const u8 sText_PkmnAlreadyAsleep[] = _("{B_DEF_NAME_WITH_PREFIX} is\nalre
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static const u8 sText_PkmnAlreadyAsleep2[] = _("{B_ATK_NAME_WITH_PREFIX} is\nalready asleep!");
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static const u8 sText_PkmnWasntAffected[] = _("{B_DEF_NAME_WITH_PREFIX}\nwasn't affected!");
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static const u8 sText_PkmnWasPoisoned[] = _("{B_EFF_NAME_WITH_PREFIX}\nwas poisoned!");
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static const u8 sText_PkmnPoisonedBy[] = _("{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_SCR_ACTIVE_ABILITY}\npoisoned {B_EFF_NAME_WITH_PREFIX}!");
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static const u8 sText_PkmnPoisonedBy[] = _("{B_EFF_NAME_WITH_PREFIX} was poisoned by\n{B_SCR_ACTIVE_NAME_WITH_PREFIX}'s {B_BUFF1}!");
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static const u8 sText_PkmnHurtByPoison[] = _("{B_ATK_NAME_WITH_PREFIX} is hurt\nby poison!");
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static const u8 sText_PkmnAlreadyPoisoned[] = _("{B_DEF_NAME_WITH_PREFIX} is already\npoisoned.");
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static const u8 sText_PkmnBadlyPoisoned[] = _("{B_EFF_NAME_WITH_PREFIX} is badly\npoisoned!");
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@ -4214,19 +4214,37 @@ static void atk49_moveend(void)
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{
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switch (gBattleScripting.atk49_state)
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{
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case ATK49_SPIKY_SHIELD:
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if (gProtectStructs[gBattlerTarget].spikyShielded
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&& gBattleMoves[gCurrentMove].flags & FLAG_MAKES_CONTACT
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&& GetBattlerAbility(gBattlerAttacker) != ABILITY_MAGIC_GUARD)
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case ATK49_PROTECT_LIKE_EFFECT:
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if (gBattleMoves[gCurrentMove].flags & FLAG_MAKES_CONTACT)
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{
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gMoveResultFlags &= ~(MOVE_RESULT_NO_EFFECT);
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gBattleMoveDamage = gBattleMons[gBattlerAttacker].maxHP / 8;
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if (gBattleMoveDamage == 0)
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gBattleMoveDamage = 1;
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PREPARE_MOVE_BUFFER(gBattleTextBuff1, MOVE_SPIKY_SHIELD);
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BattleScriptPushCursor();
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gBattlescriptCurrInstr = BattleScript_SpikyShieldEffect;
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effect = 1;
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if (gProtectStructs[gBattlerTarget].spikyShielded && GetBattlerAbility(gBattlerAttacker) != ABILITY_MAGIC_GUARD)
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{
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gBattleMoveDamage = gBattleMons[gBattlerAttacker].maxHP / 8;
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if (gBattleMoveDamage == 0)
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gBattleMoveDamage = 1;
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PREPARE_MOVE_BUFFER(gBattleTextBuff1, MOVE_SPIKY_SHIELD);
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BattleScriptPushCursor();
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gBattlescriptCurrInstr = BattleScript_SpikyShieldEffect;
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effect = 1;
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}
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else if (gProtectStructs[gBattlerTarget].kingsShielded)
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{
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i = gBattlerAttacker;
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gBattlerAttacker = gBattlerTarget;
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gBattlerTarget = i; // gBattlerTarget and gBattlerAttacker are swapped in order to activate Defiant, if applicable
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gBattleScripting.moveEffect = MOVE_EFFECT_ATK_MINUS_2;
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BattleScriptPushCursor();
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gBattlescriptCurrInstr = BattleScript_KingsShieldEffect;
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effect = 1;
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}
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else if (gProtectStructs[gBattlerTarget].banefulBunkered)
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{
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gBattleScripting.moveEffect = MOVE_EFFECT_POISON | MOVE_EFFECT_AFFECTS_USER;
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PREPARE_MOVE_BUFFER(gBattleTextBuff1, MOVE_BANEFUL_BUNKER);
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BattleScriptPushCursor();
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gBattlescriptCurrInstr = BattleScript_BanefulBunkerEffect;
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effect = 1;
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}
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}
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gBattleScripting.atk49_state++;
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break;
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@ -3275,6 +3275,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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gBattleScripting.moveEffect += MOVE_EFFECT_AFFECTS_USER;
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BattleScriptPushCursor();
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gBattlescriptCurrInstr = BattleScript_AbilityStatusEffect;
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PREPARE_ABILITY_BUFFER(gBattleTextBuff1, ABILITY_EFFECT_SPORE);
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gHitMarker |= HITMARKER_IGNORE_SAFEGUARD;
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effect++;
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}
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@ -3288,6 +3289,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveA
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&& (Random() % 3) == 0)
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{
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gBattleScripting.moveEffect = MOVE_EFFECT_AFFECTS_USER | MOVE_EFFECT_POISON;
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PREPARE_ABILITY_BUFFER(gBattleTextBuff1, ABILITY_POISON_POINT);
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BattleScriptPushCursor();
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gBattlescriptCurrInstr = BattleScript_AbilityStatusEffect;
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gHitMarker |= HITMARKER_IGNORE_SAFEGUARD;
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@ -5629,6 +5631,9 @@ static inline void MulByTypeEffectiveness(u16 *modifier, u16 move, u8 moveType,
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mod = UQ_4_12(2.0);
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if (moveType == TYPE_GROUND && defType == TYPE_FLYING && IsBattlerGrounded(battlerDef))
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mod = UQ_4_12(1.0);
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if (gProtectStructs[battlerDef].kingsShielded && gBattleMoves[move].effect != EFFECT_FEINT)
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mod = UQ_4_12(1.0);
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MulModifier(modifier, mod);
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}
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