jaboca, rowap berry effects
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4 changed files with 35 additions and 0 deletions
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@ -7754,3 +7754,17 @@ BattleScript_MicleBerryActivateRet_Anim:
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removeitem BS_SCRIPTING
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return
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BattleScript_JabocaRowapBerryActivates::
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jumpifability BS_TARGET, ABILITY_RIPEN, BattleScript_JabocaRowapBerryActivate_Ripen
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goto BattleScript_JabocaRowapBerryActivate_Anim
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BattleScript_JabocaRowapBerryActivate_Ripen:
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call BattleScript_AbilityPopUp
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BattleScript_JabocaRowapBerryActivate_Anim:
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jumpifabsent BS_TARGET, BattleScript_JabocaRowapBerryActivate_Dmg @ dont play the animation for a fainted target
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playanimation BS_TARGET, B_ANIM_HELD_ITEM_EFFECT, NULL
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waitanimation
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BattleScript_JabocaRowapBerryActivate_Dmg:
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call BattleScript_HurtAttacker
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removeitem BS_TARGET
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return
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@ -354,5 +354,6 @@ extern const u8 BattleScript_QuickClawActivation[];
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extern const u8 BattleScript_CustapBerryActivation[];
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extern const u8 BattleScript_MicleBerryActivateEnd2[];
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extern const u8 BattleScript_MicleBerryActivateRet[];
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extern const u8 BattleScript_JabocaRowapBerryActivates[];
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#endif // GUARD_BATTLE_SCRIPTS_H
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@ -107,6 +107,7 @@
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#define HOLD_EFFECT_MICLE_BERRY 101
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#define HOLD_EFFECT_JABOCA_BERRY 102
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#define HOLD_EFFECT_CUSTAP_BERRY 103
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#define HOLD_EFFECT_RETALIATE_BERRY 104 // rowap, jaboca
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// Gen5 hold effects
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#define HOLD_EFFECT_FLOAT_STONE 115
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@ -5890,6 +5890,25 @@ u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn)
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gBattleScripting.statChanger = SET_STATCHANGER(STAT_SPATK, 1, FALSE);
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}
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break;
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case HOLD_EFFECT_RETALIATE_BERRY:
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if (IsBattlerAlive(battlerId)
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&& TARGET_TURN_DAMAGED
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&& !DoesSubstituteBlockMove(gBattlerAttacker, battlerId, gCurrentMove)
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&& GetBattleMoveSplit(gCurrentMove) == ItemId_GetHoldEffectParam(gLastUsedItem))
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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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if (GetBattlerAbility(battlerId) == ABILITY_RIPEN)
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gBattleMoveDamage *= 2;
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effect = ITEM_HP_CHANGE;
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BattleScriptPushCursor();
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gBattlescriptCurrInstr = BattleScript_JabocaRowapBerryActivates;
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PREPARE_ITEM_BUFFER(gBattleTextBuff1, gLastUsedItem);
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RecordItemEffectBattle(battlerId, HOLD_EFFECT_ROCKY_HELMET);
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}
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break;
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}
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}
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break;
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