Revival Blessing fixes + Using Lunar Blessing's animation (#5490)

* revival blessing fixes, add anim

* fix lunar blessing anim

* Added support for Revival Blessing in tests

* Added test to confirm absent flag fix

---------

Co-authored-by: ghoulslash <pokevoyager0@gmail.com>
Co-authored-by: Eduardo Quezada <eduardo602002@gmail.com>
This commit is contained in:
ghoulslash 2024-10-19 10:34:58 -04:00 committed by GitHub
parent 8bb8500456
commit d487bd0548
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
8 changed files with 142 additions and 66 deletions

View file

@ -15771,11 +15771,11 @@ SandsearStormFireSpin:
@Credits to Skeli
Move_LUNAR_BLESSING::
loadspritegfx ANIM_TAG_BLUE_STAR
loadspritegfx ANIM_TAG_MOON
loadspritegfx ANIM_TAG_SPARKLE_2
loadspritegfx ANIM_TAG_GUARD_RING
loadspritegfx ANIM_TAG_SMALL_EMBER @Yellow colour for ring
loadspritegfx ANIM_TAG_BLUE_STAR
monbg ANIM_ATK_PARTNER
setalpha 16, 0
createvisualtask AnimTask_BlendBattleAnimPal, 0xa, F_PAL_BG, 0x1, 0x0, 0x10, 0x0
@ -17630,11 +17630,13 @@ Move_MALIGNANT_CHAIN::
waitforvisualfinish
end
Move_REVIVAL_BLESSING::
goto Move_LUNAR_BLESSING
Move_TERA_BLAST::
Move_ORDER_UP::
Move_POPULATION_BOMB::
Move_GLAIVE_RUSH::
Move_REVIVAL_BLESSING::
Move_SALT_CURE::
Move_TRIPLE_DIVE::
Move_DOODLE::

View file

@ -466,6 +466,9 @@ BattleScript_EffectRevivalBlessing::
goto BattleScript_MoveEnd
BattleScript_EffectRevivalBlessingSendOut:
getswitchedmondata BS_SCRIPTING
switchindataupdate BS_SCRIPTING
hpthresholds BS_SCRIPTING
switchinanim BS_SCRIPTING, FALSE
waitstate
switchineffects BS_SCRIPTING

View file

@ -788,7 +788,7 @@ u8 CalculatePPWithBonus(u16 move, u8 ppBonuses, u8 moveIndex);
void RemoveMonPPBonus(struct Pokemon *mon, u8 moveIndex);
void RemoveBattleMonPPBonus(struct BattlePokemon *mon, u8 moveIndex);
void PokemonToBattleMon(struct Pokemon *src, struct BattlePokemon *dst);
void CopyPlayerPartyMonToBattleData(u8 battlerId, u8 partyIndex);
void CopyPartyMonToBattleData(u32 battlerId, u32 partyIndex);
bool8 ExecuteTableBasedItemEffect(struct Pokemon *mon, u16 item, u8 partyIndex, u8 moveIndex);
bool8 PokemonUseItemEffects(struct Pokemon *mon, u16 item, u8 partyIndex, u8 moveIndex, u8 e);
bool8 HealStatusConditions(struct Pokemon *mon, u32 healMask, u8 battlerId);

View file

@ -952,7 +952,10 @@ struct MoveContext
u16 gimmick:4;
u16 explicitGimmick:1;
u16 allowed:1;
// End of word
u16 explicitAllowed:1;
u16 partyIndex:3; // Used for moves where you select a party member without swiching, such as Revival Blessing
u16 explicitPartyIndex:1;
u16 notExpected:1; // Has effect only with EXPECT_MOVE
u16 explicitNotExpected:1;
struct BattlePokemon *target;

View file

@ -10993,7 +10993,10 @@ static void Cmd_various(void)
if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE &&
gBattlerPartyIndexes[BATTLE_PARTNER(gBattlerAttacker)] == gSelectedMonPartyId)
{
gBattleScripting.battler = BATTLE_PARTNER(gBattlerAttacker);
i = BATTLE_PARTNER(gBattlerAttacker);
gAbsentBattlerFlags &= ~(1u << i);
gBattleStruct->monToSwitchIntoId[i] = gSelectedMonPartyId;
gBattleScripting.battler = i;
gBattleCommunication[MULTIUSE_STATE] = TRUE;
}

View file

@ -3697,10 +3697,12 @@ void PokemonToBattleMon(struct Pokemon *src, struct BattlePokemon *dst)
dst->status2 = 0;
}
void CopyPlayerPartyMonToBattleData(u8 battlerId, u8 partyIndex)
void CopyPartyMonToBattleData(u32 battlerId, u32 partyIndex)
{
PokemonToBattleMon(&gPlayerParty[partyIndex], &gBattleMons[battlerId]);
gBattleStruct->hpOnSwitchout[GetBattlerSide(battlerId)] = gBattleMons[battlerId].hp;
u32 side = GetBattlerSide(battlerId);
struct Pokemon *party = GetSideParty(side);
PokemonToBattleMon(&party[partyIndex], &gBattleMons[battlerId]);
gBattleStruct->hpOnSwitchout[side] = gBattleMons[battlerId].hp;
UpdateSentPokesToOpponentValue(battlerId);
ClearTemporarySpeciesSpriteData(battlerId, FALSE);
}

View file

@ -1,10 +1,6 @@
#include "global.h"
#include "test/battle.h"
// Note: Since these tests are recorded battle, they don't test the right battle controller
// behaviors. These have been tested in-game, in double, in multi, and in link battles. AI will always
// revive their first fainted party member in order.
ASSUMPTIONS
{
ASSUME(gMovesInfo[MOVE_REVIVAL_BLESSING].effect == EFFECT_REVIVAL_BLESSING);
@ -18,7 +14,7 @@ SINGLE_BATTLE_TEST("Revival Blessing revives a chosen fainted party member for t
PLAYER(SPECIES_WYNAUT) { HP(0); }
OPPONENT(SPECIES_WOBBUFFET);
} WHEN {
TURN { MOVE(player, MOVE_REVIVAL_BLESSING); SEND_OUT(player, 2); }
TURN { MOVE(player, MOVE_REVIVAL_BLESSING, partyIndex:2); }
} SCENE {
MESSAGE("Wobbuffet used Revival Blessing!");
MESSAGE("Wynaut was revived and is ready to fight again!");
@ -33,7 +29,7 @@ SINGLE_BATTLE_TEST("Revival Blessing revives a fainted party member for an oppon
OPPONENT(SPECIES_PICHU) { HP(0); }
OPPONENT(SPECIES_PIKACHU) { HP(0); }
} WHEN {
TURN { MOVE(opponent, MOVE_REVIVAL_BLESSING); SEND_OUT(opponent, 1); }
TURN { MOVE(opponent, MOVE_REVIVAL_BLESSING, partyIndex:1); }
} SCENE {
MESSAGE("Foe Raichu used Revival Blessing!");
MESSAGE("Pichu was revived and is ready to fight again!");
@ -53,57 +49,80 @@ SINGLE_BATTLE_TEST("Revival Blessing fails if no party members are fainted")
}
}
// Note: There isn't a good way to test multi battles at the moment, but
// this PASSES in game!
TO_DO_BATTLE_TEST("Revival Blessing cannot revive a partner's party member");
// DOUBLE_BATTLE_TEST("Revival Blessing cannot revive a partner's party member")
// {
// struct BattlePokemon *user;
// gBattleTypeFlags |= BATTLE_TYPE_TWO_OPPONENTS;
// PARAMETRIZE { user = opponentLeft; }
// PARAMETRIZE { user = opponentRight; }
// GIVEN {
// ASSUME((gBattleTypeFlags & BATTLE_TYPE_TWO_OPPONENTS) != FALSE);
// PLAYER(SPECIES_WOBBUFFET);
// PLAYER(SPECIES_WOBBUFFET);
// OPPONENT(SPECIES_WOBBUFFET);
// OPPONENT(SPECIES_WOBBUFFET);
// OPPONENT(SPECIES_WOBBUFFET);
// OPPONENT(SPECIES_WYNAUT);
// OPPONENT(SPECIES_WYNAUT) { HP(0); }
// OPPONENT(SPECIES_WYNAUT);
// } WHEN {
// TURN { MOVE(user, MOVE_REVIVAL_BLESSING); }
// } SCENE {
// if (user == opponentLeft) {
// MESSAGE("Foe Wobbuffet used Revival Blessing!");
// MESSAGE("But it failed!");
// } else {
// MESSAGE("Foe Wynaut used Revival Blessing!");
// MESSAGE("Wynaut was revived and is ready to fight again!");
// }
// }
// }
DOUBLE_BATTLE_TEST("Revival Blessing cannot revive a partner's party member")
{
KNOWN_FAILING;
struct BattlePokemon *user = NULL;
gBattleTypeFlags |= BATTLE_TYPE_TWO_OPPONENTS;
PARAMETRIZE { user = opponentLeft; }
PARAMETRIZE { user = opponentRight; }
GIVEN {
ASSUME((gBattleTypeFlags & BATTLE_TYPE_TWO_OPPONENTS) != FALSE);
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WYNAUT);
OPPONENT(SPECIES_WYNAUT) { HP(0); }
OPPONENT(SPECIES_WYNAUT);
} WHEN {
TURN { MOVE(user, MOVE_REVIVAL_BLESSING, partyIndex:4); }
} SCENE {
if (user == opponentLeft) {
MESSAGE("Foe Wobbuffet used Revival Blessing!");
MESSAGE("But it failed!");
} else {
MESSAGE("Foe Wynaut used Revival Blessing!");
MESSAGE("Wynaut was revived and is ready to fight again!");
}
}
}
// Note: The test runner gets upset about "sending out" a battler on the field,
// but this PASSES in game!
TO_DO_BATTLE_TEST("Revived battlers still lose their turn");
// DOUBLE_BATTLE_TEST("Revived battlers still lose their turn")
// {
// GIVEN {
// PLAYER(SPECIES_WOBBUFFET);
// PLAYER(SPECIES_WYNAUT);
// OPPONENT(SPECIES_WOBBUFFET);
// OPPONENT(SPECIES_WYNAUT) { HP(1); }
// } WHEN {
// TURN { MOVE(playerLeft, MOVE_TACKLE, target: opponentRight);
// MOVE(opponentLeft, MOVE_REVIVAL_BLESSING);
// SEND_OUT(opponentLeft, 1); }
// } SCENE {
// MESSAGE("Wobbuffet used Tackle!");
// MESSAGE("Foe Wynaut fainted!");
// MESSAGE("Foe Wobbuffet used Revival Blessing!");
// MESSAGE("Wynaut was revived and is ready to fight again!");
// NOT { MESSAGE("Wynaut used Celebrate!"); }
// }
// }
DOUBLE_BATTLE_TEST("Revival Blessing doesn't prevent revived battlers from losing their turn")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
PLAYER(SPECIES_WYNAUT);
OPPONENT(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WYNAUT) { HP(1); }
} WHEN {
TURN { MOVE(playerLeft, MOVE_TACKLE, target: opponentRight);
MOVE(opponentLeft, MOVE_REVIVAL_BLESSING, partyIndex: 1); }
} SCENE {
MESSAGE("Wobbuffet used Tackle!");
MESSAGE("Foe Wynaut fainted!");
MESSAGE("Foe Wobbuffet used Revival Blessing!");
MESSAGE("Wynaut was revived and is ready to fight again!");
NOT { MESSAGE("Wynaut used Celebrate!"); }
}
}
DOUBLE_BATTLE_TEST("Revival Blessing correctly updates battler absent flags")
{
GIVEN {
PLAYER(SPECIES_SALAMENCE) { Level(40); }
PLAYER(SPECIES_PIDGEOT) { Level(40); }
OPPONENT(SPECIES_GEODUDE) { Level(5); Ability(ABILITY_ROCK_HEAD); }
OPPONENT(SPECIES_STARLY) { Level(5); }
} WHEN {
TURN { MOVE(playerLeft, MOVE_EARTHQUAKE);
MOVE(opponentRight, MOVE_REVIVAL_BLESSING, partyIndex: 0); }
TURN { MOVE(playerLeft, MOVE_EARTHQUAKE); }
} SCENE {
// Turn 1
MESSAGE("Salamence used Earthquake!");
HP_BAR(opponentLeft);
MESSAGE("Foe Geodude fainted!");
MESSAGE("It doesn't affect Pidgeot…");
MESSAGE("It doesn't affect Foe Starly…");
MESSAGE("Foe Starly used Revival Blessing!");
MESSAGE("Geodude was revived and is ready to fight again!"); // Should have prefix but it doesn't currently.
// Turn 2
MESSAGE("Salamence used Earthquake!");
HP_BAR(opponentLeft);
MESSAGE("Foe Geodude fainted!");
MESSAGE("It doesn't affect Pidgeot…");
MESSAGE("It doesn't affect Foe Starly…");
}
}

View file

@ -2116,11 +2116,44 @@ void MoveGetIdAndSlot(s32 battlerId, struct MoveContext *ctx, u32 *moveId, u32 *
}
}
u32 MoveGetFirstFainted(s32 battlerId)
{
u32 i, partySize;
struct Pokemon *party;
if ((battlerId & BIT_SIDE) == B_SIDE_PLAYER)
{
partySize = DATA.playerPartySize;
party = DATA.recordedBattle.playerParty;
}
else
{
partySize = DATA.opponentPartySize;
party = DATA.recordedBattle.opponentParty;
}
// Loop through to find fainted battler.
for (i = 0; i < partySize; ++i)
{
u32 species = GetMonData(&party[i], MON_DATA_SPECIES_OR_EGG);
if (species != SPECIES_NONE
&& species != SPECIES_EGG
&& GetMonData(&party[i], MON_DATA_HP) == 0)
{
return i;
}
}
// Returns PARTY_SIZE if none found.
return PARTY_SIZE;
}
void Move(u32 sourceLine, struct BattlePokemon *battler, struct MoveContext ctx)
{
s32 battlerId = battler - gBattleMons;
u32 moveId, moveSlot;
s32 target;
bool32 requirePartyIndex = FALSE;
INVALID_IF(DATA.turnState == TURN_CLOSED, "MOVE outside TURN");
INVALID_IF(IsAITest() && (battlerId & BIT_SIDE) == B_SIDE_OPPONENT, "MOVE is not allowed for opponent in AI tests. Use EXPECT_MOVE instead");
@ -2128,6 +2161,14 @@ void Move(u32 sourceLine, struct BattlePokemon *battler, struct MoveContext ctx)
MoveGetIdAndSlot(battlerId, &ctx, &moveId, &moveSlot, sourceLine);
target = MoveGetTarget(battlerId, moveId, &ctx, sourceLine);
if (gMovesInfo[moveId].effect == EFFECT_REVIVAL_BLESSING)
requirePartyIndex = MoveGetFirstFainted(battlerId) != PARTY_SIZE;
// Check party menu moves.
INVALID_IF(requirePartyIndex && !ctx.explicitPartyIndex, "%S requires explicit party index", GetMoveName(moveId));
INVALID_IF(requirePartyIndex && ctx.partyIndex >= ((battlerId & BIT_SIDE) == B_SIDE_PLAYER ? DATA.playerPartySize : DATA.opponentPartySize), \
"MOVE to invalid party index");
if (ctx.explicitHit)
DATA.battleRecordTurns[DATA.turns][battlerId].hit = 1 + ctx.hit;
if (ctx.explicitCriticalHit)
@ -2148,6 +2189,9 @@ void Move(u32 sourceLine, struct BattlePokemon *battler, struct MoveContext ctx)
PushBattlerAction(sourceLine, battlerId, RECORDED_MOVE_TARGET, target);
}
if (ctx.explicitPartyIndex)
PushBattlerAction(sourceLine, battlerId, RECORDED_PARTY_INDEX, ctx.partyIndex);
if (DATA.turnState == TURN_OPEN)
{
if (!DATA.hasExplicitSpeeds)