Fix Encore turn amount bug (#4802)

* Encore 3 turns

* remove duplicate
This commit is contained in:
DizzyEggg 2024-06-14 13:15:38 +02:00 committed by GitHub
parent 2716ec5b03
commit de7a4e2328
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
2 changed files with 61 additions and 7 deletions

View file

@ -12800,7 +12800,11 @@ static void Cmd_trysetencore(void)
{
gDisableStructs[gBattlerTarget].encoredMove = gBattleMons[gBattlerTarget].moves[i];
gDisableStructs[gBattlerTarget].encoredMovePos = i;
gDisableStructs[gBattlerTarget].encoreTimer = 3;
// Encore always lasts 3 turns, but we need to account for a scenario where Encore changes the move during the same turn.
if (GetBattlerTurnOrderNum(gBattlerAttacker) > GetBattlerTurnOrderNum(gBattlerTarget))
gDisableStructs[gBattlerTarget].encoreTimer = 4;
else
gDisableStructs[gBattlerTarget].encoreTimer = 3;
gBattlescriptCurrInstr = cmd->nextInstr;
}
else

View file

@ -6,40 +6,90 @@ ASSUMPTIONS
ASSUME(gMovesInfo[MOVE_ENCORE].effect == EFFECT_ENCORE);
}
SINGLE_BATTLE_TEST("Encore forces consecutive move uses for 2 turns for player")
SINGLE_BATTLE_TEST("Encore forces consecutive move uses for 3 turns for player: Encore used before move")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
PLAYER(SPECIES_WOBBUFFET) { Speed(10); }
OPPONENT(SPECIES_WOBBUFFET) { Speed(20); }
} WHEN {
TURN { MOVE(opponent, MOVE_CELEBRATE); MOVE(player, MOVE_CELEBRATE); }
TURN { MOVE(opponent, MOVE_ENCORE); MOVE(player, MOVE_CELEBRATE); }
// TURN { FORCED_MOVE(player); }
TURN { FORCED_MOVE(player); }
TURN { FORCED_MOVE(player); }
TURN { MOVE(player, MOVE_SPLASH); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponent);
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_ENCORE, opponent);
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_SPLASH, player);
}
}
SINGLE_BATTLE_TEST("Encore forces consecutive move uses for 3 turns for player: Encore used after move")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { Speed(20); }
OPPONENT(SPECIES_WOBBUFFET) { Speed(10); }
} WHEN {
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_ENCORE); }
TURN { FORCED_MOVE(player); }
TURN { FORCED_MOVE(player); }
TURN { FORCED_MOVE(player); }
TURN { MOVE(player, MOVE_SPLASH); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_ENCORE, opponent);
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_SPLASH, player);
}
}
SINGLE_BATTLE_TEST("Encore forces consecutive move uses for 2 turns for opponent")
SINGLE_BATTLE_TEST("Encore forces consecutive move uses for 3 turns for opponent: Encore used before move")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET);
OPPONENT(SPECIES_WOBBUFFET);
PLAYER(SPECIES_WOBBUFFET) { Speed(20); }
OPPONENT(SPECIES_WOBBUFFET) { Speed(10); }
} WHEN {
TURN { MOVE(player, MOVE_CELEBRATE); MOVE(opponent, MOVE_CELEBRATE); }
TURN { MOVE(player, MOVE_ENCORE); MOVE(opponent, MOVE_CELEBRATE); }
// TURN { FORCED_MOVE(opponent); }
TURN { FORCED_MOVE(opponent); }
TURN { FORCED_MOVE(opponent); }
TURN { MOVE(opponent, MOVE_SPLASH); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponent);
ANIMATION(ANIM_TYPE_MOVE, MOVE_ENCORE, player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponent);
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponent);
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponent);
ANIMATION(ANIM_TYPE_MOVE, MOVE_SPLASH, opponent);
}
}
SINGLE_BATTLE_TEST("Encore forces consecutive move uses for 3 turns for opponent: Encore used after move")
{
GIVEN {
PLAYER(SPECIES_WOBBUFFET) { Speed(10); }
OPPONENT(SPECIES_WOBBUFFET) { Speed(20); }
} WHEN {
TURN { MOVE(opponent, MOVE_CELEBRATE); MOVE(player, MOVE_ENCORE); }
TURN { FORCED_MOVE(opponent); }
TURN { FORCED_MOVE(opponent); }
TURN { FORCED_MOVE(opponent); }
TURN { MOVE(opponent, MOVE_SPLASH); }
} SCENE {
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponent);
ANIMATION(ANIM_TYPE_MOVE, MOVE_ENCORE, player);
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponent);
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponent);
ANIMATION(ANIM_TYPE_MOVE, MOVE_CELEBRATE, opponent);
ANIMATION(ANIM_TYPE_MOVE, MOVE_SPLASH, opponent);
}
}