a64e1c63c1
* Made gBattleMoves handle the InGame name and description of battle moves No more multiple arrays in separate, individual files. Note: -Keep an eye on Task_LearnedMove. * Reintroduced move names Misc: -Fixed Trick-or-Treat and Light of Ruin's expanded names. -Introduced a new field for Z-Move names, and a constant for their name length. -Added a few TODOs to GetBattleMoveName. -Updated GetMaxMoveName and GetZMoveName. There's no reason not to let GetBattleMoveName handle everything on its own. * Updated GetBattleMoveName to handle Z-Move Names Misc: -Removed pointless TODO about MOVE_NAME_LENGTH. -The compiler doesn't allow to have a move name with a value higher than MOVE_NAME_LENGTH, therefore it's pointless to worry about it. * Fixed a couple of expanded move names * Removed zMoveName variable of struct BattleMove and extended the name variable's size * Ditched no longer used MOVE_NAME_LENGTH constant * Corrected the names of the max moves I should have done this after updating the size of the name variable of the struct BattleMove, but I didn't think about it at all until Cancer Fairy indirectly gave me the idea. * Fixed U-turn's name * Brought back MOVE_NAME_LENGTH I think it doesn't make sense to have a Z_MOVE_NAME_LENGTH because the length in question is used for all battle moves, not just the Z-Moves. * Introduced a union for Move/Z-Move names in the struct BattleMove * Fixed the union for gBattleMoves move names Also updated GetBattleMoveName to properly handle Max Move names. Also also renamed the "zMoveName" variable to "bigMoveName" which better reflects its purpose. Z-Move names weren't the only thing it covered, since it also handles Max Move names. * Removed deprecated GetZMoveName and GetMaxMoveName * Reintroduced mention to gMoveNames in sGFRomHeader * Fixed move names and ported move descriptions * Fused the struct ContestMove into the struct BattleMove * Removed no longer used Z_MOVE_NAME_LENGTH constant * Renamed the struct BattleMove's bigMoveName variable and introduced macros to prettify move names * Reintroduced the contest parameters for Pokémon moves * Renamed gBattleMoves to gMovesInfo This is consistent with gSpeciesInfo, the array that contains most of the species data. * Renamed the BattleMove struct to MovesInfo This is consistent with the struct SpeciesInfo, which contains the variables used by the gSpeciesInfo array. * Removed empty lines separating battle params from contest params in gMovesInfo * Renamed MovesInfo to MoveInfo * Added Cancer Fairy's HANDLE_EXPANDED_MOVE_NAME macro Used to handle moves with expanded names in a more comfortable manner. Also fixed Trick-or-Treat's expanded name. * Renamed GetBattleMoveName to GetMoveName * Added a comment pointing out that the shared move descriptions are shared move descriptions * Re-aligned one of the escape characters of CHECK_MOVE_FLAG * Renamed the battle_moves.h file to moves_info.h instead for consistency's sake * Applied Eduardo's adjustments * Using compound string for regular move names as well, saving 1180 bytes and making their use consistent * Move description formatting * Updated Pursuit test after merge * Renamed the BATTLE_CATEGORY constants to DAMAGE_CATEGORY --------- Co-authored-by: Nephrite <thechurchofcage@gmail.com> Co-authored-by: Bassoonian <iasperbassoonian@gmail.com> Co-authored-by: Eduardo Quezada D'Ottone <eduardo602002@gmail.com>
84 lines
2.6 KiB
C
84 lines
2.6 KiB
C
#include "global.h"
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#include "test/battle.h"
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ASSUMPTIONS
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{
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ASSUME(gMovesInfo[MOVE_ELECTRIC_TERRAIN].effect == EFFECT_ELECTRIC_TERRAIN);
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ASSUME(gMovesInfo[MOVE_PSYCHIC_TERRAIN].effect == EFFECT_PSYCHIC_TERRAIN);
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ASSUME(gMovesInfo[MOVE_GRASSY_TERRAIN].effect == EFFECT_GRASSY_TERRAIN);
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ASSUME(gMovesInfo[MOVE_MISTY_TERRAIN].effect == EFFECT_MISTY_TERRAIN);
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ASSUME(gMovesInfo[MOVE_STEEL_ROLLER].effect == EFFECT_HIT_SET_REMOVE_TERRAIN);
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ASSUME(gMovesInfo[MOVE_ICE_SPINNER].effect == EFFECT_HIT_SET_REMOVE_TERRAIN);
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}
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SINGLE_BATTLE_TEST("Steel Roller and Ice Spinner can remove a terrain from the field")
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{
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u32 j;
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static const u16 terrainMoves[] =
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{
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MOVE_ELECTRIC_TERRAIN,
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MOVE_PSYCHIC_TERRAIN,
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MOVE_GRASSY_TERRAIN,
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MOVE_MISTY_TERRAIN,
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};
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u16 terrainMove = MOVE_NONE;
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u16 removeTerrainMove = MOVE_NONE;
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for (j = 0; j < ARRAY_COUNT(terrainMoves); j++)
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{
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PARAMETRIZE { removeTerrainMove = MOVE_STEEL_ROLLER; terrainMove = terrainMoves[j]; }
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PARAMETRIZE { removeTerrainMove = MOVE_ICE_SPINNER; terrainMove = terrainMoves[j]; }
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}
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, terrainMove); MOVE(player, removeTerrainMove); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, terrainMove, opponent);
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ANIMATION(ANIM_TYPE_MOVE, removeTerrainMove, player);
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switch (terrainMove)
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{
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case MOVE_ELECTRIC_TERRAIN:
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MESSAGE("The electricity disappeared from the battlefield.");
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break;
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case MOVE_PSYCHIC_TERRAIN:
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MESSAGE("The weirdness disappeared from the battlefield.");
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break;
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case MOVE_GRASSY_TERRAIN:
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MESSAGE("The grass disappeared from the battlefield.");
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break;
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case MOVE_MISTY_TERRAIN:
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MESSAGE("The mist disappeared from the battlefield.");
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break;
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}
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}
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}
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SINGLE_BATTLE_TEST("Steel Roller fails if there is no terrain on the field")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_STEEL_ROLLER); }
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} SCENE {
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NOT ANIMATION(ANIM_TYPE_MOVE, MOVE_STEEL_ROLLER, player);
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MESSAGE("But it failed!");
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}
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}
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SINGLE_BATTLE_TEST("Ice Spinner doesn't fail if there is no terrain on the field")
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{
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET);
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(player, MOVE_ICE_SPINNER); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_ICE_SPINNER, player);
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NOT MESSAGE("But it failed!");
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}
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}
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