4a1a6c5625
* Unified EFFECT_RECOIL Combined EFFECT_RECOIL_25/33/50/33_STATUS into a single EFFECT; added an extra field to BattleMove 'secondaryData' that contains the franction of HP recoil; argument still holds status effect for Flare Blitz/Volt Tackle * BattleMove struct change Added critrate, recoil, multihit fields, made zMove into a union of effect/powerOverride for status/non-status moves respectively. Added new recoil field and zMove field to all moves. To-do: crit rate, multihit * Critrate field added Moves use a critRate field instead of a flag - obsoletes EFFECT_ALWAYS_CRIT * Just a little define Makes clear that critBoost = 3 means ALWAYS CRIT * Added a proper recoil field Just to make it unambiguous and flexible - can finally have a move with 69% recoil. * Fixed AI damage calculation for multi-strike moves * Fixes + removed unused effects * Tests fixes Two to fix: pass when run in isolation but not when the whole group is run, which is annoying... * Minor fixes * Minor tweaks * Fixed move effects * recoil tests --------- Co-authored-by: Alex <alexthenotes@gmail.com>
67 lines
2.4 KiB
C
67 lines
2.4 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(gItems[ITEM_LANSAT_BERRY].holdEffect == HOLD_EFFECT_CRITICAL_UP);
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ASSUME(gBattleMoves[MOVE_DRAGON_RAGE].effect == EFFECT_DRAGON_RAGE);
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}
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SINGLE_BATTLE_TEST("Lansat Berry raises the holder's critical-hit-ratio by two stages when HP drops to 1/4 or below")
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{
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u32 move;
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PARAMETRIZE { move = MOVE_TACKLE; }
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PARAMETRIZE { move = MOVE_DRAGON_RAGE; }
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GIVEN {
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PLAYER(SPECIES_WOBBUFFET) { MaxHP(160); HP(80); Item(ITEM_LANSAT_BERRY); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, move); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, move, opponent);
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if (move == MOVE_TACKLE) {
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NONE_OF {
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_HELD_ITEM_EFFECT, player);
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MESSAGE("Wobbuffet used Lansat Berry to get pumped!");
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}
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} else {
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_HELD_ITEM_EFFECT, player);
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MESSAGE("Wobbuffet used Lansat Berry to get pumped!");
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}
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}
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}
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SINGLE_BATTLE_TEST("Lansat Berry raises the holder's critical-hit-ratio by two stages when HP drops to 1/2 or below")
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{
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GIVEN {
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PLAYER(SPECIES_BELLSPROUT) { MaxHP(80); HP(80); Ability(ABILITY_GLUTTONY); Item(ITEM_LANSAT_BERRY); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_DRAGON_RAGE); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_DRAGON_RAGE, opponent);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_HELD_ITEM_EFFECT, player);
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MESSAGE("Bellsprout used Lansat Berry to get pumped!");
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}
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}
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SINGLE_BATTLE_TEST("Lansat Berry raises the holder's critical-hit-ratio by two stages")
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{
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PASSES_RANDOMLY(1, 2, RNG_CRITICAL_HIT);
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GIVEN {
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ASSUME(gBattleMoves[MOVE_TACKLE].critBoost == 0);
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ASSUME(B_CRIT_CHANCE >= GEN_6);
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PLAYER(SPECIES_WOBBUFFET) { MaxHP(160); HP(80); Item(ITEM_LANSAT_BERRY); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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TURN { MOVE(opponent, MOVE_DRAGON_RAGE); MOVE(player, MOVE_TACKLE); }
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, MOVE_DRAGON_RAGE, opponent);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_HELD_ITEM_EFFECT, player);
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MESSAGE("Wobbuffet used Lansat Berry to get pumped!");
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ANIMATION(ANIM_TYPE_MOVE, MOVE_TACKLE, player);
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MESSAGE("A critical hit!");
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}
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}
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