71b49a114f
* Remove non-existent tilesets from label comments and alphabetize * Fixed braces style * gbagfx bit depth upconversion fix * jsonproc: filter out every non-alphanumeric character * fix(linking): link gflib/malloc.c at top of EWRAM in ld_script_modern.ld * Adds move Upper Hand * Requested changes - Tabs / spaces where proper - HitFromAtkString -> HitFromAccCheck - Actually compiles now lol - Moved assumes into relevant tests - Cleaned up the check for TryUpperHand * Fixed || positioning * Update upper_hand.c * Revert "Merge remote-tracking branch 'upstream/master' into upper-hand" This reverts commitb21275dfe9
, reversing changes made to89b1ad1ea1
. * AI logic and conflicts solved * Test fix * Fix Sheer Force test * Requested changes * Requested changes * Update battle_script_commands.c --------- Co-authored-by: GriffinR <griffin.g.richards@gmail.com> Co-authored-by: Eduardo Quezada <eduardo602002@gmail.com> Co-authored-by: Sierraffinity <sierra@domoreaweso.me> Co-authored-by: sbird <sbird@no.tld>
65 lines
2.6 KiB
C
65 lines
2.6 KiB
C
#include "global.h"
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#include "test/battle.h"
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SINGLE_BATTLE_TEST("Sheer Force boosts power, but removes secondary effects of moves", s16 damage)
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{
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s32 j;
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u32 ability = 0, move = 0;
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for (j = 1; j < MOVES_COUNT; j++)
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{
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if (gMovesInfo[j].sheerForceBoost
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//&& gMovesInfo[j].effect != EFFECT_ORDER_UP
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&& gMovesInfo[j].effect != EFFECT_AURA_WHEEL
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&& gMovesInfo[j].effect != EFFECT_PLACEHOLDER)
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{
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PARAMETRIZE { ability = ABILITY_ANGER_POINT; move = j; }
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PARAMETRIZE { ability = ABILITY_SHEER_FORCE; move = j; }
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}
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}
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GIVEN {
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PLAYER(SPECIES_TAUROS) { Ability(ability); Status1(move == MOVE_SNORE ? STATUS1_SLEEP : STATUS1_NONE); }
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OPPONENT(SPECIES_WOBBUFFET);
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} WHEN {
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if (move == MOVE_ALLURING_VOICE || move == MOVE_BURNING_JEALOUSY) // Alluring Voice requires the target to boost stats to have an effect
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TURN { MOVE(opponent, MOVE_AGILITY); MOVE(player, move); }
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else if (move == MOVE_UPPER_HAND) // Upper Hand requires the target to be using a damaging priority move
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TURN { MOVE(opponent, MOVE_QUICK_ATTACK); MOVE(player, move); }
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else
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TURN { MOVE(player, move); }
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if (gMovesInfo[move].effect == EFFECT_TWO_TURNS_ATTACK || gMovesInfo[move].effect == EFFECT_SEMI_INVULNERABLE
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|| gMovesInfo[move].effect == EFFECT_METEOR_BEAM) {
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TURN { SKIP_TURN(player); }
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TURN { ; }
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}
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} SCENE {
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ANIMATION(ANIM_TYPE_MOVE, move, player);
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HP_BAR(opponent, captureDamage: &results[i].damage);
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if (ability == ABILITY_SHEER_FORCE) {
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NONE_OF {
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, player);
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ANIMATION(ANIM_TYPE_GENERAL, B_ANIM_STATS_CHANGE, opponent);
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STATUS_ICON(opponent, STATUS1_FREEZE);
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STATUS_ICON(opponent, STATUS1_POISON);
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STATUS_ICON(opponent, STATUS1_BURN);
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STATUS_ICON(opponent, STATUS1_TOXIC_POISON);
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STATUS_ICON(opponent, STATUS1_PARALYSIS);
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MESSAGE("Wobbuffet is confused!");
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MESSAGE("Wobbuffet flinched!");
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}
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// Volt Tackle/Flare Blitz edge case: recoil happens, but target isn't statused
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if (gMovesInfo[move].recoil > 0)
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{
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HP_BAR(player);
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MESSAGE("Tauros is hit with recoil!");
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}
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}
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} FINALLY {
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s32 j;
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for (j = 0; j < gBattleTestRunnerState->parametersCount; j+=2)
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{
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EXPECT_GT(results[j+1].damage, results[j].damage);
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}
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}
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}
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